prosperon/source/engine/gameobject.c

95 lines
2.2 KiB
C

#include "gameobject.h"
#include "2dphysics.h"
#include <string.h>
#include "log.h"
#include "math.h"
#include "stb_ds.h"
transform go2t(gameobject *go)
{
transform t = {0};
t.pos.cp = cpBodyGetPosition(go->body);
t.rotation = angle2rotation(cpBodyGetAngle(go->body));
t.scale = go->t->scale;
return t;
}
gameobject *body2go(cpBody *b)
{
return cpBodyGetUserData(b);
}
gameobject *shape2go(cpShape *s)
{
cpBody *b = cpShapeGetBody(s);
return cpBodyGetUserData(b);
}
void gameobject_apply(gameobject *go) { *go->t = go2t(go); }
static void velocityFn(cpBody *body, cpVect gravity, cpFloat damping, cpFloat dt)
{
gameobject *go = body2go(body);
gameobject_apply(go);
cpVect pos = cpBodyGetPosition(body);
HMM_Vec2 g = warp_force((HMM_Vec3){pos.x, pos.y, 0}, go->warp_mask).xy;
if (!go) {
cpBodyUpdateVelocity(body,g.cp,damping,dt);
return;
}
// cpFloat d = isfinite(go->damping) ? go->damping : damping;
cpFloat d = damping;
cpBodyUpdateVelocity(body,g.cp,d,dt*go->timescale);
if (isfinite(go->maxvelocity))
cpBodySetVelocity(body, cpvclamp(cpBodyGetVelocity(body), go->maxvelocity));
if (isfinite(go->maxangularvelocity)) {
float av = cpBodyGetAngularVelocity(body);
if (fabs(av) > go->maxangularvelocity)
cpBodySetAngularVelocity(body, copysignf(go->maxangularvelocity, av));
}
}
gameobject *MakeGameobject() {
gameobject *ngo = malloc(sizeof(*ngo));
gameobject go = {
.maxvelocity = INFINITY,
.maxangularvelocity = INFINITY,
.damping = INFINITY,
.timescale = 1.0,
.ref = JS_UNDEFINED,
.warp_mask = ~0,
};
go.body = cpSpaceAddBody(space, cpBodyNew(1, 1));
cpBodySetVelocityUpdateFunc(go.body, velocityFn);
*ngo = go;
cpBodySetUserData(go.body, ngo);
phys2d_setup_handlers(ngo);
return ngo;
}
void rm_body_shapes(cpBody *body, cpShape *shape, void *data) {
cpSpaceRemoveShape(space, shape);
}
void rm_body_constraints(cpBody *body, cpConstraint *c, void *data)
{
cpSpaceRemoveConstraint(space, c);
}
void gameobject_free(gameobject *go) {
go->ref = JS_UNDEFINED;
cpBodyEachShape(go->body, rm_body_shapes, NULL);
cpBodyEachConstraint(go->body, rm_body_constraints, NULL);
cpSpaceRemoveBody(space, go->body);
cpBodyFree(go->body);
free(go);
}