prosperon/source/engine/2dphysics.c

711 lines
19 KiB
C

#include "2dphysics.h"
#include "debug.h"
#include "gameobject.h"
#include <string.h>
#include "debugdraw.h"
#include "stb_ds.h"
#include <assert.h>
#include <chipmunk/chipmunk_unsafe.h>
#include <math.h>
#include "2dphysics.h"
#include "jsffi.h"
#include "script.h"
#include "log.h"
cpSpace *space = NULL;
struct rgba color_white = {255,255,255,255};
struct rgba color_black = {0,0,0,255};
struct rgba color_clear = {0,0,0,0};
struct rgba disabled_color = {148,148,148,255};
struct rgba sleep_color = {255,140,228,255};
struct rgba dynamic_color = {255,70,46,255};
struct rgba kinematic_color = {255, 194, 64, 255};
struct rgba static_color = {73,209,80,255};
static const unsigned char col_alpha = 40;
static const float sensor_seg = 10;
unsigned int category_masks[32];
void set_cat_mask(int cat, unsigned int mask) { category_masks[cat] = mask; }
cpTransform m3_to_cpt(HMM_Mat3 m)
{
cpTransform t;
t.a = m.Columns[0].x;
t.b = m.Columns[0].y;
t.tx = m.Columns[2].x;
t.c = m.Columns[1].x;
t.d = m.Columns[1].y;
t.ty = m.Columns[2].y;
return t;
}
cpShape *phys2d_query_pos(cpVect pos) {
cpShapeFilter filter;
filter.group = CP_NO_GROUP;
filter.mask = CP_ALL_CATEGORIES;
filter.categories = CP_ALL_CATEGORIES;
cpShape *find = cpSpacePointQueryNearest(space, pos, 0.f, filter, NULL);
return find;
}
static int qhit;
void qpoint(cpShape *shape, cpFloat dist, cpVect point, int *data)
{
qhit++;
}
void bbhit(cpShape *shape, int *data)
{
qhit++;
}
static cpShapeFilter ff = {
.group = CP_NO_GROUP,
.mask = CP_ALL_CATEGORIES,
.categories = CP_ALL_CATEGORIES,
};
int query_point(HMM_Vec2 pos)
{
qhit = 0;
// cpSpacePointQuery(space, pos.cp, 0, filter, qpoint, &qhit);
cpSpaceBBQuery(space, cpBBNewForCircle(pos.cp, 2), ff, bbhit, &qhit);
return qhit;
}
int p_compare(void *a, void *b)
{
if (a > b) return 1;
if (a < b) return -1;
return 0;
}
gameobject **clean_ids(gameobject **ids)
{
qsort(ids, arrlen(ids), sizeof(*ids), p_compare);
gameobject *curid = NULL;
for (int i = arrlen(ids)-1; i >= 0; i--)
if (ids[i] == curid)
arrdelswap(ids, i);
else
curid = ids[i];
return ids;
}
typedef struct querybox {
cpBB bb;
gameobject **ids;
} querybox;
void querylist(cpShape *shape, cpContactPointSet *points, querybox *qb) {
arrput(qb->ids, shape2go(shape));
}
void querylistbodies(cpBody *body, querybox *qb) {
if (cpBBContainsVect(qb->bb, cpBodyGetPosition(body)))
arrput(qb->ids,body2go(body));
}
/* Return all points from a list of points in the given boundingbox */
int *phys2d_query_box_points(HMM_Vec2 pos, HMM_Vec2 wh, HMM_Vec2 *points, int n) {
cpBB bbox;
bbox = cpBBExpand(bbox, cpvadd(pos.cp, cpvmult(wh.cp,0.5)));
bbox = cpBBExpand(bbox, cpvsub(pos.cp, cpvmult(wh.cp,0.5)));
int *hits = NULL;
for (int i = 0; i < n; i++)
if (cpBBContainsVect(bbox, points[i].cp))
arrpush(hits, i);
return hits;
}
/* Return all gameobjects within the given box */
gameobject **phys2d_query_box(HMM_Vec2 pos, HMM_Vec2 wh) {
cpShape *box = cpBoxShapeNew(NULL, wh.x, wh.y, 0.f);
cpTransform T = {0};
T.a = 1;
T.d = 1;
T.tx = pos.x;
T.ty = pos.y;
cpShapeUpdate(box, T);
cpBB bbox = cpShapeGetBB(box);
querybox qb;
qb.bb = bbox;
qb.ids = NULL;
cpSpaceShapeQuery(space, box, querylist, &qb);
cpSpaceEachBody(space, querylistbodies, &qb);
cpShapeFree(box);
return clean_ids(qb.ids);
}
gameobject **phys2d_query_shape(struct phys2d_shape *shape)
{
gameobject **ids = NULL;
cpSpaceShapeQuery(space, shape->shape, querylist, ids);
return clean_ids(ids);
}
int cpshape_enabled(cpShape *c) {
cpShapeFilter filter = cpShapeGetFilter(c);
if (filter.categories == ~CP_ALL_CATEGORIES && filter.mask == ~CP_ALL_CATEGORIES)
return 0;
return 1;
}
struct rgba shape_color(cpShape *shape) {
if (!cpshape_enabled(shape)) return disabled_color;
switch (cpBodyGetType(cpShapeGetBody(shape))) {
case CP_BODY_TYPE_DYNAMIC:
// cpBodySleep(cpShapeGetBody(shape));
if (cpBodyIsSleeping(cpShapeGetBody(shape)))
return sleep_color;
return dynamic_color;
case CP_BODY_TYPE_KINEMATIC:
return kinematic_color;
case CP_BODY_TYPE_STATIC:
return static_color;
}
return static_color;
}
static warp_gravity *space_gravity;
void phys2d_init()
{
space = cpSpaceNew();
cpSpaceSetSleepTimeThreshold(space, 1);
cpSpaceSetCollisionSlop(space, 0.01);
cpSpaceSetCollisionBias(space, cpfpow(1.0-0.5, 165.f));
space_gravity = warp_gravity_make();
}
void phys2d_set_gravity(HMM_Vec2 v)
{
float str = HMM_LenV2(v);
HMM_Vec2 dir = HMM_NormV2(v);
space_gravity->strength = str;
space_gravity->t.scale = (HMM_Vec3){v.x,v.y, 0};
space_gravity->planar_force = (HMM_Vec3){v.x,v.y,0};
}
constraint *constraint_make(cpConstraint *c)
{
constraint *cp = malloc(sizeof(*cp));
cp->c = c;
cp->break_cb = JS_UNDEFINED;
cp->remove_cb = JS_UNDEFINED;
cpSpaceAddConstraint(space,c);
cpConstraintSetUserData(c, cp);
return cp;
}
void constraint_break(constraint *constraint)
{
if (!constraint->c) return;
cpSpaceRemoveConstraint(space, constraint->c);
cpConstraintFree(constraint->c);
constraint->c = NULL;
script_call_sym(constraint->break_cb);
}
void constraint_free(constraint *constraint)
{
constraint_break(constraint);
free(constraint);
}
void constraint_test(cpConstraint *constraint, float *dt)
{
float max = cpConstraintGetMaxForce(constraint);
if (!isfinite(max)) return;
float force = cpConstraintGetImpulse(constraint)/ *dt;
if (force > max)
constraint_break(cpConstraintGetUserData(constraint));
}
void phys2d_update(float deltaT) {
cpSpaceStep(space, deltaT);
cpSpaceEachConstraint(space, constraint_test, &deltaT);
}
void init_phys2dshape(struct phys2d_shape *shape, gameobject *go, void *data) {
shape->go = go;
shape->data = data;
shape->t.scale = (HMM_Vec2){1.0,1.0};
go_shape_apply(go->body, shape->shape, go);
cpShapeSetCollisionType(shape->shape, (cpCollisionType)go);
cpShapeSetUserData(shape->shape, shape);
}
void phys2d_shape_del(struct phys2d_shape *shape) {
if (!shape->shape) return;
cpSpaceRemoveShape(space, shape->shape);
cpShapeFree(shape->shape);
}
/***************** CIRCLE2D *****************/
struct phys2d_circle *Make2DCircle(gameobject *go) {
struct phys2d_circle *new = malloc(sizeof(struct phys2d_circle));
new->radius = 10.f;
new->offset = v2zero;
new->shape.shape = cpSpaceAddShape(space, cpCircleShapeNew(go->body, new->radius, cpvzero));
new->shape.debugdraw = phys2d_dbgdrawcircle;
new->shape.moi = phys2d_circle_moi;
new->shape.apply = phys2d_applycircle;
new->shape.free = NULL;
init_phys2dshape(&new->shape, go, new);
phys2d_applycircle(new);
return new;
}
float phys2d_circle_moi(struct phys2d_circle *c) {
float m = c->shape.go->mass;
return cpMomentForCircle(m, 0, cpCircleShapeGetRadius(c->shape.shape), cpCircleShapeGetOffset(c->shape.shape));
}
void phys2d_circledel(struct phys2d_circle *c) {
phys2d_shape_del(&c->shape);
}
void phys2d_dbgdrawcpcirc(cpShape *c) {
HMM_Vec2 pos = mat_t_pos(t_go2world(shape2go(c)), (HMM_Vec2)cpCircleShapeGetOffset(c));
float radius = cpCircleShapeGetRadius(c);
struct rgba color = shape_color(c);
float seglen = cpShapeGetSensor(c) ? 5 : -1;
draw_circle(pos, radius, 1, color, seglen);
color.a = col_alpha;
draw_circle(pos,radius,radius,color,-1);
}
void phys2d_shape_apply(struct phys2d_shape *s)
{
float moment = cpBodyGetMoment(s->go->body);
float moi = s->moi(s->data);
s->apply(s->data);
float newmoi = s->moi(s->data);
moment-=moi;
moment += newmoi;
cpBodySetMoment(s->go->body, moment);
}
void phys2d_dbgdrawcircle(struct phys2d_circle *circle) {
phys2d_dbgdrawcpcirc(circle->shape.shape);
}
void phys2d_applycircle(struct phys2d_circle *circle) {
gameobject *go = circle->shape.go;
float radius = circle->radius * HMM_MAX(HMM_ABS(go->scale.X), HMM_ABS(go->scale.Y));
cpCircleShapeSetRadius(circle->shape.shape, radius);
cpCircleShapeSetOffset(circle->shape.shape, circle->offset.cp);
}
/************** POLYGON ************/
struct phys2d_poly *Make2DPoly(gameobject *go) {
struct phys2d_poly *new = malloc(sizeof(struct phys2d_poly));
new->points = NULL;
arrsetlen(new->points, 0);
new->radius = 0.f;
new->shape.shape = cpSpaceAddShape(space, cpPolyShapeNewRaw(go->body, 0, (cpVect*)new->points, new->radius));
new->shape.debugdraw = phys2d_dbgdrawpoly;
new->shape.moi = phys2d_poly_moi;
new->shape.free = phys2d_poly_free;
new->shape.apply = phys2d_applypoly;
init_phys2dshape(&new->shape, go, new);
return new;
}
void phys2d_poly_free(struct phys2d_poly *poly)
{
arrfree(poly->points);
free(poly);
}
float phys2d_poly_moi(struct phys2d_poly *poly) {
float m = poly->shape.go->mass;
int len = cpPolyShapeGetCount(poly->shape.shape);
cpVect points[len];
for (int i = 0; i < len; i++)
points[i] = cpPolyShapeGetVert(poly->shape.shape, i);
float moi = cpMomentForPoly(m, len, points, cpvzero, poly->radius);
if (!isfinite(moi))
return 0;
return moi;
}
void phys2d_polydel(struct phys2d_poly *poly) {
arrfree(poly->points);
phys2d_shape_del(&poly->shape);
}
void phys2d_polyaddvert(struct phys2d_poly *poly) {
arrput(poly->points, v2zero);
}
void phys2d_poly_setverts(struct phys2d_poly *poly, HMM_Vec2 *verts) {
if (!verts) return;
if (poly->points)
arrfree(poly->points);
arrsetlen(poly->points, arrlen(verts));
for (int i = 0; i < arrlen(verts); i++)
poly->points[i] = verts[i];
phys2d_shape_apply(&poly->shape);
}
void phys2d_applypoly(struct phys2d_poly *poly) {
if (arrlen(poly->points) <= 0) return;
assert(sizeof(poly->points[0]) == sizeof(cpVect));
struct gameobject *go = poly->shape.go;
transform2d t = go2t(shape2go(poly->shape.shape));
t.pos.cp = cpvzero;
t.angle = 0;
cpTransform T = m3_to_cpt(transform2d2mat(t));
cpPolyShapeSetVerts(poly->shape.shape, arrlen(poly->points), (cpVect*)poly->points, T);
cpPolyShapeSetRadius(poly->shape.shape, poly->radius);
cpSpaceReindexShapesForBody(space, cpShapeGetBody(poly->shape.shape));
}
void phys2d_dbgdrawpoly(struct phys2d_poly *poly) {
struct rgba color = shape_color(poly->shape.shape);
struct rgba line_color = color;
color.a = col_alpha;
if (arrlen(poly->points) >= 3) {
int n = cpPolyShapeGetCount(poly->shape.shape);
HMM_Vec2 points[n+1];
transform2d t = go2t(shape2go(poly->shape.shape));
t.scale = (HMM_Vec2){1,1};
HMM_Mat3 rt = transform2d2mat(t);
for (int i = 0; i < n; i++)
points[i] = mat_t_pos(rt, (HMM_Vec2)cpPolyShapeGetVert(poly->shape.shape, i));
points[n] = points[0];
draw_poly(points, n, color);
float seglen = cpShapeGetSensor(poly->shape.shape) ? sensor_seg : 0;
draw_line(points, n, line_color, seglen, 0);
}
}
/****************** EDGE 2D**************/
struct phys2d_edge *Make2DEdge(gameobject *go) {
struct phys2d_edge *new = malloc(sizeof(struct phys2d_edge));
new->points = NULL;
arrsetlen(new->points, 0);
new->thickness = 0.f;
new->shapes = NULL;
arrsetlen(new->shapes, 0);
new->shape.go = go;
new->shape.data = new;
new->shape.debugdraw = phys2d_dbgdrawedge;
new->shape.moi = phys2d_edge_moi;
new->shape.shape = NULL;
new->shape.apply = NULL;
new->shape.free = phys2d_edge_free;
new->draws = 0;
phys2d_applyedge(new);
return new;
}
void phys2d_edge_free(struct phys2d_edge *edge)
{
for (int i = 0; i < arrlen(edge->shapes); i++)
cpShapeSetUserData(edge->shapes[i], NULL);
arrfree(edge->points);
arrfree(edge->shapes);
free(edge);
}
float phys2d_edge_moi(struct phys2d_edge *edge) {
float m = edge->shape.go->mass;
float moi = 0;
for (int i = 0; i < arrlen(edge->points) - 1; i++)
moi += cpMomentForSegment(m, edge->points[i].cp, edge->points[i + 1].cp, edge->thickness);
return moi;
}
void phys2d_edgedel(struct phys2d_edge *edge) { phys2d_shape_del(&edge->shape); }
void phys2d_edgeaddvert(struct phys2d_edge *edge, HMM_Vec2 v) {
arrput(edge->points, v);
if (arrlen(edge->points) > 1)
arrput(edge->shapes, cpSpaceAddShape(space, cpSegmentShapeNew(edge->shape.go->body, cpvzero, cpvzero, edge->thickness)));
}
void phys2d_edge_rmvert(struct phys2d_edge *edge, int index) {
if (index>arrlen(edge->points) || index < 0) return;
arrdel(edge->points, index);
if (arrlen(edge->points) == 0) return;
if (index == 0) {
cpSpaceRemoveShape(space, edge->shapes[index]);
cpShapeFree(edge->shapes[index]);
arrdel(edge->shapes, index);
return;
}
if (index != arrlen(edge->points))
cpSegmentShapeSetEndpoints(edge->shapes[index - 1], edge->points[index - 1].cp, edge->points[index].cp);
cpSpaceRemoveShape(space, edge->shapes[index - 1]);
cpShapeFree(edge->shapes[index - 1]);
arrdel(edge->shapes, index - 1);
}
void phys2d_edge_setvert(struct phys2d_edge *edge, int index, cpVect val) {
assert(arrlen(edge->points) > index && index >= 0);
edge->points[index].cp = val;
}
void phys2d_edge_update_verts(struct phys2d_edge *edge, HMM_Vec2 *verts)
{
if (arrlen(edge->points) == arrlen(verts)) {
for (int i = 0; i < arrlen(verts); i++)
phys2d_edge_setvert(edge,i,verts[i].cp);
} else {
int vertchange = arrlen(verts)-arrlen(edge->points);
phys2d_edge_clearverts(edge);
phys2d_edge_addverts(edge,verts);
}
phys2d_applyedge(edge);
}
void phys2d_edge_clearverts(struct phys2d_edge *edge) {
for (int i = arrlen(edge->points) - 1; i >= 0; i--)
phys2d_edge_rmvert(edge, i);
}
void phys2d_edge_addverts(struct phys2d_edge *edge, HMM_Vec2 *verts) {
for (int i = 0; i < arrlen(verts); i++)
phys2d_edgeaddvert(edge, verts[i]);
}
/* Calculates all true positions of verts, links them up, and so on */
void phys2d_applyedge(struct phys2d_edge *edge) {
struct gameobject *go = edge->shape.go;
for (int i = 0; i < arrlen(edge->shapes); i++) {
/* Points must be scaled with gameobject, */
HMM_Vec2 a = HMM_MulV2(go->scale.xy, edge->points[i]);
HMM_Vec2 b = HMM_MulV2(go->scale.xy, edge->points[i+1]);
cpSegmentShapeSetEndpoints(edge->shapes[i], a.cp, b.cp);
cpSegmentShapeSetRadius(edge->shapes[i], edge->thickness);
if (i > 0 && i < arrlen(edge->shapes) - 1)
cpSegmentShapeSetNeighbors(edge->shapes[i], HMM_MulV2(go->scale.xy,edge->points[i-1]).cp, HMM_MulV2(go->scale.xy,edge->points[i+2]).cp);
go_shape_apply(NULL, edge->shapes[i], go);
cpShapeSetUserData(edge->shapes[i], &edge->shape);
}
cpSpaceReindexShapesForBody(space, edge->shape.go->body);
}
void phys2d_dbgdrawedge(struct phys2d_edge *edge) {
edge->draws++;
if (edge->draws > 1) {
if (edge->draws >= arrlen(edge->shapes))
edge->draws = 0;
return;
}
if (arrlen(edge->shapes) < 1) return;
HMM_Vec2 drawpoints[arrlen(edge->points)];
struct gameobject *go = edge->shape.go;
HMM_Mat3 g2w = t_go2world(go);
for (int i = 0; i < arrlen(edge->points); i++)
drawpoints[i] = mat_t_pos(g2w, edge->points[i]);
float seglen = cpShapeGetSensor(edge->shapes[0]) ? sensor_seg : 0;
struct rgba color = shape_color(edge->shapes[0]);
struct rgba line_color = color;
color.a = col_alpha;
draw_edge(drawpoints, arrlen(edge->points), color, edge->thickness * 2, 0, line_color, seglen);
draw_points(drawpoints, arrlen(edge->points), 2, kinematic_color);
}
/************ COLLIDER ****************/
void shape_enabled(struct phys2d_shape *shape, int enabled) {
if (enabled)
cpShapeSetFilter(shape->shape, CP_SHAPE_FILTER_ALL);
else
cpShapeSetFilter(shape->shape, CP_SHAPE_FILTER_NONE);
}
int shape_is_enabled(struct phys2d_shape *shape) {
if (cpshape_enabled(shape->shape))
return 1;
return 0;
}
void shape_set_sensor(struct phys2d_shape *shape, int sensor) {
if (!shape->shape) {
struct phys2d_edge *edge = shape->data;
for (int i = 0; i < arrlen(edge->shapes); i++)
cpShapeSetSensor(edge->shapes[i], sensor);
} else
cpShapeSetSensor(shape->shape, sensor);
}
int shape_get_sensor(struct phys2d_shape *shape) {
if (!shape->shape) {
struct phys2d_edge *edge = shape->data;
if (arrlen(edge->shapes) > 0) return cpShapeGetSensor(edge->shapes[0]);
YughInfo("Attempted to get the sensor of an edge with no shapes. It has %d points.", arrlen(edge->points));
return 0;
}
return cpShapeGetSensor(shape->shape);
}
void phys2d_reindex_body(cpBody *body) { cpSpaceReindexShapesForBody(space, body); }
int arb_valid(cpArbiter *arb)
{
cpBody *body1;
cpBody *body2;
cpArbiterGetBodies(arb, &body1, &body2);
gameobject *go2 = cpBodyGetUserData(body2);
return !JS_IsUndefined(go2->ref);
}
JSValue arb2js(cpArbiter *arb)
{
cpBody *body1;
cpBody *body2;
cpArbiterGetBodies(arb, &body1, &body2);
gameobject *go2 = cpBodyGetUserData(body2);
if (JS_IsUndefined(go2->ref)) return JS_UNDEFINED;
cpShape *shape1;
cpShape *shape2;
cpArbiterGetShapes(arb, &shape1, &shape2);
HMM_Vec2 norm;
norm.cp = cpArbiterGetNormal(arb);
JSValue obj = JS_NewObject(js);
JS_SetPropertyStr(js, obj, "normal", vec22js(norm));
JS_SetPropertyStr(js, obj, "obj", JS_DupValue(js,go2->ref));
JS_SetPropertyStr(js, obj, "sensor", JS_NewBool(js, cpShapeGetSensor(shape2)));
HMM_Vec2 srfv;
srfv.cp = cpArbiterGetSurfaceVelocity(arb);
JS_SetPropertyStr(js, obj, "velocity", vec22js(srfv));
return obj;
}
void phys_run_post(cpSpace *space, JSValue *fn, JSValue *hit)
{
script_call_fn_arg(*fn, *hit);
JS_FreeValue(js, *hit);
}
/* TODO: Limitation, cannot handle multiple collision same frame */
int script_phys_cb_begin(cpArbiter *arb, cpSpace *space, gameobject *go)
{
if (!arb_valid(arb)) return 1;
if (!JS_IsUndefined(go->cbs.begin) && cpSpaceAddPostStepCallback(space, phys_run_post, &go->cbs.begin, &go->cbs.bhit))
go->cbs.bhit = arb2js(arb);
cpShape *shape1;
cpShape *shape2;
cpArbiterGetShapes(arb, &shape1, &shape2);
struct phys2d_shape *pshape1 = cpShapeGetUserData(shape1);
for (int i = 0; i < arrlen(go->shape_cbs); i++) {
if (go->shape_cbs[i].shape != pshape1) continue;
if (!JS_IsUndefined(go->shape_cbs[i].cbs.begin) && cpSpaceAddPostStepCallback(space, phys_run_post, &go->shape_cbs[i].cbs.begin, &go->shape_cbs[i].cbs.bhit))
go->shape_cbs[i].cbs.bhit = arb2js(arb);
}
return 1;
}
void script_phys_cb_separate(cpArbiter *arb, cpSpace *space, gameobject *go)
{
if (!arb_valid(arb)) return;
if (JS_IsUndefined(go->cbs.separate)) return;
go->cbs.shit = arb2js(arb);
cpSpaceAddPostStepCallback(space, phys_run_post, &go->cbs.separate, &go->cbs.shit);
}
void phys2d_rm_go_handlers(gameobject *go) {
cpCollisionHandler *handler = cpSpaceAddWildcardHandler(space, (cpCollisionType)go);
if (!JS_IsUndefined(go->cbs.begin)) {
JS_FreeValue(js,go->cbs.begin);
go->cbs.begin = JS_UNDEFINED;
}
if (JS_IsFunction(js,go->cbs.separate)) {
JS_FreeValue(js,go->cbs.separate);
go->cbs.separate = JS_UNDEFINED;
}
for (int i = 0; i < arrlen(go->shape_cbs); i++) {
JS_FreeValue(js, go->shape_cbs[i].cbs.begin);
go->shape_cbs[i].cbs.begin = JS_UNDEFINED;
}
}
void phys2d_setup_handlers(gameobject *go) {
cpCollisionHandler *handler = cpSpaceAddWildcardHandler(space, (cpCollisionType)go);
handler->userData = go;
handler->beginFunc = script_phys_cb_begin;
handler->separateFunc = script_phys_cb_separate;
}
static int airborne = 0;
void inair(cpBody *body, cpArbiter *arbiter, void *data) {
airborne = 0;
}
int phys2d_in_air(cpBody *body) {
airborne = 1;
cpBodyEachArbiter(body, inair, NULL);
return airborne;
}