merge sokol
This commit is contained in:
@@ -1,302 +1,370 @@
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#include "gameobject.h"
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#include "2dphysics.h"
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#include "debugdraw.h"
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#include "input.h"
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#include "log.h"
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#include "nuke.h"
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#include "resources.h"
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#include "script.h"
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#include "shader.h"
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#include "sprite.h"
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#include "registry.h"
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#include "2dphysics.h"
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#include "script.h"
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#include "input.h"
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#include <string.h>
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#include <chipmunk/chipmunk.h>
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#include "resources.h"
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#include "nuke.h"
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#include "log.h"
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#include <string.h>
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#include "debugdraw.h"
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#include "stb_ds.h"
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struct gameobject *gameobjects = NULL;
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static int first = -1;
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const int nameBuf[MAXNAME] = { 0 };
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const int prefabNameBuf[MAXNAME] = { 0 };
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const int nameBuf[MAXNAME] = {0};
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const int prefabNameBuf[MAXNAME] = {0};
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struct gameobject *get_gameobject_from_id(int id)
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{
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return &gameobjects[id];
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struct gameobject *get_gameobject_from_id(int id) {
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if (id < 0) return NULL;
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return &gameobjects[id];
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}
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static void gameobject_setpickcolor(struct gameobject *go)
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{
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float r = ((go->editor.id & 0x000000FF) >> 0) / 255.f;
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float g = ((go->editor.id & 0x0000FF00) >> 8) / 255.f;
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float b = ((go->editor.id & 0x00FF0000) >> 16) / 255.f;
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struct gameobject *id2go(int id) {
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if (id < 0) return NULL;
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go->editor.color[0] = r;
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go->editor.color[1] = g;
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go->editor.color[2] = b;
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return &gameobjects[id];
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}
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struct gameobject *MakeGameobject()
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{
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YughInfo("Making new gameobject");
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struct gameobject go = {
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.editor.id = arrlen(gameobjects),
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.transform.scale = 1.f,
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.scale = 1.f,
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.bodytype = CP_BODY_TYPE_STATIC,
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.mass = 1.f
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};
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int body2id(cpBody *body) {
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return (int)cpBodyGetUserData(body);
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}
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gameobject_setpickcolor(&go);
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strncpy(go.editor.mname, "New object", MAXNAME);
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go.body = cpSpaceAddBody(space, cpBodyNew(go.mass, 1.f));
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cpBody *id2body(int id) {
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struct gameobject *go = id2go(id);
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if (go)
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return go->body;
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return NULL;
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}
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int shape2gameobject(cpShape *shape) {
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struct phys2d_shape *s = cpShapeGetUserData(shape);
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return s->go;
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}
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int pos2gameobject(cpVect pos) {
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cpShape *hit = phys2d_query_pos(pos);
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if (hit) {
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return shape2gameobject(hit);
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}
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for (int i = 0; i < arrlen(gameobjects); i++) {
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if (!gameobjects[i].body) continue;
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cpVect gpos = cpBodyGetPosition(gameobjects[i].body);
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float dist = cpvlength(cpvsub(gpos, pos));
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if (dist <= 25) return i;
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}
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return -1;
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}
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int id_from_gameobject(struct gameobject *go) {
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for (int i = 0; i < arrlen(gameobjects); i++) {
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if (&gameobjects[i] == go) return i;
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}
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return -1;
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}
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void gameobject_set_sensor(int id, int sensor) {
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id2go(id)->sensor = sensor;
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gameobject_apply(id2go(id));
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}
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int go2id(struct gameobject *go) {
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return id_from_gameobject(go);
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}
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void go_shape_apply(cpBody *body, cpShape *shape, struct gameobject *go) {
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cpShapeSetFriction(shape, go->f);
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cpShapeSetElasticity(shape, go->e);
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cpShapeSetCollisionType(shape, go2id(go));
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cpShapeFilter filter;
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filter.group = go2id(go);
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filter.categories = CP_ALL_CATEGORIES;//1<<go->layer;
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filter.mask = CP_ALL_CATEGORIES;//category_masks[go->layer];
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cpShapeSetFilter(shape, filter);
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}
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void go_shape_moi(cpBody *body, cpShape *shape, struct gameobject *go) {
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float moment = cpBodyGetMoment(go->body);
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struct phys2d_shape *s = cpShapeGetUserData(shape);
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if (!s) {
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cpBodySetMoment(go->body, moment + 1);
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return;
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}
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moment += s->moi(s->data, go->mass);
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if (moment < 0) moment = 1;
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cpBodySetMoment(go->body, moment);
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}
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void gameobject_apply(struct gameobject *go) {
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cpBodySetType(go->body, go->bodytype);
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cpBodyEachShape(go->body, go_shape_apply, go);
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if (go->bodytype == CP_BODY_TYPE_DYNAMIC) {
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cpBodySetMass(go->body, go->mass);
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cpBodySetMoment(go->body, 0.f);
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cpBodyEachShape(go->body, go_shape_moi, go);
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if (cpBodyGetMoment(go->body) <= 0.f)
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cpBodySetMoment(go->body, 1.f);
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return;
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}
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}
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static void gameobject_setpickcolor(struct gameobject *go) {
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/*
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float r = ((go->editor.id & 0x000000FF) >> 0) / 255.f;
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float g = ((go->editor.id & 0x0000FF00) >> 8) / 255.f;
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float b = ((go->editor.id & 0x00FF0000) >> 16) / 255.f;
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go->editor.color[0] = r;
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go->editor.color[1] = g;
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go->editor.color[2] = b;
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*/
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}
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int MakeGameobject() {
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struct gameobject go = {
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.scale = 1.f,
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.bodytype = CP_BODY_TYPE_STATIC,
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.mass = 1.f,
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.next = -1,
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.sensor = 0,
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.shape_cbs = NULL,
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.ref = JS_NULL,
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};
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go.cbs.begin.obj = JS_NULL;
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go.cbs.separate.obj = JS_NULL;
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go.body = cpSpaceAddBody(space, cpBodyNew(go.mass, 1.f));
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int retid;
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if (first < 0) {
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arrput(gameobjects, go);
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retid = arrlast(gameobjects).id = arrlen(gameobjects) - 1;
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} else {
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retid = first;
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first = id2go(first)->next;
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*id2go(retid) = go;
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}
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return &arrlast(gameobjects);
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cpBodySetUserData(go.body, (void *)retid);
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phys2d_setup_handlers(retid);
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return retid;
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}
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void gameobject_addcomponent(struct gameobject *go, struct component *c)
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{
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arrput(go->components, *c);
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struct component *newc = &arrlast(go->components);
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newc->go = go;
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newc->data = newc->make(newc->go);
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void rm_body_shapes(cpBody *body, cpShape *shape, void *data) {
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struct phys2d_shape *s = cpShapeGetUserData(shape);
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if (s->data) {
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free(s->data);
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s->data = NULL;
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}
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cpSpaceRemoveShape(space, shape);
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cpShapeFree(shape);
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}
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void gameobject_delete(int id)
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{
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YughInfo("Deleting gameobject with id %d.", id);
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struct gameobject *go = &gameobjects[id];
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for (int i = 0; i < arrlen(go->components); i++) {
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go->components[i].delete(go->components[i].data);
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arrdel(go->components, i);
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}
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int *go_toclean = NULL;
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arrdelswap(gameobjects, id);
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/* Free this gameobject */
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void gameobject_clean(int id) {
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struct gameobject *go = id2go(id);
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arrfree(go->shape_cbs);
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cpBodyEachShape(go->body, rm_body_shapes, NULL);
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cpSpaceRemoveBody(space, go->body);
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cpBodyFree(go->body);
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go->body = NULL;
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}
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void gameobject_delcomponent(struct gameobject *go, int n)
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{
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go->components[n].delete(go->components[n].data);
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arrdel(go->components, n);
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/* Really more of a "mark for deletion" ... */
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void gameobject_delete(int id) {
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id2go(id)->next = first;
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first = id;
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if (cpSpaceIsLocked(space))
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arrpush(go_toclean, id);
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else
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gameobject_clean(id);
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}
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void setup_model_transform(struct mTransform *t, struct shader *s, float scale)
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{
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mfloat_t modelT[16] = { 0.f };
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mfloat_t matbuff[16] = { 0.f };
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memcpy(modelT, UNITMAT4, sizeof(modelT));
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mat4_translate_vec3(modelT, t->position);
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mat4_multiply(modelT, modelT, mat4_rotation_quat(matbuff, t->rotation));
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mat4_scale_vec3f(modelT, scale);
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shader_setmat4(s, "model", modelT);
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void gameobjects_cleanup() {
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for (int i = 0; i < arrlen(go_toclean); i++)
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gameobject_clean(go_toclean[i]);
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arrsetlen(go_toclean, 0);
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return;
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int clean = first;
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while (clean >= 0 && id2go(clean)->body) {
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gameobject_clean(clean);
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clean = id2go(clean)->next;
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}
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}
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void gameobject_save(struct gameobject *go, FILE * file)
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{
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fwrite(go, sizeof(*go), 1, file);
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void gameobject_move(struct gameobject *go, cpVect vec) {
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cpVect p = cpBodyGetPosition(go->body);
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p.x += vec.x;
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p.y += vec.y;
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cpBodySetPosition(go->body, p);
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YughInfo("Number of components is %d.", arrlen(go->components));
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int n = arrlen(go->components);
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fwrite(&n, sizeof(n), 1, file);
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for (int i = 0; i < n; i++) {
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fwrite(&go->components[i].id, sizeof(int), 1, file);
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if (go->components[i].io == NULL)
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fwrite(go->components[i].data, go->components[i].datasize, 1, file);
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else
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go->components[i].io(go->components[i].data, file, 0);
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}
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phys2d_reindex_body(go->body);
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}
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void gameobject_makefromprefab(char *path)
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{
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FILE *fprefab = fopen(path, "rb");
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if (fprefab == NULL) {
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return;
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}
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void gameobject_rotate(struct gameobject *go, float as) {
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cpFloat a = cpBodyGetAngle(go->body);
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a += as * deltaT;
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cpBodySetAngle(go->body, a);
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struct gameobject *new = MakeGameobject();
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fread(new, sizeof(*new), 1, fprefab);
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new->components = NULL;
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gameobject_init(new, fprefab);
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fclose(fprefab);
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phys2d_reindex_body(go->body);
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}
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void gameobject_init(struct gameobject *go, FILE * fprefab)
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{
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go->body = cpSpaceAddBody(space, cpBodyNew(go->mass, 1.f));
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int comp_n;
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fread(&comp_n, sizeof(int), 1, fprefab);
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arrfree(go->components);
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int n;
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for (int i = 0; i < comp_n; i++) {
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/*
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fread(&n, sizeof(int), 1, fprefab);
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go->components[i] = components[n];
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struct component *newc = &go->components[i];
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newc->go = go;
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newc->data = calloc(1, newc->datasize);
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*/
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fread(&n, sizeof(int), 1, fprefab);
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arrput(go->components, components[n]);
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struct component *newc = &arrlast(go->components);
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newc->go = go;
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newc->data = newc->make(newc->go);
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if (newc->io == NULL)
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fread(newc->data, newc->datasize, 1, fprefab);
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else
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newc->io(newc->data, fprefab, 1);
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newc->init(newc->data, go);
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}
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void gameobject_setangle(struct gameobject *go, float angle) {
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cpBodySetAngle(go->body, angle);
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phys2d_reindex_body(go->body);
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}
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void gameobject_saveprefab(struct gameobject *go)
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{
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char prefabfname[60] = { '\0' };
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strncat(prefabfname, go->editor.prefabName, MAXNAME);
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strncat(prefabfname, EXT_PREFAB, 10);
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FILE *pfile = fopen(prefabfname, "wb+");
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gameobject_save(go, pfile);
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fclose(pfile);
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void gameobject_setpos(struct gameobject *go, cpVect vec) {
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if (!go || !go->body) return;
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cpBodySetPosition(go->body, vec);
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findPrefabs();
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phys2d_reindex_body(go->body);
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}
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void object_gui(struct gameobject *go) {
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/*
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float temp_pos[2];
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draw_cppoint(cpBodyGetPosition(go->body), 3);
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nuke_property_float2("Position", -1000000.f, temp_pos, 1000000.f, 1.f, 0.5f);
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cpVect tvect = { temp_pos[0], temp_pos[1] };
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cpBodySetPosition(go->body, tvect);
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float mtry = cpBodyGetAngle(go->body);
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float modtry = fmodf(mtry * RAD2DEGS, 360.f);
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if (modtry < 0.f)
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modtry += 360.f;
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||||
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float modtry2 = modtry;
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nuke_property_float("Angle", -1000.f, &modtry, 1000.f, 0.5f, 0.5f);
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modtry -= modtry2;
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cpBodySetAngle(go->body, mtry + (modtry * DEG2RADS));
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nuke_property_float("Scale", 0.f, &go->scale, 1000.f, 0.01f, go->scale * 0.01f);
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||||
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nuke_nel(3);
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nuke_radio_btn("Static", &go->bodytype, CP_BODY_TYPE_STATIC);
|
||||
nuke_radio_btn("Dynamic", &go->bodytype, CP_BODY_TYPE_DYNAMIC);
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nuke_radio_btn("Kinematic", &go->bodytype, CP_BODY_TYPE_KINEMATIC);
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cpBodySetType(go->body, go->bodytype);
|
||||
|
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if (go->bodytype == CP_BODY_TYPE_DYNAMIC) {
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nuke_property_float("Mass", 0.01f, &go->mass, 1000.f, 0.01f, 0.01f);
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||||
cpBodySetMass(go->body, go->mass);
|
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}
|
||||
|
||||
nuke_property_float("Friction", 0.f, &go->f, 10.f, 0.01f, 0.01f);
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||||
nuke_property_float("Elasticity", 0.f, &go->e, 2.f, 0.01f, 0.01f);
|
||||
|
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int n = -1;
|
||||
|
||||
|
||||
|
||||
for (int i = 0; i < arrlen(go->components); i++) {
|
||||
struct component *c = &go->components[i];
|
||||
|
||||
void gameobject_syncprefabs(char *revertPath)
|
||||
{
|
||||
/*
|
||||
struct gameobject **go = objects;
|
||||
int i = 0;
|
||||
while(i != nobjects) {
|
||||
if ((*go)->editor.curPrefabPath && !strcmp((*go)->editor.curPrefabPath, revertPath)) { ; }//objectRevertPrefab(go); //TODO: revertprefab
|
||||
}
|
||||
*/
|
||||
comp_draw_debug(c);
|
||||
|
||||
nuke_nel(5);
|
||||
if (nuke_btn("Del")) n = i;
|
||||
|
||||
if (nuke_push_tree_id(c->ref->name, i)) {
|
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comp_draw_gui(c);
|
||||
nuke_tree_pop();
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
if (n >= 0)
|
||||
gameobject_delcomponent(go, n);
|
||||
*/
|
||||
}
|
||||
|
||||
void gameobject_revertprefab(struct gameobject *go)
|
||||
{
|
||||
|
||||
void body_draw_shapes_dbg(cpBody *body, cpShape *shape, void *data) {
|
||||
struct phys2d_shape *s = cpShapeGetUserData(shape);
|
||||
s->debugdraw(s->data);
|
||||
}
|
||||
|
||||
void toggleprefab(struct gameobject *go)
|
||||
{
|
||||
go->editor.prefabSync = !go->editor.prefabSync;
|
||||
void gameobject_draw_debug(int go) {
|
||||
struct gameobject *g = id2go(go);
|
||||
if (!g || !g->body) return;
|
||||
|
||||
if (go->editor.prefabSync) {
|
||||
strcpy(go->editor.prefabName, go->editor.rootPrefabName);
|
||||
gameobject_revertprefab(go); //TODO: object revert prefab
|
||||
} else {
|
||||
go->editor.prefabName[0] = '\0';
|
||||
}
|
||||
cpVect pos = cpBodyGetPosition(g->body);
|
||||
struct rgba color = {
|
||||
.r = 0.76*255,
|
||||
.b = 0.38*255,
|
||||
.g = 255,
|
||||
.a = 255
|
||||
};
|
||||
draw_cppoint(pos, 3.f, color);
|
||||
cpBodyEachShape(g->body, body_draw_shapes_dbg, NULL);
|
||||
}
|
||||
|
||||
void gameobject_update(struct gameobject *go)
|
||||
{
|
||||
if (go->script)
|
||||
script_run(go->script);
|
||||
void gameobject_draw_debugs() {
|
||||
for (int i = 0; i < arrlen(gameobjects); i++)
|
||||
gameobject_draw_debug(i);
|
||||
}
|
||||
|
||||
void gameobject_move(struct gameobject *go, float xs, float ys)
|
||||
{
|
||||
cpVect p = cpBodyGetPosition(go->body);
|
||||
p.x += xs * deltaT;
|
||||
p.y += ys * deltaT;
|
||||
cpBodySetPosition(go->body, p);
|
||||
static struct {
|
||||
struct gameobject go;
|
||||
cpVect pos;
|
||||
float angle;
|
||||
} *saveobjects = NULL;
|
||||
|
||||
void gameobject_saveall() {
|
||||
arrfree(saveobjects);
|
||||
arrsetlen(saveobjects, arrlen(gameobjects));
|
||||
|
||||
for (int i = 0; i < arrlen(gameobjects); i++) {
|
||||
saveobjects[i].go = gameobjects[i];
|
||||
saveobjects[i].pos = cpBodyGetPosition(gameobjects[i].body);
|
||||
saveobjects[i].angle = cpBodyGetAngle(gameobjects[i].body);
|
||||
}
|
||||
}
|
||||
|
||||
void gameobject_rotate(struct gameobject *go, float as)
|
||||
{
|
||||
cpFloat a = cpBodyGetAngle(go->body);
|
||||
a += as * deltaT;
|
||||
cpBodySetAngle(go->body, a);
|
||||
void gameobject_loadall() {
|
||||
YughInfo("N gameobjects: %d, N saved: %d", arrlen(gameobjects), arrlen(saveobjects));
|
||||
for (int i = 0; i < arrlen(saveobjects); i++) {
|
||||
gameobjects[i] = saveobjects[i].go;
|
||||
cpBodySetPosition(gameobjects[i].body, saveobjects[i].pos);
|
||||
cpBodySetAngle(gameobjects[i].body, saveobjects[i].angle);
|
||||
cpBodySetVelocity(gameobjects[i].body, cpvzero);
|
||||
cpBodySetAngularVelocity(gameobjects[i].body, 0.f);
|
||||
}
|
||||
|
||||
arrfree(saveobjects);
|
||||
}
|
||||
|
||||
void update_gameobjects() {
|
||||
for (int i = 0; i < arrlen(gameobjects); i++)
|
||||
gameobject_update(&gameobjects[i]);
|
||||
}
|
||||
|
||||
|
||||
void object_gui(struct gameobject *go)
|
||||
{
|
||||
float temp_pos[2];
|
||||
temp_pos[0] = cpBodyGetPosition(go->body).x;
|
||||
temp_pos[1] = cpBodyGetPosition(go->body).y;
|
||||
|
||||
draw_point(temp_pos[0], temp_pos[1], 3);
|
||||
|
||||
nk_property_float2(ctx, "Position", -1000000.f, temp_pos, 1000000.f, 1.f, 0.5f);
|
||||
|
||||
cpVect tvect = { temp_pos[0], temp_pos[1] };
|
||||
cpBodySetPosition(go->body, tvect);
|
||||
|
||||
float mtry = cpBodyGetAngle(go->body);
|
||||
float modtry = fmodf(mtry * RAD2DEGS, 360.f);
|
||||
if (modtry < 0.f)
|
||||
modtry += 360.f;
|
||||
|
||||
float modtry2 = modtry;
|
||||
nk_property_float(ctx, "Angle", -1000.f, &modtry, 1000.f, 0.5f, 0.5f);
|
||||
modtry -= modtry2;
|
||||
cpBodySetAngle(go->body, mtry + (modtry * DEG2RADS));
|
||||
|
||||
nk_property_float(ctx, "Scale", 0.f, &go->scale, 1000.f, 0.01f, go->scale * 0.01f);
|
||||
|
||||
nk_layout_row_dynamic(ctx, 25, 3);
|
||||
nk_radio_button_label(ctx, "Static", &go->bodytype, CP_BODY_TYPE_STATIC);
|
||||
nk_radio_button_label(ctx, "Dynamic", &go->bodytype, CP_BODY_TYPE_DYNAMIC);
|
||||
nk_radio_button_label(ctx, "Kinematic", &go->bodytype, CP_BODY_TYPE_KINEMATIC);
|
||||
|
||||
cpBodySetType(go->body, go->bodytype);
|
||||
|
||||
if (go->bodytype == CP_BODY_TYPE_DYNAMIC) {
|
||||
nk_property_float(ctx, "Mass", 0.01f, &go->mass, 1000.f, 0.01f, 0.01f);
|
||||
cpBodySetMass(go->body, go->mass);
|
||||
}
|
||||
|
||||
nk_property_float(ctx, "Friction", 0.f, &go->f, 10.f, 0.01f, 0.01f);
|
||||
nk_property_float(ctx, "Elasticity", 0.f, &go->e, 2.f, 0.01f, 0.01f);
|
||||
|
||||
int n = -1;
|
||||
|
||||
|
||||
|
||||
for (int i = 0; i < arrlen(go->components); i++) {
|
||||
struct component *c = &go->components[i];
|
||||
|
||||
if (c->draw_debug)
|
||||
c->draw_debug(c->data);
|
||||
|
||||
|
||||
nuke_nel(5);
|
||||
if (nk_button_label(ctx, "Del")) n = i;
|
||||
if (nk_tree_push_id(ctx, NK_TREE_NODE, c->name, NK_MINIMIZED, i)) {
|
||||
|
||||
c->draw_gui(c->data);
|
||||
|
||||
nk_tree_pop(ctx);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
if (n >= 0)
|
||||
gameobject_delcomponent(go, n);
|
||||
|
||||
int gameobjects_saved() {
|
||||
return arrlen(saveobjects);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user