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source/engine/gameobject.c
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200
source/engine/gameobject.c
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#include "gameobject.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 "vec.h"
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#include "input.h"
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#include <string.h>
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#include <chipmunk.h>
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struct vec *gameobjects = NULL;
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struct mGameObject *updateGO = NULL;
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const int nameBuf[MAXNAME] = { 0 };
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const int prefabNameBuf[MAXNAME] = { 0 };
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struct mGameObject *get_gameobject_from_id(int id)
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{
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return vec_get(gameobjects, id - 1);
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}
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static void gameobject_setpickcolor(struct mGameObject *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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struct mGameObject *MakeGameobject()
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{
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struct mGameObject *go = vec_add(gameobjects, NULL);
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go->editor.id = gameobjects->len - 1;
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go->transform.scale = 1.f;
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gameobject_setpickcolor(go);
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strncpy(go->editor.mname, "New object", MAXNAME);
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go->scale = 1.f;
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go->bodytype = CP_BODY_TYPE_STATIC;
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go->mass = 1.f;
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go->body = cpSpaceAddBody(space, cpBodyNew(go->mass, 1.f));
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go->components = vec_make(sizeof(struct component), 10);
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return go;
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}
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void gameobject_addcomponent(struct mGameObject *go, struct component *c)
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{
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struct component *newc = vec_add(go->components, c);
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newc->go = go;
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newc->data = newc->make(newc->go);
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}
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void gameobject_delete(int id)
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{
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vec_delete(gameobjects, id);
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}
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void gameobject_delcomponent(struct mGameObject *go, int n)
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{
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vec_del_order(go->components, n);
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}
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void setup_model_transform(struct mTransform *t, struct mShader *s,
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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,
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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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}
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void gameobject_save(struct mGameObject *go, FILE * file)
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{
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fwrite(go, sizeof(*go), 1, file);
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vec_store(go->components, file);
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for (int i = 0; i < go->components->len; i++) {
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struct component *c = vec_get(go->components, i);
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fwrite(c, c->datasize, 1, file);
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}
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}
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void gameobject_saveprefab(struct mGameObject *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, ".yugh", 10);
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FILE *pfile = fopen(prefabfname, "w+");
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gameobject_save(go, pfile);
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fclose(pfile);
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findPrefabs();
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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, "r");
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if (fprefab == NULL) {
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return;
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}
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struct mGameObject *new = MakeGameobject();
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fread(new, sizeof(*new), 1, fprefab);
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new->editor.id = gameobjects->len - 1;
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new->body = cpSpaceAddBody(space, cpBodyNew(new->mass, 1.f));
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gameobject_init(new, fprefab);
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fclose(fprefab);
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}
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void gameobject_init(struct mGameObject *go, FILE * fprefab)
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{
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go->body = cpSpaceAddBody(space, cpBodyNew(go->mass, 1.f));
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vec_load(go->components, fprefab);
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for (int i = 0; i < go->components->len; i++) {
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struct component *newc =
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vec_set(go->components, i,
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&components[((struct component *)
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vec_get(go->components, i))->id]);
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newc->go = go;
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newc->data = malloc(newc->datasize);
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fread(newc->data, newc->datasize, 1, fprefab);
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newc->init(newc->data, go);
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}
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}
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void gameobject_syncprefabs(char *revertPath)
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{
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/*
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struct mGameObject **go = objects;
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int i = 0;
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while(i != nobjects) {
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if ((*go)->editor.curPrefabPath && !strcmp((*go)->editor.curPrefabPath, revertPath)) { ; }//objectRevertPrefab(go); //TODO: revertprefab
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}
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*/
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}
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void gameobject_revertprefab(struct mGameObject *go)
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{
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}
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void toggleprefab(struct mGameObject *go)
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{
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go->editor.prefabSync = !go->editor.prefabSync;
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if (go->editor.prefabSync) {
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strcpy(go->editor.prefabName, go->editor.rootPrefabName);
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gameobject_revertprefab(go); //TODO: object revert prefab
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} else {
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go->editor.prefabName[0] = '\0';
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}
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}
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void component_update(struct component *c)
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{
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if (c->update)
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c->update(c->data, c->go);
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}
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void gameobject_update(struct mGameObject *go)
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{
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if (go->update) {
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updateGO = go;
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script_run(updateGO->update);
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}
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vec_walk(go->components, component_update);
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}
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void gameobject_move(struct mGameObject *go, float xs, float ys)
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{
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cpVect p = cpBodyGetPosition(go->body);
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p.x += xs * deltaT;
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p.y += ys * deltaT;
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cpBodySetPosition(go->body, p);
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}
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void gameobject_rotate(struct mGameObject *go, float as)
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{
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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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}
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