Files
Edit2D/entity.odin
T
SamratGhale 8ed94fac32 Joints
2026-03-12 12:54:13 +05:45

247 lines
5.0 KiB
Odin

package ion
import b2 "vendor:box2d"
import array "core:container/small_array"
static_index :: i32
static_index_global :: struct
{
index : i32,
level : string,
offset : b2.Vec2,
}
/*
This file contains code to handle box2d stuffs of the game code
Don't put game's logic here
*/
joint_common :: struct
{
entity_a, entity_b : static_index,
bodyIdA, bodyIdB : b2.BodyId,
}
revolt_joint_def :: struct
{
//Everything else can be stored in the def
entity_a, entity_b : static_index,
using def : b2.RevoluteJointDef,
}
distance_joint_def :: struct
{
entity_a, entity_b : static_index,
using def : b2.DistanceJointDef,
}
engine_world :: struct
{
world_id : b2.WorldId,
//This in engine code?
static_indexes : map[static_index]int `cbor:"-"`,
relations : map[^static_index][dynamic]static_index_global `cbor:"-"`,
relations_serializeable : map[ static_index][dynamic]static_index_global,
/*
Seems okay to put the joint defs in engine rather than in game because
we don't add more attributes in joints in the game
Can be changed later without requireing refactor
*/
revolute_joint_defs : [dynamic]revolt_joint_def,
distant_joint_defs : [dynamic]distance_joint_def,
joints : [dynamic]b2.JointId `cbor:"-"`,
}
engine_entity_flags_enum :: enum u64 {
POLYGON_IS_BOX,
MULTI_BODIES,
MULTI_SHAPES,
}
engine_entity_flags :: bit_set[engine_entity_flags_enum]
engine_entity_def :: struct {
body_def : b2.BodyDef,
shape_def : b2.ShapeDef,
shape_type : b2.ShapeType,
radius, scale : f32,
centers : [2]b2.Vec2,
size : b2.Vec2,
is_loop : bool,
vertices : array.Small_Array(b2.MAX_POLYGON_VERTICES, b2.Vec2),
name_buf : [255]u8 `fmt:"-" cbor:"-"`,
entity_flags : engine_entity_flags,
index : static_index,
body_count : int,
}
engine_entity :: struct {
body_id : b2.BodyId,
shape_id : b2.ShapeId,
//This is if the entity has multiple bodies
bodies : [dynamic]b2.BodyId,
shapes : [dynamic]b2.ShapeId,
joints : [dynamic]b2.JointId,
entity_flags : engine_entity_flags,
index : ^static_index,
}
engine_entity_single_body :: proc(def : ^engine_entity_def, world_id: b2.WorldId, index : i32) -> engine_entity
{
def := def
new_entity : engine_entity
if def.index != 0
{
new_entity.index = new(static_index)
new_entity.index^ = def.index
}
new_entity.body_id = b2.CreateBody(world_id, def.body_def)
switch def.shape_type{
case .circleShape:
{
def.radius *= def.scale
circle := b2.Circle{ radius = def.radius }
def.scale = 1
new_entity.shape_id = b2.CreateCircleShape(new_entity.body_id, def.shape_def, circle)
}
case .capsuleShape:
{
def.radius *= def.scale
def.centers[0] *= def.scale
def.centers[1] *= def.scale
def.scale = 1
capsule := b2.Capsule{
center1 = def.centers[0],
center2 = def.centers[1],
radius = def.radius
}
new_entity.shape_id = b2.CreateCapsuleShape(
new_entity.body_id,
def.shape_def,
capsule
)
}
case .chainSegmentShape:
{
chain_def := b2.DefaultChainDef()
verts :[dynamic]b2.Vec2
for &v in array.slice(&def.vertices){
v *= def.scale
}
for v in array.slice(&def.vertices){
//If it's not a looped chain then it needs two defination
if !def.is_loop do append(&verts, v)
append(&verts, v)
}
slice := array.slice(&def.vertices)
chain_def.points = &verts[0]
chain_def.count = i32(len(verts))
chain_def.isLoop = def.is_loop
c := b2.CreateChain(new_entity.body_id, chain_def)
shapes_data :[10]b2.ShapeId
shapes := b2.Body_GetShapes(new_entity.body_id, shapes_data[:])
for shape in shapes{
b2.Shape_SetUserData(shape, rawptr(uintptr(index)))
}
def.scale = 1
}
case .segmentShape:
{
for &v in array.slice(&def.vertices){
v *= def.scale
}
segment : b2.Segment = {point1 = array.get(def.vertices, 0), point2 = array.get(def.vertices, 2)}
new_entity.shape_id = b2.CreateSegmentShape(new_entity.body_id, def.shape_def, segment)
def.scale = 1
}
case .polygonShape:
{
poly : b2.Polygon
if .POLYGON_IS_BOX in def.entity_flags
{
def.size *= def.scale
poly = b2.MakeBox(def.size.x, def.size.y)
def.scale = 1
}else
{
//def.size *= def.scale
for &v in array.slice(&def.vertices){
v *= def.scale
}
points := make([dynamic]b2.Vec2, 0)
for p, i in array.slice(&def.vertices){
if i >= int(def.vertices.len) do break
append_elem(&points, p)
}
sort_points_ccw(points[:])
hull := b2.ComputeHull(points[:])
poly = b2.MakePolygon(hull, 0)
delete(points)
def.scale = 1
}
new_entity.shape_id = b2.CreatePolygonShape(new_entity.body_id, def.shape_def, poly)
}
}
if def.shape_type != .chainSegmentShape{
b2.Shape_SetUserData(new_entity.shape_id, rawptr(uintptr(index)))
}
return new_entity
}