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4 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 857c6b3d47 | |||
| e1498f538d | |||
| aa246eff94 | |||
| 5be21a21d5 |
@@ -1,88 +0,0 @@
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# Animation System
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Source: `src/dusk/animation/`
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## Overview
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The animation system provides time-based keyframe interpolation with
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pluggable easing functions. It is intentionally minimal -- no skeleton,
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no blending, no state machine. Animations produce a single `float_t`
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value at a given time, which callers apply to whatever property they
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are animating.
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## Keyframes (`keyframe.h`)
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```c
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typedef struct {
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float_t time; // time in seconds this keyframe is at
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float_t value; // the value at this keyframe
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easingtype_t easing; // easing applied between this frame and the next
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} keyframe_t;
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```
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## Animation (`animation.h`)
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```c
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typedef struct {
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keyframe_t *keyframes; // caller-owned array
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uint16_t keyframeCount;
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} animation_t;
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void animationInit(
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animation_t *anim,
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keyframe_t *keyframes,
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uint16_t keyframeCount
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);
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float_t animationGetValue(animation_t *anim, float_t time);
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// Returns the interpolated value at the given time.
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// Before the first keyframe: returns the first keyframe's value.
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// After the last keyframe: returns the last keyframe's value.
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```
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## Easing functions (`easing.h`)
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```c
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typedef float_t (*easingfn_t)(float_t t); // t in [0, 1], out in [0, 1]
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extern const easingfn_t EASING_FUNCTIONS[EASING_COUNT];
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float_t easingApply(easingtype_t type, float_t t);
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```
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Available easing types:
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```
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EASING_LINEAR
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EASING_IN_SINE EASING_OUT_SINE EASING_IN_OUT_SINE
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EASING_IN_QUAD EASING_OUT_QUAD EASING_IN_OUT_QUAD
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EASING_IN_CUBIC EASING_OUT_CUBIC EASING_IN_OUT_CUBIC
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EASING_IN_QUART EASING_OUT_QUART EASING_IN_OUT_QUART
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EASING_IN_BACK EASING_OUT_BACK EASING_IN_OUT_BACK
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```
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## Usage pattern
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```c
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// Declare keyframes statically (no allocation):
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static keyframe_t kfs[] = {
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{ .time = 0.0f, .value = 0.0f, .easing = EASING_OUT_CUBIC },
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{ .time = 1.0f, .value = 1.0f, .easing = EASING_LINEAR },
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};
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animation_t anim;
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animationInit(&anim, kfs, 2);
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// In update loop:
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float_t alpha = animationGetValue(&anim, TIME.time);
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// Apply alpha to whatever is being animated.
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```
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## Design notes
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- Keyframe arrays are caller-owned and not copied. Use static or
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long-lived arrays; do not allocate per-frame.
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- The system has no notion of looping -- wrap `time` with `fmodf` if
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you need a repeating animation.
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- For multi-property animations, use multiple `animation_t` instances
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sharing the same time source.
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@@ -1,125 +0,0 @@
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# Asset System
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Source: `src/dusk/asset/`
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## Overview
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All game assets are packed into a single ZIP archive named `dusk.dsk`
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(`ASSET_FILE_NAME`). The asset system loads entries from this archive
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asynchronously on a background thread, caches them, and provides
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synchronous blocking access when an asset is required immediately.
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## Key limits
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| Constant | Value | Meaning |
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|----------|-------|---------|
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| `ASSET_LOADING_COUNT_MAX` | 4 | Concurrent in-flight loads |
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| `ASSET_ENTRY_COUNT_MAX` | 128 | Cached entries |
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## Top-level API (`asset.h`)
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```c
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errorret_t assetInit(); // Open dusk.dsk, start background thread
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void assetUpdate(); // Dispatch completed-load callbacks (main thread)
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errorret_t assetDispose(); // Wait for loads, close archive
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assetentry_t *assetGetEntry(
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const char_t *path,
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assetloadertype_t type,
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assetloaderinput_t *input
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); // Get (or create) a cache entry; does NOT start loading
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errorret_t assetRequireLoaded(assetentry_t *entry);
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// Block the calling thread until this entry is fully loaded.
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// Only safe to call from the main thread.
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void assetLock(assetentry_t *entry);
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void assetUnlock(assetentry_t *entry);
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// Reference counting. Lock before using loaded data; unlock when done.
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// The entry will not be evicted while locked.
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```
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## Asset entry states
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Each cache entry goes through a state machine:
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```
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IDLE -> QUEUED -> READING (async) -> PROCESSING (sync, main thread) -> LOADED
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-> ERROR
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```
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- **READING** runs on the background loader thread (file I/O).
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- **PROCESSING** runs on the main thread (GPU uploads, parsing finalization).
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- Once LOADED, data is available in `entry->data`.
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## Loader types
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Loader types are registered in the `ASSET_LOADER_CALLBACKS[]` table.
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Each type implements three callbacks: `loadSync`, `loadAsync`, `dispose`.
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| `assetloadertype_t` | Data read | Description |
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|---------------------|-----------|-------------|
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| `ASSET_LOADER_TYPE_TEXTURE` | STB image | Loads image bytes async, creates GPU texture sync |
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| `ASSET_LOADER_TYPE_TILESET` | `.dtf` binary | Custom tile format (magic, version, grid, UVs) |
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| `ASSET_LOADER_TYPE_MESH` | `.stl` | STL mesh with configurable axis orientation |
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| `ASSET_LOADER_TYPE_JSON` | yyjson | Up to 256 KB; parsed async |
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| `ASSET_LOADER_TYPE_LOCALE` | Gettext `.po` | PO parser with plural-form expression evaluation |
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| `ASSET_LOADER_TYPE_SCRIPT` | JS source | JerryScript module |
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## Adding a new loader type
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1. Add an enum value before `_COUNT` in `assetloadertype_t`
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(`src/dusk/asset/loader/assetloader.h`).
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2. Add fields to the input/loading/output unions in `assetloader.h`.
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3. Implement `assetXxxLoaderSync`, `assetXxxLoaderAsync`, and
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`assetXxxDispose` in `src/dusk/asset/loader/xxx/`.
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4. Register the three callbacks in `ASSET_LOADER_CALLBACKS[]` in
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`src/dusk/asset/loader/assetloader.c`.
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5. If user-facing, create a JS module and a `.d.ts` file (see `CLAUDE.md`).
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## Asset batch (`assetbatch.h`)
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`assetbatch_t` groups multiple asset requests into a single logical
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load. All entries in the batch start loading concurrently. The batch
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fires a completion callback once every entry has reached LOADED (or
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ERROR).
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```c
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assetbatch_t batch;
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assetBatchInit(&batch, entries, count, onComplete, user);
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assetBatchStart(&batch);
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// ... later, after assetUpdate() fires the callback ...
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assetBatchDispose(&batch);
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```
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## Usage pattern
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```c
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// 1. Get or create the cache entry (no I/O yet).
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assetentry_t *tex = assetGetEntry(
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"textures/hero.png",
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ASSET_LOADER_TYPE_TEXTURE,
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NULL
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);
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assetLock(tex);
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// 2. Option A -- non-blocking: check tex->state each frame.
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// Option B -- blocking (main thread only):
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errorChain(assetRequireLoaded(tex));
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// 3. Use the loaded data.
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texture_t *t = &tex->data.texture;
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// 4. Release when done.
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assetUnlock(tex);
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```
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## Error macros (inside loader implementations)
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```c
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assetLoaderErrorThrow("msg %d", val); // errorThrow equivalent
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assetLoaderErrorChain(someCall()); // errorChain equivalent
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```
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Use these instead of the bare error macros inside loader callbacks so
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that failures include the loader context in the stack trace.
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@@ -1,116 +0,0 @@
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# Build System
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Dusk uses CMake exclusively. Every source subdirectory owns its own
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`CMakeLists.txt`; the root file only wires them together.
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## Golden rule
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**Never add source files to the root `CMakeLists.txt` directly.**
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Every `.c` file is registered in the `CMakeLists.txt` that lives in
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the same directory (or a direct parent within the same module):
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```cmake
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target_sources(${DUSK_LIBRARY_TARGET_NAME}
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PUBLIC
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myfile.c
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)
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||||
```
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## Configuration variables
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||||
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| Variable | Purpose |
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|------------------------|----------------------------------------------|
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| `DUSK_TARGET_SYSTEM` | Selects the platform (see `.claude/platforms.md`) |
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| `DUSK_BUILD_TESTS` | Enables the test suite (`ON` / `OFF`) |
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| `CMAKE_TOOLCHAIN_FILE` | Cross-compiler toolchain for console targets |
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| `CMAKE_BUILD_TYPE` | `Debug` / `Release` / `RelWithDebInfo` |
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||||
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## Typical configure + build
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```sh
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# Linux debug build
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cmake -B build -DDUSK_TARGET_SYSTEM=linux -DCMAKE_BUILD_TYPE=Debug
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cmake --build build
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# Linux with tests
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cmake -B build \
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-DDUSK_TARGET_SYSTEM=linux \
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-DDUSK_BUILD_TESTS=ON \
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-DCMAKE_BUILD_TYPE=Debug
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cmake --build build
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ctest --test-dir build
|
||||
```
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## Module layout convention
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||||
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Each logical module under `src/` gets its own directory:
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||||
|
||||
```
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src/dusk/ Platform-agnostic core
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src/dusk<platform>/ Platform-specific impl (one dir per target)
|
||||
```
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||||
|
||||
Within a module, subdirectories mirror subsystem boundaries
|
||||
(`asset/`, `entity/`, `script/`, etc.). Each subdirectory has its own
|
||||
`CMakeLists.txt` that is `add_subdirectory()`-included by its parent.
|
||||
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## Adding a new source file
|
||||
|
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1. Create `src/.../myfile.c` (and `myfile.h` if needed).
|
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2. Open the `CMakeLists.txt` in the same directory.
|
||||
3. Add `myfile.c` to the `target_sources(...)` block.
|
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4. Do **not** touch any parent or root `CMakeLists.txt`.
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|
||||
## Platform-conditional sources
|
||||
|
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Wrap platform-only files in a generator expression or `if()` block:
|
||||
|
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```cmake
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if(DUSK_TARGET_SYSTEM STREQUAL "psp")
|
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target_sources(${DUSK_LIBRARY_TARGET_NAME}
|
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PUBLIC
|
||||
mypspfile.c
|
||||
)
|
||||
endif()
|
||||
```
|
||||
|
||||
## Embedding JS files (`dusk_embed_js`)
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|
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Source: `cmake/modules/duskjs2c.cmake`
|
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|
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The `dusk_embed_js()` CMake function embeds a `.js` source file as a
|
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C string constant in a generated header. It is used to ship script
|
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module code alongside the engine binary without a separate file load.
|
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|
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```cmake
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dusk_embed_js(
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TARGET ${DUSK_LIBRARY_TARGET_NAME}
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JS_FILE path/to/mymodule.js
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# NAME is optional; defaults to uppercase stem + "_JS"
|
||||
# e.g. "mymodule.js" -> "MYMODULE_JS"
|
||||
NAME MY_CUSTOM_NAME
|
||||
)
|
||||
```
|
||||
|
||||
The generated header is placed in
|
||||
`${DUSK_GENERATED_HEADERS_DIR}/<stem>_js.h` and defines:
|
||||
|
||||
```c
|
||||
static const char MY_CUSTOM_NAME[] = "... js source ...";
|
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static const size_t MY_CUSTOM_NAME_SIZE = sizeof(MY_CUSTOM_NAME) - 1;
|
||||
```
|
||||
|
||||
Under the hood it calls `python -m tools.js2c` from the repo root.
|
||||
The header is generated at build time; include it in the `.c` file
|
||||
that registers the JS module, then pass `NAME` and `NAME_SIZE` to
|
||||
`jerry_eval()` (or the equivalent module load helper).
|
||||
|
||||
## Tests
|
||||
|
||||
- Test files live in `test/` mirroring the `src/dusk/` structure.
|
||||
- Enable with `-DDUSK_BUILD_TESTS=ON`.
|
||||
- Uses cmocka; include `dusktest.h` in every test file.
|
||||
- Every test must assert `memoryGetAllocatedCount() == 0` at teardown
|
||||
to catch allocator leaks.
|
||||
- Test function signature: `static void test_something(void **state)`
|
||||
@@ -1,92 +0,0 @@
|
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# Console
|
||||
|
||||
Source: `src/dusk/console/`
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
The console is a lightweight in-engine debug overlay. It maintains a
|
||||
fixed-size ring buffer of text lines and can render them to the screen
|
||||
as an overlay. On Linux (where `DUSK_CONSOLE_POSIX` is defined), it
|
||||
also reads commands from stdin on a background thread, allowing
|
||||
interactive input during development without pausing the game loop.
|
||||
|
||||
---
|
||||
|
||||
## Limits
|
||||
|
||||
| Constant | Value |
|
||||
|----------|-------|
|
||||
| `CONSOLE_LINE_MAX` | 512 chars per line |
|
||||
| `CONSOLE_HISTORY_MAX` | 16 lines in the ring buffer |
|
||||
| `CONSOLE_EXEC_BUFFER_MAX` | 32 pending execution slots |
|
||||
|
||||
---
|
||||
|
||||
## Global state
|
||||
|
||||
```c
|
||||
typedef struct {
|
||||
char_t line[CONSOLE_HISTORY_MAX][CONSOLE_LINE_MAX]; // ring buffer
|
||||
bool_t visible;
|
||||
|
||||
#ifdef DUSK_CONSOLE_POSIX
|
||||
threadmutex_t printMutex; // guards ring buffer on POSIX targets
|
||||
#endif
|
||||
} console_t;
|
||||
|
||||
extern console_t CONSOLE;
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## API
|
||||
|
||||
```c
|
||||
void consoleInit(void);
|
||||
|
||||
// printf-style print into the ring buffer.
|
||||
// Thread-safe on POSIX (uses printMutex).
|
||||
void consolePrint(const char_t *message, ...);
|
||||
|
||||
// Process any queued script input lines. Must be called from the
|
||||
// main thread once per frame.
|
||||
void consoleUpdate(void);
|
||||
|
||||
// Draw the ring buffer as an overlay in UI space.
|
||||
errorret_t consoleDraw(void);
|
||||
|
||||
void consoleDispose(void);
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## POSIX stdin mode (`DUSK_CONSOLE_POSIX`)
|
||||
|
||||
On Linux only (`DUSK_CONSOLE_POSIX`), the console launches a background
|
||||
thread that polls stdin using `poll()` at 75 ms intervals
|
||||
(`CONSOLE_POSIX_POLL_RATE`). Lines typed at the terminal are queued
|
||||
and dispatched on the main thread by `consoleUpdate()`.
|
||||
|
||||
This allows typing commands or JS expressions into the running game
|
||||
without blocking the render loop. The ring buffer is protected by
|
||||
`CONSOLE.printMutex` so `consolePrint` is safe to call from either
|
||||
thread.
|
||||
|
||||
POSIX mode is not available on PSP, Vita, or Dolphin targets.
|
||||
|
||||
---
|
||||
|
||||
## Notes
|
||||
|
||||
- `CONSOLE.visible` controls whether `consoleDraw` renders anything.
|
||||
Toggle it from a debug keybind or always set it to `true` in
|
||||
development builds.
|
||||
- `consolePrint` wraps lines at `CONSOLE_LINE_MAX` -- long messages are
|
||||
truncated. Use multiple calls for long output.
|
||||
- The console is distinct from the error system (`errorThrow` /
|
||||
`errorPrint`). Use `consolePrint` for diagnostic output; use
|
||||
`errorThrow` for recoverable failures.
|
||||
- Log calls (`logDebug`, `logError`) go to the platform's debug output
|
||||
(stdout/stderr), not to the console ring buffer.
|
||||
@@ -1,88 +0,0 @@
|
||||
# Display -- Color
|
||||
|
||||
Source: `build/generated/display/color.h` (generated at build time)
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
`color.h` is a generated header. It is not hand-edited -- the source
|
||||
lives in the CMake generator that produces it from platform configuration.
|
||||
Include it via `"display/color.h"`.
|
||||
|
||||
---
|
||||
|
||||
## Types
|
||||
|
||||
```c
|
||||
typedef float_t colorchannelf_t; // float channel [0.0, 1.0]
|
||||
typedef uint8_t colorchannel8_t; // 8-bit channel [0, 255]
|
||||
|
||||
typedef struct { colorchannelf_t r, g, b; } color3f_t;
|
||||
typedef struct { colorchannelf_t r, g, b, a; } color4f_t;
|
||||
typedef struct { colorchannel8_t r, g, b; } color3b_t;
|
||||
typedef struct { colorchannel8_t r, g, b, a; } color4b_t;
|
||||
|
||||
typedef color4b_t color_t; // default: RGBA uint8
|
||||
```
|
||||
|
||||
`color_t` is always `color4b_t` -- four `uint8_t` channels.
|
||||
Most engine APIs (text rendering, UI, mesh vertices) take `color_t`.
|
||||
|
||||
---
|
||||
|
||||
## Constructors
|
||||
|
||||
```c
|
||||
color3f(r, g, b) // float RGB
|
||||
color4f(r, g, b, a) // float RGBA
|
||||
color3b(r, g, b) // uint8 RGB
|
||||
color4b(r, g, b, a) // uint8 RGBA
|
||||
color(r, g, b, a) // alias for color4b
|
||||
colorHex(0xRRGGBBAA) // unpack 32-bit hex into color4b
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Predefined constants
|
||||
|
||||
Each named colour comes in four variants: `_4B` (uint8 RGBA, default),
|
||||
`_3B` (uint8 RGB), `_4F` (float RGBA), `_3F` (float RGB). The bare
|
||||
name (e.g. `COLOR_BLACK`) always resolves to the `_4B` variant.
|
||||
|
||||
| Constant | RGBA (uint8) |
|
||||
|----------|-------------|
|
||||
| `COLOR_BLACK` | 0, 0, 0, 255 |
|
||||
| `COLOR_WHITE` | 255, 255, 255, 255 |
|
||||
| `COLOR_RED` | 255, 0, 0, 255 |
|
||||
| `COLOR_GREEN` | 0, 255, 0, 255 |
|
||||
| `COLOR_BLUE` | 0, 0, 255, 255 |
|
||||
| `COLOR_YELLOW` | 255, 255, 0, 255 |
|
||||
| `COLOR_CYAN` | 0, 255, 255, 255 |
|
||||
| `COLOR_MAGENTA` | 255, 0, 255, 255 |
|
||||
| `COLOR_ORANGE` | 255, 165, 0, 255 |
|
||||
| `COLOR_PURPLE` | 127, 0, 127, 255 |
|
||||
| `COLOR_GRAY` | 127, 127, 127, 255 |
|
||||
| `COLOR_LIGHT_GRAY` | 191, 191, 191, 255 |
|
||||
| `COLOR_DARK_GRAY` | 63, 63, 63, 255 |
|
||||
| `COLOR_BROWN` | 153, 102, 51, 255 |
|
||||
| `COLOR_PINK` | 255, 191, 204, 255 |
|
||||
| `COLOR_LIME` | 191, 255, 0, 255 |
|
||||
| `COLOR_NAVY` | 0, 0, 127, 255 |
|
||||
| `COLOR_TEAL` | 0, 127, 127, 255 |
|
||||
| `COLOR_CORNFLOWER_BLUE` | 99, 147, 237, 255 |
|
||||
| `COLOR_TRANSPARENT` | 0, 0, 0, 0 |
|
||||
| `COLOR_TRANSPARENT_WHITE` | 255, 255, 255, 0 |
|
||||
| `COLOR_TRANSPARENT_BLACK` | 0, 0, 0, 0 |
|
||||
|
||||
---
|
||||
|
||||
## Notes
|
||||
|
||||
- `color_t` uses premultiplied-friendly `uint8_t` channels for
|
||||
compatibility with both OpenGL texture uploads and GX on Dolphin.
|
||||
- For shader uniforms that expect float colours, convert manually:
|
||||
`(float_t)col.r / 255.0f` etc.
|
||||
- The `COLOR_SCRIPT` macro is a C string containing the JS Color class
|
||||
static methods. It is concatenated into the embedded JS runtime
|
||||
during module init (see `.claude/script.md`).
|
||||
@@ -1,81 +0,0 @@
|
||||
# Display -- Screen, Framebuffer, and Size Modes
|
||||
|
||||
Source: `src/dusk/display/`
|
||||
|
||||
See also: `.claude/display-texture.md`, `.claude/display-shader.md`
|
||||
|
||||
---
|
||||
|
||||
## Display size modes
|
||||
|
||||
Two compile-time configurations exist:
|
||||
|
||||
### Fixed size (`DUSK_DISPLAY_WIDTH` + `DUSK_DISPLAY_HEIGHT`)
|
||||
|
||||
The render resolution is constant. Set both defines at CMake configure
|
||||
time. `SCREEN.width` and `SCREEN.height` are compile-time constants.
|
||||
|
||||
### Dynamic size (`DUSK_DISPLAY_SIZE_DYNAMIC`)
|
||||
|
||||
The window can be resized (desktop targets). Instead of fixed defines,
|
||||
set `DUSK_DISPLAY_WIDTH_DEFAULT` and `DUSK_DISPLAY_HEIGHT_DEFAULT`.
|
||||
The screen system renders to an internal framebuffer at a logical
|
||||
resolution and scales/letterboxes to the actual window.
|
||||
|
||||
Screen modes available only with `DUSK_DISPLAY_SIZE_DYNAMIC`:
|
||||
|
||||
| Mode | Behaviour |
|
||||
|------|-----------|
|
||||
| `SCREEN_MODE_BACKBUFFER` | Render directly to the window backbuffer |
|
||||
| `SCREEN_MODE_FIXED_SIZE` | Fixed pixel dimensions; letterboxed |
|
||||
| `SCREEN_MODE_ASPECT_RATIO` | Maintain aspect ratio at all cost |
|
||||
| `SCREEN_MODE_FIXED_HEIGHT` | Fixed height; width expands/contracts |
|
||||
| `SCREEN_MODE_FIXED_WIDTH` | Fixed width; height expands/contracts |
|
||||
| `SCREEN_MODE_FIXED_VIEWPORT_HEIGHT` | Fixed height at higher resolution |
|
||||
|
||||
Configure via `SCREEN.mode` and the corresponding union field before
|
||||
calling `screenInit()`.
|
||||
|
||||
---
|
||||
|
||||
## Framebuffer (`framebuffer.h`)
|
||||
|
||||
```c
|
||||
extern framebuffer_t FRAMEBUFFER_BACKBUFFER;
|
||||
extern const framebuffer_t *FRAMEBUFFER_BOUND;
|
||||
|
||||
// Bind/unbind:
|
||||
frameBufferBind(fb);
|
||||
frameBufferUnbind();
|
||||
|
||||
// Clear (pass flag combination):
|
||||
frameBufferClear(fb, FRAMEBUFFER_CLEAR_COLOR | FRAMEBUFFER_CLEAR_DEPTH);
|
||||
|
||||
// Dimensions of the currently bound framebuffer:
|
||||
int32_t w = frameBufferGetWidth();
|
||||
int32_t h = frameBufferGetHeight();
|
||||
```
|
||||
|
||||
`FRAMEBUFFER_BACKBUFFER` is the window surface. Off-screen framebuffers
|
||||
are used by the screen system when `DUSK_DISPLAY_SIZE_DYNAMIC` is on.
|
||||
|
||||
---
|
||||
|
||||
## Screen (`screen.h`)
|
||||
|
||||
```c
|
||||
extern screen_t SCREEN;
|
||||
// SCREEN.width, SCREEN.height -- logical render dimensions
|
||||
// SCREEN.aspect -- width / height
|
||||
// SCREEN.background -- clear colour
|
||||
|
||||
errorret_t screenInit();
|
||||
errorret_t screenBind(); // call before rendering game content
|
||||
errorret_t screenUnbind(); // call after game content, before UI
|
||||
errorret_t screenRender(); // blit the internal framebuffer to the window
|
||||
errorret_t screenDispose();
|
||||
```
|
||||
|
||||
`screenBind` / `screenUnbind` / `screenRender` are called by the scene
|
||||
system automatically each frame. Game code normally does not call them
|
||||
directly -- use the JS `render()` hook instead.
|
||||
@@ -1,240 +0,0 @@
|
||||
# Display -- Mesh
|
||||
|
||||
Source: `src/dusk/display/mesh/`
|
||||
|
||||
See also: `.claude/display-spritebatch.md`, `.claude/display-shader.md`
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
The mesh system wraps platform-specific GPU geometry buffers behind a
|
||||
common `mesh_t` type. Geometry is described as an array of
|
||||
`meshvertex_t` values and a primitive type. The platform layer
|
||||
(`meshplatform.h`) provides the concrete buffer and draw implementation
|
||||
(VBO on OpenGL, display list or immediate-mode on Dolphin GX).
|
||||
|
||||
---
|
||||
|
||||
## Vertex format (`meshvertex.h`)
|
||||
|
||||
```c
|
||||
typedef struct {
|
||||
#if MESH_ENABLE_COLOR
|
||||
color_t color; // optional per-vertex colour (disabled by default)
|
||||
#endif
|
||||
float_t uv[2]; // texture coordinates (U, V)
|
||||
float_t pos[3]; // position (X, Y, Z)
|
||||
} meshvertex_t;
|
||||
```
|
||||
|
||||
`MESH_ENABLE_COLOR` is a compile-time flag (default 0). Enable it with
|
||||
`-DMESH_ENABLE_COLOR=1` at CMake configure time if per-vertex colouring
|
||||
is needed; be aware this changes the struct size and breaks binary
|
||||
compatibility with pre-built mesh data.
|
||||
|
||||
---
|
||||
|
||||
## Core API (`mesh.h`)
|
||||
|
||||
```c
|
||||
// Platform alias -- do not use meshplatform_t directly.
|
||||
typedef meshplatform_t mesh_t;
|
||||
typedef meshprimitivetypeplatform_t meshprimitivetype_t;
|
||||
|
||||
// Upload vertices to the GPU. Must be called from the main thread.
|
||||
errorret_t meshInit(
|
||||
mesh_t *mesh,
|
||||
const meshprimitivetype_t primitiveType,
|
||||
const int32_t vertexCount,
|
||||
const meshvertex_t *vertices
|
||||
);
|
||||
|
||||
// Flush a range of updated vertices to the GPU (modern targets only).
|
||||
// vertexCount == -1 flushes all vertices.
|
||||
errorret_t meshFlush(
|
||||
mesh_t *mesh,
|
||||
const int32_t vertexOffset,
|
||||
const int32_t vertexCount
|
||||
);
|
||||
|
||||
// Draw the mesh. vertexCount == -1 draws all vertices.
|
||||
errorret_t meshDraw(
|
||||
const mesh_t *mesh,
|
||||
const int32_t vertexOffset,
|
||||
const int32_t vertexCount
|
||||
);
|
||||
|
||||
// Compute the axis-aligned bounding box.
|
||||
void meshGetBounds(const mesh_t *mesh, vec3 outMin, vec3 outMax);
|
||||
|
||||
int32_t meshGetVertexCount(const mesh_t *mesh);
|
||||
|
||||
errorret_t meshDispose(mesh_t *mesh);
|
||||
```
|
||||
|
||||
On constrained targets (GameCube/Wii) `meshFlush` is a no-op -- the
|
||||
hardware reads vertices from main memory directly. Always call it on
|
||||
desktop/mobile targets after modifying vertex data.
|
||||
|
||||
---
|
||||
|
||||
## Primitive generators
|
||||
|
||||
Each generator provides:
|
||||
- A `*Buffer(vertices, ...)` function that writes into a caller-supplied
|
||||
`meshvertex_t` array (no allocation).
|
||||
- A global pre-built `*_MESH_SIMPLE` singleton + `*_MESH_SIMPLE_VERTICES`
|
||||
array initialised at engine startup (for common one-off uses).
|
||||
|
||||
All generators use CCW winding and `MESH_PRIMITIVE_TYPE_TRIANGLES`.
|
||||
|
||||
### Quad (`quad.h`)
|
||||
|
||||
```c
|
||||
#define QUAD_VERTEX_COUNT 6 // two triangles
|
||||
|
||||
// 2D quad in XY plane:
|
||||
void quadBuffer(
|
||||
meshvertex_t *vertices,
|
||||
const float_t minX, const float_t minY,
|
||||
const float_t maxX, const float_t maxY,
|
||||
const float_t u0, const float_t v0,
|
||||
const float_t u1, const float_t v1
|
||||
);
|
||||
|
||||
// 3D quad using full vec3 min/max:
|
||||
void quadBuffer3D(
|
||||
meshvertex_t *vertices,
|
||||
const vec3 min, const vec3 max,
|
||||
const vec2 uvMin, const vec2 uvMax
|
||||
);
|
||||
|
||||
extern mesh_t QUAD_MESH_SIMPLE;
|
||||
```
|
||||
|
||||
The SpriteBatch is built on `quadBuffer3D` internally.
|
||||
|
||||
### Cube (`cube.h`)
|
||||
|
||||
```c
|
||||
#define CUBE_VERTEX_COUNT 36 // 6 faces x 6 vertices
|
||||
|
||||
// Axis-aligned box from min to max:
|
||||
void cubeBuffer(
|
||||
meshvertex_t *vertices,
|
||||
const vec3 min, const vec3 max
|
||||
);
|
||||
|
||||
extern mesh_t CUBE_MESH_SIMPLE; // unit cube (0,0,0) to (1,1,1)
|
||||
```
|
||||
|
||||
### Plane (`plane.h`)
|
||||
|
||||
```c
|
||||
#define PLANE_VERTEX_COUNT 6
|
||||
|
||||
typedef enum {
|
||||
PLANE_AXIS_XY, // flat in XY, normal along +Z (billboard / wall face)
|
||||
PLANE_AXIS_XZ, // flat in XZ, normal along +Y (ground / floor)
|
||||
PLANE_AXIS_YZ, // flat in YZ, normal along +X (side wall)
|
||||
} planeaxis_t;
|
||||
|
||||
void planeBuffer(
|
||||
meshvertex_t *vertices,
|
||||
const planeaxis_t axis,
|
||||
const vec3 min, const vec3 max,
|
||||
const vec2 uvMin, const vec2 uvMax
|
||||
);
|
||||
|
||||
extern mesh_t PLANE_MESH_SIMPLE; // unit XZ plane (0,0,0) to (1,0,1)
|
||||
```
|
||||
|
||||
### Sphere (`sphere.h`)
|
||||
|
||||
```c
|
||||
#define SPHERE_STACKS 8
|
||||
#define SPHERE_SECTORS 16
|
||||
#define SPHERE_VERTEX_COUNT (SPHERE_STACKS * SPHERE_SECTORS * 6)
|
||||
|
||||
void sphereBuffer(
|
||||
meshvertex_t *vertices,
|
||||
const vec3 center,
|
||||
const float_t radius,
|
||||
const int32_t stacks,
|
||||
const int32_t sectors
|
||||
);
|
||||
|
||||
extern mesh_t SPHERE_MESH_SIMPLE; // unit sphere centered at (0,0,0), r=0.5
|
||||
```
|
||||
|
||||
### Capsule (`capsule.h`)
|
||||
|
||||
```c
|
||||
#define CAPSULE_CAP_RINGS 4
|
||||
#define CAPSULE_SECTORS 16
|
||||
// Total vertex count = (2 * capRings + 1) * sectors * 6
|
||||
|
||||
void capsuleBuffer(
|
||||
meshvertex_t *vertices,
|
||||
const vec3 center,
|
||||
const float_t radius,
|
||||
const float_t halfHeight, // half-height of the cylindrical section only
|
||||
const int32_t capRings,
|
||||
const int32_t sectors
|
||||
);
|
||||
|
||||
extern mesh_t CAPSULE_MESH_SIMPLE; // r=0.5, halfHeight=0.5 (total h=2.0)
|
||||
```
|
||||
|
||||
The long axis is always Y. This mirrors the physics capsule body (see
|
||||
`.claude/physics.md`).
|
||||
|
||||
### Triangular prism (`triprism.h`)
|
||||
|
||||
```c
|
||||
#define TRIPRISM_VERTEX_COUNT 24
|
||||
|
||||
// Cross-section triangle defined by three 2D points in XY;
|
||||
// extruded along Z from minZ to maxZ.
|
||||
void triPrismBuffer(
|
||||
meshvertex_t *vertices,
|
||||
const float_t x0, const float_t y0,
|
||||
const float_t x1, const float_t y1,
|
||||
const float_t x2, const float_t y2,
|
||||
const float_t minZ, const float_t maxZ
|
||||
);
|
||||
|
||||
extern mesh_t TRIPRISM_MESH_SIMPLE;
|
||||
// Unit prism: triangle (0,0),(1,0),(0.5,1) extruded z=0 to z=1.
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Custom dynamic mesh
|
||||
|
||||
If you need to update geometry each frame (e.g. a procedural mesh):
|
||||
|
||||
```c
|
||||
static meshvertex_t myVerts[MY_VERT_COUNT];
|
||||
static mesh_t myMesh;
|
||||
|
||||
// On init:
|
||||
// Fill myVerts, then:
|
||||
errorChain(meshInit(&myMesh, MESH_PRIMITIVE_TYPE_TRIANGLES,
|
||||
MY_VERT_COUNT, myVerts));
|
||||
|
||||
// Each frame (after modifying myVerts):
|
||||
errorChain(meshFlush(&myMesh, 0, -1));
|
||||
errorChain(meshDraw(&myMesh, 0, -1));
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Notes
|
||||
|
||||
- `meshInit` must be called on the **main thread** (GPU upload).
|
||||
- `meshFlush` is required on OpenGL targets when vertices change
|
||||
after init. It is a no-op on Dolphin.
|
||||
- All `_MESH_SIMPLE` globals are initialised during engine startup --
|
||||
do not call `meshInit` on them manually.
|
||||
@@ -1,86 +0,0 @@
|
||||
# Display -- Shader, Material, and Display State
|
||||
|
||||
Source: `src/dusk/display/`
|
||||
|
||||
See also: `.claude/display-core.md`, `.claude/display-texture.md`
|
||||
|
||||
---
|
||||
|
||||
## Shader (`shader.h` + `shaderlist.h`)
|
||||
|
||||
Shaders are platform-abstracted. The current shader list is defined
|
||||
in `shaderlist.h`. Currently only one shader is implemented:
|
||||
|
||||
| Enum | Description |
|
||||
|------|-------------|
|
||||
| `SHADER_LIST_SHADER_UNLIT` | Unlit / flat colour + texture shader |
|
||||
|
||||
```c
|
||||
extern shaderlistdef_t SHADER_LIST_DEFS[SHADER_LIST_SHADER_COUNT];
|
||||
// SHADER_LIST_DEFS[n].shader is the platform shader object.
|
||||
|
||||
// Bind a shader before drawing:
|
||||
errorret_t shaderBind(shader_t *shader);
|
||||
|
||||
// Upload a mat4 uniform by name:
|
||||
errorret_t shaderSetMatrix(shader_t *shader, const char_t *name, mat4 m);
|
||||
```
|
||||
|
||||
Adding a new shader means adding an entry to `shaderlist.h`, providing
|
||||
platform-specific vertex/fragment sources, and implementing the
|
||||
corresponding material type in `shadermaterial_t`.
|
||||
|
||||
---
|
||||
|
||||
## Shader material (`shadermaterial.h`)
|
||||
|
||||
`shadermaterial_t` is a union over per-shader material structs.
|
||||
Currently contains only the unlit material:
|
||||
|
||||
```c
|
||||
typedef union shadermaterial_u {
|
||||
shaderunlitmaterial_t unlit;
|
||||
} shadermaterial_t;
|
||||
```
|
||||
|
||||
`shaderunlitmaterial_t` fields:
|
||||
|
||||
```c
|
||||
typedef struct {
|
||||
color_t color; // tint colour (multiplied with the texture sample)
|
||||
texture_t *texture; // NULL uses TEXTURE_WHITE (solid colour draw)
|
||||
} shaderunlitmaterial_t;
|
||||
```
|
||||
|
||||
The shader exposes uniforms `u_Proj`, `u_View`, `u_Model` (mat4),
|
||||
`u_Texture` (sampler), and `u_Color` (vec4). They are uploaded via
|
||||
`shaderUnlitSetMaterial(shader, material)`.
|
||||
|
||||
A global singleton `SHADER_UNLIT` is the live shader object;
|
||||
`SHADER_UNLIT_DEFINITION` is its platform definition descriptor.
|
||||
|
||||
To use a shader material on a renderable entity:
|
||||
|
||||
1. Set `renderable.type = ENTITY_RENDERABLE_TYPE_SHADER_MATERIAL`.
|
||||
2. Set `renderable.data.material.shaderType` to the desired
|
||||
`shaderlistshadertype_t` value (e.g. `SHADER_LIST_SHADER_UNLIT`).
|
||||
3. Fill in the corresponding union field:
|
||||
`renderable.data.material.material.unlit`.
|
||||
4. Set `renderable.data.material.state.flags` for rasterizer state.
|
||||
|
||||
---
|
||||
|
||||
## Display state (`displaystate.h`)
|
||||
|
||||
`displaystate_t` controls per-draw rasterizer state flags:
|
||||
|
||||
```c
|
||||
DISPLAY_STATE_FLAG_CULL // back-face culling
|
||||
DISPLAY_STATE_FLAG_DEPTH_TEST // depth testing
|
||||
DISPLAY_STATE_FLAG_BLEND // alpha blending
|
||||
```
|
||||
|
||||
Set flags via `data.material.state.flags` on the renderable's material.
|
||||
The default for an uninitialised state is all flags clear (no culling,
|
||||
no depth test, no blending). Most opaque geometry should set at least
|
||||
`CULL | DEPTH_TEST`.
|
||||
@@ -1,133 +0,0 @@
|
||||
# Display -- SpriteBatch
|
||||
|
||||
Source: `src/dusk/display/spritebatch/`
|
||||
|
||||
See also: `.claude/display-mesh.md`, `.claude/display-texture.md`
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
The SpriteBatch is the primary 2D rendering primitive. It accumulates
|
||||
axis-aligned quads (sprites) into a shared vertex buffer and draws them
|
||||
in batches. All 2D rendering in the engine -- UI frames, text, tilemaps,
|
||||
HUD -- goes through the global `SPRITEBATCH`.
|
||||
|
||||
The batch flushes automatically when the per-flush limit is reached, or
|
||||
explicitly via `spriteBatchFlush()`.
|
||||
|
||||
---
|
||||
|
||||
## Limits
|
||||
|
||||
| Constant | Value | Meaning |
|
||||
|----------|-------|---------|
|
||||
| `SPRITEBATCH_SPRITES_MAX` | 512 | Total sprites in the vertex buffer |
|
||||
| `SPRITEBATCH_FLUSH_COUNT` | 16 | Number of auto-flush segments |
|
||||
| `SPRITEBATCH_SPRITES_MAX_PER_FLUSH` | 32 | Sprites per auto-flush segment |
|
||||
| `SPRITEBATCH_VERTEX_COUNT` | 3072 | Total vertices (512 * QUAD_VERTEX_COUNT) |
|
||||
|
||||
---
|
||||
|
||||
## Sprite structure
|
||||
|
||||
```c
|
||||
typedef struct {
|
||||
vec3 min; // minimum XYZ corner of the quad in world/screen space
|
||||
vec3 max; // maximum XYZ corner of the quad in world/screen space
|
||||
vec2 uvMin; // minimum UV (top-left in [0,1] texture space)
|
||||
vec2 uvMax; // maximum UV (bottom-right in [0,1] texture space)
|
||||
} spritebatchsprite_t;
|
||||
```
|
||||
|
||||
Z in `min` and `max` controls draw depth (further from camera = higher Z
|
||||
in a typical orthographic setup). For flat 2D, set `min.z = max.z = 0`.
|
||||
|
||||
---
|
||||
|
||||
## SpriteBatch struct
|
||||
|
||||
```c
|
||||
typedef struct {
|
||||
mesh_t mesh;
|
||||
int32_t spriteCount;
|
||||
int32_t spriteFlush;
|
||||
shader_t *shader;
|
||||
shadermaterial_t material;
|
||||
} spritebatch_t;
|
||||
|
||||
extern spritebatch_t SPRITEBATCH;
|
||||
extern meshvertex_t SPRITEBATCH_VERTICES[SPRITEBATCH_VERTEX_COUNT];
|
||||
```
|
||||
|
||||
`SPRITEBATCH_VERTICES` is a separate global (not embedded in the struct)
|
||||
for platform alignment requirements.
|
||||
|
||||
---
|
||||
|
||||
## API
|
||||
|
||||
```c
|
||||
errorret_t spriteBatchInit();
|
||||
errorret_t spriteBatchDispose();
|
||||
|
||||
// Clear the buffer and reset state. Call before starting a new batch.
|
||||
void spriteBatchClear();
|
||||
|
||||
// Append sprites to the buffer. Flushes automatically when the per-flush
|
||||
// segment fills. shader + material are used on the next flush.
|
||||
errorret_t spriteBatchBuffer(
|
||||
const spritebatchsprite_t *sprites,
|
||||
const uint32_t count,
|
||||
shader_t *shader,
|
||||
const shadermaterial_t material
|
||||
);
|
||||
|
||||
// Upload and draw all buffered sprites. Binds shader and applies
|
||||
// material if set. No-op if the buffer is empty.
|
||||
errorret_t spriteBatchFlush();
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Typical usage
|
||||
|
||||
```c
|
||||
// Beginning of a 2D render pass:
|
||||
spriteBatchClear();
|
||||
|
||||
// Build sprites (e.g. via tilesetTileGetUV, then fill spritebatchsprite_t):
|
||||
spritebatchsprite_t s;
|
||||
glm_vec3_copy((vec3){ x, y, 0 }, s.min);
|
||||
glm_vec3_copy((vec3){ x + w, y + h, 0 }, s.max);
|
||||
glm_vec2_copy(uvMin, s.uvMin);
|
||||
glm_vec2_copy(uvMax, s.uvMax);
|
||||
|
||||
shadermaterial_t mat = { .unlit = { .texture = myTexture } };
|
||||
spriteBatchBuffer(&s, 1, myShader, mat);
|
||||
|
||||
// End of pass -- flush remaining sprites:
|
||||
spriteBatchFlush();
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Relationship to other systems
|
||||
|
||||
- **Text rendering** (`textDraw`) internally calls `spriteBatchBuffer`
|
||||
for each glyph and requires a final `spriteBatchFlush()` after drawing.
|
||||
- **UI frames** (`uiFrameDraw`) push 9 quads to the batch without
|
||||
flushing -- the caller or `uitextboxDraw` is responsible for the flush.
|
||||
- **ECS renderables** of type `ENTITY_RENDERABLE_TYPE_SPRITEBATCH` are
|
||||
drawn via the spritebatch in the scene render pipeline.
|
||||
|
||||
---
|
||||
|
||||
## Notes
|
||||
|
||||
- `spriteBatchBuffer` changes the batch's `shader` and `material` fields.
|
||||
If you mix different shaders or textures in one batch, add an explicit
|
||||
`spriteBatchFlush()` call between groups to avoid draws with the wrong
|
||||
material.
|
||||
- The vertex buffer is a static global -- `SPRITEBATCH_VERTICES` must
|
||||
not be written from multiple threads.
|
||||
@@ -1,115 +0,0 @@
|
||||
# Display -- Text Rendering
|
||||
|
||||
Source: `src/dusk/display/text/`
|
||||
|
||||
See also: `.claude/display-spritebatch.md`, `.claude/display-texture.md`
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
Text rendering is layered on top of the SpriteBatch. Each character
|
||||
maps to a glyph tile in a bitmap font atlas; `textDraw` builds the
|
||||
corresponding `spritebatchsprite_t` values and pushes them to the
|
||||
global `SPRITEBATCH`. The caller is responsible for flushing the batch.
|
||||
|
||||
---
|
||||
|
||||
## Font type (`font.h`)
|
||||
|
||||
```c
|
||||
typedef struct {
|
||||
texture_t *texture; // glyph atlas texture
|
||||
tileset_t *tileset; // grid describing glyph size + UV layout
|
||||
} font_t;
|
||||
```
|
||||
|
||||
Both pointers are caller-owned. The text system does not allocate or
|
||||
free them.
|
||||
|
||||
```c
|
||||
extern font_t FONT_DEFAULT;
|
||||
```
|
||||
|
||||
`FONT_DEFAULT` is the engine's built-in bitmap font. It is initialised
|
||||
during `textInit()` and available for the engine lifetime.
|
||||
|
||||
---
|
||||
|
||||
## Character range
|
||||
|
||||
```c
|
||||
#define TEXT_CHAR_START '!' // ASCII 33
|
||||
```
|
||||
|
||||
The glyph atlas begins at `'!'` (ASCII 33). Characters below this value
|
||||
-- space, control characters -- are handled specially:
|
||||
|
||||
- `' '` (space) advances the cursor by one tile width without drawing.
|
||||
- Characters below `TEXT_CHAR_START` other than space are skipped.
|
||||
|
||||
---
|
||||
|
||||
## API (`text.h`)
|
||||
|
||||
```c
|
||||
// Initialises the text system and FONT_DEFAULT.
|
||||
errorret_t textInit(void);
|
||||
|
||||
// Disposes of the text system.
|
||||
errorret_t textDispose(void);
|
||||
|
||||
// Draw a null-terminated string at (x, y) in screen/world space.
|
||||
// Pushes sprites to SPRITEBATCH. Caller must call spriteBatchFlush()
|
||||
// after all text has been drawn.
|
||||
errorret_t textDraw(
|
||||
const float_t x,
|
||||
const float_t y,
|
||||
const char_t *text,
|
||||
const color_t color,
|
||||
font_t *font
|
||||
);
|
||||
|
||||
// Measure the bounding box of a string without drawing it.
|
||||
void textMeasure(
|
||||
const char_t *text,
|
||||
const font_t *font,
|
||||
int32_t *outWidth,
|
||||
int32_t *outHeight
|
||||
);
|
||||
|
||||
// Low-level: build a single glyph sprite at position pos.
|
||||
// Returns a spritebatchsprite_t ready for spriteBatchBuffer.
|
||||
spritebatchsprite_t textGetSprite(
|
||||
const vec2 pos,
|
||||
const char_t c,
|
||||
const font_t *font
|
||||
);
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Typical usage
|
||||
|
||||
```c
|
||||
// Inside a render callback:
|
||||
errorChain(textDraw(10.0f, 10.0f, "Hello", COLOR_WHITE, &FONT_DEFAULT));
|
||||
errorChain(spriteBatchFlush());
|
||||
```
|
||||
|
||||
If you are also drawing UI frames or other sprites in the same pass,
|
||||
batch all the `textDraw` and `spriteBatchBuffer` calls first, then call
|
||||
`spriteBatchFlush()` once at the end.
|
||||
|
||||
---
|
||||
|
||||
## Notes
|
||||
|
||||
- Text coordinates are in the same space as the scene render (screen
|
||||
space for UI, or world space if placed in the scene).
|
||||
- `textMeasure` returns pixel dimensions based on the font's
|
||||
`tileset.tileWidth` and `tileset.tileHeight`. Use it to centre or
|
||||
right-align text before drawing.
|
||||
- For UI-attached text (dialogue, labels), prefer the `uitextbox_t`
|
||||
system which handles word-wrap and paging automatically
|
||||
(see `.claude/ui.md`).
|
||||
@@ -1,86 +0,0 @@
|
||||
# Display -- Texture, Tileset, and Font
|
||||
|
||||
Source: `src/dusk/display/`
|
||||
|
||||
See also: `.claude/display-core.md`, `.claude/display-shader.md`
|
||||
|
||||
---
|
||||
|
||||
## Texture (`texture.h`)
|
||||
|
||||
```c
|
||||
extern texture_t TEXTURE_WHITE; // 4x4 opaque white; always available
|
||||
|
||||
errorret_t textureInit(
|
||||
texture_t *texture,
|
||||
int32_t width,
|
||||
int32_t height,
|
||||
textureformat_t format,
|
||||
texturedata_t data
|
||||
);
|
||||
errorret_t textureDispose(texture_t *texture);
|
||||
```
|
||||
|
||||
`textureformat_t` and `texture_t` are platform aliases
|
||||
(`textureformatplatform_t`, `textureplatform_t`). On OpenGL targets
|
||||
the format maps to GL texture format constants.
|
||||
|
||||
`texturedata_t` is a union:
|
||||
- `.paletted.indices` + `.paletted.palette` -- for paletted formats
|
||||
- `.rgbaColors` -- for RGBA formats
|
||||
|
||||
### Texture rules
|
||||
|
||||
- Dimensions must be powers of two on PSP and GameCube/Wii. Use
|
||||
`mathNextPowTwo` from `util/math.h` if needed.
|
||||
- Texture upload must happen on the main thread. In the asset loader,
|
||||
this means `loadSync` (not `loadAsync`).
|
||||
- `TEXTURE_WHITE` is always available without loading; use it as a
|
||||
placeholder or for untextured geometry.
|
||||
|
||||
---
|
||||
|
||||
## Tileset (`tileset.h`)
|
||||
|
||||
A tileset subdivides a texture into a uniform grid of tiles.
|
||||
|
||||
```c
|
||||
typedef struct {
|
||||
uint16_t tileWidth, tileHeight;
|
||||
uint16_t tileCount;
|
||||
uint16_t columns, rows;
|
||||
vec2 uv; // UV size per tile (pre-computed from grid dimensions)
|
||||
} tileset_t;
|
||||
|
||||
// Get UV rect for a tile by index:
|
||||
void tilesetTileGetUV(
|
||||
const tileset_t *ts, uint16_t tileIndex, vec4 outUV
|
||||
);
|
||||
|
||||
// Get UV rect for a tile by grid position:
|
||||
void tilesetPositionGetUV(
|
||||
const tileset_t *ts, uint16_t column, uint16_t row, vec4 outUV
|
||||
);
|
||||
```
|
||||
|
||||
`outUV` is `{u, v, u2, v2}` in normalised [0, 1] texture space.
|
||||
|
||||
Tilesets are loaded from `.dtf` binary files via
|
||||
`ASSET_LOADER_TYPE_TILESET`. The DTF format stores tile width/height,
|
||||
grid dimensions, and per-tile UV offsets (magic + version header).
|
||||
|
||||
---
|
||||
|
||||
## Font (`font.h`)
|
||||
|
||||
```c
|
||||
typedef struct {
|
||||
texture_t *texture;
|
||||
tileset_t *tileset;
|
||||
} font_t;
|
||||
```
|
||||
|
||||
A font is a tileset-backed texture atlas where each tile is a character
|
||||
glyph. No heap allocation -- both pointers are owned by the caller.
|
||||
Character lookup is by glyph index into the tileset grid. Rendering is
|
||||
handled by the spritebatch system using the tileset UV helpers.
|
||||
@@ -1,23 +0,0 @@
|
||||
# Display System
|
||||
|
||||
Source: `src/dusk/display/`
|
||||
|
||||
## Overview
|
||||
|
||||
The display system is a platform-abstracted rendering layer. Each
|
||||
subsystem (texture, shader, framebuffer, screen) is defined by a core
|
||||
header that requires the platform layer to provide concrete types and
|
||||
hook macros. The OpenGL implementation lives in `src/duskgl/`; the
|
||||
Dolphin (GX) implementation in `src/duskdolphin/`.
|
||||
|
||||
## Subsystem documentation
|
||||
|
||||
| Subsystem | Reference |
|
||||
|-----------|-----------|
|
||||
| Screen size modes, framebuffer, screen | `.claude/display-core.md` |
|
||||
| Texture, tileset, font | `.claude/display-texture.md` |
|
||||
| Shader, shader material, display state | `.claude/display-shader.md` |
|
||||
| Mesh, vertex format, primitive generators | `.claude/display-mesh.md` |
|
||||
| SpriteBatch (2D quad renderer) | `.claude/display-spritebatch.md` |
|
||||
| Text rendering, font, FONT_DEFAULT | `.claude/display-text.md` |
|
||||
| Color types, macros, named constants | `.claude/display-color.md` |
|
||||
-179
@@ -1,179 +0,0 @@
|
||||
# Entity Component System (ECS)
|
||||
|
||||
Source: `src/dusk/entity/`
|
||||
|
||||
## Core concepts
|
||||
|
||||
- **Entity** (`entityid_t` = `uint8_t`) -- a numeric ID. No data of
|
||||
its own; just an index into the entity manager pool.
|
||||
- **Component** -- a plain data struct registered in `componentlist.h`.
|
||||
Stores state; no behaviour.
|
||||
- **System** -- functions that query all entities with a given component
|
||||
type and act on them each tick.
|
||||
|
||||
## Hard limits
|
||||
|
||||
| Constant | Value |
|
||||
|----------|-------|
|
||||
| `ENTITY_COUNT_MAX` | 64 |
|
||||
| `ENTITY_COMPONENT_COUNT_MAX` | 16 per entity |
|
||||
| Total component slots | 1024 (64 x 16) |
|
||||
| Update callbacks per entity | 5 |
|
||||
| Dispose callbacks per entity | 5 |
|
||||
|
||||
`ENTITY_ID_INVALID = 0xFF`, `COMPONENT_ID_INVALID = 0xFF`.
|
||||
|
||||
## Global state
|
||||
|
||||
```c
|
||||
extern entitymanager_t ENTITY_MANAGER;
|
||||
// .entities[64] -- entity structs
|
||||
// .components[1024] -- all component data (entity * 16 + comp)
|
||||
// .entitiesWithComponent -- O(1) lookup indexed by [type * 64 + entityId]
|
||||
```
|
||||
|
||||
## Entity lifecycle
|
||||
|
||||
```c
|
||||
entityid_t id = entityManagerAdd(); // reserve first inactive slot
|
||||
entityInit(id); // zero the entity, mark active
|
||||
|
||||
componentid_t posId = entityAddComponent(id, COMPONENT_TYPE_POSITION);
|
||||
componentid_t rendId = entityAddComponent(id, COMPONENT_TYPE_RENDERABLE);
|
||||
|
||||
// Per-frame update (called by entityManagerUpdate):
|
||||
entityUpdate(id);
|
||||
|
||||
// Cleanup:
|
||||
entityDispose(id); // dispose components, mark inactive
|
||||
entityDisposeDeep(id); // dispose self + entire position hierarchy
|
||||
```
|
||||
|
||||
## Component registration (X-macro)
|
||||
|
||||
All component types are declared in a single table in
|
||||
`src/dusk/entity/componentlist.h`:
|
||||
|
||||
```c
|
||||
X(NAME, type_t, fieldName, initFn, disposeFn, renderFn)
|
||||
```
|
||||
|
||||
This generates:
|
||||
- `COMPONENT_TYPE_NAME` enum value
|
||||
- Union field `fieldName` in `componentdata_t`
|
||||
- Entry in `COMPONENT_DEFINITIONS[]` with `init` / `dispose` /
|
||||
`render` function pointers (any may be `NULL`)
|
||||
|
||||
Current registered components:
|
||||
|
||||
| Enum suffix | Struct | Notes |
|
||||
|-------------|--------|-------|
|
||||
| `POSITION` | `entityposition_t` | Transform + parent/child hierarchy |
|
||||
| `CAMERA` | `entitycamera_t` | View matrix setup |
|
||||
| `RENDERABLE` | `entityrenderable_t` | Sprite batch, shader material, or custom draw |
|
||||
| `PHYSICS` | `entityphysics_t` | Physics body (see `.claude/physics.md`) |
|
||||
| `TRIGGER` | `entitytrigger_t` | Collision trigger zone |
|
||||
|
||||
## Accessing component data
|
||||
|
||||
```c
|
||||
void *componentGetData(
|
||||
entityid_t entityId,
|
||||
componentid_t componentId,
|
||||
componenttype_t type
|
||||
);
|
||||
// Returns pointer into the preallocated components pool.
|
||||
// Never NULL for a valid (id, type) pair.
|
||||
```
|
||||
|
||||
Querying all entities with a given type:
|
||||
|
||||
```c
|
||||
entityid_t ids[ENTITY_COUNT_MAX];
|
||||
componentid_t comps[ENTITY_COUNT_MAX];
|
||||
entityid_t count = componentGetEntitiesWithComponent(
|
||||
COMPONENT_TYPE_PHYSICS, ids, comps
|
||||
);
|
||||
```
|
||||
|
||||
## Adding a new component -- checklist
|
||||
|
||||
1. Create `src/dusk/entity/component/<category>/entity<Name>.h/.c`.
|
||||
- Struct: `entity<Name>_t`
|
||||
- `entity<Name>Init(entityid_t, componentid_t)` (required)
|
||||
- `entity<Name>Dispose(entityid_t, componentid_t)` (if needed)
|
||||
2. `#include` the new header in the header block of `componentlist.h`.
|
||||
3. Add an `X(...)` row in `componentlist.h`.
|
||||
4. If JS-facing, add a script module (see `CLAUDE.md`).
|
||||
|
||||
## Position component (`entityposition_t`)
|
||||
|
||||
The position component implements the transform hierarchy and uses lazy
|
||||
evaluation with dirty flags to avoid redundant matrix rebuilds.
|
||||
|
||||
**Dirty flags:**
|
||||
|
||||
| Flag | Meaning |
|
||||
|------|---------|
|
||||
| `ENTITY_POSITION_FLAG_PRS_DIRTY` | Cached position/rotation/scale stale vs localTransform |
|
||||
| `ENTITY_POSITION_FLAG_ROTATION_DIRTY` | Rotation columns of localTransform stale |
|
||||
| `ENTITY_POSITION_FLAG_POSITION_DIRTY` | Position column of localTransform stale |
|
||||
| `ENTITY_POSITION_FLAG_WORLD_DIRTY` | World matrix stale |
|
||||
|
||||
**Hierarchy:** up to 8 children per entity. `entityPositionSetParent()`
|
||||
reparents and maintains the child list. `entityDisposeDeep()` /
|
||||
`entityPositionDisposeDeep()` recursively disposes the entire subtree.
|
||||
|
||||
**Key functions:**
|
||||
|
||||
```c
|
||||
// Local space getters/setters (mark local dirty):
|
||||
entityPositionGetLocalPosition / SetLocalPosition
|
||||
entityPositionGetLocalRotation / SetLocalRotation
|
||||
entityPositionGetLocalScale / SetLocalScale
|
||||
|
||||
// World space getters/setters (ensure world updated):
|
||||
entityPositionGetWorldPosition / SetWorldPosition
|
||||
entityPositionGetWorldRotation / SetWorldRotation
|
||||
entityPositionGetWorldScale / SetWorldScale
|
||||
|
||||
entityPositionSetParent(entityId, parentEntityId, parentComponentId);
|
||||
entityPositionLookAt(entityId, componentId, eye, target, up);
|
||||
entityPositionRebuild(pos); // force immediate matrix rebuild
|
||||
```
|
||||
|
||||
## Renderable component (`entityrenderable_t`)
|
||||
|
||||
Three rendering modes selected via `entityrenderabletype_t`:
|
||||
|
||||
| Mode | Description |
|
||||
|------|-------------|
|
||||
| `ENTITY_RENDERABLE_TYPE_CUSTOM` | User-supplied `draw` callback |
|
||||
| `ENTITY_RENDERABLE_TYPE_SPRITEBATCH` | Up to 64 sprites + texture |
|
||||
| `ENTITY_RENDERABLE_TYPE_SHADER_MATERIAL` | Up to 8 meshes, shader, material, display state |
|
||||
|
||||
Default on init: shader material (white, unlit, depth-tested cube).
|
||||
`priority` (int8_t) controls render order; 0 = automatic.
|
||||
|
||||
## Callback hooks on entities
|
||||
|
||||
Entities support up to 5 registered update callbacks and 5 dispose
|
||||
callbacks. These are used by systems that need per-entity ticks without
|
||||
building a full query loop every frame:
|
||||
|
||||
```c
|
||||
entityUpdateAdd(entityId, updateFn, componentId, user);
|
||||
entityUpdateRemove(entityId, updateFn);
|
||||
|
||||
entityDisposeAdd(entityId, disposeFn, componentId, user);
|
||||
entityDisposeRemove(entityId, disposeFn);
|
||||
```
|
||||
|
||||
## Design rules
|
||||
|
||||
- Components store **data only**. No logic in a component struct or
|
||||
its init beyond setting default values.
|
||||
- Keep components small and focused.
|
||||
- Cross-component access is fine from a system, but a component must
|
||||
never hold a pointer to another component -- use entity IDs.
|
||||
- Systems must not assume component ordering. Use `componentGetEntitiesWithComponent`.
|
||||
@@ -1,95 +0,0 @@
|
||||
# Engine, System, and Log
|
||||
|
||||
Sources: `src/dusk/engine/`, `src/dusk/system/`, `src/dusk/log/`
|
||||
|
||||
---
|
||||
|
||||
## Engine (`engine.h`)
|
||||
|
||||
The engine owns the top-level init / update / dispose loop. Every
|
||||
platform's `main()` calls these three functions in order.
|
||||
|
||||
```c
|
||||
extern engine_t ENGINE;
|
||||
// ENGINE.running -- false causes the main loop to exit
|
||||
// ENGINE.argc / ENGINE.argv -- passed from main()
|
||||
// ENGINE.version -- version string
|
||||
|
||||
errorret_t engineInit(int32_t argc, const char_t **argv);
|
||||
errorret_t engineUpdate(void); // called once per tick
|
||||
errorret_t engineDispose(void);
|
||||
```
|
||||
|
||||
`engineInit` initialises subsystems in order: system, log, assert,
|
||||
display, time, asset, input, physics, script, etc.
|
||||
|
||||
`engineUpdate` steps each subsystem: time, input, physics, script, ECS
|
||||
entities, rendering, audio, network, asset completion callbacks.
|
||||
|
||||
`engineDispose` shuts everything down in reverse order.
|
||||
|
||||
**To exit gracefully:** set `ENGINE.running = false` -- the platform
|
||||
main loop checks this each tick and calls `engineDispose` before
|
||||
returning.
|
||||
|
||||
---
|
||||
|
||||
## System (`system.h`)
|
||||
|
||||
The system module is initialised very early (before most other
|
||||
subsystems) and provides two things:
|
||||
|
||||
### Platform identity
|
||||
|
||||
```c
|
||||
typedef enum { SYSTEM_PLATFORM_LIST } systemplatform_t;
|
||||
|
||||
systemplatform_t systemGetPlatform(void);
|
||||
```
|
||||
|
||||
Platform names come from `systemplatformlist.h` via an X-macro. This
|
||||
lets game code query the runtime platform when compile-time guards are
|
||||
not sufficient (e.g. serializing platform name to a log).
|
||||
|
||||
### Dialog blocking
|
||||
|
||||
Some platforms (PSP, Wii) show OS-level dialogs (Wi-Fi setup, save
|
||||
management) that block the normal game loop. The system module exposes
|
||||
the current dialog state so the engine main loop can adjust:
|
||||
|
||||
```c
|
||||
typedef enum {
|
||||
SYSTEM_DIALOG_TYPE_NONE,
|
||||
SYSTEM_DIALOG_TYPE_RENDER_BLOCKING, // skip render but still tick
|
||||
SYSTEM_DIALOG_TYPE_TICK_BLOCKING, // skip both render and tick
|
||||
} systemdialogtype_t;
|
||||
|
||||
systemdialogtype_t systemGetActiveDialogType(void);
|
||||
```
|
||||
|
||||
`engineUpdate` checks this before calling render / update code.
|
||||
Most platforms always return `SYSTEM_DIALOG_TYPE_NONE`.
|
||||
|
||||
---
|
||||
|
||||
## Log (`log.h`)
|
||||
|
||||
Simple printf-style logging with two levels. Always use these instead
|
||||
of `printf` / `fprintf`.
|
||||
|
||||
```c
|
||||
void logDebug(const char_t *message, ...);
|
||||
// Writes to the debug output (stdout on desktop, platform console
|
||||
// on handhelds). No-op in release builds on some platforms.
|
||||
|
||||
void logError(const char_t *message, ...);
|
||||
// Writes to the error output. On some platforms (PSP) this may
|
||||
// pause execution to ensure the message is visible before continuing.
|
||||
```
|
||||
|
||||
**Do not** use `logDebug` / `logError` for structured error handling --
|
||||
that is what `errorThrow` / `errorChain` are for. Log calls are for
|
||||
human-readable diagnostics only.
|
||||
|
||||
The error system calls `logError` internally when printing a caught
|
||||
error via `errorPrint()`.
|
||||
@@ -1,133 +0,0 @@
|
||||
# Error Handling System
|
||||
|
||||
Source: `src/dusk/error/`
|
||||
|
||||
## Philosophy
|
||||
|
||||
Error handling is return-value based. Functions that can fail return
|
||||
`errorret_t`. There are no exceptions, `errno`, `setjmp`, or global
|
||||
error codes. Each thread has its own isolated error state.
|
||||
|
||||
## Types
|
||||
|
||||
```c
|
||||
typedef uint8_t errorcode_t;
|
||||
|
||||
typedef struct {
|
||||
errorcode_t code;
|
||||
char_t *message; // allocated; freed by errorCatch
|
||||
char_t *lines; // call-stack trace; allocated; freed by errorCatch
|
||||
} errorstate_t;
|
||||
|
||||
typedef struct {
|
||||
errorcode_t code;
|
||||
errorstate_t *state; // NULL on success
|
||||
} errorret_t;
|
||||
```
|
||||
|
||||
**Constants:** `ERROR_OK = 0`, `ERROR_NOT_OK = 1`.
|
||||
|
||||
Error state is thread-local:
|
||||
|
||||
```c
|
||||
extern THREAD_LOCAL errorstate_t ERROR_STATE;
|
||||
```
|
||||
|
||||
Each thread has its own `ERROR_STATE` so concurrent errors never
|
||||
interfere.
|
||||
|
||||
## Macros
|
||||
|
||||
### Throwing an error
|
||||
|
||||
```c
|
||||
errorThrow("message %d", value);
|
||||
// Throws with ERROR_NOT_OK, captures __FILE__ / __func__ / __LINE__.
|
||||
|
||||
errorThrowWithCode(code, "message %d", value);
|
||||
// Same but with a specific error code.
|
||||
```
|
||||
|
||||
Both macros **return from the current function** with an `errorret_t`.
|
||||
Do not call them in void functions.
|
||||
|
||||
### Propagating up the call stack
|
||||
|
||||
```c
|
||||
errorChain(someCall());
|
||||
```
|
||||
|
||||
If `someCall()` returned an error, appends the current location to the
|
||||
stack trace and **returns** that error from the current function.
|
||||
If `someCall()` returned success, execution continues normally.
|
||||
|
||||
### Returning success
|
||||
|
||||
```c
|
||||
errorOk();
|
||||
```
|
||||
|
||||
Returns `errorret_t` with `code == ERROR_OK` and asserts the thread's
|
||||
`ERROR_STATE` is clean (no leftover error). Must be the last statement
|
||||
in a fallible function.
|
||||
|
||||
### Inspecting a result
|
||||
|
||||
```c
|
||||
if(errorIsOk(ret)) { ... }
|
||||
if(errorIsNotOk(ret)) { ... }
|
||||
```
|
||||
|
||||
### Cleaning up
|
||||
|
||||
```c
|
||||
errorCatch(ret);
|
||||
```
|
||||
|
||||
Frees `ret.state->message` and `ret.state->lines`, resets the thread's
|
||||
`ERROR_STATE.code` to `ERROR_OK`. Safe to call on a success return
|
||||
(no-op). **Always call `errorCatch` on errors you are handling** --
|
||||
otherwise the allocated message and stack-trace leak.
|
||||
|
||||
### Logging
|
||||
|
||||
```c
|
||||
errorPrint(ret); // prints code + message + stack trace, returns ret
|
||||
```
|
||||
|
||||
## Typical patterns
|
||||
|
||||
### Fallible function
|
||||
|
||||
```c
|
||||
errorret_t myFunction(int_t x) {
|
||||
if(x < 0) errorThrow("x must be non-negative, got %d", x);
|
||||
errorChain(someOtherFallibleCall(x));
|
||||
errorOk();
|
||||
}
|
||||
```
|
||||
|
||||
### Caller that handles errors
|
||||
|
||||
```c
|
||||
errorret_t ret = myFunction(-1);
|
||||
if(errorIsNotOk(ret)) {
|
||||
errorCatch(errorPrint(ret));
|
||||
// ... fallback logic ...
|
||||
}
|
||||
```
|
||||
|
||||
### Stack trace accumulation
|
||||
|
||||
Each `errorChain()` call appends a line to `ret.state->lines` in the
|
||||
format ` at file:line in function\n`. A deeply chained error produces
|
||||
a full call path readable from `ret.state->lines`.
|
||||
|
||||
## What NOT to do
|
||||
|
||||
- Do not use raw `errno` for in-engine errors.
|
||||
- Do not return an error code integer -- always return `errorret_t`.
|
||||
- Do not ignore an error return without calling `errorCatch` on it if
|
||||
you are not propagating it.
|
||||
- Do not mix assertions with error handling. Assertions are for
|
||||
programmer mistakes; `errorThrow` is for expected failure paths.
|
||||
@@ -1,109 +0,0 @@
|
||||
# Event System
|
||||
|
||||
Source: `src/dusk/event/`
|
||||
|
||||
## Overview
|
||||
|
||||
The event system is a simple publish-subscribe mechanism backed by
|
||||
caller-owned static arrays. There is no heap allocation in the event
|
||||
system itself -- the caller provides the backing storage.
|
||||
|
||||
## API
|
||||
|
||||
```c
|
||||
typedef void (*eventcallback_t)(void *params, void *user);
|
||||
|
||||
typedef struct {
|
||||
eventcallback_t *callbacks;
|
||||
void **users;
|
||||
size_t size;
|
||||
uint32_t count;
|
||||
} event_t;
|
||||
```
|
||||
|
||||
### Initialise
|
||||
|
||||
```c
|
||||
void eventInit(
|
||||
event_t *event,
|
||||
eventcallback_t *callbacks,
|
||||
void **users,
|
||||
size_t size
|
||||
);
|
||||
```
|
||||
|
||||
`callbacks` and `users` are caller-owned arrays of length `size`. Both
|
||||
are zeroed by `eventInit`. `users` may be `NULL` if no subscriber needs
|
||||
a user pointer.
|
||||
|
||||
### Subscribe / unsubscribe
|
||||
|
||||
```c
|
||||
void eventSubscribe(event_t *event, eventcallback_t callback, void *user);
|
||||
void eventUnsubscribe(event_t *event, eventcallback_t callback);
|
||||
```
|
||||
|
||||
The same `(callback, user)` pair may only be subscribed once --
|
||||
`eventSubscribe` asserts on a duplicate. `eventUnsubscribe` is a no-op
|
||||
if the pair is not found. Unsubscribing uses swap-with-last to keep the
|
||||
array packed; ordering is not preserved.
|
||||
|
||||
### Fire
|
||||
|
||||
```c
|
||||
void eventInvoke(const event_t *event, void *params);
|
||||
```
|
||||
|
||||
Calls every subscriber in registration order, passing `params` and
|
||||
each subscriber's `user` pointer.
|
||||
|
||||
## Usage pattern
|
||||
|
||||
Declare the backing arrays alongside the event struct, typically as
|
||||
struct fields or static variables:
|
||||
|
||||
```c
|
||||
#define MY_EVENT_CAPACITY 4
|
||||
|
||||
typedef struct {
|
||||
event_t onComplete;
|
||||
eventcallback_t _completeCbs[MY_EVENT_CAPACITY];
|
||||
void *_completeUsers[MY_EVENT_CAPACITY];
|
||||
} mystate_t;
|
||||
|
||||
// Init:
|
||||
eventInit(
|
||||
&state.onComplete,
|
||||
state._completeCbs,
|
||||
state._completeUsers,
|
||||
MY_EVENT_CAPACITY
|
||||
);
|
||||
|
||||
// Publish:
|
||||
eventInvoke(&state.onComplete, &someParams);
|
||||
|
||||
// Subscribe from outside:
|
||||
eventSubscribe(&state.onComplete, myHandler, myUserPtr);
|
||||
```
|
||||
|
||||
## Constraints
|
||||
|
||||
- Capacity is fixed at init time. Exceeding it is a runtime assertion.
|
||||
- Subscriber order is not stable after an unsubscribe.
|
||||
- `eventInvoke` is synchronous -- all callbacks run on the calling
|
||||
thread before it returns.
|
||||
- Do not subscribe or unsubscribe from inside a callback -- the array
|
||||
may shift during iteration.
|
||||
|
||||
## Where events are used
|
||||
|
||||
| Subsystem | Event | Fires when |
|
||||
|-----------|-------|-----------|
|
||||
| `inputactiondata_t` | `onPressed`, `onReleased` | Action button state changes |
|
||||
| `uitextbox_t` | `onPageComplete` | Typewriter scroll reveals the full page |
|
||||
| `uitextbox_t` | `onLastPage` | Last page is fully scrolled |
|
||||
| `uifullbox_t` | `onTransitionEnd` | Colour transition animation completes |
|
||||
| `uiloading_t` | `onShow` / `onHide` | Loading indicator fade completes |
|
||||
| Asset system | `assetbatch_t` callback | All entries in a batch reach LOADED/ERROR |
|
||||
|
||||
See `.claude/ui.md` for the UI event details.
|
||||
@@ -1,187 +0,0 @@
|
||||
# Input System
|
||||
|
||||
Source: `src/dusk/input/`, platform layers in `src/dusk<platform>/input/`
|
||||
|
||||
## Architecture
|
||||
|
||||
The input system has two layers:
|
||||
|
||||
1. **Action layer** (`inputaction_t`) -- named gameplay inputs, e.g.
|
||||
UP, DOWN, ACCEPT, CANCEL. This is what game code reads.
|
||||
2. **Button layer** (`inputbutton_t`) -- physical hardware inputs, e.g.
|
||||
keyboard key, gamepad button, analog axis, mouse axis. Multiple
|
||||
buttons can bind to the same action (the highest value wins).
|
||||
|
||||
The platform layer implements two hooks:
|
||||
- `inputUpdatePlatform()` -- read hardware state once per frame
|
||||
- `inputButtonGetValuePlatform()` -- return the analog value [0.0, 1.0]
|
||||
for a given button
|
||||
|
||||
## Defined actions
|
||||
|
||||
Actions are defined in `src/dusk/input/input.csv` and code-generated
|
||||
into the `inputaction_t` enum. Current values:
|
||||
|
||||
| Constant | Meaning |
|
||||
|----------|---------|
|
||||
| `INPUT_ACTION_NULL` | Invalid / sentinel (0) |
|
||||
| `INPUT_ACTION_UP` | Up direction |
|
||||
| `INPUT_ACTION_DOWN` | Down direction |
|
||||
| `INPUT_ACTION_LEFT` | Left direction |
|
||||
| `INPUT_ACTION_RIGHT` | Right direction |
|
||||
| `INPUT_ACTION_ACCEPT` | Confirm / primary action |
|
||||
| `INPUT_ACTION_CANCEL` | Back / secondary action |
|
||||
| `INPUT_ACTION_RAGEQUIT` | Quit the application |
|
||||
| `INPUT_ACTION_CONSOLE` | Toggle debug console |
|
||||
| `INPUT_ACTION_POINTERX` | Mouse / pointer X axis |
|
||||
| `INPUT_ACTION_POINTERY` | Mouse / pointer Y axis |
|
||||
| `INPUT_ACTION_COUNT` | Total count (not a valid action) |
|
||||
|
||||
## Global state
|
||||
|
||||
```c
|
||||
extern input_t INPUT;
|
||||
// INPUT.actions[INPUT_ACTION_COUNT] -- all action states
|
||||
// INPUT.platform -- platform-specific data
|
||||
```
|
||||
|
||||
## Reading actions (game code)
|
||||
|
||||
```c
|
||||
// Analog value this frame (0.0 - 1.0)
|
||||
float_t inputGetCurrentValue(inputaction_t action);
|
||||
|
||||
// Analog value last frame
|
||||
float_t inputGetLastValue(inputaction_t action);
|
||||
|
||||
// Boolean helpers (built on current/last values)
|
||||
bool_t inputIsDown(inputaction_t action);
|
||||
bool_t inputWasDown(inputaction_t action);
|
||||
bool_t inputPressed(inputaction_t action); // was up, now down
|
||||
bool_t inputReleased(inputaction_t action); // was down, now up
|
||||
|
||||
// Single axis from a neg + pos pair of actions (returns [-1, 1]):
|
||||
float_t inputAxis(inputaction_t neg, inputaction_t pos);
|
||||
|
||||
// 2D axis from four actions (negX/posX/negY/posY):
|
||||
void inputAxis2D(
|
||||
inputaction_t negX, inputaction_t posX,
|
||||
inputaction_t negY, inputaction_t posY,
|
||||
vec2 result
|
||||
);
|
||||
|
||||
// Same four-action axis, normalized to a unit vector via atan2:
|
||||
void inputAngle2D(
|
||||
inputaction_t negX, inputaction_t posX,
|
||||
inputaction_t negY, inputaction_t posY,
|
||||
vec2 result
|
||||
);
|
||||
|
||||
// Deadzone filter (applied to raw axis values)
|
||||
float_t inputDeadzone(float_t value, float_t deadzone);
|
||||
```
|
||||
|
||||
## Binding buttons to actions
|
||||
|
||||
```c
|
||||
void inputBind(inputaction_t action, inputbutton_t button);
|
||||
```
|
||||
|
||||
Each platform's init function calls `inputBind` to wire its hardware
|
||||
buttons to the standard action IDs. Game code should never need to call
|
||||
`inputBind` -- it is set up once during platform init.
|
||||
|
||||
## Button types
|
||||
|
||||
```c
|
||||
INPUT_BUTTON_TYPE_KEYBOARD // SDL scancode (SDL2 targets only)
|
||||
INPUT_BUTTON_TYPE_POINTER // Mouse axes: X, Y, Z, WHEEL_X, WHEEL_Y
|
||||
INPUT_BUTTON_TYPE_TOUCH // Touch (defined, not fully implemented)
|
||||
INPUT_BUTTON_TYPE_GAMEPAD // Digital gamepad buttons
|
||||
INPUT_BUTTON_TYPE_GAMEPAD_AXIS // Analog axes (-1.0 to 1.0 internally)
|
||||
```
|
||||
|
||||
## Events
|
||||
|
||||
Each action has `onPressed` and `onReleased` event callbacks. Subscribe
|
||||
via the event system (see `.claude/events.md`):
|
||||
|
||||
```c
|
||||
eventSubscribe(&INPUT.actions[ACTION_ACCEPT].onPressed, myCallback, NULL);
|
||||
```
|
||||
|
||||
## Platform implementations
|
||||
|
||||
### SDL2 (`src/dusksdl2/input/`)
|
||||
|
||||
Handles Linux, Knulli, and PSP (PSP adds its own button mapping layer
|
||||
on top of SDL2).
|
||||
|
||||
- Keyboard: SDL scancode array from `SDL_GetKeyboardState()`
|
||||
- Pointer: normalized mouse position (0.0-1.0), scroll axes
|
||||
- Gamepad: first available `SDL_GameController`; axis values normalized
|
||||
to [-1.0, 1.0] with deadzone (default 0.2f via `inputGetDeadzoneSDL2`)
|
||||
|
||||
### Dolphin -- GameCube / Wii (`src/duskdolphin/input/`)
|
||||
|
||||
Uses `libogc` PAD API. No keyboard or pointer input -- trying to use
|
||||
those button types is a compile-time `#error`.
|
||||
|
||||
- Gamepad: `PAD_ScanPads()` + `PAD_ButtonsHeld()` for pad 0
|
||||
- Axes: left stick X/Y, C-stick X/Y, L/R triggers (6 total)
|
||||
- Deadzone: hardcoded 0.2f
|
||||
- Default bindings set at init: D-pad/L-stick = directional actions,
|
||||
A = ACCEPT, B = CANCEL, X = CONSOLE, Start = RAGEQUIT
|
||||
|
||||
### PSP (`src/duskpsp/input/`)
|
||||
|
||||
Layered on top of SDL2. `inputInitPSP()` remaps SDL2 controller button
|
||||
constants to PSP button names, then calls `inputBind` to wire them:
|
||||
|
||||
| PSP button | SDL2 constant |
|
||||
|------------|---------------|
|
||||
| Cross | `SDL_CONTROLLER_BUTTON_A` |
|
||||
| Circle | `SDL_CONTROLLER_BUTTON_B` |
|
||||
| Triangle | `SDL_CONTROLLER_BUTTON_Y` |
|
||||
| Square | `SDL_CONTROLLER_BUTTON_X` |
|
||||
| L / R | `SDL_CONTROLLER_BUTTON_LEFTSHOULDER` / `RIGHTSHOULDER` |
|
||||
| L-Stick | `SDL_CONTROLLER_AXIS_LEFTX/Y` |
|
||||
|
||||
### Vita (`src/duskvita/input/`)
|
||||
|
||||
Layered on top of SDL2 (via vitaSDL2). Behaviour is similar to PSP --
|
||||
no keyboard, no pointer, gamepad only.
|
||||
|
||||
## JS module (`Input`)
|
||||
|
||||
The input system is exposed to JS as the global `Input` object with
|
||||
static methods. Action constants are pre-defined as numeric properties
|
||||
on the `Input` object (e.g. `Input.ACCEPT`, `Input.UP`):
|
||||
|
||||
```js
|
||||
// Check if the accept button is held this frame:
|
||||
if(Input.isDown(Input.ACCEPT)) { ... }
|
||||
|
||||
// Was the cancel button just pressed?
|
||||
if(Input.pressed(Input.CANCEL)) { ... }
|
||||
|
||||
// Analog value for the right trigger:
|
||||
var val = Input.getValue(Input.RIGHT);
|
||||
|
||||
// Single axis (-1 to 1) from a neg/pos pair:
|
||||
var h = Input.axis(Input.LEFT, Input.RIGHT);
|
||||
```
|
||||
|
||||
All `Input.*` action constants match the `INPUT_ACTION_*` enum values
|
||||
from the C layer (UP, DOWN, LEFT, RIGHT, ACCEPT, CANCEL, RAGEQUIT,
|
||||
CONSOLE, POINTERX, POINTERY).
|
||||
|
||||
## Platform capability notes
|
||||
|
||||
| Feature | Linux/Knulli | PSP | Vita | GameCube/Wii |
|
||||
|---------|-------------|-----|------|--------------|
|
||||
| Keyboard | Yes (SDL2) | No | No | No |
|
||||
| Pointer/Mouse | Yes (SDL2) | No | No | No |
|
||||
| Gamepad | Yes (SDL2) | Yes (SDL2) | Yes (SDL2) | Yes (PAD) |
|
||||
| Analog axes | Yes | L-Stick only | L-Stick, R-Stick | L-Stick, C-Stick, Triggers |
|
||||
| Touch | Defined, not implemented | -- | -- | -- |
|
||||
@@ -1,90 +0,0 @@
|
||||
# Locale System
|
||||
|
||||
Source: `src/dusk/locale/`, asset loader at
|
||||
`src/dusk/asset/loader/locale/`
|
||||
|
||||
## Overview
|
||||
|
||||
The locale system loads Gettext PO files from the asset archive and
|
||||
provides string lookup with plural-form support and printf-style
|
||||
argument substitution. Locale files live in `locale/` inside `dusk.dsk`.
|
||||
|
||||
## Global state
|
||||
|
||||
```c
|
||||
extern localemanager_t LOCALE;
|
||||
// LOCALE.locale -- currently active localeinfo_t
|
||||
// LOCALE.entry -- locked assetentry_t for the current PO file
|
||||
```
|
||||
|
||||
## Initialise and switch locale
|
||||
|
||||
```c
|
||||
errorret_t localeManagerInit();
|
||||
// Defaults to LOCALE_EN_US (locale/en_US.po).
|
||||
|
||||
errorret_t localeManagerSetLocale(const localeinfo_t *locale);
|
||||
// Unlocks the old entry, loads and locks the new one.
|
||||
// Blocks until the new PO file is fully parsed.
|
||||
|
||||
void localeManagerDispose();
|
||||
```
|
||||
|
||||
## Getting a localised string
|
||||
|
||||
```c
|
||||
// Variadic (printf-style args):
|
||||
localeManagerGetText(id, buffer, bufferSize, plural, ...);
|
||||
|
||||
// With a pre-built args array:
|
||||
localeManagerGetTextArgs(id, buffer, bufferSize, plural, args, argCount);
|
||||
```
|
||||
|
||||
Both are macros that delegate to `assetLocaleGetStringWithVA` /
|
||||
`assetLocaleGetStringWithArgs`.
|
||||
|
||||
- `id` -- message ID string (the English key in the PO file)
|
||||
- `plural` -- plural index (0 for singular, 1+ per PO plural rules)
|
||||
- `buffer` -- destination `char_t` array
|
||||
- `bufferSize` -- size of the destination buffer
|
||||
- `...` -- format arguments matching `%s`, `%d`, `%f` placeholders
|
||||
|
||||
## Locale descriptors (`localeinfo_t`)
|
||||
|
||||
```c
|
||||
typedef struct {
|
||||
const char_t *name; // e.g. "en-US"
|
||||
const char_t *file; // path inside dusk.dsk, e.g. "locale/en_US.po"
|
||||
} localeinfo_t;
|
||||
```
|
||||
|
||||
The built-in descriptor is:
|
||||
|
||||
```c
|
||||
static const localeinfo_t LOCALE_EN_US = {
|
||||
.name = "en-US",
|
||||
.file = "locale/en_US.po",
|
||||
};
|
||||
```
|
||||
|
||||
Add new locales by declaring another `localeinfo_t` constant and
|
||||
shipping the corresponding `.po` file in the asset archive.
|
||||
|
||||
## PO file format notes
|
||||
|
||||
The loader (`assetlocaleloader`) parses standard Gettext PO syntax:
|
||||
- `msgid` / `msgstr` pairs
|
||||
- `msgid_plural` / `msgstr[n]` for plural forms
|
||||
- The `Plural-Forms:` header (e.g. `nplurals=2; plural=(n != 1);`)
|
||||
is parsed and evaluated at lookup time
|
||||
|
||||
Argument substitution uses `%s`, `%d`, `%f` placeholders (not
|
||||
standard Gettext `%1` positional args).
|
||||
|
||||
## Adding a new locale
|
||||
|
||||
1. Create `locale/<lang_COUNTRY>.po` with a valid `Plural-Forms:`
|
||||
header and the translated `msgid`/`msgstr` entries.
|
||||
2. Pack it into `dusk.dsk`.
|
||||
3. Add a `localeinfo_t` constant in `localeinfo.h`.
|
||||
4. Call `localeManagerSetLocale()` with the new descriptor to activate.
|
||||
@@ -1,132 +0,0 @@
|
||||
# Network System
|
||||
|
||||
Source: `src/dusk/network/`, platform layers in
|
||||
`src/dusk<platform>/network/`
|
||||
|
||||
## Overview
|
||||
|
||||
The network system provides a platform-agnostic API for detecting and
|
||||
managing a network connection. Higher-level functionality (HTTP, sockets)
|
||||
is not yet implemented in any platform. The system handles the
|
||||
connection lifecycle -- connect, detect disconnect, disconnect -- and
|
||||
reports the current IP address.
|
||||
|
||||
## Implementation status by platform
|
||||
|
||||
| Platform | Connection | IP info | HTTP/Requests | Notes |
|
||||
|----------|-----------|---------|--------------|-------|
|
||||
| **Linux** | Auto (OS) | IPv4 + IPv6 | Not implemented | `getifaddrs()` |
|
||||
| **Knulli** | Auto (OS) | IPv4 + IPv6 | Not implemented | same as Linux |
|
||||
| **PSP** | Manual dialog | IPv4 only | Not implemented | `sceUtilityNetconf`; SSL/HTTP modules commented out |
|
||||
| **GameCube** | Manual DHCP | IPv4 only | Not implemented | `if_config()` stubbed; `net_init()` commented out |
|
||||
| **Wii** | Manual DHCP | IPv4 only | Not implemented | blocking `if_config()` via System Menu Wi-Fi settings |
|
||||
|
||||
## Connection states
|
||||
|
||||
```c
|
||||
typedef enum {
|
||||
NETWORK_STATE_DISCONNECTED,
|
||||
NETWORK_STATE_CONNECTING,
|
||||
NETWORK_STATE_CONNECTED,
|
||||
NETWORK_STATE_DISCONNECTING,
|
||||
} networkstate_t;
|
||||
```
|
||||
|
||||
## Global state
|
||||
|
||||
```c
|
||||
extern network_t NETWORK;
|
||||
// NETWORK.state -- current connection state
|
||||
// NETWORK.platform -- platform-specific data
|
||||
// NETWORK.onDisconnect -- callback fired on unexpected disconnect
|
||||
```
|
||||
|
||||
## Core API (`network.h`)
|
||||
|
||||
```c
|
||||
errorret_t networkInit();
|
||||
errorret_t networkUpdate(); // call each frame; detects dropped connections
|
||||
errorret_t networkDispose();
|
||||
|
||||
bool_t networkIsConnected();
|
||||
|
||||
void networkRequestConnection(
|
||||
void (*onConnected)(void *user),
|
||||
void (*onFailed)(errorret_t error, void *user),
|
||||
void (*onDisconnect)(errorret_t error, void *user),
|
||||
void *user
|
||||
);
|
||||
|
||||
void networkRequestDisconnection(
|
||||
void (*onComplete)(void *user),
|
||||
void *user
|
||||
);
|
||||
```
|
||||
|
||||
On platforms that manage their own connection (Linux, macOS, Windows),
|
||||
`networkRequestConnection` immediately calls `onConnected` if a network
|
||||
interface is up, or `onFailed` if not. No `networkPlatformRequestConnection`
|
||||
macro is needed.
|
||||
|
||||
On platforms that require explicit connection (PSP, Wii), the platform
|
||||
implements `networkPlatformRequestConnection` and
|
||||
`networkPlatformRequestDisconnection`.
|
||||
|
||||
## Network info
|
||||
|
||||
```c
|
||||
networkinfo_t networkGetInfo();
|
||||
// Only valid when NETWORK.state == NETWORK_STATE_CONNECTED.
|
||||
```
|
||||
|
||||
```c
|
||||
typedef struct {
|
||||
networktype_t type; // NETWORK_TYPE_IPV4 or (ifdef) NETWORK_TYPE_IPV6
|
||||
union {
|
||||
networkinfoipv4_t ipv4; // uint8_t ip[4]
|
||||
networkinfoipv6_t ipv6; // uint8_t ip[16] (requires DUSK_NETWORK_IPV6)
|
||||
};
|
||||
} networkinfo_t;
|
||||
```
|
||||
|
||||
IPv6 support requires the `DUSK_NETWORK_IPV6` compile-time define.
|
||||
|
||||
## Platform-specific notes
|
||||
|
||||
### Linux / Knulli
|
||||
|
||||
Fully functional for connection detection and IP querying. No explicit
|
||||
connect/disconnect step needed -- the OS manages the interface. Uses
|
||||
`getifaddrs()` to find the first non-loopback running interface.
|
||||
|
||||
### PSP
|
||||
|
||||
Connection is asynchronous and driven by a state machine in
|
||||
`networkPSPUpdate()`. The PSP shows the built-in network configuration
|
||||
dialog (`sceUtilityNetconfInitStart`) to let the user pick a Wi-Fi
|
||||
access point.
|
||||
|
||||
HTTP/SSL modules (`psphttp`, `pspssl`) are loaded in commented-out code
|
||||
-- the infrastructure for HTTP exists but is disabled.
|
||||
|
||||
### GameCube
|
||||
|
||||
`net_init()` is commented out. Networking on GameCube is non-functional
|
||||
in the current build.
|
||||
|
||||
### Wii
|
||||
|
||||
Uses `if_config()` (DHCP via libogc) to connect using the Wi-Fi settings
|
||||
stored in Wii System Menu. This call **blocks** the main thread. The
|
||||
connection only works when `DUSK_WII` is defined; the GameCube path
|
||||
always fails.
|
||||
|
||||
## Adding a new platform implementation
|
||||
|
||||
1. Create `src/dusk<platform>/network/network<platform>.h/.c`.
|
||||
2. Implement the five required functions:
|
||||
`Init`, `Update`, `Dispose`, `IsConnected`, `GetInfo`.
|
||||
3. Optionally implement `RequestConnection` and `RequestDisconnection`
|
||||
if the platform requires an explicit connection step.
|
||||
4. Create `networkplatform.h` mapping each `networkPlatform*` macro to
|
||||
your functions, and defining `networkplatform_t`.
|
||||
@@ -1,83 +0,0 @@
|
||||
# Optimization Guidelines
|
||||
|
||||
Dusk must run well on severely resource-constrained hardware. The PSP
|
||||
has 32 MB of RAM and a 333 MHz MIPS CPU. The GameCube has 24 MB of RAM
|
||||
and a 485 MHz PowerPC CPU with no FPU for integer paths. Optimization
|
||||
is not an afterthought -- it is a first-class design constraint.
|
||||
|
||||
## General principles
|
||||
|
||||
- **Measure before optimizing.** Don't guess where bottlenecks are.
|
||||
Profile on the actual target hardware when possible.
|
||||
- **Data-oriented design.** The ECS exists to enable cache-friendly
|
||||
iteration over components. Keep hot data tightly packed (SoA over
|
||||
AoS where it matters).
|
||||
- **Minimize allocations.** Dynamic allocation at runtime is expensive
|
||||
and causes fragmentation. Prefer fixed-size pools, arenas, and
|
||||
pre-allocated arrays.
|
||||
- **Avoid per-frame allocations.** Anything allocated and freed every
|
||||
tick is a red flag. Use scratch buffers or static pools.
|
||||
- **Avoid recursion** on constrained targets -- stack is small.
|
||||
|
||||
## Memory
|
||||
|
||||
| Platform | Total RAM | Notes |
|
||||
|------------|-------------|-----------------------------------|
|
||||
| GameCube | 24 MB | 16 MB main + 8 MB "Aram" (audio) |
|
||||
| Wii | 88 MB | 24 MB MEM1 + 64 MB MEM2 |
|
||||
| PSP | 32 MB | 4 MB reserved for OS |
|
||||
| Vita | 512 MB | Much more headroom |
|
||||
| Linux | Host RAM | Effectively unlimited |
|
||||
|
||||
Treat the GameCube 16 MB main RAM as the worst-case constraint when
|
||||
designing data structures and budgets.
|
||||
|
||||
Always use `memoryAllocate` / `memoryFree` -- never `malloc` / `free`.
|
||||
The engine allocator tracks usage and can enforce budgets per platform.
|
||||
|
||||
## Math
|
||||
|
||||
- Prefer integer math over floating-point on platforms without an FPU.
|
||||
- Use fixed-point arithmetic (`int32_t` with a known scale) for physics
|
||||
and animation on PSP/GameCube where FPU throughput is limited.
|
||||
- SIMD / VFPU (PSP) and paired-singles (GameCube) are available but
|
||||
require platform-guarded code paths under `#ifdef DUSK_PSP` etc.
|
||||
- Avoid `double` entirely -- use `float_t` (32-bit) throughout.
|
||||
|
||||
## Rendering
|
||||
|
||||
- Batch draw calls aggressively. Every draw call has overhead on all
|
||||
platforms; consoles are especially sensitive.
|
||||
- Minimize state changes (texture binds, shader switches, etc.).
|
||||
- Use display lists (GameCube/Wii) and vertex buffer objects (OpenGL)
|
||||
to offload geometry to GPU memory.
|
||||
- Keep texture sizes powers of two. Non-PoT textures are unsupported
|
||||
or have penalties on PSP and GameCube.
|
||||
|
||||
## Asset loading
|
||||
|
||||
- Assets are loaded asynchronously via the asset loader system. Do not
|
||||
block the game loop waiting for assets.
|
||||
- Compress textures to the native format for each platform at build
|
||||
time, not at runtime.
|
||||
- Stream large assets from the filesystem rather than loading them all
|
||||
at startup.
|
||||
|
||||
## Platform-specific notes
|
||||
|
||||
### PSP
|
||||
- The Media Engine (ME) is a second CPU core -- use it for audio and
|
||||
background decompression, not general logic.
|
||||
- VFPU gives 4-wide SIMD floats; use it for matrix and vector math.
|
||||
- Keep the uncached scratchpad (4 KB at 0x00010000) in mind for hot
|
||||
temporary data.
|
||||
|
||||
### GameCube / Wii
|
||||
- The GX display list pipeline is the primary rendering path; avoid
|
||||
immediate-mode GX calls in the hot path.
|
||||
- Texture Compression (CMPR / S3TC equivalent) halves texture memory.
|
||||
- Wii: prefer MEM1 for GPU-accessed data; MEM2 for CPU-only buffers.
|
||||
|
||||
### PSP / Vita
|
||||
- OpenGL ES has a subset of desktop OpenGL. Avoid extensions and
|
||||
features that are not in the ES 1.1 / ES 2.0 core.
|
||||
@@ -1,127 +0,0 @@
|
||||
# Physics System
|
||||
|
||||
Source: `src/dusk/physics/`, entity component at
|
||||
`src/dusk/entity/component/physics/entityphysics.h/.c`
|
||||
|
||||
## Overview
|
||||
|
||||
Dusk uses a lightweight, custom 3D physics simulation with no external
|
||||
library dependency. It is integrated with the ECS: only entities that
|
||||
have both a `COMPONENT_TYPE_PHYSICS` and a `COMPONENT_TYPE_POSITION`
|
||||
component participate in the simulation.
|
||||
|
||||
## Shapes
|
||||
|
||||
```c
|
||||
typedef enum {
|
||||
PHYSICS_SHAPE_CUBE, // Axis-aligned bounding box (AABB)
|
||||
PHYSICS_SHAPE_SPHERE,
|
||||
PHYSICS_SHAPE_CAPSULE, // Y-axis aligned; radius + halfHeight
|
||||
PHYSICS_SHAPE_PLANE, // Infinite plane; normal + distance
|
||||
} physicshapetype_t;
|
||||
```
|
||||
|
||||
All shape pairs are supported by the collision dispatch
|
||||
(`physicsTestShapeVsShape`). See `physicstest.h` for the individual
|
||||
test functions.
|
||||
|
||||
## Body types
|
||||
|
||||
```c
|
||||
typedef enum {
|
||||
PHYSICS_BODY_STATIC, // Never moves; immovable collision surface
|
||||
PHYSICS_BODY_DYNAMIC, // Driven by gravity, velocity, collisions
|
||||
PHYSICS_BODY_KINEMATIC, // Moved programmatically; collides but not
|
||||
// driven by the simulation (e.g. player)
|
||||
} physicsbodytype_t;
|
||||
```
|
||||
|
||||
## World and gravity
|
||||
|
||||
```c
|
||||
extern physicsworld_t PHYSICS_WORLD;
|
||||
// PHYSICS_WORLD.gravity -- default {0, -9.81, 0}
|
||||
```
|
||||
|
||||
The simulation step is driven by `physicsManagerUpdate()`, which is
|
||||
called each fixed-timestep game loop tick. It skips dynamic-timestep
|
||||
sub-steps (`DUSK_TIME_DYNAMIC`).
|
||||
|
||||
## Simulation phases (each step)
|
||||
|
||||
1. **Integrate dynamics** -- apply gravity scaled by `gravityScale`,
|
||||
advance velocity, update position.
|
||||
2. **Dynamic vs static/kinematic** -- resolve penetration and cancel
|
||||
the normal velocity component.
|
||||
3. **Dynamic vs dynamic** -- split penetration 50/50; exchange
|
||||
relative normal velocity.
|
||||
4. **Rebuild transforms** -- call `entityPositionRebuild()` for all
|
||||
affected dynamic bodies.
|
||||
|
||||
`PHYSICS_GROUND_THRESHOLD = 0.707f` -- a collision normal with a Y
|
||||
component above this value sets `onGround = true` on the dynamic body.
|
||||
|
||||
## Entity component (`entityphysics_t`)
|
||||
|
||||
```c
|
||||
typedef struct {
|
||||
physicsbodytype_t type;
|
||||
physicsshape_t shape;
|
||||
vec3 velocity;
|
||||
float_t gravityScale; // default 1.0
|
||||
bool_t onGround; // set by the solver each step
|
||||
} entityphysics_t;
|
||||
```
|
||||
|
||||
Default on init: DYNAMIC body, 0.5m half-extents AABB cube,
|
||||
`gravityScale = 1.0f`.
|
||||
|
||||
### Component API
|
||||
|
||||
```c
|
||||
entityphysics_t *entityPhysicsGet(entityid_t, componentid_t);
|
||||
|
||||
void entityPhysicsSetShape(entityid_t, componentid_t, physicsshape_t);
|
||||
physicsshape_t entityPhysicsGetShape(entityid_t, componentid_t);
|
||||
|
||||
void entityPhysicsSetVelocity(entityid_t, componentid_t, vec3);
|
||||
void entityPhysicsGetVelocity(entityid_t, componentid_t, vec3 dest);
|
||||
void entityPhysicsApplyImpulse(entityid_t, componentid_t, vec3);
|
||||
// No-op on STATIC bodies.
|
||||
|
||||
bool_t entityPhysicsIsOnGround(entityid_t, componentid_t);
|
||||
void entityPhysicsSetBodyType(entityid_t, componentid_t, physicsbodytype_t);
|
||||
physicsbodytype_t entityPhysicsGetBodyType(entityid_t, componentid_t);
|
||||
```
|
||||
|
||||
## Collision detection primitives (`physicstest.h`)
|
||||
|
||||
Each function returns `true` if overlapping and writes the push-out
|
||||
normal (pointing from B toward A) and penetration depth.
|
||||
|
||||
| Function | Shapes |
|
||||
|----------|--------|
|
||||
| `physicsTestAabbVsAabb` | CUBE vs CUBE |
|
||||
| `physicsTestSphereVsSphere` | SPHERE vs SPHERE |
|
||||
| `physicsTestSphereVsAabb` | SPHERE vs CUBE |
|
||||
| `physicsTestSphereVsPlane` | SPHERE vs PLANE |
|
||||
| `physicsTestAabbVsPlane` | CUBE vs PLANE |
|
||||
| `physicsTestCapsuleVsSphere` | CAPSULE vs SPHERE |
|
||||
| `physicsTestCapsuleVsAabb` | CAPSULE vs CUBE |
|
||||
| `physicsTestCapsuleVsPlane` | CAPSULE vs PLANE |
|
||||
| `physicsTestCapsuleVsCapsule` | CAPSULE vs CAPSULE |
|
||||
| `physicsTestShapeVsShape` | Any pair via dispatch |
|
||||
|
||||
Capsules are always Y-axis aligned. Planes are infinite (not half-spaces).
|
||||
|
||||
## Limitations and known gaps
|
||||
|
||||
- No rotation simulation -- bodies do not rotate from collisions.
|
||||
- No friction or damping model yet.
|
||||
- No sleeping / deactivation for resting bodies.
|
||||
- No broad-phase culling: the solver is O(n^2) per phase.
|
||||
This is acceptable up to the ECS entity limit (64 entities) but must
|
||||
be revisited if the entity count grows.
|
||||
- Capsule vs plane uses the bottom/top hemisphere centers as a
|
||||
degenerate approximation -- accurate for large planes but
|
||||
not for thin surfaces.
|
||||
@@ -1,288 +0,0 @@
|
||||
# Platform -- Dolphin (GameCube and Wii)
|
||||
|
||||
`DUSK_TARGET_SYSTEM`: `gamecube` / `wii`
|
||||
Source layer: `src/duskdolphin/`
|
||||
Renderer: libogc GX (native Nintendo hardware)
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
GameCube and Wii are collectively called the **Dolphin** targets. They
|
||||
share a single source layer (`src/duskdolphin/`) and a shared CMake base
|
||||
(`cmake/targets/dolphin.cmake`). Individual targets add `DUSK_GAMECUBE`
|
||||
or `DUSK_WII` on top.
|
||||
|
||||
Both are **big-endian** PowerPC platforms. They do **not** use SDL2 or
|
||||
OpenGL -- rendering and input go through `libogc` (the open-source
|
||||
GameCube/Wii SDK) and the GX hardware API directly.
|
||||
|
||||
---
|
||||
|
||||
## Hardware
|
||||
|
||||
| Attribute | GameCube | Wii |
|
||||
|-----------|---------|-----|
|
||||
| CPU | IBM PowerPC 750CL (Gekko), 485 MHz | IBM Broadway (Wii CPU), 729 MHz |
|
||||
| RAM | 24 MB (16 MB MEM1 + 8 MB ARAM) | 88 MB (24 MB MEM1 + 64 MB MEM2) |
|
||||
| GPU | ATI Flipper (GX) | ATI Hollywood (GX) |
|
||||
| Display | 640x480 (480p max) | 640x480 (480p/576i), 480p/1080i via component |
|
||||
| Storage | Memory Card (slots A/B), SD Gecko | SD card, USB, NAND |
|
||||
| Endian | Big-endian | Big-endian |
|
||||
|
||||
Treat the **GameCube 16 MB MEM1** as the worst-case RAM budget for data
|
||||
structures shared between both targets.
|
||||
|
||||
---
|
||||
|
||||
## Compile-time macros
|
||||
|
||||
| Macro | GameCube | Wii | Notes |
|
||||
|-------|---------|-----|-------|
|
||||
| `DUSK_DOLPHIN` | yes | yes | Set by `dolphin.cmake` |
|
||||
| `DUSK_GAMECUBE` | yes | no | |
|
||||
| `DUSK_WII` | no | yes | |
|
||||
| `DUSK_INPUT_GAMEPAD` | yes | yes | |
|
||||
| `DUSK_DISPLAY_WIDTH` | 640 | 640 | |
|
||||
| `DUSK_DISPLAY_HEIGHT` | 480 | 480 | |
|
||||
| `DUSK_THREAD_PTHREAD` | yes | yes | devkitPPC pthreads |
|
||||
| `DUSK_PLATFORM_ENDIAN_BIG` | yes | yes | Not set by cmake -- apply manually |
|
||||
| `DOL` | 1 | 1 | Build type token |
|
||||
| `ISO` | 2 | 2 | Build type token |
|
||||
| `DUSK_DOLPHIN_BUILD_TYPE` | `DOL` or `ISO` | `DOL` or `ISO` | |
|
||||
| `DUSK_DOLPHIN_BUILD_ISO` | if ISO mode | if ISO mode | |
|
||||
|
||||
No `DUSK_SDL2`, no `DUSK_OPENGL`, no `DUSK_INPUT_KEYBOARD`,
|
||||
no `DUSK_INPUT_POINTER`, no `DUSK_TIME_DYNAMIC`.
|
||||
|
||||
Attempting to use `DUSK_INPUT_KEYBOARD` or `DUSK_INPUT_POINTER` causes
|
||||
a compile-time `#error` in `inputdolphin.h`.
|
||||
|
||||
---
|
||||
|
||||
## Endianness
|
||||
|
||||
**Both GameCube and Wii are big-endian.** This is the most critical
|
||||
platform difference from all other targets.
|
||||
|
||||
- All binary asset data (`.dtf` tilesets, STL meshes, DTF headers, etc.)
|
||||
must be byte-swapped when read on Dolphin.
|
||||
- Use `endianLittleToHost32` / `endianLittleToHost16` etc. from
|
||||
`util/endian.h` when reading any multi-byte value from a file.
|
||||
- Save files are stored in little-endian order; the save stream handles
|
||||
this transparently via the `saveFile*` macros.
|
||||
- Network data likewise needs endian conversion.
|
||||
|
||||
See `.claude/util.md` (Endian section) for the full API.
|
||||
|
||||
---
|
||||
|
||||
## Display
|
||||
|
||||
- Fixed 640x480 resolution, driven by GX (the hardware rasteriser).
|
||||
- Uses double-buffered framebuffers:
|
||||
```c
|
||||
typedef struct {
|
||||
void *frameBuffer[2]; // double-buffered
|
||||
int_t whichFrameBuffer;
|
||||
GXRModeObj *screenMode;
|
||||
void *fifoBuffer; // GX command FIFO, 256 KB
|
||||
} displaydolphin_t;
|
||||
```
|
||||
- The GX pipeline uses display lists for efficient draw call batching --
|
||||
avoid immediate-mode GX calls in the hot path.
|
||||
- `CONF_GetAspectRatio()` returns `CONF_ASPECT_4_3` on GameCube (always)
|
||||
and the user's setting on Wii. Use `systemGetAspectRatioDolphin()`.
|
||||
|
||||
---
|
||||
|
||||
## Asset loading
|
||||
|
||||
Two modes are selected at CMake configure time via
|
||||
`DUSK_DOLPHIN_BUILD_TYPE`:
|
||||
|
||||
### DOL mode (default -- `DUSK_DOLPHIN_BUILD_TYPE=DOL`)
|
||||
|
||||
Assets are loaded from `dusk.dsk` on a FAT filesystem -- SD card on Wii
|
||||
(via SD slot), or SD Gecko / SD adapter on GameCube. The loader searches
|
||||
these paths in order:
|
||||
|
||||
```c
|
||||
"/", "/Dusk", "/dusk", "/DUSK",
|
||||
"/apps", "/apps/Dusk", "/apps/dusk", "/apps/DUSK",
|
||||
".", "./Dusk", "./dusk", ...
|
||||
```
|
||||
|
||||
Uses `libfat` for filesystem access.
|
||||
|
||||
### ISO mode (`DUSK_DOLPHIN_BUILD_TYPE=ISO`)
|
||||
|
||||
`dusk.dsk` is read directly off the DVD disc via the libogc DVD driver
|
||||
(`assetdolphindvd.c`). Reads are 32-byte aligned:
|
||||
|
||||
```c
|
||||
#define ASSET_DOLPHIN_DVD_ALIGN 32u
|
||||
```
|
||||
|
||||
The DVD FST (file-system table) is parsed at init to locate the data
|
||||
file. All reads go through `assetDolphinDVDRead(offset, size)` which
|
||||
returns an aligned heap buffer that the caller must free.
|
||||
|
||||
Post-build in ISO mode, `makedolphiniso.py` produces **three disc
|
||||
images** (NTSC-J, NTSC-U, PAL).
|
||||
|
||||
---
|
||||
|
||||
## Input
|
||||
|
||||
Uses libogc `PAD` API. Only GameCube controllers are supported (port 0
|
||||
by default; up to 4 via `PAD_CHANMAX`).
|
||||
|
||||
Available axes (6 total per controller):
|
||||
|
||||
| Axis | Enum |
|
||||
|------|------|
|
||||
| Left stick X/Y | `INPUT_GAMEPAD_AXIS_LEFT_X/Y` |
|
||||
| C-stick X/Y | `INPUT_GAMEPAD_AXIS_C_X/Y` |
|
||||
| L trigger | `INPUT_GAMEPAD_AXIS_TRIGGER_LEFT` |
|
||||
| R trigger | `INPUT_GAMEPAD_AXIS_TRIGGER_RIGHT` |
|
||||
|
||||
Axis values are normalised by dividing the raw 8-bit value by 128.0.
|
||||
Deadzone: 0.2 (hardcoded).
|
||||
|
||||
Default bindings set at init: D-pad/left stick = directional actions,
|
||||
A = ACCEPT, B = CANCEL, X = CONSOLE, Start = RAGEQUIT.
|
||||
|
||||
Wii Remote / Nunchuk / Classic Controller / Pro Controller are not yet
|
||||
implemented (noted as TODO in `inputdolphin.h`).
|
||||
|
||||
---
|
||||
|
||||
## Save system
|
||||
|
||||
Uses the libogc Memory Card API (`CARD_*`) to read/write save slots.
|
||||
|
||||
```c
|
||||
typedef struct {
|
||||
card_file cardFile;
|
||||
uint8_t cardBuffer[CARD_WORKAREA] __attribute__((aligned(32)));
|
||||
bool_t mounted;
|
||||
} savedolphin_t;
|
||||
```
|
||||
|
||||
- Default channel: `CARD_SLOTA` (Memory Card slot A).
|
||||
Override via `SAVE_DOLPHIN_CHANNEL`.
|
||||
- Sector size: 8192 bytes (`SAVE_DOLPHIN_SECTOR_SIZE`).
|
||||
- Buffers must be 32-byte aligned (enforced by `__attribute__((aligned(32)))`).
|
||||
- Game code: `DUSK` (4 chars, override via `SAVE_DOLPHIN_GAME_CODE`).
|
||||
- The card must be mounted before any read/write. `saveInitDolphin()`
|
||||
mounts slot A; failures are treated as "no save present".
|
||||
- Save stream handles little-endian encoding transparently -- all data
|
||||
stored little-endian on the card even though the CPU is big-endian.
|
||||
|
||||
---
|
||||
|
||||
## Network
|
||||
|
||||
### GameCube
|
||||
|
||||
`net_init()` is commented out. Networking is **non-functional** on
|
||||
GameCube in the current codebase. The BBA (Broadband Adapter) link
|
||||
library is in a commented `# bba` in `gamecube.cmake`.
|
||||
|
||||
### Wii
|
||||
|
||||
Uses `if_config()` from libogc which reads Wi-Fi settings saved in the
|
||||
Wii System Menu. The call **blocks** the main thread until DHCP
|
||||
completes or fails. Wii network is available only when `DUSK_WII` is
|
||||
defined; the GameCube path always fails immediately.
|
||||
|
||||
IPv6 is not supported on either Dolphin target.
|
||||
|
||||
---
|
||||
|
||||
## Time
|
||||
|
||||
- No `DUSK_TIME_DYNAMIC`. All ticks are fixed 16 ms steps.
|
||||
- Tick source: `__SYS_GetSystemTime()` returns PowerPC bus ticks.
|
||||
- Real time: ticks converted to microseconds via `ticks_to_microsecs()`,
|
||||
then offset from the GameCube epoch (2000-01-01 00:00:00) to the UNIX
|
||||
epoch (1970-01-01 00:00:00) by adding **946 684 800 seconds**.
|
||||
- Timezone: always returned as 0 -- no timezone data without network time.
|
||||
|
||||
---
|
||||
|
||||
## System
|
||||
|
||||
Language and aspect ratio queries:
|
||||
|
||||
```c
|
||||
// Language (used for locale selection):
|
||||
systemGetLanguageDolphin();
|
||||
// -> SYS_GetLanguage() on GameCube
|
||||
// -> CONF_GetLanguage() on Wii
|
||||
|
||||
// Aspect ratio:
|
||||
systemGetAspectRatioDolphin();
|
||||
// -> CONF_ASPECT_4_3 always on GameCube
|
||||
// -> CONF_GetAspectRatio() on Wii (4:3 or 16:9)
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Build and toolchain
|
||||
|
||||
Requires [devkitPro](https://devkitpro.org/) with `devkitPPC` and
|
||||
`libogc` installed.
|
||||
|
||||
```sh
|
||||
# GameCube (SD card / DOL mode)
|
||||
cmake -B build \
|
||||
-DDUSK_TARGET_SYSTEM=gamecube \
|
||||
-DCMAKE_TOOLCHAIN_FILE=/opt/devkitpro/cmake/GameCube.cmake \
|
||||
-DCMAKE_BUILD_TYPE=Release
|
||||
cmake --build build
|
||||
|
||||
# Wii (SD card / DOL mode)
|
||||
cmake -B build \
|
||||
-DDUSK_TARGET_SYSTEM=wii \
|
||||
-DCMAKE_TOOLCHAIN_FILE=/opt/devkitpro/cmake/Wii.cmake \
|
||||
-DCMAKE_BUILD_TYPE=Release
|
||||
cmake --build build
|
||||
|
||||
# Either target in ISO mode
|
||||
cmake -B build \
|
||||
-DDUSK_TARGET_SYSTEM=gamecube \
|
||||
-DCMAKE_TOOLCHAIN_FILE=/opt/devkitpro/cmake/GameCube.cmake \
|
||||
-DDUSK_DOLPHIN_BUILD_TYPE=ISO \
|
||||
-DCMAKE_BUILD_TYPE=Release
|
||||
cmake --build build
|
||||
```
|
||||
|
||||
Post-build outputs (DOL mode): `Dusk.elf` + `Dusk.dol` (generated by
|
||||
`elf2dol`). Copy `Dusk.dol` and `dusk.dsk` to the SD card.
|
||||
|
||||
Post-build outputs (ISO mode): `Dusk.dol` + disc images in
|
||||
`NTSC-J/`, `NTSC-U/`, `PAL/` subdirectories.
|
||||
|
||||
Dependencies: libogc, devkitPPC, `fat` (DOL mode), cglm, zip, bz2,
|
||||
zstd, z, lzma, m.
|
||||
|
||||
---
|
||||
|
||||
## Gotchas
|
||||
|
||||
- **Big-endian is the most common source of bugs** when porting code
|
||||
from Linux. Always use `endian.h` utilities for file I/O and network.
|
||||
- Memory is tight on GameCube -- 16 MB MEM1 must hold code, stack, heap,
|
||||
framebuffers (2x 640x480x2 bytes), and the GX FIFO (256 KB).
|
||||
- GX display lists are the correct rendering path; immediate-mode GX
|
||||
calls carry heavy CPU overhead on the short FIFO pipeline.
|
||||
- The GameCube has no FPU for integer paths. Avoid `double`; use
|
||||
`float_t` throughout.
|
||||
- `consoleInit` is shadowed to `consoleInitDolphin` to avoid conflicts
|
||||
with the devkitPPC console API.
|
||||
- On GameCube `CONF_GetAspectRatio()` is always 4:3; the macro is
|
||||
defined to return `CONF_ASPECT_4_3` unconditionally.
|
||||
- DVD reads must be 32-byte aligned and padded -- use
|
||||
`ASSET_DOLPHIN_DVD_ALIGN_UP(n)` when computing read sizes in ISO mode.
|
||||
@@ -1,162 +0,0 @@
|
||||
# Platform -- Linux and Knulli
|
||||
|
||||
`DUSK_TARGET_SYSTEM`: `linux` / `knulli`
|
||||
Source layer: `src/dusklinux/`
|
||||
Renderer: OpenGL (Linux) / OpenGL ES via EGL (Knulli)
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
Linux is the primary development target. Knulli is a Linux-based handheld
|
||||
OS (e.g. Anbernic devices); it shares the `src/dusklinux/` layer entirely
|
||||
and differs only in the CMake target (OpenGL ES instead of desktop OpenGL,
|
||||
EGL instead of GLX, and no backtrace support).
|
||||
|
||||
Both targets use SDL2 for windowing and input. The window is resizable on
|
||||
both (`DUSK_DISPLAY_SIZE_DYNAMIC`).
|
||||
|
||||
---
|
||||
|
||||
## Compile-time macros
|
||||
|
||||
| Macro | Linux | Knulli |
|
||||
|-------|-------|--------|
|
||||
| `DUSK_LINUX` | yes | yes |
|
||||
| `DUSK_KNULLI` | no | yes |
|
||||
| `DUSK_SDL2` | yes | yes |
|
||||
| `DUSK_OPENGL` | yes | yes |
|
||||
| `DUSK_OPENGL_ES` | no | yes |
|
||||
| `DUSK_DISPLAY_SIZE_DYNAMIC` | yes | yes |
|
||||
| `DUSK_INPUT_KEYBOARD` | yes | yes |
|
||||
| `DUSK_INPUT_POINTER` | yes | yes |
|
||||
| `DUSK_INPUT_GAMEPAD` | yes | yes |
|
||||
| `DUSK_TIME_DYNAMIC` | yes | yes |
|
||||
| `DUSK_NETWORK_IPV6` | yes | no |
|
||||
| `DUSK_THREAD_PTHREAD` | yes | yes |
|
||||
| `DUSK_CONSOLE_POSIX` | yes | no |
|
||||
|
||||
---
|
||||
|
||||
## Display
|
||||
|
||||
- Default logical resolution: **640x480** (`DUSK_DISPLAY_WIDTH_DEFAULT` /
|
||||
`DUSK_DISPLAY_HEIGHT_DEFAULT`); game content renders at
|
||||
`DUSK_DISPLAY_SCREEN_HEIGHT=240`.
|
||||
- Dynamic resize: the window can be resized at any time; the engine
|
||||
letterboxes/scales the logical framebuffer to fit.
|
||||
- Screen mode is configurable via `SCREEN.mode` (see
|
||||
`.claude/display-core.md`).
|
||||
- Knulli uses OpenGL ES (GLES2) linked via EGL. Avoid any desktop
|
||||
OpenGL extensions that are not in the ES2 core.
|
||||
|
||||
---
|
||||
|
||||
## Asset loading
|
||||
|
||||
`dusk.dsk` is located by searching a list of paths relative to the
|
||||
current working directory:
|
||||
|
||||
```c
|
||||
static const char_t *ASSET_LINUX_SEARCH_PATHS[] = {
|
||||
"%s",
|
||||
"../%s",
|
||||
"../../%s",
|
||||
"data/%s",
|
||||
"../data/%s",
|
||||
NULL
|
||||
};
|
||||
```
|
||||
|
||||
The first path where `dusk.dsk` is found wins. No packaging step is
|
||||
required on Linux -- run from the build directory or the project root.
|
||||
|
||||
---
|
||||
|
||||
## Input
|
||||
|
||||
All three input types are supported:
|
||||
|
||||
- **Keyboard** -- SDL scancode array via `SDL_GetKeyboardState()`.
|
||||
- **Pointer** -- mouse position normalized to [0, 1], scroll axes.
|
||||
- **Gamepad** -- first available `SDL_GameController`; axes normalized
|
||||
to [-1, 1] with a 0.2 deadzone.
|
||||
|
||||
See `.claude/input.md` for the full action/button API.
|
||||
|
||||
---
|
||||
|
||||
## Save system
|
||||
|
||||
Save files are plain files written to disk.
|
||||
|
||||
- Path: `./saves/save_N.dat` (override `SAVE_LINUX_PATH` to change the
|
||||
directory at CMake configure time).
|
||||
- Format: `SAVE_LINUX_FILE_FORMAT = "%s/save_%u.dat"` where `%u` is the
|
||||
slot index.
|
||||
- No OS-level dialog blocking -- saves are synchronous filesystem calls.
|
||||
- Endian: host byte order (little-endian on x86/ARM).
|
||||
|
||||
---
|
||||
|
||||
## Network
|
||||
|
||||
- Connection is detected automatically via `getifaddrs()`. No explicit
|
||||
connect step is needed.
|
||||
- `networkRequestConnection` immediately calls `onConnected` if any
|
||||
non-loopback interface is up, `onFailed` otherwise.
|
||||
- IPv4 and IPv6 supported (`DUSK_NETWORK_IPV6`).
|
||||
|
||||
---
|
||||
|
||||
## Time
|
||||
|
||||
- Tick source: `SDL_GetTicks64()`.
|
||||
- Real time: `clock_gettime(CLOCK_REALTIME)`.
|
||||
- Dynamic timestep enabled (`DUSK_TIME_DYNAMIC`).
|
||||
|
||||
---
|
||||
|
||||
## Threading
|
||||
|
||||
pthreads (`DUSK_THREAD_PTHREAD`). Thread-local storage via `__thread`.
|
||||
|
||||
---
|
||||
|
||||
## Build and toolchain
|
||||
|
||||
No cross-compiler needed -- use the host GCC/Clang.
|
||||
|
||||
```sh
|
||||
# Debug build
|
||||
cmake -B build -DDUSK_TARGET_SYSTEM=linux -DCMAKE_BUILD_TYPE=Debug
|
||||
cmake --build build
|
||||
|
||||
# Knulli (cross-compile to aarch64)
|
||||
cmake -B build \
|
||||
-DDUSK_TARGET_SYSTEM=knulli \
|
||||
-DCMAKE_TOOLCHAIN_FILE=cmake/toolchains/aarch64-linux-gnu.cmake \
|
||||
-DCMAKE_BUILD_TYPE=Release
|
||||
cmake --build build
|
||||
```
|
||||
|
||||
Dependencies: `SDL2`, `OpenGL` (Linux) or `GLES2` + `EGL` (Knulli),
|
||||
`pthread`, `m`.
|
||||
|
||||
---
|
||||
|
||||
## Endianness
|
||||
|
||||
Little-endian. Detected at CMake configure time via `TestBigEndian` and
|
||||
set as `DUSK_PLATFORM_ENDIAN_LITTLE` or `DUSK_PLATFORM_ENDIAN_BIG`.
|
||||
|
||||
---
|
||||
|
||||
## Gotchas
|
||||
|
||||
- `DUSK_CONSOLE_POSIX` enables POSIX-specific assert backtracing (Linux
|
||||
only; Knulli does not set it).
|
||||
- Knulli does not set `DUSK_NETWORK_IPV6` -- IPv6 may not be available
|
||||
on handheld devices.
|
||||
- `DUSK_TIME_DYNAMIC` is set, so physics/networking skip dynamic sub-steps
|
||||
by checking `if(TIME.dynamicUpdate) return;`.
|
||||
@@ -1,46 +0,0 @@
|
||||
# Platform -- macOS
|
||||
|
||||
`DUSK_TARGET_SYSTEM`: `macos`
|
||||
Source layer: `src/duskmacos/` (planned, does not exist yet)
|
||||
Status: **Planned -- not yet implemented**
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
macOS desktop is a planned target. No source layer, CMake target file,
|
||||
or toolchain exists yet. The intended architecture mirrors Linux: SDL2
|
||||
for windowing/input, OpenGL (or Metal via MoltenVK/SDL2) for rendering.
|
||||
|
||||
---
|
||||
|
||||
## Expected macros (when implemented)
|
||||
|
||||
| Macro | Expected |
|
||||
|-------|---------|
|
||||
| `DUSK_MACOS` | yes |
|
||||
| `DUSK_SDL2` | yes |
|
||||
| `DUSK_OPENGL` | yes |
|
||||
| `DUSK_DISPLAY_SIZE_DYNAMIC` | yes |
|
||||
| `DUSK_INPUT_KEYBOARD` | yes |
|
||||
| `DUSK_INPUT_POINTER` | yes |
|
||||
| `DUSK_INPUT_GAMEPAD` | yes |
|
||||
| `DUSK_PLATFORM_ENDIAN_LITTLE` | yes |
|
||||
| `DUSK_TIME_DYNAMIC` | yes |
|
||||
| `DUSK_THREAD_PTHREAD` | yes |
|
||||
|
||||
---
|
||||
|
||||
## Notes
|
||||
|
||||
- Will be little-endian (Apple Silicon and Intel x86-64).
|
||||
- Apple deprecated OpenGL on macOS in 10.14 (Mojave). The implementation
|
||||
will need to either target the deprecated OpenGL path or use MoltenVK
|
||||
(Vulkan-over-Metal) with an SDL2 OpenGL layer. This decision is
|
||||
pending.
|
||||
- Save files will likely live in `~/Library/Application Support/`.
|
||||
- Expected to share `src/dusksdl2/` and `src/duskgl/` with Linux.
|
||||
- Toolchain: native Clang via Xcode Command Line Tools, or a
|
||||
cross-compile from Linux with osxcross.
|
||||
|
||||
Update this document when the macOS target is implemented.
|
||||
@@ -1,200 +0,0 @@
|
||||
# Platform -- Sony PSP
|
||||
|
||||
`DUSK_TARGET_SYSTEM`: `psp`
|
||||
Source layer: `src/duskpsp/`
|
||||
Renderer: OpenGL ES (legacy, via PSPGL/SDL2)
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
The PSP is a 32 MB MIPS-based handheld console running at up to 333 MHz.
|
||||
It uses SDL2 (ported to PSP) for windowing and OpenGL in legacy/fixed-
|
||||
function mode. The game binary and all assets are packaged together inside
|
||||
a `.pbp` file -- the PSP's native executable format.
|
||||
|
||||
---
|
||||
|
||||
## Hardware
|
||||
|
||||
| Attribute | Value |
|
||||
|-----------|-------|
|
||||
| CPU | MIPS R4000 (Allegrex), up to 333 MHz |
|
||||
| RAM | 32 MB (4 MB reserved for OS) |
|
||||
| Display | 480x272, 16/32-bit colour |
|
||||
| Storage | Memory Stick (UMD for retail; MS for homebrew) |
|
||||
| Endian | Little-endian |
|
||||
|
||||
---
|
||||
|
||||
## Compile-time macros
|
||||
|
||||
| Macro | Set |
|
||||
|-------|-----|
|
||||
| `DUSK_PSP` | yes |
|
||||
| `DUSK_SDL2` | yes |
|
||||
| `DUSK_OPENGL` | yes |
|
||||
| `DUSK_OPENGL_LEGACY` | yes |
|
||||
| `DUSK_INPUT_GAMEPAD` | yes |
|
||||
| `DUSK_PLATFORM_ENDIAN_LITTLE` | yes |
|
||||
| `DUSK_DISPLAY_WIDTH` | 480 |
|
||||
| `DUSK_DISPLAY_HEIGHT` | 272 |
|
||||
| `DUSK_THREAD_PTHREAD` | yes |
|
||||
|
||||
No `DUSK_DISPLAY_SIZE_DYNAMIC` -- the resolution is fixed.
|
||||
No `DUSK_INPUT_KEYBOARD`, no `DUSK_INPUT_POINTER`.
|
||||
|
||||
---
|
||||
|
||||
## Display
|
||||
|
||||
- Fixed 480x272 resolution.
|
||||
- OpenGL legacy (fixed-function pipeline, `DUSK_OPENGL_LEGACY`).
|
||||
- Texture dimensions **must** be powers of two (use `mathNextPowTwo`).
|
||||
- VFPU (4-wide float SIMD) is available -- use it for matrix/vector hot
|
||||
paths under `#ifdef DUSK_PSP`.
|
||||
|
||||
---
|
||||
|
||||
## Asset loading
|
||||
|
||||
Assets are packed into the **PSAR** section of the `.pbp` file by the
|
||||
post-build `create_pbp_file()` CMake command. At runtime,
|
||||
`assetInitPBP()` locates and opens the PSAR from the running executable's
|
||||
path.
|
||||
|
||||
The PBP format header:
|
||||
```c
|
||||
typedef struct {
|
||||
char_t signature[4]; // "\0PBP"
|
||||
uint32_t version;
|
||||
uint32_t sfoOffset;
|
||||
uint32_t icon0Offset;
|
||||
uint32_t icon1Offset;
|
||||
uint32_t pic0Offset;
|
||||
uint32_t pic1Offset;
|
||||
uint32_t snd0Offset;
|
||||
uint32_t pspOffset;
|
||||
uint32_t psarOffset; // dusk.dsk starts here
|
||||
} assetpbpheader_t;
|
||||
```
|
||||
|
||||
`assetpbp_t` holds the open file handle and parsed header. Asset paths
|
||||
inside the PSAR are ZIP paths within `dusk.dsk`.
|
||||
|
||||
---
|
||||
|
||||
## Input
|
||||
|
||||
Layered on SDL2. `inputInitPSP()` maps PSP physical buttons to SDL2
|
||||
`SDL_CONTROLLER_BUTTON_*` constants:
|
||||
|
||||
| PSP button | Action |
|
||||
|------------|--------|
|
||||
| Cross | Accept |
|
||||
| Circle | Cancel |
|
||||
| Triangle | - |
|
||||
| Square | - |
|
||||
| L / R | Shoulder buttons |
|
||||
| D-pad | Directional |
|
||||
| L-Stick | Analog axes |
|
||||
|
||||
No keyboard or pointer input available. Attempting to use
|
||||
`INPUT_BUTTON_TYPE_KEYBOARD` on PSP is undefined behaviour.
|
||||
|
||||
The PSP system setting `PSP_UTILITY_ACCEPT_CROSS` / `ACCEPT_CIRCLE`
|
||||
swaps the Cross and Circle button roles in OS dialogs -- read this via
|
||||
`systemPSPGetCrossButtonSetting()` if you need to match the system
|
||||
convention.
|
||||
|
||||
---
|
||||
|
||||
## Save system
|
||||
|
||||
- Path: `ms0:/PSP/SAVEDATA/<TITLE_ID><slot>/save.dat`
|
||||
(default title ID `DUSK00001`, configurable via `SAVE_PSP_TITLE_ID`).
|
||||
- Uses `sceIo` for file I/O -- no extra dialog required for raw reads.
|
||||
- PSP OS-level save/load dialogs (via `sceUtility`) are separate and
|
||||
block the main loop when open (`systemGetActiveDialogType()` returns
|
||||
`SYSTEM_DIALOG_TYPE_TICK_BLOCKING`).
|
||||
- Do not call save functions directly from game code during a dialog.
|
||||
|
||||
---
|
||||
|
||||
## Network
|
||||
|
||||
Connection requires an explicit user Wi-Fi selection step via the PSP
|
||||
system network dialog (`sceUtilityNetconfInitStart`).
|
||||
|
||||
```
|
||||
networkRequestConnection(onConnected, onFailed, onDisconnect, user);
|
||||
// -> shows PSP Wi-Fi selection dialog (blocking dialog type)
|
||||
// -> calls onConnected or onFailed when the dialog closes
|
||||
```
|
||||
|
||||
HTTP and SSL modules (`psphttp`, `pspssl`, `pspnet_resolver`) are
|
||||
linked in `psp.cmake` but the HTTP implementation code is commented out.
|
||||
The infrastructure exists for future use.
|
||||
|
||||
---
|
||||
|
||||
## Time
|
||||
|
||||
- Tick source: `SDL_GetTicks64()`.
|
||||
- Real time: `sceRtcGetCurrentTick()` (returns microseconds).
|
||||
- Dynamic timestep is **not** enabled (`DUSK_TIME_DYNAMIC` not set).
|
||||
Every tick is a fixed 16 ms step.
|
||||
|
||||
---
|
||||
|
||||
## System dialogs
|
||||
|
||||
PSP shows OS-level dialogs for:
|
||||
- Wi-Fi configuration (`networkRequestConnection`)
|
||||
- Save management (if using `sceUtility` save dialogs)
|
||||
|
||||
Check `systemGetActiveDialogTypePSP()` to know whether the main loop
|
||||
should skip rendering or ticking.
|
||||
|
||||
---
|
||||
|
||||
## Build and toolchain
|
||||
|
||||
Requires the [PSPDEV toolchain](https://github.com/pspdev/pspdev).
|
||||
Set `PSPDEV` in your environment before configuring.
|
||||
|
||||
```sh
|
||||
cmake -B build \
|
||||
-DDUSK_TARGET_SYSTEM=psp \
|
||||
-DCMAKE_TOOLCHAIN_FILE=${PSPDEV}/lib/cmake/psp.cmake \
|
||||
-DCMAKE_BUILD_TYPE=Release
|
||||
cmake --build build
|
||||
```
|
||||
|
||||
Post-build output: `Dusk.pbp` (executable + assets combined).
|
||||
|
||||
Dependencies: SDL2-PSP, OpenGL-PSP, pspgu, pspctrl, pspdisplay,
|
||||
pspaudio, pspaudiolib, psputility, pspvfpu, pspvram, pspnet,
|
||||
pspnet_inet, pspnet_apctl, psphttp, pspssl, pspdebug, psphprm,
|
||||
mbedtls, mbedcrypto, lzma, zip, bz2, z.
|
||||
|
||||
---
|
||||
|
||||
## Endianness
|
||||
|
||||
Little-endian. `DUSK_PLATFORM_ENDIAN_LITTLE` is set at compile time.
|
||||
No runtime endian check is needed.
|
||||
|
||||
---
|
||||
|
||||
## Gotchas
|
||||
|
||||
- The PSP has only 28 MB of usable RAM after the OS. Keep asset budgets
|
||||
tight -- see `.claude/optimization.md`.
|
||||
- VFPU instructions are not valid on threads other than the main thread
|
||||
on some firmware versions. Use `assertIsMainThread` on any code that
|
||||
calls VFPU intrinsics.
|
||||
- OpenGL legacy mode means no vertex/fragment shaders; rendering uses
|
||||
the fixed-function pipeline via `pspgl`.
|
||||
- `DUSK_TIME_DYNAMIC` is absent -- physics always runs at exactly the
|
||||
fixed step rate.
|
||||
@@ -1,173 +0,0 @@
|
||||
# Platform -- PlayStation Vita
|
||||
|
||||
`DUSK_TARGET_SYSTEM`: `vita`
|
||||
Source layer: `src/duskvita/`
|
||||
Renderer: vitaGL (OpenGL-over-GXM compatibility layer)
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
The PlayStation Vita is an ARM-based handheld with 512 MB of RAM and a
|
||||
960x544 OLED/LCD display. It uses SDL2 (ported to Vita) for input
|
||||
abstraction, but the graphics layer is vitaGL -- an OpenGL compatibility
|
||||
shim that translates OpenGL calls to Sony's native GXM API.
|
||||
|
||||
The distribution format is a `.vpk` (Vita Package) file containing the
|
||||
signed executable and `dusk.dsk` bundled as `dusk.dsk` at the package
|
||||
root, accessible at `app0:/dusk.dsk` at runtime.
|
||||
|
||||
---
|
||||
|
||||
## Hardware
|
||||
|
||||
| Attribute | Value |
|
||||
|-----------|-------|
|
||||
| CPU | ARM Cortex-A9 quad-core, ~444 MHz |
|
||||
| RAM | 512 MB |
|
||||
| Display | 960x544 |
|
||||
| Storage | Vita game card / memory card / internal flash |
|
||||
| Endian | Little-endian |
|
||||
|
||||
---
|
||||
|
||||
## Compile-time macros
|
||||
|
||||
| Macro | Set |
|
||||
|-------|-----|
|
||||
| `DUSK_VITA` | yes |
|
||||
| `DUSK_SDL2` | yes |
|
||||
| `DUSK_OPENGL` | yes |
|
||||
| `DUSK_OPENGL_LEGACY` | yes |
|
||||
| `DUSK_INPUT_GAMEPAD` | yes |
|
||||
| `DUSK_PLATFORM_ENDIAN_LITTLE` | yes |
|
||||
| `DUSK_DISPLAY_WIDTH` | 960 |
|
||||
| `DUSK_DISPLAY_HEIGHT` | 544 |
|
||||
|
||||
No `DUSK_DISPLAY_SIZE_DYNAMIC`, no `DUSK_TIME_DYNAMIC`,
|
||||
no `DUSK_INPUT_KEYBOARD`, no `DUSK_INPUT_POINTER`,
|
||||
no `DUSK_NETWORK_IPV6`.
|
||||
|
||||
---
|
||||
|
||||
## Display
|
||||
|
||||
- Fixed 960x544 resolution.
|
||||
- vitaGL translates OpenGL calls to GXM. Some OpenGL calls are stubbed
|
||||
out in `duskplatform.h` where vitaGL does not support them:
|
||||
|
||||
```c
|
||||
#define glDrawArrays(type, first, count) ((void)0)
|
||||
#define glDepthFunc(func) ((void)0)
|
||||
#define glBlendFunc(sfactor, dfactor) ((void)0)
|
||||
#define glColorTableEXT(...) ((void)0)
|
||||
```
|
||||
|
||||
These stubs mean the Vita uses the fixed-function pipeline through
|
||||
vitaGL. Do not rely on `glDrawArrays` or depth/blend state changes
|
||||
being applied -- use the engine's `displaystate_t` flags instead
|
||||
(see `.claude/display-shader.md`).
|
||||
- `DUSK_OPENGL_LEGACY` is set. Avoid shader-based features that are
|
||||
not in the fixed-function ES1 subset.
|
||||
- Texture dimensions **must** be powers of two.
|
||||
|
||||
---
|
||||
|
||||
## Asset loading
|
||||
|
||||
`dusk.dsk` is bundled inside the `.vpk` and mounted at `app0:/` by the
|
||||
Vita OS. The asset system opens it at the fixed path:
|
||||
|
||||
```c
|
||||
#define ASSET_VITA_DSK_PATH "app0:/" ASSET_FILE_NAME
|
||||
```
|
||||
|
||||
No path search is needed -- the file is always at that location.
|
||||
|
||||
---
|
||||
|
||||
## Input
|
||||
|
||||
Uses SDL2 with Vita button mapping. Buttons map to SDL2 gamepad
|
||||
constants:
|
||||
|
||||
| Vita button | SDL2 constant |
|
||||
|-------------|---------------|
|
||||
| Triangle | `SDL_CONTROLLER_BUTTON_Y` |
|
||||
| Cross | `SDL_CONTROLLER_BUTTON_A` |
|
||||
| Circle | `SDL_CONTROLLER_BUTTON_B` |
|
||||
| Square | `SDL_CONTROLLER_BUTTON_X` |
|
||||
| Start | `SDL_CONTROLLER_BUTTON_START` |
|
||||
| Select | `SDL_CONTROLLER_BUTTON_BACK` |
|
||||
| D-pad | `SDL_CONTROLLER_BUTTON_DPAD_*` |
|
||||
| L / R | `SDL_CONTROLLER_BUTTON_LEFTSHOULDER / RIGHTSHOULDER` |
|
||||
| L-Stick | `SDL_CONTROLLER_AXIS_LEFTX/Y` |
|
||||
|
||||
Vita also has L2, R2, L3, R3 and touch surfaces -- not currently wired
|
||||
into the input system.
|
||||
|
||||
---
|
||||
|
||||
## Save system
|
||||
|
||||
Uses `SceIofilemgr` (Vita filesystem API) for file I/O. Save data lives
|
||||
in the application's sandbox on the memory card. The stream API
|
||||
(`savestream_t`) handles all serialization with automatic CRC32 and
|
||||
little-endian encoding (see `.claude/save.md`).
|
||||
|
||||
---
|
||||
|
||||
## Network
|
||||
|
||||
No network implementation exists in `src/duskvita/`. Network
|
||||
functionality is not currently available on Vita.
|
||||
|
||||
---
|
||||
|
||||
## Time
|
||||
|
||||
No `src/duskvita/time/` directory exists -- the Vita time implementation
|
||||
falls back to the SDL2 time layer if available, or is not yet
|
||||
implemented.
|
||||
|
||||
---
|
||||
|
||||
## Build and toolchain
|
||||
|
||||
Requires the [VITASDK](https://vitasdk.org/). Set `VITASDK` in your
|
||||
environment before configuring.
|
||||
|
||||
```sh
|
||||
cmake -B build \
|
||||
-DDUSK_TARGET_SYSTEM=vita \
|
||||
-DCMAKE_TOOLCHAIN_FILE=$VITASDK/share/vita.cmake \
|
||||
-DCMAKE_BUILD_TYPE=Release
|
||||
cmake --build build
|
||||
```
|
||||
|
||||
Post-build output: `Dusk.self` (signed executable) and `Dusk.vpk`
|
||||
(installable package containing the SELF + `dusk.dsk`).
|
||||
|
||||
Title ID: `DUSK00001` (configurable via `VITA_TITLEID`).
|
||||
|
||||
Dependencies: SDL2, vitaGL, mathneon, vitashark, kubridge, SceGxm,
|
||||
SceCtrl, SceAudio, SceTouch, SceRtc, SceAppUtil, zip, bz2, z, lzma.
|
||||
|
||||
---
|
||||
|
||||
## Endianness
|
||||
|
||||
Little-endian. `DUSK_PLATFORM_ENDIAN_LITTLE` is set at compile time.
|
||||
|
||||
---
|
||||
|
||||
## Gotchas
|
||||
|
||||
- vitaGL stubs several OpenGL calls. Always use the engine display state
|
||||
API rather than calling `glBlendFunc` / `glDepthFunc` directly.
|
||||
- `DUSK_TIME_DYNAMIC` is not set -- all ticks are fixed-step 16 ms.
|
||||
- Threading: `pthread` is linked but `DUSK_THREAD_PTHREAD` is not
|
||||
explicitly defined in `vita.cmake`. Verify threading behaviour before
|
||||
relying on it.
|
||||
- The Vita implementation is less complete than Linux and PSP -- network
|
||||
and time platform layers are absent. Contributions welcome.
|
||||
@@ -1,46 +0,0 @@
|
||||
# Platform -- Windows
|
||||
|
||||
`DUSK_TARGET_SYSTEM`: `windows`
|
||||
Source layer: `src/duskwindows/` (planned, does not exist yet)
|
||||
Status: **Planned -- not yet implemented**
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
Windows desktop is a planned target. No source layer, CMake target file,
|
||||
or toolchain exists yet. The intended architecture closely mirrors Linux:
|
||||
SDL2 for windowing/input, desktop OpenGL for rendering, pthreads (via
|
||||
MinGW or MSVC pthreads shim) for threading.
|
||||
|
||||
---
|
||||
|
||||
## Expected macros (when implemented)
|
||||
|
||||
| Macro | Expected |
|
||||
|-------|---------|
|
||||
| `DUSK_WINDOWS` | yes |
|
||||
| `DUSK_SDL2` | yes |
|
||||
| `DUSK_OPENGL` | yes |
|
||||
| `DUSK_DISPLAY_SIZE_DYNAMIC` | yes |
|
||||
| `DUSK_INPUT_KEYBOARD` | yes |
|
||||
| `DUSK_INPUT_POINTER` | yes |
|
||||
| `DUSK_INPUT_GAMEPAD` | yes |
|
||||
| `DUSK_PLATFORM_ENDIAN_LITTLE` | yes |
|
||||
| `DUSK_TIME_DYNAMIC` | yes |
|
||||
| `DUSK_THREAD_PTHREAD` | yes |
|
||||
|
||||
---
|
||||
|
||||
## Notes
|
||||
|
||||
- Will be little-endian (x86-64 Windows).
|
||||
- Expected to share `src/dusksdl2/` and `src/duskgl/` with Linux and
|
||||
Knulli; only a thin `src/duskwindows/` layer for OS-specific
|
||||
functionality (save paths, system dialogs) should be needed.
|
||||
- Save files will likely live in `%APPDATA%` or a sibling `saves/`
|
||||
directory.
|
||||
- No cross-compiler needed; MSVC or MinGW-w64 on Windows or a
|
||||
cross-compile from Linux.
|
||||
|
||||
Update this document when the Windows target is implemented.
|
||||
@@ -1,98 +0,0 @@
|
||||
# Platform Support
|
||||
|
||||
Dusk targets a wide range of platforms, from modern desktops to classic
|
||||
handheld and home consoles. New platform targets will be added over time.
|
||||
|
||||
## Platform index
|
||||
|
||||
| Platform | `DUSK_TARGET_SYSTEM` | Status | Reference |
|
||||
|----------|----------------------|--------|-----------|
|
||||
| Linux | `linux` | Supported | `.claude/platform-linux.md` |
|
||||
| Knulli | `knulli` | Supported | `.claude/platform-linux.md` |
|
||||
| Windows | `windows` | Planned | `.claude/platform-windows.md` |
|
||||
| macOS | `macos` | Planned | `.claude/platform-macos.md` |
|
||||
| Sony PSP | `psp` | Supported | `.claude/platform-psp.md` |
|
||||
| PlayStation Vita | `vita` | Supported | `.claude/platform-vita.md` |
|
||||
| Nintendo GameCube | `gamecube` | Supported | `.claude/platform-dolphin.md` |
|
||||
| Nintendo Wii | `wii` | Supported | `.claude/platform-dolphin.md` |
|
||||
|
||||
GameCube and Wii share the `src/duskdolphin/` layer and are collectively
|
||||
referred to as **Dolphin** targets throughout the codebase.
|
||||
|
||||
---
|
||||
|
||||
## Layer structure
|
||||
|
||||
```
|
||||
src/dusk/ Core -- platform-agnostic game logic and ECS
|
||||
src/duskgl/ OpenGL abstraction (Linux, Knulli, PSP, Vita)
|
||||
src/dusksdl2/ SDL2 window + input (Linux, Knulli, PSP, Vita)
|
||||
src/dusklinux/ Linux + Knulli platform impl
|
||||
src/duskpsp/ PSP platform impl
|
||||
src/duskvita/ Vita platform impl
|
||||
src/duskdolphin/ GameCube + Wii platform impl
|
||||
```
|
||||
|
||||
Dolphin is the only target that bypasses SDL2 and OpenGL entirely --
|
||||
it uses native libogc GX for rendering and PAD for input.
|
||||
|
||||
---
|
||||
|
||||
## Capability macros
|
||||
|
||||
Each target sets a combination of these macros. Do not assume a
|
||||
capability is present without checking the appropriate macro.
|
||||
|
||||
| Macro | Meaning |
|
||||
|-------|---------|
|
||||
| `DUSK_SDL2` | SDL2 is available |
|
||||
| `DUSK_OPENGL` | OpenGL is available |
|
||||
| `DUSK_OPENGL_ES` | OpenGL ES variant (Knulli) |
|
||||
| `DUSK_OPENGL_LEGACY` | Fixed-function OpenGL (PSP, Vita) |
|
||||
| `DUSK_INPUT_GAMEPAD` | Gamepad / controller input |
|
||||
| `DUSK_INPUT_KEYBOARD` | Keyboard input (Linux, Knulli only) |
|
||||
| `DUSK_INPUT_POINTER` | Mouse / pointer input (Linux, Knulli only) |
|
||||
| `DUSK_DISPLAY_SIZE_DYNAMIC` | Window is resizable (Linux, Knulli) |
|
||||
| `DUSK_TIME_DYNAMIC` | Dynamic timestep available (Linux, Knulli) |
|
||||
| `DUSK_THREAD_PTHREAD` | pthreads available |
|
||||
| `DUSK_NETWORK_IPV6` | IPv6 supported (Linux only) |
|
||||
| `DUSK_PLATFORM_ENDIAN_BIG` | Big-endian byte order |
|
||||
| `DUSK_PLATFORM_ENDIAN_LITTLE` | Little-endian byte order |
|
||||
| `DUSK_DOLPHIN` | Any Dolphin target |
|
||||
| `DUSK_DOLPHIN_BUILD_ISO` | Dolphin DVD-ISO asset mode |
|
||||
| `DUSK_CONSOLE_POSIX` | POSIX assert backtrace (Linux only) |
|
||||
|
||||
---
|
||||
|
||||
## Quick comparison
|
||||
|
||||
| | Linux | Knulli | PSP | Vita | GameCube | Wii |
|
||||
|-|-------|--------|-----|------|----------|-----|
|
||||
| SDL2 | yes | yes | yes | yes | no | no |
|
||||
| OpenGL | desktop | ES2 | legacy | vitaGL | no | no |
|
||||
| Endian | little | little | little | little | **big** | **big** |
|
||||
| Dynamic resize | yes | yes | no | no | no | no |
|
||||
| Dynamic timestep | yes | yes | no | no | no | no |
|
||||
| Keyboard | yes | yes | no | no | no | no |
|
||||
| Pointer/mouse | yes | yes | no | no | no | no |
|
||||
| Network | full | full | partial | no | no | partial |
|
||||
| Save storage | file | file | MS/SAVEDATA | SceIo | Mem Card | SD/NAND |
|
||||
| Asset source | dsk file | dsk file | inside .pbp | inside .vpk | SD or DVD | SD or DVD |
|
||||
|
||||
---
|
||||
|
||||
## Abstraction pattern
|
||||
|
||||
Platform-specific implementations are wired in via `#define` macros in
|
||||
each platform's `displayplatform.h`, `inputplatform.h`, etc., which the
|
||||
core calls through. Functions that a platform does not support are
|
||||
simply left undefined -- the core guards calls with `#ifdef`.
|
||||
|
||||
## Adding platform-specific code
|
||||
|
||||
- Put new code under `src/dusk<platform>/` in the matching subsystem
|
||||
folder.
|
||||
- Gate any core call-site with `#ifdef DUSK_<PLATFORM>` or the
|
||||
relevant capability macro.
|
||||
- Keep `src/dusk/` free of platform `#ifdef`s -- delegate through
|
||||
the platform header macros instead.
|
||||
-148
@@ -1,148 +0,0 @@
|
||||
# Save System
|
||||
|
||||
Source: `src/dusk/save/`, platform layers in `src/dusk<platform>/save/`
|
||||
|
||||
## Overview
|
||||
|
||||
The save system provides multi-slot persistent storage. Each slot
|
||||
maps to one `savefile_t`. Platform implementations handle the actual
|
||||
read/write (memory card on GameCube/Wii, EEPROM/flash on PSP,
|
||||
filesystem on Linux).
|
||||
|
||||
## Global state
|
||||
|
||||
```c
|
||||
extern save_t SAVE;
|
||||
// SAVE.files[SAVE_FILE_COUNT_MAX] -- one per slot
|
||||
// SAVE.platform -- platform-specific state
|
||||
```
|
||||
|
||||
## API
|
||||
|
||||
```c
|
||||
errorret_t saveInit(void);
|
||||
errorret_t saveDispose(void);
|
||||
|
||||
errorret_t saveLoad(uint8_t slot); // read slot from storage -> SAVE.files[slot]
|
||||
errorret_t saveWrite(uint8_t slot); // write SAVE.files[slot] -> storage
|
||||
errorret_t saveDelete(uint8_t slot); // delete slot from storage
|
||||
|
||||
bool_t saveExists(uint8_t slot); // true if a save file is present
|
||||
|
||||
savefile_t *saveGet(uint8_t slot); // pointer to the in-memory slot data
|
||||
```
|
||||
|
||||
Slot indices are 0-based, range `[0, SAVE_FILE_COUNT_MAX - 1]`.
|
||||
|
||||
## Save file structure (`savefile.h`)
|
||||
|
||||
`savefile_t` is a plain struct written verbatim to storage. Keep it
|
||||
small and use fixed-width integer types (`uint8_t`, `int32_t`, etc.)
|
||||
to ensure cross-platform binary compatibility.
|
||||
|
||||
**Endianness:** storage is always written in little-endian byte order.
|
||||
Use the `endian.h` utilities when reading fields on big-endian targets
|
||||
(GameCube, Wii). See `.claude/util.md`.
|
||||
|
||||
**Versioning:** include a version field at the start of `savefile_t`.
|
||||
Check it on load and handle mismatches gracefully (reset to defaults
|
||||
rather than crashing on corrupt data).
|
||||
|
||||
## Save stream (`savestream.h`)
|
||||
|
||||
`savestream_t` is a cursor-based reader/writer used to serialize
|
||||
`savefile_t` to/from a raw byte buffer. Platform implementations
|
||||
use it to abstract the I/O layer.
|
||||
|
||||
```c
|
||||
typedef struct {
|
||||
bool_t found;
|
||||
uint32_t checksum;
|
||||
uint32_t expectedChecksum;
|
||||
saveplatformstream_t platform;
|
||||
} savestream_t;
|
||||
```
|
||||
|
||||
### Typed read/write macros
|
||||
|
||||
Use the `saveFile*` macros inside `saveFileLoad` and `saveFileWrite`.
|
||||
All multi-byte values are stored in little-endian order; endian
|
||||
conversion is handled automatically.
|
||||
|
||||
```c
|
||||
saveFileReadHeader(stream, headerBuf)
|
||||
saveFileWriteHeader(stream, headerBuf)
|
||||
|
||||
saveFileReadVersion(stream, &version)
|
||||
saveFileWriteVersion(stream, &version)
|
||||
|
||||
saveFileReadBool(stream, &boolField)
|
||||
saveFileWriteBool(stream, &boolField)
|
||||
|
||||
saveFileReadInt8(stream, &i8) saveFileWriteInt8(stream, &i8)
|
||||
saveFileReadUInt8(stream, &u8) saveFileWriteUInt8(stream, &u8)
|
||||
saveFileReadInt16(stream, &i16) saveFileWriteInt16(stream, &i16)
|
||||
saveFileReadUInt16(stream, &u16) saveFileWriteUInt16(stream, &u16)
|
||||
saveFileReadInt32(stream, &i32) saveFileWriteInt32(stream, &i32)
|
||||
saveFileReadUInt32(stream, &u32) saveFileWriteUInt32(stream, &u32)
|
||||
saveFileReadInt64(stream, &i64) saveFileWriteInt64(stream, &i64)
|
||||
saveFileReadUInt64(stream, &u64) saveFileWriteUInt64(stream, &u64)
|
||||
saveFileReadFloat(stream, &f) saveFileWriteFloat(stream, &f)
|
||||
|
||||
saveFileReadString(stream, buf, maxLen)
|
||||
saveFileWriteString(stream, str, maxLen)
|
||||
|
||||
saveFileReadDate(stream, &epoch)
|
||||
saveFileWriteDate(stream, &epoch)
|
||||
```
|
||||
|
||||
Each macro expands to `errorChain(saveStreamRead/WriteXxxImpl(...))`.
|
||||
A failing read/write propagates the error up from `saveFileLoad` /
|
||||
`saveFileWrite`.
|
||||
|
||||
### Typical saveFileLoad / saveFileWrite pattern
|
||||
|
||||
```c
|
||||
errorret_t saveFileLoad(savestream_t *stream, savefile_t *file) {
|
||||
char_t header[SAVE_FILE_HEADER_SIZE];
|
||||
saveFileReadHeader(stream, header);
|
||||
saveFileReadVersion(stream, &file->version);
|
||||
saveFileReadInt32(stream, &file->score);
|
||||
// ... remaining fields ...
|
||||
errorOk();
|
||||
}
|
||||
|
||||
errorret_t saveFileWrite(savestream_t *stream, savefile_t *file) {
|
||||
char_t header[SAVE_FILE_HEADER_SIZE] = SAVE_FILE_HEADER;
|
||||
saveFileWriteHeader(stream, header);
|
||||
saveFileWriteVersion(stream, &file->version);
|
||||
saveFileWriteInt32(stream, &file->score);
|
||||
// ... remaining fields ...
|
||||
errorOk();
|
||||
}
|
||||
```
|
||||
|
||||
After `saveFileWrite` completes, the platform layer calls
|
||||
`saveStreamFinalizeWriteImpl` which seeks back and writes the CRC32.
|
||||
After `saveFileLoad`, the platform calls `saveStreamVerifyChecksumImpl`
|
||||
to confirm the CRC matches.
|
||||
|
||||
## Platform notes
|
||||
|
||||
| Platform | Storage mechanism |
|
||||
|----------|------------------|
|
||||
| Linux | File in user home / working directory |
|
||||
| Knulli | File on filesystem |
|
||||
| PSP | EEPROM / memory stick via `sceIo` |
|
||||
| GameCube | Memory Card via libogc `CARD_*` API |
|
||||
| Wii | NAND filesystem via libogc or SD card |
|
||||
|
||||
Platform-specific save implementations go in `src/dusk<platform>/save/`
|
||||
and are wired in via `save/saveplatform.h` macros.
|
||||
|
||||
## PSP note
|
||||
|
||||
PSP save dialogs are OS-level UI shown via `sceUtility`. When a dialog
|
||||
is open, `systemGetActiveDialogType()` returns a blocking type so the
|
||||
engine pauses the main loop. Never call save functions directly from
|
||||
game code without going through the engine's dialog guard.
|
||||
@@ -1,138 +0,0 @@
|
||||
# Scene System
|
||||
|
||||
Source: `src/dusk/scene/`
|
||||
|
||||
## Overview
|
||||
|
||||
The scene system is the top-level coordinator for a running game state.
|
||||
It manages one active scene at a time. Scenes are JS scripts -- each
|
||||
scene is a `.js` asset file that exports an object with lifecycle hooks.
|
||||
The scene system loads, ticks, and tears down these scripts, while the
|
||||
C side runs the ECS and render pipeline on each tick.
|
||||
|
||||
## Scene lifecycle (C side)
|
||||
|
||||
```c
|
||||
extern scene_t SCENE;
|
||||
|
||||
errorret_t sceneInit(void); // initialise the scene manager
|
||||
errorret_t sceneUpdate(void); // process pending transition, tick active scene
|
||||
errorret_t sceneRender(void); // render entities + render pipeline + UI
|
||||
errorret_t sceneDispose(void); // dispose the active scene immediately
|
||||
```
|
||||
|
||||
`sceneUpdate` each tick:
|
||||
1. Checks for a pending scene transition and performs it (dispose old,
|
||||
load and init new).
|
||||
2. Calls the JS scene's `update()` hook.
|
||||
3. Calls `entityManagerUpdate()` to fire all entity update callbacks.
|
||||
|
||||
`sceneRender` each tick:
|
||||
1. Binds the screen.
|
||||
2. Calls `sceneRenderPipeline()` -- renders all entities with a
|
||||
`COMPONENT_TYPE_RENDERABLE` in priority order.
|
||||
3. Renders UI.
|
||||
4. Calls the JS scene's `render()` hook (for any custom drawing).
|
||||
5. Unbinds the screen.
|
||||
|
||||
## Scene lifecycle (JS side)
|
||||
|
||||
A scene file exports a plain object with these optional hooks:
|
||||
|
||||
```js
|
||||
var scene = {};
|
||||
|
||||
scene.init = async function() {
|
||||
// Load assets, create entities, set up state.
|
||||
// May be async -- await asset loads here.
|
||||
};
|
||||
|
||||
scene.update = function() {
|
||||
// Called each fixed-timestep tick.
|
||||
};
|
||||
|
||||
scene.render = function() {
|
||||
// Called each render tick, after ECS renderables.
|
||||
};
|
||||
|
||||
scene.dispose = function() {
|
||||
// Clean up entities and state.
|
||||
};
|
||||
|
||||
module.exports = scene;
|
||||
```
|
||||
|
||||
See `CLAUDE.md` -- "JavaScript (asset scripts)" for JS style rules.
|
||||
|
||||
## Render pipeline (`scenerenderpipeline.h`)
|
||||
|
||||
`sceneRenderPipeline(cameraEntityId)` gathers all active
|
||||
`COMPONENT_TYPE_RENDERABLE` components, sorts them by effective
|
||||
priority, and draws each one using its shader.
|
||||
|
||||
**Priority rules:**
|
||||
- `renderable.priority != 0` -- use that value directly.
|
||||
- `renderable.priority == 0` -- auto-derive: opaque geometry sorts
|
||||
before transparent geometry; sprite batches sort before shader
|
||||
materials; etc.
|
||||
- Lower priority number = drawn first (behind); higher = drawn last
|
||||
(on top).
|
||||
|
||||
The shader used for each renderable:
|
||||
- `ENTITY_RENDERABLE_TYPE_SPRITEBATCH` and `CUSTOM` default to
|
||||
`SHADER_LIST_SHADER_UNLIT`.
|
||||
- `ENTITY_RENDERABLE_TYPE_SHADER_MATERIAL` uses the shader indexed by
|
||||
`renderable.data.material.shaderType` in `SHADER_LIST_DEFS`.
|
||||
|
||||
## Transitioning between scenes
|
||||
|
||||
Scene transitions are handled entirely in JS via the `Scene` global.
|
||||
The `Scene` object is a singleton with:
|
||||
|
||||
```js
|
||||
// Switch to a new scene. Calls dispose() on the current scene, then
|
||||
// init() on the new one. Both happen synchronously this tick.
|
||||
Scene.set(newSceneObject);
|
||||
|
||||
// The current scene object (may be null):
|
||||
Scene.current
|
||||
```
|
||||
|
||||
Typical scene-switch pattern:
|
||||
|
||||
```js
|
||||
// Inside a scene's update or event handler:
|
||||
const nextScene = require("scenes/gameplay.js");
|
||||
Scene.set(nextScene);
|
||||
```
|
||||
|
||||
`Scene.set` is synchronous -- it calls `dispose` on the old scene and
|
||||
`init` on the new scene before returning. If `init` needs async work
|
||||
(loading assets), use an async function and `await` inside `init`:
|
||||
|
||||
```js
|
||||
nextScene.init = async function() {
|
||||
await batch.load(); // wait for assets before proceeding
|
||||
};
|
||||
```
|
||||
|
||||
The C side does not defer the transition; the switch happens inside
|
||||
the current `sceneUpdate` call.
|
||||
|
||||
## Relationship to the engine loop
|
||||
|
||||
```
|
||||
engineUpdate()
|
||||
timeUpdate()
|
||||
inputUpdate()
|
||||
physicsManagerUpdate()
|
||||
scriptUpdate() <- runs JS microjobs
|
||||
sceneUpdate() <- JS update + ECS entity updates
|
||||
|
||||
engineUpdate() -> sceneRender()
|
||||
screenBind()
|
||||
sceneRenderPipeline() <- ECS renderables sorted by priority
|
||||
uiRender()
|
||||
sceneRender (JS hook)
|
||||
screenUnbind / screenRender
|
||||
```
|
||||
@@ -1,104 +0,0 @@
|
||||
# Script -- Async Promises (`scriptpromisepend_t`)
|
||||
|
||||
Source: `src/dusk/script/scriptpromisepend.h`
|
||||
|
||||
See also: `.claude/script.md`
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
When a C module needs to resolve a JS `Promise` from an asynchronous
|
||||
C event (e.g. an asset finishing loading, a network response arriving),
|
||||
use `scriptpromisepend_t`. The pattern avoids heap allocation by using
|
||||
a fixed-size pending slot array declared in the module.
|
||||
|
||||
---
|
||||
|
||||
## Declaring the pending array
|
||||
|
||||
```c
|
||||
#define MY_MODULE_PENDING_MAX 8
|
||||
static scriptpromisepend_t MY_PENDING[MY_MODULE_PENDING_MAX];
|
||||
static uint32_t MY_PENDING_COUNT = 0;
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Add a pending promise
|
||||
|
||||
Called from the JS-facing function that returns the Promise:
|
||||
|
||||
```c
|
||||
jerry_value_t promise = jerry_create_promise();
|
||||
scriptPromisePendAdd(
|
||||
MY_PENDING, &MY_PENDING_COUNT, MY_MODULE_PENDING_MAX,
|
||||
key, // opaque void * used to match the resolve/reject later
|
||||
promise
|
||||
);
|
||||
return jerry_acquire_value(promise); // return a copy to the caller
|
||||
```
|
||||
|
||||
The `key` should be a stable pointer that uniquely identifies the
|
||||
async operation -- e.g. an `assetentry_t *`, a network request handle,
|
||||
or a pointer to a fixed-size slot in the module.
|
||||
|
||||
---
|
||||
|
||||
## Resolve or reject
|
||||
|
||||
Called when the C event fires, typically from `moduleUpdate` or an
|
||||
event callback:
|
||||
|
||||
```c
|
||||
// On success:
|
||||
scriptPromisePendResolve(
|
||||
MY_PENDING, &MY_PENDING_COUNT,
|
||||
key, jerry_undefined() // or a result value
|
||||
);
|
||||
|
||||
// On failure:
|
||||
jerry_value_t err = jerry_create_error(
|
||||
JERRY_ERROR_COMMON, (const jerry_char_t *)"reason"
|
||||
);
|
||||
scriptPromisePendReject(MY_PENDING, &MY_PENDING_COUNT, key, err);
|
||||
jerry_release_value(err);
|
||||
```
|
||||
|
||||
Both macros remove the slot from the pending array after settling.
|
||||
|
||||
---
|
||||
|
||||
## Guard against double-submit
|
||||
|
||||
```c
|
||||
if(scriptPromisePendHas(MY_PENDING, MY_PENDING_COUNT, key)) {
|
||||
// already waiting -- return the existing promise or an error
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Module teardown
|
||||
|
||||
Free all pending promises before cleaning up events or other state:
|
||||
|
||||
```c
|
||||
scriptPromisePendFreeAll(MY_PENDING, &MY_PENDING_COUNT);
|
||||
```
|
||||
|
||||
This rejects all still-pending promises and resets the count to 0.
|
||||
Call it from the module's `Dispose` function, **before** any backing
|
||||
data (asset entries, event subscriptions) is torn down.
|
||||
|
||||
---
|
||||
|
||||
## Design notes
|
||||
|
||||
- `MY_MODULE_PENDING_MAX` sets a hard cap on concurrent async ops.
|
||||
Exceeding it is a runtime assertion -- size the array to the maximum
|
||||
realistic concurrency for the module.
|
||||
- The key is opaque (`void *`); the system does not dereference it.
|
||||
A raw integer cast to `void *` is fine if no pointer is available.
|
||||
- `scriptUpdate()` runs the JerryScript microjob queue each frame,
|
||||
which is what processes `.then()` chains after a resolve/reject.
|
||||
@@ -1,167 +0,0 @@
|
||||
# Script System (JerryScript)
|
||||
|
||||
Source: `src/dusk/script/`, modules at `src/dusk/script/module/`
|
||||
|
||||
## Overview
|
||||
|
||||
The engine embeds **JerryScript** as its scripting runtime. Game scenes
|
||||
and logic are authored in JavaScript (ES5 subset). The script system
|
||||
initialises JerryScript, registers all built-in C modules as JS globals,
|
||||
and runs the event loop each tick.
|
||||
|
||||
The full rules for writing JS asset scripts are in `CLAUDE.md` under
|
||||
"JavaScript (asset scripts)". This doc covers the C-side module system.
|
||||
|
||||
## Script lifecycle
|
||||
|
||||
```c
|
||||
errorret_t scriptInit(); // start JerryScript, register all modules
|
||||
errorret_t scriptUpdate(); // run pending microjobs (call once per frame)
|
||||
errorret_t scriptDispose(); // shut down JerryScript
|
||||
|
||||
errorret_t scriptExecString(const char_t *source);
|
||||
// Evaluate a JS source string in global scope.
|
||||
|
||||
errorret_t scriptExecFile(const char_t *path);
|
||||
// Load + eval a script from the asset archive. Result cached by asset
|
||||
// system -- repeated calls with the same path do not re-execute.
|
||||
```
|
||||
|
||||
## Module registration
|
||||
|
||||
All C modules are initialised in `src/dusk/script/module/modulelist.c`:
|
||||
|
||||
```c
|
||||
void moduleListInit(void); // called by scriptInit
|
||||
void moduleListDispose(void); // called by scriptDispose
|
||||
```
|
||||
|
||||
Each module's `Init` is called once. The module registers its
|
||||
properties and methods on `scriptproto_t` objects (see below), which
|
||||
become JS globals.
|
||||
|
||||
## Writing a C module -- the `scriptproto_t` pattern
|
||||
|
||||
A `scriptproto_t` represents a JS class prototype backed by a C struct.
|
||||
|
||||
### 1. Declare in the header
|
||||
|
||||
```c
|
||||
// moduleMything.h
|
||||
extern scriptproto_t MODULE_MYTHING_PROTO;
|
||||
|
||||
// Init and dispose for the module itself:
|
||||
void moduleMyThingInit(void);
|
||||
void moduleMyThingDispose(void);
|
||||
```
|
||||
|
||||
### 2. Implement
|
||||
|
||||
```c
|
||||
// moduleMything.c
|
||||
scriptproto_t MODULE_MYTHING_PROTO;
|
||||
|
||||
// JS-callable function using the convenience macro:
|
||||
moduleBaseFunction(myThingDoSomething) {
|
||||
moduleBaseRequireArgs(1);
|
||||
moduleBaseRequireNumber(0);
|
||||
float_t x = moduleBaseArgFloat(0);
|
||||
// ... do work ...
|
||||
return jerry_undefined();
|
||||
}
|
||||
|
||||
void moduleMyThingInit(void) {
|
||||
scriptProtoInit(
|
||||
&MODULE_MYTHING_PROTO,
|
||||
"MyThing", // JS global name; NULL to skip registration
|
||||
sizeof(mything_t),
|
||||
myThingCtor // constructor handler, or NULL
|
||||
);
|
||||
|
||||
// Instance methods:
|
||||
scriptProtoDefineFunc(
|
||||
&MODULE_MYTHING_PROTO, "doSomething", myThingDoSomething
|
||||
);
|
||||
|
||||
// Instance property (get/set):
|
||||
scriptProtoDefineProp(
|
||||
&MODULE_MYTHING_PROTO, "x", myThingGetX, myThingSetX
|
||||
);
|
||||
|
||||
// Static method:
|
||||
scriptProtoDefineStaticFunc(
|
||||
&MODULE_MYTHING_PROTO, "create", myThingCreate
|
||||
);
|
||||
}
|
||||
```
|
||||
|
||||
### 3. Register
|
||||
|
||||
In `modulelist.c`: `#include` the header and call `moduleMyThingInit()`
|
||||
in `moduleListInit()` (and `Dispose` in `moduleListDispose()`).
|
||||
|
||||
## `moduleBaseFunction` macro
|
||||
|
||||
```c
|
||||
moduleBaseFunction(myFn) {
|
||||
// callInfo, args[], argc available
|
||||
moduleBaseRequireArgs(2);
|
||||
moduleBaseRequireNumber(0);
|
||||
moduleBaseRequireString(1);
|
||||
|
||||
float_t x = moduleBaseArgFloat(0);
|
||||
int32_t n = moduleBaseArgInt(0);
|
||||
bool_t b = moduleBaseArgBool(0);
|
||||
float_t opt = moduleBaseOptFloat(2, 0.0f); // optional with default
|
||||
|
||||
// Error propagation:
|
||||
errorret_t ret = someCall();
|
||||
if(errorIsNotOk(ret)) return moduleBaseThrowError(ret);
|
||||
|
||||
return jerry_undefined(); // or jerry_boolean(true) etc.
|
||||
}
|
||||
```
|
||||
|
||||
## Wrapping C values in JS objects
|
||||
|
||||
```c
|
||||
// Create a JS object wrapping a copy of a C value:
|
||||
jerry_value_t obj = scriptProtoCreateValue(&MY_PROTO, &myValue);
|
||||
|
||||
// Unwrap back to C pointer:
|
||||
mything_t *ptr = scriptProtoGetValue(&MY_PROTO, jsObj);
|
||||
// ptr is NULL if jsObj is not an instance of MY_PROTO.
|
||||
```
|
||||
|
||||
## Utility helpers (`modulebase.h`)
|
||||
|
||||
| Helper | Purpose |
|
||||
|--------|---------|
|
||||
| `moduleBaseThrow(msg)` | Return a JS TypeError |
|
||||
| `moduleBaseThrowError(ret)` | Convert `errorret_t` -> JS error |
|
||||
| `moduleBaseToString(val, buf, len)` | Jerry value -> C string |
|
||||
| `moduleBaseGetProp(obj, name)` | Get object property by name |
|
||||
| `moduleBaseWrapPointer(ptr)` | Wrap a raw pointer in a JS object |
|
||||
| `moduleBaseUnwrapPointer(val)` | Unwrap a raw pointer |
|
||||
| `moduleBaseSetValue(name, val)` | Set a global JS variable |
|
||||
| `moduleBaseSetNumber(name, n)` | Set a global JS number |
|
||||
| `moduleBaseSetInt(name, n)` | Set a global JS integer |
|
||||
| `moduleBaseDefineMethod(obj, name, fn)` | Add method to any JS object |
|
||||
| `moduleBaseDefineGlobalMethod(name, fn)` | Add method to global scope |
|
||||
|
||||
## Async JS -- pending promises (`scriptpromisepend.h`)
|
||||
|
||||
When a C module needs to resolve a JS `Promise` from an asynchronous
|
||||
C event, use `scriptpromisepend_t`. Each module declares a fixed-size
|
||||
pending slot array; the helpers add/resolve/reject by an opaque key.
|
||||
|
||||
Full API and design notes: `.claude/script-promises.md`
|
||||
|
||||
## Type declarations (`.d.ts`)
|
||||
|
||||
Every module that is accessible from JS **must** have a corresponding
|
||||
TypeScript declaration file in `types/`. The CLAUDE.md checklist
|
||||
requires updating these whenever a `.c` module file changes.
|
||||
|
||||
- Add `types/<category>/mymod.d.ts`
|
||||
- Add `/// <reference path="..." />` to `types/index.d.ts`
|
||||
@@ -1,111 +0,0 @@
|
||||
# Tests and Assertions
|
||||
|
||||
## Test infrastructure
|
||||
|
||||
Tests live in `test/` and mirror the `src/dusk/` directory structure.
|
||||
Enable with `-DDUSK_BUILD_TESTS=ON`. The test runner is **cmocka**.
|
||||
|
||||
### Entry point
|
||||
|
||||
Every test file includes `dusktest.h`, which pulls in `dusk.h` and
|
||||
`assert/assert.h`. When `DUSK_TEST_ASSERT` is defined, `assert.h`
|
||||
includes `cmocka.h` and redirects assertion failures through
|
||||
`mock_assert()` instead of calling `abort()`.
|
||||
|
||||
### Test function signature
|
||||
|
||||
```c
|
||||
static void test_something(void **state) {
|
||||
// ... setup ...
|
||||
// ... exercise ...
|
||||
// ... assert ...
|
||||
assert_int_equal(memoryGetAllocatedCount(), 0); // leak check
|
||||
}
|
||||
```
|
||||
|
||||
### Registering and running tests
|
||||
|
||||
```c
|
||||
int main(void) {
|
||||
const struct CMUnitTest tests[] = {
|
||||
cmocka_unit_test(test_errorThrow),
|
||||
cmocka_unit_test(test_errorOk),
|
||||
};
|
||||
return cmocka_run_group_tests(tests, NULL, NULL);
|
||||
}
|
||||
```
|
||||
|
||||
Use `cmocka_unit_test_setup_teardown()` when a test needs per-test
|
||||
setup or teardown callbacks.
|
||||
|
||||
### Assertion mix
|
||||
|
||||
Tests use **two** sets of assertion macros:
|
||||
|
||||
| Origin | When to use |
|
||||
|--------|-------------|
|
||||
| cmocka: `assert_int_equal()`, `assert_non_null()` etc. | Validate results inside test functions |
|
||||
| Dusk: `assertTrue()`, `assertNotNull()` etc. | Exercise the code under test (these may fire and need catching) |
|
||||
|
||||
To assert that a Dusk assertion fires, use cmocka's mock system:
|
||||
|
||||
```c
|
||||
expect_assert_failure(assertTrueImpl(__FILE__, __LINE__, false, "msg"));
|
||||
```
|
||||
|
||||
### Memory leak discipline
|
||||
|
||||
Every test function must end by asserting:
|
||||
|
||||
```c
|
||||
assert_int_equal(memoryGetAllocatedCount(), 0);
|
||||
```
|
||||
|
||||
This ensures all allocations from the code under test were freed.
|
||||
|
||||
---
|
||||
|
||||
## Assertion system
|
||||
|
||||
Source: `src/dusk/assert/`
|
||||
|
||||
### Runtime vs test mode
|
||||
|
||||
| Mode | Trigger | Effect on failure |
|
||||
|------|---------|-------------------|
|
||||
| Runtime (default) | Release / non-test builds | Logs the message + backtrace, then calls `abort()` |
|
||||
| Test (`DUSK_TEST_ASSERT`) | `-DDUSK_TEST_ASSERT` build flag | Routes through cmocka `mock_assert()` for controlled catching |
|
||||
| Faked (`DUSK_ASSERTIONS_FAKED`) | Defined by platform or test | All macros become no-ops (`((void)0)`) |
|
||||
|
||||
### Available macros
|
||||
|
||||
| Macro | Description |
|
||||
|-------|-------------|
|
||||
| `assertTrue(x, msg)` | Fails if `x` is false |
|
||||
| `assertFalse(x, msg)` | Fails if `x` is true |
|
||||
| `assertNotNull(ptr, msg)` | Fails if `ptr` is NULL |
|
||||
| `assertNull(ptr, msg)` | Fails if `ptr` is not NULL |
|
||||
| `assertUnreachable(msg)` | Unconditional failure; marks unreachable code |
|
||||
| `assertDeprecated(msg)` | Marks a code path as deprecated |
|
||||
| `assertStringEqual(a, b, msg)` | Fails if strings differ |
|
||||
| `assertStrLenMax(str, len, msg)` | Fails if `strlen(str) >= len` |
|
||||
| `assertStrLenMin(str, len, msg)` | Fails if `strlen(str) < len` |
|
||||
| `assertIsMainThread(msg)` | Fails if called from a non-main thread |
|
||||
| `assertNotMainThread(msg)` | Fails if called from the main thread |
|
||||
| `assertStructSize(type, size)` | Compile-time size check via `_Static_assert` |
|
||||
|
||||
### Thread tracking
|
||||
|
||||
`assertInit()` records the main thread ID (pthreads). The main-thread
|
||||
assertions compare against this stored ID. Call `assertInit()` once at
|
||||
startup before spawning any threads.
|
||||
|
||||
### Usage guidelines
|
||||
|
||||
- Prefer the specific macro over a bare `assertTrue` for clarity
|
||||
(e.g. use `assertNotNull` instead of `assertTrue(ptr != NULL, ...)`).
|
||||
- Use `assertUnreachable` in `default:` cases of exhaustive switches.
|
||||
- Use `assertStructSize` to guard struct layouts that must match
|
||||
a known binary format or a platform ABI.
|
||||
- Do not use asserts for expected error paths -- use `errorThrow`
|
||||
instead. Asserts are for programmer mistakes, not runtime errors.
|
||||
@@ -1,100 +0,0 @@
|
||||
# Threading System
|
||||
|
||||
Source: `src/dusk/thread/`
|
||||
|
||||
## Platform support
|
||||
|
||||
Threading currently requires **pthreads** (`DUSK_THREAD_PTHREAD`). The
|
||||
implementation lives in the core thread files and is guarded by that
|
||||
compile-time flag -- there are no separate per-platform thread
|
||||
directories.
|
||||
|
||||
Thread-local storage uses the `THREAD_LOCAL` macro, which maps to
|
||||
`__thread` when pthreads is available. This is used by the error system
|
||||
to give each thread its own `ERROR_STATE`.
|
||||
|
||||
## Thread lifecycle
|
||||
|
||||
Threads follow a strict state machine:
|
||||
|
||||
```
|
||||
STOPPED -> STARTING -> RUNNING -> STOP_REQUESTED -> STOPPED
|
||||
```
|
||||
|
||||
- `threadStart()` -- blocking: starts the thread and waits until it
|
||||
reaches RUNNING.
|
||||
- `threadStop()` -- blocking: requests stop and waits until STOPPED.
|
||||
- `threadStartRequest()` -- non-blocking equivalent of `threadStart`.
|
||||
- `threadStopRequest()` -- non-blocking equivalent of `threadStop`.
|
||||
|
||||
The thread callback polls `threadShouldStop()` to know when to exit.
|
||||
Never kill a thread forcefully -- always let it stop cooperatively.
|
||||
|
||||
## Thread API
|
||||
|
||||
```c
|
||||
void threadInit(thread_t *thread, errorret_t (*callback)(thread_t *t));
|
||||
// Initialise; callback is the thread entry point.
|
||||
|
||||
errorret_t threadStart(thread_t *thread);
|
||||
// Start and block until RUNNING.
|
||||
|
||||
errorret_t threadStop(thread_t *thread);
|
||||
// Request stop, block until STOPPED.
|
||||
|
||||
void threadStartRequest(thread_t *thread);
|
||||
void threadStopRequest(thread_t *thread);
|
||||
// Non-blocking variants.
|
||||
|
||||
bool_t threadShouldStop(const thread_t *thread);
|
||||
// Call from inside the thread callback to know when to exit.
|
||||
```
|
||||
|
||||
## Mutex API (`threadmutex.h`)
|
||||
|
||||
Each `threadmutex_t` wraps a pthread mutex and a condition variable.
|
||||
|
||||
```c
|
||||
void threadMutexInit(threadmutex_t *mutex);
|
||||
void threadMutexDispose(threadmutex_t *mutex);
|
||||
|
||||
void threadMutexLock(threadmutex_t *mutex);
|
||||
void threadMutexUnlock(threadmutex_t *mutex);
|
||||
bool_t threadMutexTryLock(threadmutex_t *mutex);
|
||||
// Returns true if the lock was acquired; false if already held.
|
||||
|
||||
void threadMutexWaitLock(threadmutex_t *mutex);
|
||||
// Block until signalled (like pthread_cond_wait).
|
||||
// Must be called while holding the lock.
|
||||
|
||||
void threadMutexSignal(threadmutex_t *mutex);
|
||||
// Wake one waiter.
|
||||
```
|
||||
|
||||
## Usage example
|
||||
|
||||
```c
|
||||
static errorret_t workerCallback(thread_t *t) {
|
||||
while(!threadShouldStop(t)) {
|
||||
// do work
|
||||
}
|
||||
errorOk();
|
||||
}
|
||||
|
||||
thread_t worker;
|
||||
threadInit(&worker, workerCallback);
|
||||
errorChain(threadStart(&worker));
|
||||
// ... later ...
|
||||
errorChain(threadStop(&worker));
|
||||
```
|
||||
|
||||
## Thread safety rules
|
||||
|
||||
- The error system (`ERROR_STATE`) is thread-local -- each thread has
|
||||
its own error state. Do not pass `errorret_t` across thread
|
||||
boundaries without copying the message and lines strings first.
|
||||
- Asset loading: the background thread calls `loadAsync`; the main
|
||||
thread calls `loadSync`. Never call GPU or SDL functions from the
|
||||
loader background thread.
|
||||
- Use `assertIsMainThread()` / `assertNotMainThread()` to guard
|
||||
functions that have thread affinity requirements.
|
||||
-115
@@ -1,115 +0,0 @@
|
||||
# Time System
|
||||
|
||||
Source: `src/dusk/time/`, platform layers in `src/dusk<platform>/time/`
|
||||
|
||||
## Global state
|
||||
|
||||
```c
|
||||
extern dusktime_t TIME;
|
||||
```
|
||||
|
||||
```c
|
||||
typedef struct {
|
||||
float_t delta; // Fixed step size in seconds (DUSK_TIME_STEP)
|
||||
float_t time; // Accumulated game time in seconds
|
||||
|
||||
// Only present when DUSK_TIME_DYNAMIC is defined:
|
||||
float_t lastNonDynamic;
|
||||
bool_t dynamicUpdate; // true on sub-step ticks
|
||||
float_t dynamicDelta; // real elapsed seconds this frame
|
||||
float_t dynamicTime; // accumulated real time
|
||||
} dusktime_t;
|
||||
```
|
||||
|
||||
## Fixed vs dynamic timestep
|
||||
|
||||
### Fixed timestep (default)
|
||||
|
||||
`DUSK_TIME_STEP` defaults to `16ms / 1000 = 0.016f` seconds (62.5 Hz).
|
||||
Every call to `timeUpdate()` advances `TIME.time` by exactly
|
||||
`DUSK_TIME_STEP` and sets `TIME.delta = DUSK_TIME_STEP`. This is the
|
||||
safe, deterministic mode for physics and game logic.
|
||||
|
||||
### Dynamic timestep (`DUSK_TIME_DYNAMIC`)
|
||||
|
||||
When enabled, `timeUpdate()` calls the platform tick hook to measure
|
||||
actual elapsed time. It fires a "non-dynamic" step (`dynamicUpdate =
|
||||
false`, `delta = DUSK_TIME_STEP`) once per fixed interval, and
|
||||
"dynamic" sub-steps (`dynamicUpdate = true`) in between. Systems that
|
||||
must run on the fixed interval (physics, networking) skip the dynamic
|
||||
sub-steps by checking:
|
||||
|
||||
```c
|
||||
if(TIME.dynamicUpdate) return;
|
||||
```
|
||||
|
||||
## Platform hooks
|
||||
|
||||
Each platform provides three macros in its `time/timeplatform.h`:
|
||||
|
||||
| Macro | Purpose |
|
||||
|-------|---------|
|
||||
| `timeTickPlatform()` | Sample the hardware timer |
|
||||
| `timeGetDeltaPlatform()` | Return seconds since last tick |
|
||||
| `timeGetRealPlatform()` | Return epoch seconds since 1970 |
|
||||
| `timeGetRealTimeZonePlatform()` | Return local timezone offset (seconds) |
|
||||
|
||||
`timeTickPlatform` and `timeGetDeltaPlatform` are only required when
|
||||
`DUSK_TIME_DYNAMIC` is defined.
|
||||
|
||||
## Platform implementations
|
||||
|
||||
| Platform | Tick source | Real time source |
|
||||
|----------|------------|-----------------|
|
||||
| Linux | `SDL_GetTicks64()` (via SDL2) | `clock_gettime(CLOCK_REALTIME)` |
|
||||
| Knulli | `SDL_GetTicks64()` (via SDL2) | `clock_gettime(CLOCK_REALTIME)` |
|
||||
| PSP | `SDL_GetTicks64()` (via SDL2) | `sceRtcGetCurrentTick()` (microseconds) |
|
||||
| GameCube | none (fixed step only) | `ticks_to_microsecs(__SYS_GetSystemTime())` + 2000->1970 offset |
|
||||
| Wii | none (fixed step only) | same as GameCube |
|
||||
|
||||
GameCube / Wii note: the hardware timer returns ticks since
|
||||
2000-01-01, so an offset of 946684800 seconds is added to convert to
|
||||
UNIX epoch. The timezone offset is always returned as 0.0 on Dolphin
|
||||
(timezone is not available without network time).
|
||||
|
||||
## Epoch time (`timeepoch.h`)
|
||||
|
||||
```c
|
||||
typedef struct {
|
||||
double_t time; // raw UTC seconds since 1970
|
||||
double_t timeZone; // timezone offset in seconds
|
||||
double_t offsetTime; // time + timeZone
|
||||
} dusktimeepoch_t;
|
||||
|
||||
dusktimeepoch_t timeGetEpoch(void);
|
||||
// Returns current time in local timezone.
|
||||
```
|
||||
|
||||
### Epoch helpers
|
||||
|
||||
```c
|
||||
int32_t timeEpochGetYear(epoch);
|
||||
int32_t timeEpochGetMonth(epoch); // 1-12
|
||||
int32_t timeEpochGetDayOfMonth(epoch); // 1-31
|
||||
int32_t timeEpochGetHours(epoch); // 0-23
|
||||
int32_t timeEpochGetMinutes(epoch); // 0-59
|
||||
int32_t timeEpochGetSeconds(epoch); // 0-59
|
||||
bool_t timeEpochIsLeapYear(year);
|
||||
|
||||
size_t timeEpochFormat(
|
||||
dusktimeepoch_t epoch,
|
||||
const char_t *format, // %Y %m %d %H %M %S
|
||||
char_t *buffer,
|
||||
size_t bufferSize
|
||||
);
|
||||
```
|
||||
|
||||
## Adding a new platform time implementation
|
||||
|
||||
1. Create `src/dusk<platform>/time/time<platform>.h/.c`.
|
||||
2. Implement `timeGetReal<Platform>()` and
|
||||
`timeGetRealTimeZone<Platform>()`.
|
||||
3. If `DUSK_TIME_DYNAMIC`: also implement `timeTick<Platform>()` and
|
||||
`timeGetDelta<Platform>()`.
|
||||
4. Create `src/dusk<platform>/time/timeplatform.h` with the `#define`
|
||||
macros pointing to your functions.
|
||||
-226
@@ -1,226 +0,0 @@
|
||||
# UI System
|
||||
|
||||
Source: `src/dusk/ui/`
|
||||
|
||||
See also: `.claude/display-spritebatch.md`, `.claude/display-text.md`,
|
||||
`.claude/display-color.md`
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
The UI system renders overlaid interface elements on top of the scene
|
||||
each frame. It is called by the engine after the scene render pipeline
|
||||
and before the screen unbind -- game code does not drive it directly.
|
||||
|
||||
All UI elements render through the global SpriteBatch.
|
||||
|
||||
---
|
||||
|
||||
## Lifecycle
|
||||
|
||||
```c
|
||||
extern ui_t UI;
|
||||
|
||||
errorret_t uiInit(void);
|
||||
void uiUpdate(void);
|
||||
errorret_t uiRender(void);
|
||||
void uiDispose(void);
|
||||
```
|
||||
|
||||
`uiUpdate` is called each game tick; `uiRender` is called each render
|
||||
tick. The engine calls both automatically -- do not call them from
|
||||
game scripts.
|
||||
|
||||
---
|
||||
|
||||
## Element registration (`uielement.h`)
|
||||
|
||||
```c
|
||||
typedef struct {
|
||||
uielementtype_t type; // UI_ELEMENT_TYPE_NULL or UI_ELEMENT_TYPE_NATIVE
|
||||
errorret_t (*draw)(); // draw callback
|
||||
} uielement_t;
|
||||
|
||||
extern uielement_t UI_ELEMENTS[]; // registered element array
|
||||
```
|
||||
|
||||
`uiRender` iterates `UI_ELEMENTS` and calls each element's `draw`
|
||||
callback. Elements register themselves during `uiInit`.
|
||||
|
||||
---
|
||||
|
||||
## Elements
|
||||
|
||||
### uiframe_t -- 9-slice border (`uiframe.h`)
|
||||
|
||||
A resizable bordered panel rendered using 9-slice (9-patch) technique
|
||||
from a 3x3 tileset.
|
||||
|
||||
```c
|
||||
typedef struct {
|
||||
tileset_t tileset;
|
||||
texture_t *texture;
|
||||
} uiframe_t;
|
||||
|
||||
errorret_t uiFrameInit(uiframe_t *frame);
|
||||
|
||||
errorret_t uiFrameDraw(
|
||||
const uiframe_t *frame,
|
||||
const float_t x,
|
||||
const float_t y,
|
||||
const float_t width,
|
||||
const float_t height
|
||||
);
|
||||
|
||||
void uiFrameDispose(uiframe_t *frame); // does not dispose texture
|
||||
```
|
||||
|
||||
`uiFrameDraw` pushes 9 quads (corners + edges + centre) to the
|
||||
SpriteBatch without flushing. The caller must call `spriteBatchFlush()`
|
||||
after all sprites for a draw pass are buffered.
|
||||
|
||||
---
|
||||
|
||||
### uitextbox_t -- typewriter dialogue box (`uitextbox.h`)
|
||||
|
||||
A global single-instance dialogue box that displays text one character
|
||||
at a time with word-wrap and multi-page support.
|
||||
|
||||
```c
|
||||
extern uitextbox_t UI_TEXTBOX;
|
||||
|
||||
errorret_t uiTextboxInit(void);
|
||||
void uiTextboxDispose(void);
|
||||
```
|
||||
|
||||
**Setting text:**
|
||||
|
||||
```c
|
||||
uiTextboxSetText("Hello, world!");
|
||||
// Automatically word-wraps and paginates.
|
||||
// Resets currentPage and scroll to 0.
|
||||
```
|
||||
|
||||
**Tick update (called from script `update` or uiUpdate):**
|
||||
|
||||
```c
|
||||
uiTextboxUpdate();
|
||||
// Advances typewriter by UI_TEXTBOX_SCROLL_CHARS_PER_TICK (1) each
|
||||
// fixed tick. Skipped on dynamic sub-ticks.
|
||||
```
|
||||
|
||||
**Page control:**
|
||||
|
||||
```c
|
||||
bool_t uiTextboxPageIsComplete(void); // scroll revealed full page
|
||||
bool_t uiTextboxHasNextPage(void); // more pages remain
|
||||
void uiTextboxNextPage(void); // advance; no-op on last page
|
||||
int32_t uiTextboxGetPageCharCount(void);
|
||||
```
|
||||
|
||||
**Events:**
|
||||
|
||||
```c
|
||||
// Fires when the current page is fully scrolled into view:
|
||||
UI_TEXTBOX.onPageComplete
|
||||
|
||||
// Fires when the last page has been fully scrolled:
|
||||
UI_TEXTBOX.onLastPage
|
||||
```
|
||||
|
||||
Subscribe via the event system (see `.claude/events.md`).
|
||||
|
||||
**Limits:**
|
||||
|
||||
| Constant | Value |
|
||||
|----------|-------|
|
||||
| `UI_TEXTBOX_TEXT_MAX` | 1024 chars |
|
||||
| `UI_TEXTBOX_LINES_MAX` | 64 lines |
|
||||
| `UI_TEXTBOX_LINES_PER_PAGE_MAX` | 3 lines per page |
|
||||
| `UI_TEXTBOX_SCROLL_CHARS_PER_TICK` | 1 char per tick |
|
||||
|
||||
---
|
||||
|
||||
### uifullbox_t -- full-screen colour overlay (`uifullbox.h`)
|
||||
|
||||
An animated solid-colour overlay that covers the entire screen. Used
|
||||
for fade-to-black, scene transitions, and flash effects.
|
||||
|
||||
Two global instances are provided:
|
||||
|
||||
```c
|
||||
extern uifullbox_t UI_FULLBOX_UNDER; // draws below scene content
|
||||
extern uifullbox_t UI_FULLBOX_OVER; // draws above all content
|
||||
```
|
||||
|
||||
```c
|
||||
void uiFullboxInit(uifullbox_t *fullbox);
|
||||
|
||||
// Start a colour-to-colour transition:
|
||||
void uiFullboxTransition(
|
||||
uifullbox_t *fullbox,
|
||||
color_t from,
|
||||
color_t to,
|
||||
float_t duration,
|
||||
easingtype_t easing
|
||||
);
|
||||
|
||||
void uiFullboxUpdate(uifullbox_t *fullbox, float_t delta);
|
||||
errorret_t uiFullboxDraw(uifullbox_t *fullbox);
|
||||
// Draw is skipped entirely when alpha == 0.
|
||||
```
|
||||
|
||||
`fullbox.onTransitionEnd` event fires once when the transition
|
||||
completes. Subscribe to it to chain scene transitions:
|
||||
|
||||
```c
|
||||
// Typical fade-out before a scene change:
|
||||
uiFullboxTransition(
|
||||
&UI_FULLBOX_OVER,
|
||||
COLOR_TRANSPARENT, COLOR_BLACK,
|
||||
0.5f, EASING_OUT_QUAD
|
||||
);
|
||||
eventSubscribe(&UI_FULLBOX_OVER.onTransitionEnd, onFadeComplete, NULL);
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### uiloading_t -- loading indicator (`uiloading.h`)
|
||||
|
||||
An animated loading indicator with fade-in / fade-out transitions.
|
||||
Shown while asset batches are loading.
|
||||
|
||||
```c
|
||||
extern uiloading_t UI_LOADING;
|
||||
|
||||
void uiLoadingInit(void);
|
||||
void uiLoadingUpdate(float_t delta);
|
||||
errorret_t uiLoadingDraw(void);
|
||||
|
||||
// Fade in; callback fires when fully visible:
|
||||
void uiLoadingShow(eventcallback_t callback, void *user);
|
||||
|
||||
// Fade out; callback fires when fully hidden:
|
||||
void uiLoadingHide(eventcallback_t callback, void *user);
|
||||
```
|
||||
|
||||
`UI_LOADING_FADE_DURATION` is 0.5 seconds. `UI_LOADING_MARGIN` is 8px.
|
||||
`uiLoadingDraw` is a no-op when the indicator is fully transparent.
|
||||
|
||||
---
|
||||
|
||||
### uifps_t -- FPS counter (`uifps.h`)
|
||||
|
||||
Debug FPS display. Measures real elapsed time between ticks and draws
|
||||
the average frame rate as text in the corner of the screen.
|
||||
|
||||
```c
|
||||
extern uifps_t UIFPS;
|
||||
|
||||
errorret_t uiFPSDraw(); // also performs the measurement update
|
||||
```
|
||||
|
||||
Intended for debug builds only. Draw it explicitly from a JS `render`
|
||||
hook or from a UI element -- it is not registered in `UI_ELEMENTS` by
|
||||
default.
|
||||
-191
@@ -1,191 +0,0 @@
|
||||
# Utility Library
|
||||
|
||||
Source: `src/dusk/util/`
|
||||
|
||||
All C code in the project must use these utilities instead of their
|
||||
standard library equivalents. Do not use `malloc`, `free`, `strcmp`,
|
||||
`strcpy`, `memcpy`, `memset`, etc. directly.
|
||||
|
||||
---
|
||||
|
||||
## Memory (`memory.h`)
|
||||
|
||||
```c
|
||||
void *memoryAllocate(size_t size);
|
||||
void *memoryAlign(size_t alignment, size_t size); // aligned alloc
|
||||
void memoryFree(void *ptr);
|
||||
void memoryCopy(void *dest, const void *src, size_t size);
|
||||
void memoryZero(void *dest, size_t size);
|
||||
errorret_t memoryCompare(const void *a, const void *b, size_t size);
|
||||
|
||||
size_t memoryGetAllocatedCount(void);
|
||||
// Returns the number of live allocations. Must be 0 at test teardown.
|
||||
|
||||
void memoryTrack(void *ptr);
|
||||
// Register a pointer that was malloc'd outside the engine (e.g. by a
|
||||
// third-party library) so it counts toward the allocation tracker.
|
||||
```
|
||||
|
||||
`MEMORY_POINTERS_IN_USE` is a file-scope static tracking the live count.
|
||||
It is incremented by `memoryAllocate` / `memoryTrack` and decremented by
|
||||
`memoryFree`. Tests assert this is 0 at teardown to catch leaks.
|
||||
|
||||
---
|
||||
|
||||
## String (`string.h`)
|
||||
|
||||
Use these instead of `<string.h>` / `<ctype.h>` functions:
|
||||
|
||||
```c
|
||||
void stringCopy(char_t *dest, const char_t *src, size_t destSize);
|
||||
int stringCompare(const char_t *a, const char_t *b);
|
||||
bool_t stringEquals(const char_t *a, const char_t *b);
|
||||
int stringCompareInsensitive(const char_t *a, const char_t *b);
|
||||
size_t stringLength(const char_t *str);
|
||||
void stringTrim(char_t *str);
|
||||
bool_t stringIsWhitespace(char_t c);
|
||||
bool_t stringStartsWith(const char_t *str, const char_t *prefix);
|
||||
bool_t stringEndsWith(const char_t *str, const char_t *suffix);
|
||||
bool_t stringContains(const char_t *haystack, const char_t *needle);
|
||||
char_t *stringFind(const char_t *haystack, const char_t *needle);
|
||||
void stringFormat(char_t *dest, size_t destSize, const char_t *fmt, ...);
|
||||
int32_t stringToInt(const char_t *str);
|
||||
float_t stringToFloat(const char_t *str);
|
||||
void stringFromInt(char_t *dest, size_t destSize, int32_t value);
|
||||
void stringFromFloat(char_t *dest, size_t destSize, float_t value);
|
||||
```
|
||||
|
||||
`destSize` in `stringCopy` / `stringFormat` is the buffer capacity
|
||||
**excluding** the null terminator.
|
||||
|
||||
---
|
||||
|
||||
## Math (`math.h`)
|
||||
|
||||
```c
|
||||
#define MATH_PI M_PI
|
||||
|
||||
#define mathMax(a, b)
|
||||
#define mathMin(a, b)
|
||||
#define mathClamp(x, lower, upper)
|
||||
#define mathAbs(amt)
|
||||
|
||||
uint32_t mathNextPowTwo(uint32_t value);
|
||||
float_t mathModFloat(float_t x, float_t y); // always non-negative
|
||||
float_t mathLerp(float_t a, float_t b, float_t t);
|
||||
// plus additional trig / remap helpers
|
||||
```
|
||||
|
||||
The project uses **cglm** for vector and matrix math (`vec3`, `mat4`,
|
||||
`glm_vec3_*`, `glm_mat4_*`, etc.). `math.h` provides scalar helpers
|
||||
that complement cglm.
|
||||
|
||||
---
|
||||
|
||||
## Endian (`endian.h`)
|
||||
|
||||
GameCube and Wii are big-endian. Any binary data format (asset files,
|
||||
network packets) must use the endian utilities when reading multi-byte
|
||||
values.
|
||||
|
||||
```c
|
||||
bool_t isHostLittleEndian(void);
|
||||
uint16_t endianLittleToHost16(uint16_t value);
|
||||
uint32_t endianLittleToHost32(uint32_t value);
|
||||
uint64_t endianLittleToHost64(uint64_t value);
|
||||
float_t endianLittleToHostFloat(float_t value);
|
||||
```
|
||||
|
||||
If neither `DUSK_PLATFORM_ENDIAN_LITTLE` nor `DUSK_PLATFORM_ENDIAN_BIG`
|
||||
is defined, the implementation falls back to a runtime check
|
||||
(`ENDIAN_MAGIC` probe). Prefer setting the compile-time macro for new
|
||||
platform targets.
|
||||
|
||||
---
|
||||
|
||||
## Reference counting (`ref.h`)
|
||||
|
||||
`ref_t` is a generic reference-counted handle with optional lock /
|
||||
unlock / all-unlocked callbacks.
|
||||
|
||||
```c
|
||||
void refInit(
|
||||
ref_t *ref,
|
||||
void *data,
|
||||
refcallback_t onLock,
|
||||
refcallback_t onUnlock,
|
||||
refcallback_t onAllUnlocked // called when count -> 0; do cleanup here
|
||||
);
|
||||
|
||||
void refLock(ref_t *ref); // increment count
|
||||
bool_t refUnlock(ref_t *ref); // decrement; returns true if count == 0
|
||||
```
|
||||
|
||||
The asset entry system uses `ref_t` internally to track how many
|
||||
subsystems have locked a loaded asset.
|
||||
|
||||
---
|
||||
|
||||
## Array (`array.h`)
|
||||
|
||||
```c
|
||||
void arrayReverse(void *array, size_t count, size_t elementSize);
|
||||
```
|
||||
|
||||
Generic in-place reverse using the element stride.
|
||||
|
||||
---
|
||||
|
||||
## Sort (`sort.h`)
|
||||
|
||||
Use these instead of `qsort` for portability across all platforms.
|
||||
|
||||
```c
|
||||
typedef int_t (*sortcompare_t)(const void *, const void *);
|
||||
|
||||
void sortBubble(
|
||||
void *array,
|
||||
const size_t count,
|
||||
const size_t size,
|
||||
const sortcompare_t compare
|
||||
);
|
||||
|
||||
void sortQuick(
|
||||
void *array,
|
||||
const size_t count,
|
||||
const size_t size,
|
||||
const sortcompare_t compare
|
||||
);
|
||||
|
||||
#define sort sortQuick // preferred; use this in new code
|
||||
```
|
||||
|
||||
Typed convenience helpers for `uint8_t` arrays:
|
||||
|
||||
```c
|
||||
int sortArrayU8Compare(const void *a, const void *b);
|
||||
void sortArrayU8(uint8_t *array, const size_t count);
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Crypt (`crypt.h`)
|
||||
|
||||
CRC32 checksum for save file integrity. Not cryptographically secure --
|
||||
do not use for security purposes.
|
||||
|
||||
```c
|
||||
// One-shot checksum:
|
||||
uint32_t cryptCRC32(const void *data, const size_t size);
|
||||
|
||||
// Streaming (incremental) CRC32:
|
||||
uint32_t cryptCRC32Begin(void);
|
||||
void cryptCRC32Update(
|
||||
uint32_t *crc, const void *data, const size_t size
|
||||
);
|
||||
uint32_t cryptCRC32End(const uint32_t crc);
|
||||
```
|
||||
|
||||
The streaming API allows computing a checksum across multiple buffers
|
||||
or while interleaving other reads -- the save system uses this to
|
||||
verify the whole save slot in a single pass.
|
||||
@@ -1,79 +1,4 @@
|
||||
# Dusk -- Claude Code rules
|
||||
|
||||
## About Dusk
|
||||
|
||||
Dusk is a pure C game and game engine. There is no C++ anywhere in the
|
||||
codebase. The engine is built around a data-oriented Entity Component
|
||||
System (ECS) and is designed for heavy optimization across a wide range
|
||||
of hardware targets, including platforms with very limited RAM and CPU.
|
||||
|
||||
**Current and planned platforms:** Linux, Windows, macOS, Sony PSP,
|
||||
PlayStation Vita, Nintendo GameCube, Nintendo Wii. Additional platforms
|
||||
will be added over time. GameCube and Wii are collectively referred to
|
||||
as the **Dolphin** targets throughout the codebase and docs.
|
||||
|
||||
**Build system:** CMake exclusively. Every source subdirectory owns its
|
||||
own `CMakeLists.txt`.
|
||||
|
||||
**Architecture:** Entity Component System (ECS) as the primary pattern.
|
||||
All game objects are entities; behaviour and state are attached via
|
||||
components. No inheritance hierarchies -- favour composition.
|
||||
|
||||
**Optimization:** Performance is a first-class constraint, not an
|
||||
afterthought. The engine must run well on hardware as constrained as
|
||||
the GameCube (16 MB main RAM, 485 MHz PowerPC) and PSP (32 MB RAM,
|
||||
333 MHz MIPS). Every design and implementation decision should consider
|
||||
the most constrained target.
|
||||
|
||||
**Coding style:** All C code must strictly follow the project style
|
||||
rules documented in the [Coding style](#coding-style) section below.
|
||||
Deviations are not acceptable.
|
||||
|
||||
### Further reading
|
||||
|
||||
Detailed documentation on specific topics lives in `.claude/`:
|
||||
|
||||
| Topic | File |
|
||||
|-------|------|
|
||||
| Platform overview, capability macros, quick comparison | `.claude/platforms.md` |
|
||||
| Platform -- Linux and Knulli | `.claude/platform-linux.md` |
|
||||
| Platform -- Sony PSP | `.claude/platform-psp.md` |
|
||||
| Platform -- PlayStation Vita | `.claude/platform-vita.md` |
|
||||
| Platform -- GameCube and Wii (Dolphin) | `.claude/platform-dolphin.md` |
|
||||
| Platform -- Windows (planned) | `.claude/platform-windows.md` |
|
||||
| Platform -- macOS (planned) | `.claude/platform-macos.md` |
|
||||
| ECS architecture and conventions | `.claude/ecs.md` |
|
||||
| CMake build system and toolchain setup | `.claude/build.md` |
|
||||
| Optimization guidelines and platform budgets | `.claude/optimization.md` |
|
||||
| Test infrastructure and assertion macros | `.claude/tests.md` |
|
||||
| Error handling system (`errorret_t`, macros) | `.claude/errors.md` |
|
||||
| Asset system (loading, caching, loaders) | `.claude/assets.md` |
|
||||
| Threading (`thread_t`, mutex, thread-local) | `.claude/threading.md` |
|
||||
| Input system (actions, buttons, platforms) | `.claude/input.md` |
|
||||
| Physics simulation and collision shapes | `.claude/physics.md` |
|
||||
| Event system (pub/sub) | `.claude/events.md` |
|
||||
| Locale / localisation system | `.claude/locale.md` |
|
||||
| Time system (fixed/dynamic, epoch) | `.claude/time.md` |
|
||||
| Network system (per-platform status) | `.claude/network.md` |
|
||||
| Utility library (memory, string, math, endian, ref) | `.claude/util.md` |
|
||||
| Script system (JerryScript, module proto API) | `.claude/script.md` |
|
||||
| Script async promises (`scriptpromisepend_t`) | `.claude/script-promises.md` |
|
||||
| Engine main loop, system platform API, log | `.claude/engine.md` |
|
||||
| Save system (multi-slot, platform storage) | `.claude/save.md` |
|
||||
| Animation (keyframes, easing functions) | `.claude/animation.md` |
|
||||
| Display (index) | `.claude/display.md` |
|
||||
| Display -- screen, framebuffer, size modes | `.claude/display-core.md` |
|
||||
| Display -- texture, tileset, font | `.claude/display-texture.md` |
|
||||
| Display -- shader, material, display state | `.claude/display-shader.md` |
|
||||
| Display -- mesh, vertex format, primitives | `.claude/display-mesh.md` |
|
||||
| Display -- SpriteBatch (2D quad renderer) | `.claude/display-spritebatch.md` |
|
||||
| Display -- text rendering, FONT_DEFAULT | `.claude/display-text.md` |
|
||||
| Display -- color types, macros, constants | `.claude/display-color.md` |
|
||||
| UI system (frame, textbox, fullbox, loading, FPS) | `.claude/ui.md` |
|
||||
| Console (debug overlay, POSIX stdin mode) | `.claude/console.md` |
|
||||
| Scene system (lifecycle, render pipeline, JS hooks) | `.claude/scene.md` |
|
||||
|
||||
---
|
||||
# Dusk — Claude Code rules
|
||||
|
||||
## File headers
|
||||
Every C, H, and JS file starts with:
|
||||
@@ -176,10 +101,6 @@ assertIsMainThread("msg");
|
||||
---
|
||||
|
||||
## Build system
|
||||
|
||||
See `.claude/build.md` for extended CMake conventions, platform
|
||||
toolchain setup, and adding platform-conditional sources.
|
||||
|
||||
Each subdirectory has its own `CMakeLists.txt` that adds sources with:
|
||||
|
||||
```cmake
|
||||
@@ -195,10 +116,6 @@ Never add source files to the root `CMakeLists.txt` directly.
|
||||
|
||||
## Platform support
|
||||
|
||||
See `.claude/platforms.md` for the full platform table (including
|
||||
planned Windows / macOS targets), capability macros, toolchain setup,
|
||||
and endianness notes.
|
||||
|
||||
### Targets
|
||||
Set `DUSK_TARGET_SYSTEM` at CMake configure time to select a platform:
|
||||
|
||||
@@ -258,11 +175,19 @@ simply left undefined — the core guards calls with `#ifdef`.
|
||||
|
||||
---
|
||||
|
||||
## Adding a new asset loader type
|
||||
1. Add an enum value to `assetloadertype_t` (before `_COUNT`) in
|
||||
`src/dusk/asset/loader/assetloader.h`.
|
||||
2. Add fields to the input/loading/output unions in `assetloader.h`.
|
||||
3. Implement `assetXxxLoaderSync`, `assetXxxLoaderAsync`, and
|
||||
`assetXxxDispose` in a new `src/dusk/asset/loader/xxx/` directory.
|
||||
4. Register the three callbacks in `ASSET_LOADER_CALLBACKS[]` in
|
||||
`src/dusk/asset/loader/assetloader.c`.
|
||||
5. If user-facing, create a JS module (see below) and a `.d.ts` file.
|
||||
|
||||
---
|
||||
|
||||
## Adding a new entity component
|
||||
|
||||
See `.claude/ecs.md` for ECS design rules, component categories, and
|
||||
entity lifecycle details.
|
||||
|
||||
1. Create `src/dusk/entity/component/<category>/entityMyComp.h/.c` with
|
||||
struct `entityMyComp_t`, `entityMyCompInit()`, and optionally
|
||||
`entityMyCompDispose()`.
|
||||
@@ -276,18 +201,6 @@ entity lifecycle details.
|
||||
|
||||
---
|
||||
|
||||
## Adding a new asset loader type
|
||||
1. Add an enum value to `assetloadertype_t` (before `_COUNT`) in
|
||||
`src/dusk/asset/loader/assetloader.h`.
|
||||
2. Add fields to the input/loading/output unions in `assetloader.h`.
|
||||
3. Implement `assetXxxLoaderSync`, `assetXxxLoaderAsync`, and
|
||||
`assetXxxDispose` in a new `src/dusk/asset/loader/xxx/` directory.
|
||||
4. Register the three callbacks in `ASSET_LOADER_CALLBACKS[]` in
|
||||
`src/dusk/asset/loader/assetloader.c`.
|
||||
5. If user-facing, create a JS module (see below) and a `.d.ts` file.
|
||||
|
||||
---
|
||||
|
||||
## Adding a new script (JS) module
|
||||
1. Create `src/dusk/script/module/<category>/moduleMyMod.h/.c`.
|
||||
- Declare `extern scriptproto_t MODULE_MYMOD_PROTO;` in the header.
|
||||
|
||||
@@ -16,7 +16,6 @@ typedef enum {
|
||||
|
||||
typedef struct {
|
||||
rpgcameramode_t mode;
|
||||
|
||||
union {
|
||||
worldpos_t free;
|
||||
struct {
|
||||
|
||||
@@ -1,96 +0,0 @@
|
||||
# Copyright (c) 2026 Dominic Masters
|
||||
#
|
||||
# This software is released under the MIT License.
|
||||
# https://opensource.org/licenses/MIT
|
||||
|
||||
# Turn things off we don't need
|
||||
set(JERRY_CMDLINE OFF CACHE BOOL "" FORCE)
|
||||
set(JERRY_EXT ON CACHE BOOL "" FORCE)
|
||||
set(JERRY_DEBUGGER OFF CACHE BOOL "" FORCE)
|
||||
set(JERRY_BUILTIN_DATE OFF CACHE BOOL "" FORCE)
|
||||
set(ENABLE_LTO OFF CACHE BOOL "" FORCE)
|
||||
|
||||
# Fetch Jerry
|
||||
include(FetchContent)
|
||||
FetchContent_Declare(
|
||||
jerryscript
|
||||
GIT_REPOSITORY https://git.wish.moe/YourWishes/jerryscript
|
||||
GIT_TAG float32-fix
|
||||
)
|
||||
FetchContent_MakeAvailable(jerryscript)
|
||||
|
||||
# Mark found
|
||||
set(jerryscript_FOUND ON)
|
||||
|
||||
# Define targets
|
||||
if(TARGET jerryscript-core)
|
||||
set(JERRY_CORE_TARGET jerryscript-core)
|
||||
elseif(TARGET jerry-core)
|
||||
set(JERRY_CORE_TARGET jerry-core)
|
||||
endif()
|
||||
|
||||
if(TARGET jerryscript-ext)
|
||||
set(JERRY_EXT_TARGET jerryscript-ext)
|
||||
elseif(TARGET jerry-ext)
|
||||
set(JERRY_EXT_TARGET jerry-ext)
|
||||
endif()
|
||||
|
||||
if(TARGET jerryscript-port-default)
|
||||
set(JERRY_PORT_TARGET jerryscript-port-default)
|
||||
elseif(TARGET jerry-port-default)
|
||||
set(JERRY_PORT_TARGET jerry-port-default)
|
||||
elseif(TARGET jerryscript-port)
|
||||
set(JERRY_PORT_TARGET jerryscript-port)
|
||||
elseif(TARGET jerry-port)
|
||||
set(JERRY_PORT_TARGET jerry-port)
|
||||
endif()
|
||||
|
||||
if(NOT JERRY_CORE_TARGET)
|
||||
message(FATAL_ERROR "JerryScript core target not found")
|
||||
endif()
|
||||
|
||||
if(NOT JERRY_EXT_TARGET)
|
||||
message(FATAL_ERROR "JerryScript ext target not found")
|
||||
endif()
|
||||
|
||||
if(NOT JERRY_PORT_TARGET)
|
||||
message(FATAL_ERROR "JerryScript port target not found")
|
||||
endif()
|
||||
|
||||
foreach(tgt IN ITEMS
|
||||
${JERRY_CORE_TARGET}
|
||||
${JERRY_EXT_TARGET}
|
||||
${JERRY_PORT_TARGET}
|
||||
)
|
||||
if(TARGET ${tgt})
|
||||
set_property(TARGET ${tgt} PROPERTY INTERPROCEDURAL_OPTIMIZATION OFF)
|
||||
target_compile_definitions(${JERRY_CORE_TARGET} PRIVATE
|
||||
JERRY_NUMBER_TYPE_FLOAT64=0
|
||||
JERRY_BUILTIN_DATE=0
|
||||
)
|
||||
endif()
|
||||
endforeach()
|
||||
|
||||
# Export include dirs through the targets
|
||||
target_include_directories(${JERRY_CORE_TARGET} INTERFACE
|
||||
${jerryscript_SOURCE_DIR}/jerry-core/include
|
||||
)
|
||||
|
||||
target_include_directories(${JERRY_EXT_TARGET} INTERFACE
|
||||
${jerryscript_SOURCE_DIR}/jerry-ext/include
|
||||
)
|
||||
|
||||
target_include_directories(${JERRY_PORT_TARGET} INTERFACE
|
||||
${jerryscript_SOURCE_DIR}/jerry-port/default/include
|
||||
)
|
||||
|
||||
# Suppress JerryScript-only warning
|
||||
if(CMAKE_C_COMPILER_ID MATCHES "GNU|Clang")
|
||||
target_compile_options(${JERRY_CORE_TARGET} PRIVATE
|
||||
-Wno-error
|
||||
)
|
||||
endif()
|
||||
|
||||
add_library(jerryscript::core ALIAS ${JERRY_CORE_TARGET})
|
||||
add_library(jerryscript::ext ALIAS ${JERRY_EXT_TARGET})
|
||||
add_library(jerryscript::port ALIAS ${JERRY_PORT_TARGET})
|
||||
@@ -1,43 +0,0 @@
|
||||
# Copyright (c) 2026 Dominic Masters
|
||||
#
|
||||
# This software is released under the MIT License.
|
||||
# https://opensource.org/licenses/MIT
|
||||
|
||||
# dusk_embed_js(TARGET JS_FILE [NAME identifier])
|
||||
#
|
||||
# Converts a JS file into a C string header in DUSK_GENERATED_HEADERS_DIR.
|
||||
# The generated header defines:
|
||||
# static const char <NAME>[] = "...";
|
||||
# static const size_t <NAME>_SIZE = sizeof(<NAME>) - 1;
|
||||
#
|
||||
# NAME defaults to the uppercase stem + "_JS" (e.g. scene.js -> SCENE_JS).
|
||||
function(dusk_embed_js TARGET JS_FILE)
|
||||
cmake_parse_arguments(ARG "" "NAME" "" ${ARGN})
|
||||
|
||||
get_filename_component(JS_ABS "${JS_FILE}" ABSOLUTE)
|
||||
get_filename_component(JS_STEM "${JS_FILE}" NAME_WE)
|
||||
|
||||
set(OUTPUT_HEADER "${DUSK_GENERATED_HEADERS_DIR}/${JS_STEM}_js.h")
|
||||
|
||||
set(NAME_ARG "")
|
||||
if(ARG_NAME)
|
||||
set(NAME_ARG "--name" "${ARG_NAME}")
|
||||
endif()
|
||||
|
||||
add_custom_command(
|
||||
OUTPUT "${OUTPUT_HEADER}"
|
||||
COMMAND ${Python3_EXECUTABLE} -m tools.js2c
|
||||
--input "${JS_ABS}"
|
||||
--output "${OUTPUT_HEADER}"
|
||||
${NAME_ARG}
|
||||
WORKING_DIRECTORY "${DUSK_ROOT_DIR}"
|
||||
DEPENDS "${JS_ABS}"
|
||||
COMMENT "js2c: ${JS_STEM}.js -> ${JS_STEM}_js.h"
|
||||
VERBATIM
|
||||
)
|
||||
|
||||
file(RELATIVE_PATH JS_REL "${DUSK_ROOT_DIR}" "${JS_ABS}")
|
||||
string(MAKE_C_IDENTIFIER "dusk_js2c_${JS_REL}" JS_TARGET)
|
||||
add_custom_target(${JS_TARGET} DEPENDS "${OUTPUT_HEADER}")
|
||||
add_dependencies(${TARGET} ${JS_TARGET})
|
||||
endfunction()
|
||||
+1
-15
@@ -32,15 +32,6 @@ if(NOT yyjson_FOUND)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
if(NOT jerryscript_FOUND)
|
||||
find_package(jerryscript REQUIRED)
|
||||
target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
|
||||
jerryscript::core
|
||||
jerryscript::ext
|
||||
jerryscript::port
|
||||
)
|
||||
endif()
|
||||
|
||||
if(DUSK_BACKTRACE)
|
||||
target_link_options(${DUSK_LIBRARY_TARGET_NAME} PUBLIC -rdynamic)
|
||||
target_compile_definitions(${DUSK_BINARY_TARGET_NAME} PUBLIC
|
||||
@@ -66,24 +57,19 @@ add_subdirectory(event)
|
||||
add_subdirectory(assert)
|
||||
add_subdirectory(asset)
|
||||
add_subdirectory(cutscene)
|
||||
add_subdirectory(item)
|
||||
add_subdirectory(story)
|
||||
add_subdirectory(console)
|
||||
add_subdirectory(display)
|
||||
add_subdirectory(log)
|
||||
add_subdirectory(engine)
|
||||
add_subdirectory(entity)
|
||||
add_subdirectory(error)
|
||||
add_subdirectory(input)
|
||||
add_subdirectory(locale)
|
||||
add_subdirectory(physics)
|
||||
add_subdirectory(rpg)
|
||||
add_subdirectory(scene)
|
||||
add_subdirectory(script)
|
||||
add_subdirectory(system)
|
||||
add_subdirectory(time)
|
||||
add_subdirectory(ui)
|
||||
add_subdirectory(network)
|
||||
add_subdirectory(overworld)
|
||||
add_subdirectory(save)
|
||||
add_subdirectory(util)
|
||||
add_subdirectory(thread)
|
||||
@@ -411,21 +411,6 @@ errorret_t assetDispose(void) {
|
||||
assertIsMainThread("Must be called from the main thread.");
|
||||
threadStop(&ASSET.loadThread);
|
||||
|
||||
// Free any script read-buffers left behind by an in-flight async load
|
||||
// that was interrupted before the sync eval phase ran.
|
||||
for(size_t i = 0; i < ASSET_LOADING_COUNT_MAX; i++) {
|
||||
assetloading_t *loading = &ASSET.loading[i];
|
||||
if(
|
||||
loading->entry != NULL &&
|
||||
loading->type == ASSET_LOADER_TYPE_SCRIPT &&
|
||||
loading->loading.script.buffer != NULL
|
||||
) {
|
||||
memoryFree(loading->loading.script.buffer);
|
||||
loading->loading.script.buffer = NULL;
|
||||
}
|
||||
threadMutexDispose(&loading->mutex);
|
||||
}
|
||||
|
||||
// Dispose every non-null entry so type-specific dispose callbacks
|
||||
// (e.g. assetScriptDispose freeing jerry values) run before the
|
||||
// scripting engine is torn down.
|
||||
|
||||
@@ -15,4 +15,3 @@ target_sources(${DUSK_LIBRARY_TARGET_NAME}
|
||||
add_subdirectory(display)
|
||||
add_subdirectory(locale)
|
||||
add_subdirectory(json)
|
||||
add_subdirectory(script)
|
||||
@@ -39,10 +39,4 @@ assetloadercallbacks_t ASSET_LOADER_CALLBACKS[ASSET_LOADER_TYPE_COUNT] = {
|
||||
.loadAsync = assetJsonLoaderAsync,
|
||||
.dispose = assetJsonDispose
|
||||
},
|
||||
|
||||
[ASSET_LOADER_TYPE_SCRIPT] = {
|
||||
.loadSync = assetScriptLoaderSync,
|
||||
.loadAsync = assetScriptLoaderAsync,
|
||||
.dispose = assetScriptDispose
|
||||
},
|
||||
};
|
||||
|
||||
@@ -11,7 +11,6 @@
|
||||
#include "asset/loader/display/assettilesetloader.h"
|
||||
#include "asset/loader/locale/assetlocaleloader.h"
|
||||
#include "asset/loader/json/assetjsonloader.h"
|
||||
#include "asset/loader/script/assetscriptloader.h"
|
||||
|
||||
typedef enum {
|
||||
ASSET_LOADER_TYPE_NULL,
|
||||
@@ -21,7 +20,6 @@ typedef enum {
|
||||
ASSET_LOADER_TYPE_TILESET,
|
||||
ASSET_LOADER_TYPE_LOCALE,
|
||||
ASSET_LOADER_TYPE_JSON,
|
||||
ASSET_LOADER_TYPE_SCRIPT,
|
||||
|
||||
ASSET_LOADER_TYPE_COUNT
|
||||
} assetloadertype_t;
|
||||
@@ -32,7 +30,6 @@ typedef union {
|
||||
assettilesetloaderinput_t tileset;
|
||||
assetlocaleloaderinput_t locale;
|
||||
assetjsonloaderinput_t json;
|
||||
assetscriptloaderinput_t script;
|
||||
} assetloaderinput_t;
|
||||
|
||||
typedef union {
|
||||
@@ -41,7 +38,6 @@ typedef union {
|
||||
assettilesetloaderloading_t tileset;
|
||||
assetlocaleloaderloading_t locale;
|
||||
assetjsonloaderloading_t json;
|
||||
assetscriptloaderloading_t script;
|
||||
} assetloaderloading_t;
|
||||
|
||||
typedef union {
|
||||
@@ -50,7 +46,6 @@ typedef union {
|
||||
assettilesetoutput_t tileset;
|
||||
assetlocaleoutput_t locale;
|
||||
assetjsonoutput_t json;
|
||||
assetscriptoutput_t script;
|
||||
} assetloaderoutput_t;
|
||||
|
||||
typedef struct assetloading_s assetloading_t;
|
||||
|
||||
@@ -1,9 +0,0 @@
|
||||
# Copyright (c) 2026 Dominic Masters
|
||||
#
|
||||
# This software is released under the MIT License.
|
||||
# https://opensource.org/licenses/MIT
|
||||
|
||||
target_sources(${DUSK_LIBRARY_TARGET_NAME}
|
||||
PUBLIC
|
||||
assetscriptloader.c
|
||||
)
|
||||
@@ -1,137 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "assetscriptloader.h"
|
||||
#include "asset/loader/assetloading.h"
|
||||
#include "asset/loader/assetentry.h"
|
||||
#include "asset/loader/assetloader.h"
|
||||
#include "script/module/require/modulerequire.h"
|
||||
#include "util/memory.h"
|
||||
#include "assert/assert.h"
|
||||
#include <jerryscript.h>
|
||||
|
||||
errorret_t assetScriptLoaderAsync(assetloading_t *loading) {
|
||||
assertNotNull(loading, "Loading cannot be NULL");
|
||||
assertNotMainThread("Async loader should not be on main thread.");
|
||||
|
||||
if(loading->loading.script.state != ASSET_SCRIPT_LOADING_STATE_READ_FILE) {
|
||||
errorOk();
|
||||
}
|
||||
|
||||
assertNull(loading->loading.script.buffer, "Buffer already defined?");
|
||||
|
||||
assetfile_t *file = &loading->loading.script.file;
|
||||
assetLoaderErrorChain(
|
||||
loading, assetFileInit(file, loading->entry->name, NULL, NULL)
|
||||
);
|
||||
|
||||
uint8_t *buffer = NULL;
|
||||
size_t size = 0;
|
||||
assetLoaderErrorChain(loading, assetFileReadEntire(file, &buffer, &size));
|
||||
assetLoaderErrorChain(loading, assetFileDispose(file));
|
||||
|
||||
// Null-terminate for jerry_eval.
|
||||
memoryResize((void **)&buffer, size, size + 1);
|
||||
buffer[size] = '\0';
|
||||
|
||||
loading->loading.script.buffer = buffer;
|
||||
loading->loading.script.size = size;
|
||||
loading->loading.script.state = ASSET_SCRIPT_LOADING_STATE_EXEC;
|
||||
loading->entry->state = ASSET_ENTRY_STATE_PENDING_SYNC;
|
||||
errorOk();
|
||||
}
|
||||
|
||||
errorret_t assetScriptLoaderSync(assetloading_t *loading) {
|
||||
assertNotNull(loading, "Loading cannot be NULL");
|
||||
assertTrue(loading->type == ASSET_LOADER_TYPE_SCRIPT, "Invalid type.");
|
||||
assertIsMainThread("Must be called from the main thread.");
|
||||
|
||||
switch(loading->loading.script.state) {
|
||||
case ASSET_SCRIPT_LOADING_STATE_INITIAL:
|
||||
loading->loading.script.state = ASSET_SCRIPT_LOADING_STATE_READ_FILE;
|
||||
loading->entry->state = ASSET_ENTRY_STATE_PENDING_ASYNC;
|
||||
errorOk();
|
||||
break;
|
||||
|
||||
case ASSET_SCRIPT_LOADING_STATE_EXEC:
|
||||
break;
|
||||
|
||||
default:
|
||||
errorOk();
|
||||
}
|
||||
|
||||
// Get read buffer
|
||||
uint8_t *buffer = loading->loading.script.buffer;
|
||||
assertNotNull(buffer, "Script buffer should have been loaded by now.");
|
||||
|
||||
// Get the current global script realm
|
||||
jerry_value_t global = jerry_current_realm();
|
||||
|
||||
// Replace globalThis.module with a new `module = {}`
|
||||
jerry_value_t oldModule = jerry_object_get_sz(global, "module");
|
||||
|
||||
jerry_value_t module = jerry_object();
|
||||
jerry_object_set_sz(global, "module", module);
|
||||
|
||||
// Eval the script, we handle failure later down the code.
|
||||
jerry_value_t result = jerry_eval(
|
||||
buffer,
|
||||
loading->loading.script.size,
|
||||
JERRY_PARSE_NO_OPTS
|
||||
);
|
||||
|
||||
// Free the read buffer
|
||||
memoryFree(buffer);
|
||||
loading->loading.script.buffer = NULL;
|
||||
|
||||
// Restore globalThis.module
|
||||
jerry_object_set_sz(global, "module", oldModule);
|
||||
jerry_value_free(oldModule);
|
||||
jerry_value_free(global);
|
||||
|
||||
if(jerry_value_is_exception(result)) {
|
||||
jerry_value_free(module);
|
||||
|
||||
loading->entry->data.script.exports = jerry_undefined();
|
||||
loading->entry->state = ASSET_ENTRY_STATE_ERROR;
|
||||
|
||||
// Get error string
|
||||
char_t buf[256];
|
||||
moduleBaseExceptionMessage(result, buf, sizeof(buf));
|
||||
jerry_value_free(result);
|
||||
assetLoaderErrorThrow(
|
||||
loading,
|
||||
"Script execution failed: %s: %s", loading->entry->name, buf
|
||||
);
|
||||
}
|
||||
|
||||
// Get module.exports
|
||||
jerry_value_t exports = jerry_object_get_sz(module, "exports");
|
||||
jerry_value_free(result);
|
||||
jerry_value_free(module);
|
||||
|
||||
// Store the exports.
|
||||
loading->entry->data.script.exports = exports;
|
||||
loading->entry->state = ASSET_ENTRY_STATE_LOADED;
|
||||
errorOk();
|
||||
}
|
||||
|
||||
errorret_t assetScriptDispose(assetentry_t *entry) {
|
||||
assertNotNull(entry, "Asset entry cannot be NULL");
|
||||
assertTrue(entry->type == ASSET_LOADER_TYPE_SCRIPT, "Invalid type.");
|
||||
assertIsMainThread("Must be called from the main thread.");
|
||||
|
||||
if(
|
||||
entry->data.script.exports != 0 &&
|
||||
!jerry_value_is_undefined(entry->data.script.exports)
|
||||
) {
|
||||
jerry_value_free(entry->data.script.exports);
|
||||
entry->data.script.exports = 0;
|
||||
}
|
||||
|
||||
errorOk();
|
||||
}
|
||||
@@ -1,60 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "asset/assetfile.h"
|
||||
#include "script/scriptmodule.h"
|
||||
|
||||
#define ASSET_SCRIPT_CHUNK_SIZE 1024
|
||||
|
||||
typedef struct assetloading_s assetloading_t;
|
||||
typedef struct assetentry_s assetentry_t;
|
||||
|
||||
typedef struct {
|
||||
void *nothing;
|
||||
} assetscriptloaderinput_t;
|
||||
|
||||
typedef scriptmodule_t assetscriptoutput_t;
|
||||
|
||||
typedef enum {
|
||||
ASSET_SCRIPT_LOADING_STATE_INITIAL,
|
||||
ASSET_SCRIPT_LOADING_STATE_READ_FILE,
|
||||
ASSET_SCRIPT_LOADING_STATE_EXEC,
|
||||
ASSET_SCRIPT_LOADING_STATE_DONE
|
||||
} assetscriptloadingstate_t;
|
||||
|
||||
typedef struct {
|
||||
assetfile_t file;
|
||||
assetscriptloadingstate_t state;
|
||||
uint8_t *buffer;
|
||||
size_t size;
|
||||
} assetscriptloaderloading_t;
|
||||
|
||||
/**
|
||||
* Asynchronous loader for a script asset/module.
|
||||
*
|
||||
* @param loading The loading context.
|
||||
* @returns An error code and state.
|
||||
*/
|
||||
errorret_t assetScriptLoaderAsync(assetloading_t *loading);
|
||||
|
||||
/**
|
||||
* Synchronous loader for a script asset/module. This executes the script after
|
||||
* it has been loaded by the async loader.
|
||||
*
|
||||
* @param loading The loading context.
|
||||
* @returns An error code and state.
|
||||
*/
|
||||
errorret_t assetScriptLoaderSync(assetloading_t *loading);
|
||||
|
||||
/**
|
||||
* Disposes of a loaded script asset/module.
|
||||
*
|
||||
* @param entry The asset entry to dispose.
|
||||
* @returns An error code and state.
|
||||
*/
|
||||
errorret_t assetScriptDispose(assetentry_t *entry);
|
||||
@@ -38,6 +38,10 @@ errorret_t displayInit(void) {
|
||||
&TEXTURE_WHITE, 4, 4,
|
||||
TEXTURE_FORMAT_RGBA, (texturedata_t){ .rgbaColors = TEXTURE_WHITE_PIXELS }
|
||||
));
|
||||
errorChain(textureInit(
|
||||
&TEXTURE_TEST, 4, 4,
|
||||
TEXTURE_FORMAT_RGBA, (texturedata_t){ .rgbaColors = TEXTURE_TEST_PIXELS }
|
||||
));
|
||||
|
||||
// Standard meshes
|
||||
errorChain(quadInit());
|
||||
@@ -100,6 +104,8 @@ errorret_t displayDispose(void) {
|
||||
errorChain(spriteBatchDispose());
|
||||
screenDispose();
|
||||
errorChain(textDispose());
|
||||
errorChain(textureDispose(&TEXTURE_WHITE));
|
||||
errorChain(textureDispose(&TEXTURE_TEST));
|
||||
|
||||
#ifdef displayPlatformDispose
|
||||
displayPlatformDispose();
|
||||
|
||||
@@ -50,70 +50,95 @@ errorret_t spriteBatchBuffer(
|
||||
}
|
||||
|
||||
// Buffer the vertices.
|
||||
for(uint32_t i = 0; i < count; i++ ){
|
||||
spritebatchsprite_t sprite = sprites[i];
|
||||
uint32_t remaining = count;
|
||||
do {
|
||||
uint32_t spritesBeforeFlush = (
|
||||
SPRITEBATCH_SPRITES_MAX_PER_FLUSH - SPRITEBATCH.spriteCount
|
||||
);
|
||||
|
||||
if(spritesBeforeFlush == 0) {
|
||||
// Flush if we have no capacity before flushing.
|
||||
errorChain(spriteBatchFlush());
|
||||
spritesBeforeFlush = SPRITEBATCH_SPRITES_MAX_PER_FLUSH;
|
||||
}
|
||||
|
||||
// Many we buffering?
|
||||
const uint32_t batchCount = mathMin(
|
||||
remaining,
|
||||
spritesBeforeFlush
|
||||
);
|
||||
|
||||
// Destination
|
||||
meshvertex_t *v = &SPRITEBATCH_VERTICES[
|
||||
(SPRITEBATCH.spriteCount + (SPRITEBATCH.spriteFlush *
|
||||
SPRITEBATCH_SPRITES_MAX_PER_FLUSH)) * QUAD_VERTEX_COUNT
|
||||
];
|
||||
|
||||
// Buffer to the mesh vertices.
|
||||
spriteBatchBufferToMesh(
|
||||
sprites, batchCount, v, batchCount * QUAD_VERTEX_COUNT
|
||||
);
|
||||
SPRITEBATCH.spriteCount += batchCount;
|
||||
remaining -= batchCount;
|
||||
} while(remaining > 0);
|
||||
|
||||
errorOk();
|
||||
}
|
||||
|
||||
void spriteBatchBufferToMesh(
|
||||
const spritebatchsprite_t *sprites,
|
||||
const uint32_t count,
|
||||
meshvertex_t *vertices,
|
||||
const uint32_t verticesSize
|
||||
) {
|
||||
assertNotNull(sprites, "Sprites cannot be null");
|
||||
assertTrue(count > 0, "Count must be greater than zero");
|
||||
assertNotNull(vertices, "Vertices cannot be null");
|
||||
assertTrue(
|
||||
verticesSize >= count * QUAD_VERTEX_COUNT, "Vertices array too small"
|
||||
);
|
||||
|
||||
for(uint32_t i = 0; i < count; i++ ){
|
||||
spritebatchsprite_t sprite = sprites[i];
|
||||
meshvertex_t *v = &vertices[i * QUAD_VERTEX_COUNT];
|
||||
|
||||
// Buffer the quad
|
||||
v[0].pos[0] = sprite.min[0];
|
||||
v[0].pos[1] = sprite.min[1];
|
||||
v[0].pos[2] = sprite.min[2];
|
||||
|
||||
v[0].uv[0] = sprite.uvMin[0];
|
||||
v[0].uv[1] = sprite.uvMin[1];
|
||||
|
||||
|
||||
v[1].pos[0] = sprite.max[0];
|
||||
v[1].pos[1] = sprite.min[1];
|
||||
v[1].pos[2] = sprite.min[2];
|
||||
|
||||
v[1].uv[0] = sprite.uvMax[0];
|
||||
v[1].uv[1] = sprite.uvMin[1];
|
||||
|
||||
|
||||
v[2].pos[0] = sprite.max[0];
|
||||
v[2].pos[1] = sprite.max[1];
|
||||
v[2].pos[2] = sprite.max[2];
|
||||
|
||||
v[2].uv[0] = sprite.uvMax[0];
|
||||
v[2].uv[1] = sprite.uvMax[1];
|
||||
|
||||
|
||||
v[3].pos[0] = sprite.min[0];
|
||||
v[3].pos[1] = sprite.min[1];
|
||||
v[3].pos[2] = sprite.min[2];
|
||||
|
||||
v[3].uv[0] = sprite.uvMin[0];
|
||||
v[3].uv[1] = sprite.uvMin[1];
|
||||
|
||||
|
||||
v[4].pos[0] = sprite.max[0];
|
||||
v[4].pos[1] = sprite.max[1];
|
||||
v[4].pos[2] = sprite.max[2];
|
||||
|
||||
v[4].uv[0] = sprite.uvMax[0];
|
||||
v[4].uv[1] = sprite.uvMax[1];
|
||||
|
||||
|
||||
v[5].pos[0] = sprite.min[0];
|
||||
v[5].pos[1] = sprite.max[1];
|
||||
v[5].pos[2] = sprite.max[2];
|
||||
|
||||
v[5].uv[0] = sprite.uvMin[0];
|
||||
v[5].uv[1] = sprite.uvMax[1];
|
||||
|
||||
// Do we need to flush?
|
||||
SPRITEBATCH.spriteCount++;
|
||||
if(SPRITEBATCH.spriteCount >= SPRITEBATCH_SPRITES_MAX_PER_FLUSH) {
|
||||
errorChain(spriteBatchFlush());
|
||||
}
|
||||
}
|
||||
|
||||
errorOk();
|
||||
}
|
||||
|
||||
void spriteBatchClear() {
|
||||
|
||||
@@ -63,6 +63,26 @@ errorret_t spriteBatchBuffer(
|
||||
const shadermaterial_t material
|
||||
);
|
||||
|
||||
/**
|
||||
* Buffers an array of sprites to a given array of mesh vertices. This is the
|
||||
* internal method that is used to buffer to the internal spritebatch mesh, but
|
||||
* you can use it to achieve sprite buffering to a mesh you own.
|
||||
*
|
||||
* verticesSize is the size of the vertices array, we use this to ensure no
|
||||
* buffer overflows.
|
||||
*
|
||||
* @param sprites Pointer to the sprite array.
|
||||
* @param count Number of sprites to buffer.
|
||||
* @param vertices Pointer to the vertex array to write to.
|
||||
* @param verticesSize Size of the vertex array, in number of vertices.
|
||||
*/
|
||||
void spriteBatchBufferToMesh(
|
||||
const spritebatchsprite_t *sprites,
|
||||
const uint32_t count,
|
||||
meshvertex_t *vertices,
|
||||
const uint32_t verticesSize
|
||||
);
|
||||
|
||||
/**
|
||||
* Resets sprite and flush counters and clears the current material state.
|
||||
* Calling spriteBatchFlush after this renders nothing.
|
||||
|
||||
@@ -93,15 +93,6 @@ errorret_t textDraw(
|
||||
float_t posX = x;
|
||||
float_t posY = y;
|
||||
|
||||
errorChain(shaderSetTexture(
|
||||
&SHADER_UNLIT, SHADER_UNLIT_TEXTURE, font->texture
|
||||
));
|
||||
|
||||
#if MESH_ENABLE_COLOR
|
||||
#else
|
||||
errorChain(shaderSetColor(&SHADER_UNLIT, SHADER_UNLIT_COLOR, color));
|
||||
#endif
|
||||
|
||||
char_t c;
|
||||
int32_t i = 0;
|
||||
while((c = text[i++]) != '\0') {
|
||||
|
||||
@@ -19,6 +19,14 @@ color_t TEXTURE_WHITE_PIXELS[4*4] = {
|
||||
COLOR_WHITE, COLOR_WHITE, COLOR_WHITE, COLOR_WHITE,
|
||||
};
|
||||
|
||||
texture_t TEXTURE_TEST;
|
||||
color_t TEXTURE_TEST_PIXELS[4*4] = {
|
||||
COLOR_BLACK, COLOR_MAGENTA, COLOR_BLACK, COLOR_MAGENTA,
|
||||
COLOR_MAGENTA, COLOR_BLACK, COLOR_MAGENTA, COLOR_BLACK,
|
||||
COLOR_BLACK, COLOR_MAGENTA, COLOR_BLACK, COLOR_MAGENTA,
|
||||
COLOR_MAGENTA, COLOR_BLACK, COLOR_MAGENTA, COLOR_BLACK,
|
||||
};
|
||||
|
||||
errorret_t textureInit(
|
||||
texture_t *texture,
|
||||
const int32_t width,
|
||||
|
||||
@@ -30,6 +30,8 @@ typedef union texturedata_u {
|
||||
|
||||
extern texture_t TEXTURE_WHITE;
|
||||
extern color_t TEXTURE_WHITE_PIXELS[4*4];
|
||||
extern texture_t TEXTURE_TEST;
|
||||
extern color_t TEXTURE_TEST_PIXELS[4*4];
|
||||
|
||||
/**
|
||||
* Initializes a texture.
|
||||
|
||||
@@ -10,6 +10,7 @@
|
||||
#include "time/time.h"
|
||||
#include "input/input.h"
|
||||
#include "locale/localemanager.h"
|
||||
#include "rpg/rpg.h"
|
||||
#include "display/display.h"
|
||||
#include "scene/scene.h"
|
||||
#include "cutscene/cutscene.h"
|
||||
@@ -17,14 +18,9 @@
|
||||
#include "ui/ui.h"
|
||||
#include "ui/uitextbox.h"
|
||||
#include "assert/assert.h"
|
||||
#include "entity/entitymanager.h"
|
||||
#include "entity/component/physics/entityphysics.h"
|
||||
#include "physics/physicsmanager.h"
|
||||
#include "network/network.h"
|
||||
#include "system/system.h"
|
||||
#include "console/console.h"
|
||||
#include "script/script.h"
|
||||
#include "item/backpack.h"
|
||||
#include "save/save.h"
|
||||
|
||||
engine_t ENGINE;
|
||||
@@ -49,15 +45,13 @@ errorret_t engineInit(const int32_t argc, const char_t **argv) {
|
||||
errorChain(uiInit());
|
||||
errorChain(uiTextboxInit());
|
||||
errorChain(cutsceneInit());
|
||||
entityManagerInit();
|
||||
backpackInit();
|
||||
physicsManagerInit();
|
||||
errorChain(rpgInit());
|
||||
errorChain(networkInit());
|
||||
errorChain(scriptInit());
|
||||
errorChain(sceneInit());
|
||||
|
||||
consolePrint("Engine initialized");
|
||||
errorChain(scriptExecFile("init.js"));
|
||||
sceneSet(SCENE_TYPE_OVERWORLD);
|
||||
|
||||
|
||||
errorOk();
|
||||
}
|
||||
@@ -68,16 +62,15 @@ errorret_t engineUpdate(void) {
|
||||
timeUpdate();
|
||||
inputUpdate();
|
||||
consoleUpdate();
|
||||
entityManagerUpdate();
|
||||
errorChain(rpgUpdate());
|
||||
uiUpdate();
|
||||
errorChain(uiTextboxUpdate());
|
||||
physicsManagerUpdate();
|
||||
errorChain(displayUpdate());
|
||||
errorChain(cutsceneUpdate());
|
||||
errorChain(sceneUpdate());
|
||||
errorChain(assetUpdate());
|
||||
errorChain(scriptUpdate());
|
||||
|
||||
// Render
|
||||
errorChain(displayUpdate());
|
||||
if(inputPressed(INPUT_ACTION_RAGEQUIT)) ENGINE.running = false;
|
||||
errorOk();
|
||||
}
|
||||
@@ -90,9 +83,8 @@ errorret_t engineDispose(void) {
|
||||
uiTextboxDispose();
|
||||
cutsceneDispose();
|
||||
errorChain(sceneDispose());
|
||||
errorChain(scriptDispose());
|
||||
errorChain(networkDispose());
|
||||
entityManagerDispose();
|
||||
errorChain(rpgDispose());
|
||||
localeManagerDispose();
|
||||
uiDispose();
|
||||
consoleDispose();
|
||||
|
||||
@@ -1,149 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "entitymanager.h"
|
||||
#include "assert/assert.h"
|
||||
#include "util/memory.h"
|
||||
|
||||
componentdefinition_t COMPONENT_DEFINITIONS[] = {
|
||||
[COMPONENT_TYPE_NULL] = { 0 },
|
||||
|
||||
#define X(enm, type, field, iMethod, dMethod, rMethod) \
|
||||
[COMPONENT_TYPE_##enm] = { \
|
||||
.enumName = #enm, \
|
||||
.name = #field, \
|
||||
.init = iMethod, \
|
||||
.dispose = dMethod, \
|
||||
.render = rMethod \
|
||||
},
|
||||
|
||||
#include "componentlist.h"
|
||||
#undef X
|
||||
|
||||
[COMPONENT_TYPE_COUNT] = { 0 }
|
||||
};
|
||||
|
||||
void componentInit(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
const componenttype_t type
|
||||
) {
|
||||
assertTrue(entityId < ENTITY_COUNT_MAX, "Entity ID OOB");
|
||||
assertTrue(componentId < ENTITY_COMPONENT_COUNT_MAX, "Component ID OOB");
|
||||
assertTrue(type < COMPONENT_TYPE_COUNT, "Component type OOB");
|
||||
assertTrue(type != COMPONENT_TYPE_NULL, "Cannot initialize null component");
|
||||
|
||||
componentindex_t index = componentGetIndex(entityId, componentId);
|
||||
component_t *cmp = &ENTITY_MANAGER.components[index];
|
||||
memoryZero(cmp, sizeof(component_t));
|
||||
|
||||
cmp->type = type;
|
||||
if(COMPONENT_DEFINITIONS[type].init) {
|
||||
COMPONENT_DEFINITIONS[type].init(entityId, componentId);
|
||||
}
|
||||
}
|
||||
|
||||
void * componentGetData(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
const componenttype_t type
|
||||
) {
|
||||
assertTrue(entityId < ENTITY_COUNT_MAX, "Entity ID OOB");
|
||||
assertTrue(componentId < ENTITY_COMPONENT_COUNT_MAX, "Component ID OOB");
|
||||
assertTrue(type < COMPONENT_TYPE_COUNT, "Component type OOB");
|
||||
assertTrue(type != COMPONENT_TYPE_NULL, "Cannot get data of null component");
|
||||
|
||||
componentindex_t index = componentGetIndex(entityId, componentId);
|
||||
component_t *cmp = &ENTITY_MANAGER.components[index];
|
||||
assertTrue(cmp->type == type, "Component type mismatch");
|
||||
|
||||
return &cmp->data;
|
||||
}
|
||||
|
||||
componentindex_t componentGetIndex(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId
|
||||
) {
|
||||
assertTrue(entityId < ENTITY_COUNT_MAX, "Entity ID OOB");
|
||||
assertTrue(componentId < ENTITY_COMPONENT_COUNT_MAX, "Component ID OOB");
|
||||
return (entityId * ENTITY_COMPONENT_COUNT_MAX) + componentId;
|
||||
}
|
||||
|
||||
entityid_t componentGetEntitiesWithComponent(
|
||||
const componenttype_t type,
|
||||
entityid_t outEntities[ENTITY_COUNT_MAX],
|
||||
componentid_t outComponents[ENTITY_COUNT_MAX]
|
||||
) {
|
||||
assertTrue(type < COMPONENT_TYPE_COUNT, "Component type OOB");
|
||||
assertTrue(type != COMPONENT_TYPE_NULL, "Cannot check NULL type");
|
||||
assertNotNull(outEntities, "Output entities array cannot be null");
|
||||
assertNotNull(outComponents, "Output components array cannot be null");
|
||||
|
||||
entityid_t written = 0;
|
||||
for(entityid_t i = 0; i < ENTITY_COUNT_MAX; i++) {
|
||||
componentid_t used = ENTITY_MANAGER.entitiesWithComponent[
|
||||
type * ENTITY_COUNT_MAX + i
|
||||
];
|
||||
if(used == COMPONENT_ID_INVALID) continue;
|
||||
assertTrue(
|
||||
ENTITY_MANAGER.components[componentGetIndex(i, used)].type == type,
|
||||
"Component type mismatch in entitiesWithComponent lookup"
|
||||
);
|
||||
assertTrue(
|
||||
(ENTITY_MANAGER.entities[i].state & ENTITY_STATE_ACTIVE) != 0,
|
||||
"Inactive entity in entitiesWithComponent lookup"
|
||||
);
|
||||
assertTrue(
|
||||
used < ENTITY_COMPONENT_COUNT_MAX,
|
||||
"Component ID OOB in entitiesWithComponent lookup"
|
||||
);
|
||||
assertTrue(
|
||||
componentGetIndex(i,used) < ENTITY_COUNT_MAX*ENTITY_COMPONENT_COUNT_MAX,
|
||||
"Component index OOB in entitiesWithComponent lookup"
|
||||
);
|
||||
assertTrue(
|
||||
ENTITY_MANAGER.components[componentGetIndex(i,used)].type == type,
|
||||
"Component type mismatch in entitiesWithComponent lookup"
|
||||
);
|
||||
outComponents[written] = used;
|
||||
outEntities[written++] = i;
|
||||
}
|
||||
return written;
|
||||
}
|
||||
|
||||
errorret_t componentRenderAll(void) {
|
||||
for(entityid_t eid = 0; eid < ENTITY_COUNT_MAX; eid++) {
|
||||
if(!(ENTITY_MANAGER.entities[eid].state & ENTITY_STATE_ACTIVE)) continue;
|
||||
for(componentid_t cid = 0; cid < ENTITY_COMPONENT_COUNT_MAX; cid++) {
|
||||
component_t *cmp = &ENTITY_MANAGER.components[
|
||||
componentGetIndex(eid, cid)
|
||||
];
|
||||
if(cmp->type == COMPONENT_TYPE_NULL) continue;
|
||||
if(!COMPONENT_DEFINITIONS[cmp->type].render) continue;
|
||||
errorChain(COMPONENT_DEFINITIONS[cmp->type].render(eid, cid));
|
||||
}
|
||||
}
|
||||
errorOk();
|
||||
}
|
||||
|
||||
void componentDispose(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId
|
||||
) {
|
||||
assertTrue(entityId < ENTITY_COUNT_MAX, "Entity ID OOB");
|
||||
assertTrue(componentId < ENTITY_COMPONENT_COUNT_MAX, "Component ID OOB");
|
||||
|
||||
componentindex_t index = componentGetIndex(entityId, componentId);
|
||||
component_t *cmp = &ENTITY_MANAGER.components[index];
|
||||
if(cmp->type == COMPONENT_TYPE_NULL) return;
|
||||
|
||||
if(COMPONENT_DEFINITIONS[cmp->type].dispose) {
|
||||
COMPONENT_DEFINITIONS[cmp->type].dispose(entityId, componentId);
|
||||
}
|
||||
|
||||
cmp->type = COMPONENT_TYPE_NULL;
|
||||
}
|
||||
@@ -1,120 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "entitybase.h"
|
||||
|
||||
#define X(enumName, type, field, init, dispose, render) \
|
||||
// do nothing
|
||||
#include "componentlist.h"
|
||||
#undef X
|
||||
|
||||
typedef union {
|
||||
#define X(enumName, type, field, init, dispose, render) type field;
|
||||
#include "componentlist.h"
|
||||
#undef X
|
||||
} componentdata_t;
|
||||
|
||||
typedef struct {
|
||||
const char_t *enumName;
|
||||
const char_t *name;
|
||||
void (*init)(const entityid_t, const componentid_t);
|
||||
void (*dispose)(const entityid_t, const componentid_t);
|
||||
errorret_t (*render)(const entityid_t, const componentid_t);
|
||||
} componentdefinition_t;
|
||||
|
||||
typedef enum {
|
||||
COMPONENT_TYPE_NULL,
|
||||
|
||||
#define X(enumName, type, field, init, dispose, render) \
|
||||
COMPONENT_TYPE_##enumName,
|
||||
#include "componentlist.h"
|
||||
#undef X
|
||||
|
||||
COMPONENT_TYPE_COUNT
|
||||
} componenttype_t;
|
||||
|
||||
typedef struct {
|
||||
componenttype_t type;
|
||||
componentdata_t data;
|
||||
} component_t;
|
||||
|
||||
extern componentdefinition_t COMPONENT_DEFINITIONS[];
|
||||
|
||||
/**
|
||||
* Initializes a component of the given type for the entity with component ID.
|
||||
*
|
||||
* @param entityId The entity ID.
|
||||
* @param componentId The component ID.
|
||||
* @param type The type of the component to initialize.
|
||||
*/
|
||||
void componentInit(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
const componenttype_t type
|
||||
);
|
||||
|
||||
/**
|
||||
* Gets the pointer to the data of a component for the entity with component ID.
|
||||
*
|
||||
* @param entityId The entity ID.
|
||||
* @param componentId The component ID.
|
||||
* @param type The type of the component to get, only used for assertion.
|
||||
* @return A pointer to the component data.
|
||||
*/
|
||||
void * componentGetData(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
const componenttype_t type
|
||||
);
|
||||
|
||||
/**
|
||||
* Gets the index of a component for the entity with component ID.
|
||||
*
|
||||
* @param entityId The entity ID.
|
||||
* @param componentId The component ID.
|
||||
* @return The index of the component in the component array.
|
||||
*/
|
||||
componentindex_t componentGetIndex(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId
|
||||
);
|
||||
|
||||
/**
|
||||
* Gets the entity IDs of all entities with a component of the given type.
|
||||
*
|
||||
* @param type The type of the component to get entities for.
|
||||
* @param outEntities An array to write the entity IDs to, must be at least
|
||||
* ENTITY_COUNT_MAX in size.
|
||||
* @param outComponents An array to write the component IDs to.
|
||||
* @return The number of entity IDs written to outEntities.
|
||||
*/
|
||||
entityid_t componentGetEntitiesWithComponent(
|
||||
const componenttype_t type,
|
||||
entityid_t outEntities[ENTITY_COUNT_MAX],
|
||||
componentid_t outComponents[ENTITY_COUNT_MAX]
|
||||
);
|
||||
|
||||
/**
|
||||
* Disposes of a component for the entity with component ID.
|
||||
*
|
||||
* @param entityId The entity ID.
|
||||
* @param componentId The component ID.
|
||||
*/
|
||||
void componentDispose(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId
|
||||
);
|
||||
|
||||
/**
|
||||
* Calls the render callback on every active component that defines one.
|
||||
* Iterates all active entities and all their component slots. No-op for
|
||||
* components whose definition has render == NULL.
|
||||
*
|
||||
* @return Error state.
|
||||
*/
|
||||
errorret_t componentRenderAll(void);
|
||||
@@ -1,8 +0,0 @@
|
||||
# Copyright (c) 2026 Dominic Masters
|
||||
#
|
||||
# This software is released under the MIT License.
|
||||
# https://opensource.org/licenses/MIT
|
||||
|
||||
add_subdirectory(display)
|
||||
add_subdirectory(physics)
|
||||
add_subdirectory(trigger)
|
||||
@@ -1,12 +0,0 @@
|
||||
# Copyright (c) 2026 Dominic Masters
|
||||
#
|
||||
# This software is released under the MIT License.
|
||||
# https://opensource.org/licenses/MIT
|
||||
|
||||
# Sources
|
||||
target_sources(${DUSK_LIBRARY_TARGET_NAME}
|
||||
PUBLIC
|
||||
entityposition.c
|
||||
entitycamera.c
|
||||
entityrenderable.c
|
||||
)
|
||||
@@ -1,120 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "entity/entitymanager.h"
|
||||
#include "entity/entity.h"
|
||||
#include "entity/component/display/entityposition.h"
|
||||
#include "display/framebuffer/framebuffer.h"
|
||||
#include "display/screen/screen.h"
|
||||
|
||||
void entityCameraInit(const entityid_t ent, const componentid_t comp) {
|
||||
entitycamera_t *cam = (entitycamera_t *)componentGetData(
|
||||
ent, comp, COMPONENT_TYPE_CAMERA
|
||||
);
|
||||
cam->nearClip = 0.1f;
|
||||
cam->farClip = 5000.0f;
|
||||
cam->projType = ENTITY_CAMERA_PROJECTION_TYPE_PERSPECTIVE;
|
||||
cam->perspective.fov = glm_rad(45.0f);
|
||||
}
|
||||
|
||||
void entityCameraGetProjection(
|
||||
const entityid_t ent,
|
||||
const componentid_t comp,
|
||||
mat4 out
|
||||
) {
|
||||
entitycamera_t *cam = (entitycamera_t *)componentGetData(
|
||||
ent, comp, COMPONENT_TYPE_CAMERA
|
||||
);
|
||||
|
||||
if(
|
||||
cam->projType == ENTITY_CAMERA_PROJECTION_TYPE_PERSPECTIVE ||
|
||||
cam->projType == ENTITY_CAMERA_PROJECTION_TYPE_PERSPECTIVE_FLIPPED
|
||||
) {
|
||||
glm_mat4_identity(out);
|
||||
glm_perspective(
|
||||
cam->perspective.fov,
|
||||
SCREEN.aspect,
|
||||
cam->nearClip,
|
||||
cam->farClip,
|
||||
out
|
||||
);
|
||||
|
||||
if(cam->projType == ENTITY_CAMERA_PROJECTION_TYPE_PERSPECTIVE_FLIPPED) {
|
||||
out[1][1] *= -1.0f;
|
||||
}
|
||||
} else if(cam->projType == ENTITY_CAMERA_PROJECTION_TYPE_ORTHOGRAPHIC) {
|
||||
glm_mat4_identity(out);
|
||||
glm_ortho(
|
||||
cam->orthographic.left,
|
||||
cam->orthographic.right,
|
||||
cam->orthographic.top,
|
||||
cam->orthographic.bottom,
|
||||
cam->nearClip,
|
||||
cam->farClip,
|
||||
out
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
entityid_t entityCameraGetCurrent(void) {
|
||||
entityid_t camEnts[ENTITY_COUNT_MAX];
|
||||
componentid_t camComps[ENTITY_COUNT_MAX];
|
||||
entityid_t count = componentGetEntitiesWithComponent(
|
||||
COMPONENT_TYPE_CAMERA, camEnts, camComps
|
||||
);
|
||||
if(count == 0) return ENTITY_ID_INVALID;
|
||||
return camEnts[0];
|
||||
}
|
||||
|
||||
void entityCameraGetForward(const entityid_t entityId, vec2 out) {
|
||||
componentid_t posComp = entityGetComponent(entityId, COMPONENT_TYPE_POSITION);
|
||||
entityposition_t *pos = entityPositionGet(entityId, posComp);
|
||||
// View matrix column layout: M[col][row],
|
||||
// forward = {-M[0][2], -M[1][2], -M[2][2]}
|
||||
float_t fx = -pos->worldTransform[0][2];
|
||||
float_t fz = -pos->worldTransform[2][2];
|
||||
float_t len = sqrtf(fx * fx + fz * fz);
|
||||
if(len > 1e-6f) { fx /= len; fz /= len; }
|
||||
out[0] = fx;
|
||||
out[1] = fz;
|
||||
}
|
||||
|
||||
void entityCameraLookAtPixelPerfect(
|
||||
const entityid_t ent,
|
||||
const componentid_t posComp,
|
||||
const componentid_t camComp,
|
||||
const vec3 point,
|
||||
const vec3 eyeOffset,
|
||||
const float_t scale
|
||||
) {
|
||||
entitycamera_t *cam = (entitycamera_t *)componentGetData(
|
||||
ent, camComp, COMPONENT_TYPE_CAMERA
|
||||
);
|
||||
float_t dist = (
|
||||
(float_t)SCREEN.height / (2.0f * scale * tanf(cam->perspective.fov * 0.5f))
|
||||
);
|
||||
|
||||
vec3 eye = {
|
||||
point[0] + eyeOffset[0],
|
||||
point[1] + dist + eyeOffset[1],
|
||||
point[2] + eyeOffset[2]
|
||||
};
|
||||
vec3 up = { 0.0f, 0.0f, -1.0f };
|
||||
entityPositionLookAt(ent, posComp, eye, (float_t *)point, up);
|
||||
}
|
||||
|
||||
void entityCameraGetRight(const entityid_t entityId, vec2 out) {
|
||||
componentid_t posComp = entityGetComponent(entityId, COMPONENT_TYPE_POSITION);
|
||||
entityposition_t *pos = entityPositionGet(entityId, posComp);
|
||||
// View matrix column layout: right = {M[0][0], M[1][0], M[2][0]}
|
||||
float_t rx = pos->worldTransform[0][0];
|
||||
float_t rz = pos->worldTransform[2][0];
|
||||
float_t len = sqrtf(rx * rx + rz * rz);
|
||||
if(len > 1e-6f) { rx /= len; rz /= len; }
|
||||
out[0] = rx;
|
||||
out[1] = rz;
|
||||
}
|
||||
@@ -1,99 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "entity/entitybase.h"
|
||||
|
||||
typedef enum {
|
||||
ENTITY_CAMERA_PROJECTION_TYPE_PERSPECTIVE,
|
||||
ENTITY_CAMERA_PROJECTION_TYPE_PERSPECTIVE_FLIPPED,
|
||||
ENTITY_CAMERA_PROJECTION_TYPE_ORTHOGRAPHIC
|
||||
} entitycameraprojectiontype_t;
|
||||
|
||||
typedef struct {
|
||||
union {
|
||||
struct {
|
||||
float_t fov;
|
||||
} perspective;
|
||||
|
||||
struct {
|
||||
float_t left;
|
||||
float_t right;
|
||||
float_t top;
|
||||
float_t bottom;
|
||||
} orthographic;
|
||||
};
|
||||
|
||||
float_t nearClip;
|
||||
float_t farClip;
|
||||
entitycameraprojectiontype_t projType;
|
||||
} entitycamera_t;
|
||||
|
||||
/**
|
||||
* Initializes an entity camera component.
|
||||
*
|
||||
* @param ent The entity ID.
|
||||
* @param comp The component ID.
|
||||
*/
|
||||
void entityCameraInit(const entityid_t ent, const componentid_t comp);
|
||||
|
||||
/**
|
||||
* Renders out the projection matrix for the given camera.
|
||||
*
|
||||
* @param ent The entity ID.
|
||||
* @param comp The component ID.
|
||||
* @param out The output projection matrix.
|
||||
*/
|
||||
void entityCameraGetProjection(
|
||||
const entityid_t ent,
|
||||
const componentid_t comp,
|
||||
mat4 out
|
||||
);
|
||||
|
||||
/**
|
||||
* Returns the entity ID of the first active camera, or ENTITY_ID_INVALID if
|
||||
* none are active.
|
||||
*/
|
||||
entityid_t entityCameraGetCurrent(void);
|
||||
|
||||
/**
|
||||
* Gets the camera's horizontal forward direction (XZ plane) from its position
|
||||
* component. Automatically finds the position component on the entity.
|
||||
*
|
||||
* @param entityId The camera entity ID.
|
||||
* @param out Output vec2: {forwardX, forwardZ} normalized.
|
||||
*/
|
||||
void entityCameraGetForward(const entityid_t entityId, vec2 out);
|
||||
|
||||
/**
|
||||
* Gets the camera's horizontal right direction (XZ plane) from its position
|
||||
* component. Automatically finds the position component on the entity.
|
||||
*
|
||||
* @param entityId The camera entity ID.
|
||||
* @param out Output vec2: {rightX, rightZ} normalized.
|
||||
*/
|
||||
void entityCameraGetRight(const entityid_t entityId, vec2 out);
|
||||
|
||||
/**
|
||||
* Positions the camera to look at a 3D point at a pixel-perfect distance
|
||||
* derived from the camera's FOV and screen height.
|
||||
*
|
||||
* @param ent The camera entity ID.
|
||||
* @param posComp The position component ID.
|
||||
* @param camComp The camera component ID.
|
||||
* @param point World position to look at.
|
||||
* @param eyeOffset Offset added to the eye position only (not the target).
|
||||
* @param scale Pixels per world unit. 1.0 = pixel perfect, 2.0 = 2px per unit.
|
||||
*/
|
||||
void entityCameraLookAtPixelPerfect(
|
||||
const entityid_t ent,
|
||||
const componentid_t posComp,
|
||||
const componentid_t camComp,
|
||||
const vec3 point,
|
||||
const vec3 eyeOffset,
|
||||
const float_t scale
|
||||
);
|
||||
@@ -1,630 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "entity/entitymanager.h"
|
||||
|
||||
// Decompose localTransform into the PRS cache. Only called when PRS_DIRTY.
|
||||
static void entityPositionEnsurePRS(entityposition_t *pos) {
|
||||
if(!(pos->flags & ENTITY_POSITION_FLAG_PRS_DIRTY)) return;
|
||||
entityPositionDecompose(pos);
|
||||
pos->flags &= ~ENTITY_POSITION_FLAG_PRS_DIRTY;
|
||||
}
|
||||
|
||||
// Rebuild localTransform from the PRS cache. Only rebuilds what changed.
|
||||
static void entityPositionEnsureLocal(entityposition_t *pos) {
|
||||
const uint8_t dirty = pos->flags & (
|
||||
ENTITY_POSITION_FLAG_ROTATION_DIRTY | ENTITY_POSITION_FLAG_POSITION_DIRTY
|
||||
);
|
||||
if(!dirty) return;
|
||||
|
||||
if(dirty & ENTITY_POSITION_FLAG_ROTATION_DIRTY) {
|
||||
// Rotation or scale changed: rebuild cols 0-2 analytically (XYZ euler).
|
||||
const float_t c0 = cosf(pos->rotation[0]), s0 = sinf(pos->rotation[0]);
|
||||
const float_t c1 = cosf(pos->rotation[1]), s1 = sinf(pos->rotation[1]);
|
||||
const float_t c2 = cosf(pos->rotation[2]), s2 = sinf(pos->rotation[2]);
|
||||
const float_t s0s1 = s0 * s1;
|
||||
const float_t c0s1 = c0 * s1;
|
||||
|
||||
pos->localTransform[0][0] = c1 * c2 * pos->scale[0];
|
||||
pos->localTransform[0][1] = (c0 * s2 + s0s1 * c2) * pos->scale[0];
|
||||
pos->localTransform[0][2] = (s0 * s2 - c0s1 * c2) * pos->scale[0];
|
||||
pos->localTransform[0][3] = 0.0f;
|
||||
|
||||
pos->localTransform[1][0] = -c1 * s2 * pos->scale[1];
|
||||
pos->localTransform[1][1] = (c0 * c2 - s0s1 * s2) * pos->scale[1];
|
||||
pos->localTransform[1][2] = (s0 * c2 + c0s1 * s2) * pos->scale[1];
|
||||
pos->localTransform[1][3] = 0.0f;
|
||||
|
||||
pos->localTransform[2][0] = s1 * pos->scale[2];
|
||||
pos->localTransform[2][1] = -s0 * c1 * pos->scale[2];
|
||||
pos->localTransform[2][2] = c0 * c1 * pos->scale[2];
|
||||
pos->localTransform[2][3] = 0.0f;
|
||||
}
|
||||
|
||||
if(dirty & ENTITY_POSITION_FLAG_POSITION_DIRTY) {
|
||||
// Only position changed: update column 3 only (no trig needed).
|
||||
pos->localTransform[3][0] = pos->position[0];
|
||||
pos->localTransform[3][1] = pos->position[1];
|
||||
pos->localTransform[3][2] = pos->position[2];
|
||||
pos->localTransform[3][3] = 1.0f;
|
||||
}
|
||||
|
||||
pos->flags &= ~(
|
||||
ENTITY_POSITION_FLAG_ROTATION_DIRTY | ENTITY_POSITION_FLAG_POSITION_DIRTY
|
||||
);
|
||||
}
|
||||
|
||||
// Recompute worldTransform from the parent chain. Only called when WORLD_DIRTY.
|
||||
static void entityPositionEnsureWorld(entityposition_t *pos) {
|
||||
if(!(pos->flags & ENTITY_POSITION_FLAG_WORLD_DIRTY)) return;
|
||||
entityPositionEnsureLocal(pos);
|
||||
|
||||
if(pos->parentEntityId != ENTITY_ID_INVALID) {
|
||||
// Parented: world = parent.world x local. worldTransform must be written
|
||||
// because children (and this node's getters) read it.
|
||||
entityposition_t *parent = componentGetData(
|
||||
pos->parentEntityId, pos->parentComponentId, COMPONENT_TYPE_POSITION
|
||||
);
|
||||
entityPositionEnsureWorld(parent);
|
||||
glm_mat4_mul(
|
||||
parent->worldTransform, pos->localTransform, pos->worldTransform
|
||||
);
|
||||
} else if(pos->childCount > 0) {
|
||||
// Parentless root with children: children need a valid worldTransform to
|
||||
// multiply against, but world == local, so just copy.
|
||||
glm_mat4_copy(pos->localTransform, pos->worldTransform);
|
||||
}
|
||||
// Parentless leaf: world == local. Getters read localTransform directly;
|
||||
// no copy needed.
|
||||
|
||||
pos->flags &= ~ENTITY_POSITION_FLAG_WORLD_DIRTY;
|
||||
}
|
||||
|
||||
void entityPositionMarkDirty(entityposition_t *pos) {
|
||||
if(pos->flags & ENTITY_POSITION_FLAG_WORLD_DIRTY) return;
|
||||
pos->flags |= ENTITY_POSITION_FLAG_WORLD_DIRTY;
|
||||
for(uint8_t i = 0; i < pos->childCount; i++) {
|
||||
entityposition_t *child = componentGetData(
|
||||
pos->childEntityIds[i], pos->childComponentIds[i], COMPONENT_TYPE_POSITION
|
||||
);
|
||||
entityPositionMarkDirty(child);
|
||||
}
|
||||
}
|
||||
|
||||
void entityPositionInit(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId
|
||||
) {
|
||||
entityposition_t *pos = componentGetData(
|
||||
entityId, componentId, COMPONENT_TYPE_POSITION
|
||||
);
|
||||
|
||||
pos->flags = 0;
|
||||
pos->parentEntityId = ENTITY_ID_INVALID;
|
||||
pos->parentComponentId = COMPONENT_ID_INVALID;
|
||||
pos->childCount = 0;
|
||||
glm_vec3_zero(pos->position);
|
||||
glm_vec3_zero(pos->rotation);
|
||||
glm_vec3_one(pos->scale);
|
||||
glm_mat4_identity(pos->localTransform);
|
||||
glm_mat4_identity(pos->worldTransform);
|
||||
}
|
||||
|
||||
void entityPositionLookAt(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
vec3 eye,
|
||||
vec3 target,
|
||||
vec3 up
|
||||
) {
|
||||
entityposition_t *pos = componentGetData(
|
||||
entityId, componentId, COMPONENT_TYPE_POSITION
|
||||
);
|
||||
glm_lookat(eye, target, up, pos->localTransform);
|
||||
// localTransform is now authoritative; PRS cache is stale.
|
||||
pos->flags = (pos->flags | ENTITY_POSITION_FLAG_PRS_DIRTY)
|
||||
& ~(ENTITY_POSITION_FLAG_ROTATION_DIRTY |
|
||||
ENTITY_POSITION_FLAG_POSITION_DIRTY);
|
||||
entityPositionMarkDirty(pos);
|
||||
}
|
||||
|
||||
void entityPositionGetTransform(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
mat4 dest
|
||||
) {
|
||||
entityposition_t *pos = componentGetData(
|
||||
entityId, componentId, COMPONENT_TYPE_POSITION
|
||||
);
|
||||
entityPositionEnsureWorld(pos);
|
||||
glm_mat4_copy(
|
||||
pos->parentEntityId == ENTITY_ID_INVALID
|
||||
? pos->localTransform : pos->worldTransform,
|
||||
dest
|
||||
);
|
||||
}
|
||||
|
||||
void entityPositionGetLocalTransform(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
mat4 dest
|
||||
) {
|
||||
entityposition_t *pos = componentGetData(
|
||||
entityId, componentId, COMPONENT_TYPE_POSITION
|
||||
);
|
||||
entityPositionEnsureLocal(pos);
|
||||
glm_mat4_copy(pos->localTransform, dest);
|
||||
}
|
||||
|
||||
void entityPositionGetLocalPosition(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
vec3 dest
|
||||
) {
|
||||
entityposition_t *pos = componentGetData(
|
||||
entityId, componentId, COMPONENT_TYPE_POSITION
|
||||
);
|
||||
entityPositionEnsurePRS(pos);
|
||||
glm_vec3_copy(pos->position, dest);
|
||||
}
|
||||
|
||||
void entityPositionGetWorldPosition(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
vec3 dest
|
||||
) {
|
||||
entityposition_t *pos = componentGetData(
|
||||
entityId, componentId, COMPONENT_TYPE_POSITION
|
||||
);
|
||||
if(pos->parentEntityId == ENTITY_ID_INVALID) {
|
||||
entityPositionEnsurePRS(pos);
|
||||
glm_vec3_copy(pos->position, dest);
|
||||
return;
|
||||
}
|
||||
entityPositionEnsureWorld(pos);
|
||||
dest[0] = pos->worldTransform[3][0];
|
||||
dest[1] = pos->worldTransform[3][1];
|
||||
dest[2] = pos->worldTransform[3][2];
|
||||
}
|
||||
|
||||
void entityPositionSetWorldPosition(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
vec3 position
|
||||
) {
|
||||
entityposition_t *pos = componentGetData(
|
||||
entityId, componentId, COMPONENT_TYPE_POSITION
|
||||
);
|
||||
if(pos->parentEntityId == ENTITY_ID_INVALID) {
|
||||
glm_vec3_copy(position, pos->position);
|
||||
pos->flags = (pos->flags | ENTITY_POSITION_FLAG_POSITION_DIRTY)
|
||||
& ~ENTITY_POSITION_FLAG_PRS_DIRTY;
|
||||
entityPositionMarkDirty(pos);
|
||||
return;
|
||||
}
|
||||
entityposition_t *parent = componentGetData(
|
||||
pos->parentEntityId, pos->parentComponentId, COMPONENT_TYPE_POSITION
|
||||
);
|
||||
entityPositionEnsureWorld(parent);
|
||||
mat4 invParent;
|
||||
glm_mat4_inv(parent->worldTransform, invParent);
|
||||
vec3 localPos;
|
||||
glm_mat4_mulv3(invParent, position, 1.0f, localPos);
|
||||
glm_vec3_copy(localPos, pos->position);
|
||||
pos->flags = (pos->flags | ENTITY_POSITION_FLAG_POSITION_DIRTY)
|
||||
& ~ENTITY_POSITION_FLAG_PRS_DIRTY;
|
||||
entityPositionMarkDirty(pos);
|
||||
}
|
||||
|
||||
void entityPositionSetLocalPosition(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
vec3 position
|
||||
) {
|
||||
entityposition_t *pos = componentGetData(
|
||||
entityId, componentId, COMPONENT_TYPE_POSITION
|
||||
);
|
||||
glm_vec3_copy(position, pos->position);
|
||||
pos->flags = (pos->flags | ENTITY_POSITION_FLAG_POSITION_DIRTY)
|
||||
& ~ENTITY_POSITION_FLAG_PRS_DIRTY;
|
||||
entityPositionMarkDirty(pos);
|
||||
}
|
||||
|
||||
void entityPositionGetLocalRotation(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
vec3 dest
|
||||
) {
|
||||
entityposition_t *pos = componentGetData(
|
||||
entityId, componentId, COMPONENT_TYPE_POSITION
|
||||
);
|
||||
entityPositionEnsurePRS(pos);
|
||||
glm_vec3_copy(pos->rotation, dest);
|
||||
}
|
||||
|
||||
void entityPositionGetWorldRotation(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
vec3 dest
|
||||
) {
|
||||
entityposition_t *pos = componentGetData(
|
||||
entityId, componentId, COMPONENT_TYPE_POSITION
|
||||
);
|
||||
if(pos->parentEntityId == ENTITY_ID_INVALID) {
|
||||
entityPositionEnsurePRS(pos);
|
||||
glm_vec3_copy(pos->rotation, dest);
|
||||
return;
|
||||
}
|
||||
entityPositionEnsureWorld(pos);
|
||||
const float_t (*wt)[4] = pos->worldTransform;
|
||||
const float_t sx = sqrtf(
|
||||
wt[0][0]*wt[0][0] + wt[0][1]*wt[0][1] + wt[0][2]*wt[0][2]
|
||||
);
|
||||
const float_t sy = sqrtf(
|
||||
wt[1][0]*wt[1][0] + wt[1][1]*wt[1][1] + wt[1][2]*wt[1][2]
|
||||
);
|
||||
const float_t sz = sqrtf(
|
||||
wt[2][0]*wt[2][0] + wt[2][1]*wt[2][1] + wt[2][2]*wt[2][2]
|
||||
);
|
||||
const float_t r00 = sx > 0.0f ? wt[0][0]/sx : 0.0f;
|
||||
const float_t r10 = sy > 0.0f ? wt[1][0]/sy : 0.0f;
|
||||
const float_t r20 = sz > 0.0f ? wt[2][0]/sz : 0.0f;
|
||||
const float_t r01 = sx > 0.0f ? wt[0][1]/sx : 0.0f;
|
||||
const float_t r11 = sy > 0.0f ? wt[1][1]/sy : 0.0f;
|
||||
const float_t r21 = sz > 0.0f ? wt[2][1]/sz : 0.0f;
|
||||
const float_t r22 = sz > 0.0f ? wt[2][2]/sz : 0.0f;
|
||||
const float_t sinBeta = glm_clamp(r20, -1.0f, 1.0f);
|
||||
dest[1] = asinf(sinBeta);
|
||||
const float_t cosBeta = cosf(dest[1]);
|
||||
if(fabsf(cosBeta) > 1e-6f) {
|
||||
dest[0] = atan2f(-r21, r22);
|
||||
dest[2] = atan2f(-r10, r00);
|
||||
} else {
|
||||
dest[2] = 0.0f;
|
||||
dest[0] = (sinBeta > 0.0f) ? atan2f(r01, r11) : -atan2f(r01, r11);
|
||||
}
|
||||
}
|
||||
|
||||
void entityPositionSetLocalRotation(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
vec3 rotation
|
||||
) {
|
||||
entityposition_t *pos = componentGetData(
|
||||
entityId, componentId, COMPONENT_TYPE_POSITION
|
||||
);
|
||||
glm_vec3_copy(rotation, pos->rotation);
|
||||
pos->flags = (pos->flags | ENTITY_POSITION_FLAG_ROTATION_DIRTY)
|
||||
& ~ENTITY_POSITION_FLAG_PRS_DIRTY;
|
||||
entityPositionMarkDirty(pos);
|
||||
}
|
||||
|
||||
void entityPositionSetWorldRotation(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
vec3 rotation
|
||||
) {
|
||||
entityposition_t *pos = componentGetData(
|
||||
entityId, componentId, COMPONENT_TYPE_POSITION
|
||||
);
|
||||
if(pos->parentEntityId == ENTITY_ID_INVALID) {
|
||||
glm_vec3_copy(rotation, pos->rotation);
|
||||
pos->flags = (pos->flags | ENTITY_POSITION_FLAG_ROTATION_DIRTY)
|
||||
& ~ENTITY_POSITION_FLAG_PRS_DIRTY;
|
||||
entityPositionMarkDirty(pos);
|
||||
return;
|
||||
}
|
||||
entityposition_t *parent = componentGetData(
|
||||
pos->parentEntityId, pos->parentComponentId, COMPONENT_TYPE_POSITION
|
||||
);
|
||||
entityPositionEnsureWorld(parent);
|
||||
|
||||
// Build target world rotation matrix (unit scale) from XYZ euler.
|
||||
const float_t c0 = cosf(rotation[0]), s0 = sinf(rotation[0]);
|
||||
const float_t c1 = cosf(rotation[1]), s1 = sinf(rotation[1]);
|
||||
const float_t c2 = cosf(rotation[2]), s2 = sinf(rotation[2]);
|
||||
const float_t s0s1 = s0*s1, c0s1 = c0*s1;
|
||||
// Named wr[col_stored][row_stored] matching cglm column-major layout.
|
||||
const float_t wr00 = c1*c2;
|
||||
const float_t wr01 = c0*s2 + s0s1*c2;
|
||||
const float_t wr02 = s0*s2 - c0s1*c2;
|
||||
const float_t wr10 = -c1*s2;
|
||||
const float_t wr11 = c0*c2 - s0s1*s2;
|
||||
const float_t wr12 = s0*c2 + c0s1*s2;
|
||||
const float_t wr20 = s1;
|
||||
const float_t wr21 = -s0*c1;
|
||||
const float_t wr22 = c0*c1;
|
||||
|
||||
// Normalize parent world columns to extract pure rotation.
|
||||
const float_t (*pt)[4] = parent->worldTransform;
|
||||
const float_t psx = sqrtf(
|
||||
pt[0][0]*pt[0][0] + pt[0][1]*pt[0][1] + pt[0][2]*pt[0][2]
|
||||
);
|
||||
const float_t psy = sqrtf(
|
||||
pt[1][0]*pt[1][0] + pt[1][1]*pt[1][1] + pt[1][2]*pt[1][2]
|
||||
);
|
||||
const float_t psz = sqrtf(
|
||||
pt[2][0]*pt[2][0] + pt[2][1]*pt[2][1] + pt[2][2]*pt[2][2]
|
||||
);
|
||||
const float_t pr00 = psx > 0.f ? pt[0][0]/psx : 0.f;
|
||||
const float_t pr01 = psx > 0.f ? pt[0][1]/psx : 0.f;
|
||||
const float_t pr02 = psx > 0.f ? pt[0][2]/psx : 0.f;
|
||||
const float_t pr10 = psy > 0.f ? pt[1][0]/psy : 0.f;
|
||||
const float_t pr11 = psy > 0.f ? pt[1][1]/psy : 0.f;
|
||||
const float_t pr12 = psy > 0.f ? pt[1][2]/psy : 0.f;
|
||||
const float_t pr20 = psz > 0.f ? pt[2][0]/psz : 0.f;
|
||||
const float_t pr21 = psz > 0.f ? pt[2][1]/psz : 0.f;
|
||||
const float_t pr22 = psz > 0.f ? pt[2][2]/psz : 0.f;
|
||||
|
||||
// local_R = parent_R^T * world_R (R^-1 == R^T for orthogonal matrices).
|
||||
// Compute only the 7 entries of the local rotation matrix needed for XYZ
|
||||
// euler extraction (stored column-major: [col][row] = math [row][col]).
|
||||
// sinBeta = stored[2][0] = math[0][2]
|
||||
// r21/r22 = stored[2][1..2] = math[1..2][2]
|
||||
// r10/r00 = stored[1][0], stored[0][0] = math[0][1], math[0][0]
|
||||
// gimbal = stored[0][1], stored[1][1] = math[1][0], math[1][1]
|
||||
const float_t lr00 = pr00*wr00 + pr01*wr10 + pr02*wr20; // math[0][0]
|
||||
const float_t lr10 = pr00*wr01 + pr01*wr11 + pr02*wr21; // math[0][1]
|
||||
const float_t lr20 = pr00*wr02 + pr01*wr12 + pr02*wr22; // [0][2] -> sinBeta
|
||||
const float_t lr01 = pr10*wr00 + pr11*wr10 + pr12*wr20; // math[1][0]
|
||||
const float_t lr11 = pr10*wr01 + pr11*wr11 + pr12*wr21; // math[1][1]
|
||||
const float_t lr21 = pr10*wr02 + pr11*wr12 + pr12*wr22; // [1][2] -> r21
|
||||
const float_t lr22 = pr20*wr02 + pr21*wr12 + pr22*wr22; // [2][2] -> r22
|
||||
|
||||
const float_t sinBeta = glm_clamp(lr20, -1.0f, 1.0f);
|
||||
pos->rotation[1] = asinf(sinBeta);
|
||||
const float_t cosBeta = cosf(pos->rotation[1]);
|
||||
if(fabsf(cosBeta) > 1e-6f) {
|
||||
pos->rotation[0] = atan2f(-lr21, lr22);
|
||||
pos->rotation[2] = atan2f(-lr10, lr00);
|
||||
} else {
|
||||
pos->rotation[2] = 0.0f;
|
||||
pos->rotation[0] = (sinBeta > 0.0f)
|
||||
? atan2f(lr01, lr11) : -atan2f(lr01, lr11);
|
||||
}
|
||||
pos->flags = (pos->flags | ENTITY_POSITION_FLAG_ROTATION_DIRTY)
|
||||
& ~ENTITY_POSITION_FLAG_PRS_DIRTY;
|
||||
entityPositionMarkDirty(pos);
|
||||
}
|
||||
|
||||
void entityPositionGetLocalScale(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
vec3 dest
|
||||
) {
|
||||
entityposition_t *pos = componentGetData(
|
||||
entityId, componentId, COMPONENT_TYPE_POSITION
|
||||
);
|
||||
entityPositionEnsurePRS(pos);
|
||||
glm_vec3_copy(pos->scale, dest);
|
||||
}
|
||||
|
||||
void entityPositionGetWorldScale(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
vec3 dest
|
||||
) {
|
||||
entityposition_t *pos = componentGetData(
|
||||
entityId, componentId, COMPONENT_TYPE_POSITION
|
||||
);
|
||||
if(pos->parentEntityId == ENTITY_ID_INVALID) {
|
||||
entityPositionEnsurePRS(pos);
|
||||
glm_vec3_copy(pos->scale, dest);
|
||||
return;
|
||||
}
|
||||
entityPositionEnsureWorld(pos);
|
||||
const float_t (*wt)[4] = pos->worldTransform;
|
||||
dest[0] = sqrtf(wt[0][0]*wt[0][0] + wt[0][1]*wt[0][1] + wt[0][2]*wt[0][2]);
|
||||
dest[1] = sqrtf(wt[1][0]*wt[1][0] + wt[1][1]*wt[1][1] + wt[1][2]*wt[1][2]);
|
||||
dest[2] = sqrtf(wt[2][0]*wt[2][0] + wt[2][1]*wt[2][1] + wt[2][2]*wt[2][2]);
|
||||
}
|
||||
|
||||
void entityPositionSetLocalScale(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
vec3 scale
|
||||
) {
|
||||
entityposition_t *pos = componentGetData(
|
||||
entityId, componentId, COMPONENT_TYPE_POSITION
|
||||
);
|
||||
glm_vec3_copy(scale, pos->scale);
|
||||
pos->flags = (pos->flags | ENTITY_POSITION_FLAG_ROTATION_DIRTY)
|
||||
& ~ENTITY_POSITION_FLAG_PRS_DIRTY;
|
||||
entityPositionMarkDirty(pos);
|
||||
}
|
||||
|
||||
void entityPositionSetWorldScale(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
vec3 scale
|
||||
) {
|
||||
entityposition_t *pos = componentGetData(
|
||||
entityId, componentId, COMPONENT_TYPE_POSITION
|
||||
);
|
||||
if(pos->parentEntityId == ENTITY_ID_INVALID) {
|
||||
glm_vec3_copy(scale, pos->scale);
|
||||
pos->flags = (pos->flags | ENTITY_POSITION_FLAG_ROTATION_DIRTY)
|
||||
& ~ENTITY_POSITION_FLAG_PRS_DIRTY;
|
||||
entityPositionMarkDirty(pos);
|
||||
return;
|
||||
}
|
||||
entityposition_t *parent = componentGetData(
|
||||
pos->parentEntityId, pos->parentComponentId, COMPONENT_TYPE_POSITION
|
||||
);
|
||||
entityPositionEnsureWorld(parent);
|
||||
const float_t (*pt)[4] = parent->worldTransform;
|
||||
const float_t psx = sqrtf(
|
||||
pt[0][0]*pt[0][0] + pt[0][1]*pt[0][1] + pt[0][2]*pt[0][2]
|
||||
);
|
||||
const float_t psy = sqrtf(
|
||||
pt[1][0]*pt[1][0] + pt[1][1]*pt[1][1] + pt[1][2]*pt[1][2]
|
||||
);
|
||||
const float_t psz = sqrtf(
|
||||
pt[2][0]*pt[2][0] + pt[2][1]*pt[2][1] + pt[2][2]*pt[2][2]
|
||||
);
|
||||
pos->scale[0] = psx > 0.0f ? scale[0] / psx : scale[0];
|
||||
pos->scale[1] = psy > 0.0f ? scale[1] / psy : scale[1];
|
||||
pos->scale[2] = psz > 0.0f ? scale[2] / psz : scale[2];
|
||||
pos->flags = (pos->flags | ENTITY_POSITION_FLAG_ROTATION_DIRTY)
|
||||
& ~ENTITY_POSITION_FLAG_PRS_DIRTY;
|
||||
entityPositionMarkDirty(pos);
|
||||
}
|
||||
|
||||
void entityPositionSetParent(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
const entityid_t parentEntityId,
|
||||
const componentid_t parentComponentId
|
||||
) {
|
||||
entityposition_t *pos = componentGetData(
|
||||
entityId, componentId, COMPONENT_TYPE_POSITION
|
||||
);
|
||||
|
||||
// Remove from old parent's child list.
|
||||
if(pos->parentEntityId != ENTITY_ID_INVALID) {
|
||||
entityposition_t *oldParent = componentGetData(
|
||||
pos->parentEntityId, pos->parentComponentId, COMPONENT_TYPE_POSITION
|
||||
);
|
||||
for(uint8_t i = 0; i < oldParent->childCount; i++) {
|
||||
if(
|
||||
oldParent->childEntityIds[i] == entityId &&
|
||||
oldParent->childComponentIds[i] == componentId
|
||||
) {
|
||||
oldParent->childCount--;
|
||||
for(uint8_t j = i; j < oldParent->childCount; j++) {
|
||||
oldParent->childEntityIds[j] = oldParent->childEntityIds[j + 1];
|
||||
oldParent->childComponentIds[j] = oldParent->childComponentIds[j + 1];
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pos->parentEntityId = parentEntityId;
|
||||
pos->parentComponentId = parentComponentId;
|
||||
|
||||
// Register with new parent.
|
||||
if(parentEntityId != ENTITY_ID_INVALID) {
|
||||
entityposition_t *parent = componentGetData(
|
||||
parentEntityId, parentComponentId, COMPONENT_TYPE_POSITION
|
||||
);
|
||||
if(parent->childCount < ENTITY_POSITION_CHILDREN_MAX) {
|
||||
parent->childEntityIds[parent->childCount] = entityId;
|
||||
parent->childComponentIds[parent->childCount] = componentId;
|
||||
parent->childCount++;
|
||||
}
|
||||
}
|
||||
|
||||
entityPositionMarkDirty(pos);
|
||||
}
|
||||
|
||||
entityposition_t *entityPositionGet(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId
|
||||
) {
|
||||
return componentGetData(
|
||||
entityId, componentId, COMPONENT_TYPE_POSITION
|
||||
);
|
||||
}
|
||||
|
||||
void entityPositionRebuild(entityposition_t *pos) {
|
||||
pos->flags = (
|
||||
pos->flags |
|
||||
ENTITY_POSITION_FLAG_ROTATION_DIRTY |
|
||||
ENTITY_POSITION_FLAG_POSITION_DIRTY
|
||||
) & ~ENTITY_POSITION_FLAG_PRS_DIRTY;
|
||||
entityPositionMarkDirty(pos);
|
||||
}
|
||||
|
||||
void entityPositionDisposeDeep(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId
|
||||
) {
|
||||
entityposition_t *pos = entityPositionGet(entityId, componentId);
|
||||
|
||||
// Detach from parent so the parent's child list stays consistent.
|
||||
if(pos->parentEntityId != ENTITY_ID_INVALID) {
|
||||
entityPositionSetParent(
|
||||
entityId, componentId, ENTITY_ID_INVALID, COMPONENT_ID_INVALID
|
||||
);
|
||||
}
|
||||
|
||||
// Copy the child list before disposing self (entityDispose invalidates pos).
|
||||
uint8_t childCount = pos->childCount;
|
||||
entityid_t childEntityIds[ENTITY_POSITION_CHILDREN_MAX];
|
||||
componentid_t childComponentIds[ENTITY_POSITION_CHILDREN_MAX];
|
||||
for(uint8_t i = 0; i < childCount; i++) {
|
||||
childEntityIds[i] = pos->childEntityIds[i];
|
||||
childComponentIds[i] = pos->childComponentIds[i];
|
||||
// Sever child's parent link so it won't try to modify our disposed data.
|
||||
entityposition_t *child = entityPositionGet(
|
||||
childEntityIds[i], childComponentIds[i]
|
||||
);
|
||||
child->parentEntityId = ENTITY_ID_INVALID;
|
||||
child->parentComponentId = COMPONENT_ID_INVALID;
|
||||
}
|
||||
|
||||
entityDispose(entityId);
|
||||
|
||||
for(uint8_t i = 0; i < childCount; i++) {
|
||||
entityPositionDisposeDeep(childEntityIds[i], childComponentIds[i]);
|
||||
}
|
||||
}
|
||||
|
||||
void entityPositionDecompose(entityposition_t *pos) {
|
||||
// Translation: column 3
|
||||
pos->position[0] = pos->localTransform[3][0];
|
||||
pos->position[1] = pos->localTransform[3][1];
|
||||
pos->position[2] = pos->localTransform[3][2];
|
||||
|
||||
// Scale: length of each basis column (xyz only)
|
||||
pos->scale[0] = sqrtf(
|
||||
pos->localTransform[0][0] * pos->localTransform[0][0] +
|
||||
pos->localTransform[0][1] * pos->localTransform[0][1] +
|
||||
pos->localTransform[0][2] * pos->localTransform[0][2]
|
||||
);
|
||||
pos->scale[1] = sqrtf(
|
||||
pos->localTransform[1][0] * pos->localTransform[1][0] +
|
||||
pos->localTransform[1][1] * pos->localTransform[1][1] +
|
||||
pos->localTransform[1][2] * pos->localTransform[1][2]
|
||||
);
|
||||
pos->scale[2] = sqrtf(
|
||||
pos->localTransform[2][0] * pos->localTransform[2][0] +
|
||||
pos->localTransform[2][1] * pos->localTransform[2][1] +
|
||||
pos->localTransform[2][2] * pos->localTransform[2][2]
|
||||
);
|
||||
|
||||
// Normalize columns to isolate the rotation matrix (no mat4 needed).
|
||||
const float_t invS0 = pos->scale[0] > 0.0f ? 1.0f / pos->scale[0] : 0.0f;
|
||||
const float_t invS1 = pos->scale[1] > 0.0f ? 1.0f / pos->scale[1] : 0.0f;
|
||||
const float_t invS2 = pos->scale[2] > 0.0f ? 1.0f / pos->scale[2] : 0.0f;
|
||||
|
||||
const float_t r00 = pos->localTransform[0][0] * invS0;
|
||||
const float_t r01 = pos->localTransform[0][1] * invS0;
|
||||
const float_t r02 = pos->localTransform[0][2] * invS0;
|
||||
const float_t r10 = pos->localTransform[1][0] * invS1;
|
||||
const float_t r11 = pos->localTransform[1][1] * invS1;
|
||||
const float_t r20 = pos->localTransform[2][0] * invS2;
|
||||
const float_t r21 = pos->localTransform[2][1] * invS2;
|
||||
const float_t r22 = pos->localTransform[2][2] * invS2;
|
||||
|
||||
// Extract XYZ euler angles (R = Rx * Ry * Rz, column-major)
|
||||
const float_t sinBeta = glm_clamp(r20, -1.0f, 1.0f);
|
||||
pos->rotation[1] = asinf(sinBeta);
|
||||
const float_t cosBeta = cosf(pos->rotation[1]);
|
||||
|
||||
if(fabsf(cosBeta) > 1e-6f) {
|
||||
pos->rotation[0] = atan2f(-r21, r22);
|
||||
pos->rotation[2] = atan2f(-r10, r00);
|
||||
} else {
|
||||
// Gimbal lock: pin Z to 0, recover X.
|
||||
pos->rotation[2] = 0.0f;
|
||||
pos->rotation[0] = (sinBeta > 0.0f)
|
||||
? atan2f(r01, r11)
|
||||
: -atan2f(r01, r11);
|
||||
}
|
||||
}
|
||||
@@ -1,375 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "entity/entitybase.h"
|
||||
|
||||
/** Maximum number of child position components this node can track. */
|
||||
#define ENTITY_POSITION_CHILDREN_MAX 8
|
||||
|
||||
/**
|
||||
* PRS cache is stale. localTransform was written directly (e.g. lookAt) and
|
||||
* position/rotation/scale need to be decomposed before they can be read.
|
||||
*/
|
||||
#define ENTITY_POSITION_FLAG_PRS_DIRTY (1 << 0)
|
||||
|
||||
/**
|
||||
* Columns 0-2 of localTransform are stale. Rotation or scale changed; the
|
||||
* basis vectors need to be rebuilt analytically before the matrix can be used.
|
||||
* Does not imply column 3 (translation) is stale.
|
||||
*/
|
||||
#define ENTITY_POSITION_FLAG_ROTATION_DIRTY (1 << 1)
|
||||
|
||||
/**
|
||||
* Column 3 of localTransform is stale. Position changed; only the translation
|
||||
* column needs to be written. Does not imply columns 0-2 are stale.
|
||||
*/
|
||||
#define ENTITY_POSITION_FLAG_POSITION_DIRTY (1 << 2)
|
||||
|
||||
/**
|
||||
* worldTransform is stale. Either the local matrix changed or an ancestor
|
||||
* moved; worldTransform must be recomputed before world data can be read.
|
||||
*/
|
||||
#define ENTITY_POSITION_FLAG_WORLD_DIRTY (1 << 3)
|
||||
|
||||
typedef struct {
|
||||
/*
|
||||
* Hot fields - flag checks, parent/child traversal (markDirty, ensureWorld)
|
||||
* only touch these. Kept at the front so they share the first cache line.
|
||||
*/
|
||||
|
||||
/** ENTITY_POSITION_FLAG_* bitmask; describes which caches are stale. */
|
||||
uint8_t flags;
|
||||
/** Entity ID of the parent node, or ENTITY_ID_INVALID if none. */
|
||||
entityid_t parentEntityId;
|
||||
/** Component ID of the parent position, or COMPONENT_ID_INVALID if none. */
|
||||
componentid_t parentComponentId;
|
||||
/** Number of currently registered children. */
|
||||
uint8_t childCount;
|
||||
/** Entity IDs of child nodes. */
|
||||
entityid_t childEntityIds[ENTITY_POSITION_CHILDREN_MAX];
|
||||
/** Component IDs of child position components. */
|
||||
componentid_t childComponentIds[ENTITY_POSITION_CHILDREN_MAX];
|
||||
|
||||
/*
|
||||
* Warm fields - read/written by PRS getters/setters.
|
||||
* Accessed more often than the matrices but less often than flags.
|
||||
*/
|
||||
|
||||
/** Cached local position (XYZ). Stale when PRS_DIRTY is set. */
|
||||
vec3 position;
|
||||
/** Cached local rotation (XYZ euler, radians). Stale when PRS_DIRTY. */
|
||||
vec3 rotation;
|
||||
/** Cached local scale (XYZ). Stale when PRS_DIRTY is set. */
|
||||
vec3 scale;
|
||||
|
||||
/*
|
||||
* Cold fields - only touched when actually rebuilding transforms.
|
||||
*/
|
||||
|
||||
/** Local transform matrix, rebuilt lazily from position/rotation/scale. */
|
||||
mat4 localTransform;
|
||||
/** World transform matrix, recomputed lazily from the parent chain. */
|
||||
mat4 worldTransform;
|
||||
} entityposition_t;
|
||||
|
||||
/**
|
||||
* Initializes the entity position component, setting identity transforms and
|
||||
* zeroing all parent/child state.
|
||||
*
|
||||
* @param entityId The entity ID.
|
||||
* @param componentId The component ID.
|
||||
*/
|
||||
void entityPositionInit(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId
|
||||
);
|
||||
|
||||
/**
|
||||
* Transforms the entity's local transform to look at a target point.
|
||||
*
|
||||
* @param entityId The entity ID.
|
||||
* @param componentId The component ID.
|
||||
* @param eye The eye/camera position.
|
||||
* @param target The target point to look at.
|
||||
* @param up The up vector.
|
||||
*/
|
||||
void entityPositionLookAt(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
vec3 eye,
|
||||
vec3 target,
|
||||
vec3 up
|
||||
);
|
||||
|
||||
/**
|
||||
* Gets the world-space transform matrix, recomputing it lazily if dirty.
|
||||
*
|
||||
* @param entityId The entity ID.
|
||||
* @param componentId The component ID.
|
||||
* @param dest Destination matrix.
|
||||
*/
|
||||
void entityPositionGetTransform(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
mat4 dest
|
||||
);
|
||||
|
||||
/**
|
||||
* Gets the local transform matrix (does not include parent transforms).
|
||||
*
|
||||
* @param entityId The entity ID.
|
||||
* @param componentId The component ID.
|
||||
* @param dest Destination matrix.
|
||||
*/
|
||||
void entityPositionGetLocalTransform(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
mat4 dest
|
||||
);
|
||||
|
||||
/**
|
||||
* Gets the cached local position (XYZ). Decomposes localTransform into PRS
|
||||
* first if ENTITY_POSITION_FLAG_PRS_DIRTY is set; never triggers a matrix
|
||||
* rebuild or world-transform update.
|
||||
*
|
||||
* @param entityId The entity ID.
|
||||
* @param componentId The component ID.
|
||||
* @param dest Destination vector.
|
||||
*/
|
||||
void entityPositionGetLocalPosition(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
vec3 dest
|
||||
);
|
||||
|
||||
/**
|
||||
* Gets the world-space position. For parentless entities this is the same as
|
||||
* the local position.
|
||||
*
|
||||
* @param entityId The entity ID.
|
||||
* @param componentId The component ID.
|
||||
* @param dest Destination vector.
|
||||
*/
|
||||
void entityPositionGetWorldPosition(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
vec3 dest
|
||||
);
|
||||
|
||||
/**
|
||||
* Sets the world-space position. For parentless entities this is equivalent to
|
||||
* entityPositionSetLocalPosition. For parented entities the position is
|
||||
* converted to local space via the inverted parent world transform.
|
||||
*
|
||||
* @param entityId The entity ID.
|
||||
* @param componentId The component ID.
|
||||
* @param position The desired world-space position.
|
||||
*/
|
||||
void entityPositionSetWorldPosition(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
vec3 position
|
||||
);
|
||||
|
||||
/**
|
||||
* Sets the local position, marks localTransform and worldTransform (self +
|
||||
* descendants) dirty.
|
||||
*
|
||||
* @param entityId The entity ID.
|
||||
* @param componentId The component ID.
|
||||
* @param position The new local position.
|
||||
*/
|
||||
void entityPositionSetLocalPosition(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
vec3 position
|
||||
);
|
||||
|
||||
/**
|
||||
* Gets the cached local euler rotation (XYZ, radians). Decomposes
|
||||
* localTransform first if ENTITY_POSITION_FLAG_PRS_DIRTY is set.
|
||||
*
|
||||
* @param entityId The entity ID.
|
||||
* @param componentId The component ID.
|
||||
* @param dest Destination vector.
|
||||
*/
|
||||
void entityPositionGetLocalRotation(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
vec3 dest
|
||||
);
|
||||
|
||||
/**
|
||||
* Gets the world-space euler rotation (XYZ, radians) by decomposing the world
|
||||
* transform. For parentless entities this is the same as local rotation.
|
||||
*
|
||||
* @param entityId The entity ID.
|
||||
* @param componentId The component ID.
|
||||
* @param dest Destination vector.
|
||||
*/
|
||||
void entityPositionGetWorldRotation(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
vec3 dest
|
||||
);
|
||||
|
||||
/**
|
||||
* Sets the local euler rotation (XYZ, radians) and marks transforms dirty.
|
||||
*
|
||||
* @param entityId The entity ID.
|
||||
* @param componentId The component ID.
|
||||
* @param rotation The new local rotation.
|
||||
*/
|
||||
void entityPositionSetLocalRotation(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
vec3 rotation
|
||||
);
|
||||
|
||||
/**
|
||||
* Sets the world-space euler rotation (XYZ, radians). For parentless entities
|
||||
* this is equivalent to entityPositionSetLocalRotation. For parented entities
|
||||
* the rotation is converted to local space by removing the parent world
|
||||
* rotation.
|
||||
*
|
||||
* @param entityId The entity ID.
|
||||
* @param componentId The component ID.
|
||||
* @param rotation The desired world-space euler rotation.
|
||||
*/
|
||||
void entityPositionSetWorldRotation(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
vec3 rotation
|
||||
);
|
||||
|
||||
/**
|
||||
* Gets the cached local scale. Decomposes localTransform first if
|
||||
* ENTITY_POSITION_FLAG_PRS_DIRTY is set.
|
||||
*
|
||||
* @param entityId The entity ID.
|
||||
* @param componentId The component ID.
|
||||
* @param dest Destination vector.
|
||||
*/
|
||||
void entityPositionGetLocalScale(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
vec3 dest
|
||||
);
|
||||
|
||||
/**
|
||||
* Gets the world-space scale by extracting column lengths from the world
|
||||
* transform. For parentless entities this is the same as local scale.
|
||||
*
|
||||
* @param entityId The entity ID.
|
||||
* @param componentId The component ID.
|
||||
* @param dest Destination vector.
|
||||
*/
|
||||
void entityPositionGetWorldScale(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
vec3 dest
|
||||
);
|
||||
|
||||
/**
|
||||
* Sets the local scale and marks transforms dirty.
|
||||
*
|
||||
* @param entityId The entity ID.
|
||||
* @param componentId The component ID.
|
||||
* @param scale The new local scale.
|
||||
*/
|
||||
void entityPositionSetLocalScale(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
vec3 scale
|
||||
);
|
||||
|
||||
/**
|
||||
* Sets the world-space scale. For parentless entities this is equivalent to
|
||||
* entityPositionSetLocalScale. For parented entities the scale is converted to
|
||||
* local space by dividing by the parent world scale (assumes no shear).
|
||||
*
|
||||
* @param entityId The entity ID.
|
||||
* @param componentId The component ID.
|
||||
* @param scale The desired world-space scale.
|
||||
*/
|
||||
void entityPositionSetWorldScale(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
vec3 scale
|
||||
);
|
||||
|
||||
/**
|
||||
* Sets the parent of this entity's position component.
|
||||
* Pass ENTITY_ID_INVALID / COMPONENT_ID_INVALID to detach from any parent.
|
||||
*
|
||||
* @param entityId The child entity ID.
|
||||
* @param componentId The child component ID.
|
||||
* @param parentEntityId The parent entity ID.
|
||||
* @param parentComponentId The parent component ID.
|
||||
*/
|
||||
void entityPositionSetParent(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
const entityid_t parentEntityId,
|
||||
const componentid_t parentComponentId
|
||||
);
|
||||
|
||||
/**
|
||||
* Returns a direct pointer to the entity position component data.
|
||||
* After modifying localTransform directly, call entityPositionMarkDirty() to
|
||||
* set ENTITY_POSITION_FLAG_WORLD_DIRTY on self and descendants. After
|
||||
* modifying PRS directly, call entityPositionRebuild() instead.
|
||||
*
|
||||
* @param entityId The entity ID.
|
||||
* @param componentId The component ID.
|
||||
* @return Pointer to the component data.
|
||||
*/
|
||||
entityposition_t *entityPositionGet(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId
|
||||
);
|
||||
|
||||
/**
|
||||
* Signals that the PRS cache was modified externally. Sets both
|
||||
* ENTITY_POSITION_FLAG_ROTATION_DIRTY and ENTITY_POSITION_FLAG_POSITION_DIRTY
|
||||
* so all of localTransform is rebuilt lazily on the next read, clears
|
||||
* ENTITY_POSITION_FLAG_PRS_DIRTY, propagates ENTITY_POSITION_FLAG_WORLD_DIRTY
|
||||
* to self and all descendants.
|
||||
*
|
||||
* @param pos The position component whose PRS was modified.
|
||||
*/
|
||||
void entityPositionRebuild(entityposition_t *pos);
|
||||
|
||||
/**
|
||||
* Sets ENTITY_POSITION_FLAG_WORLD_DIRTY on this node and all descendants,
|
||||
* indicating that worldTransform must be recomputed before it is read.
|
||||
* Call this after modifying localTransform directly.
|
||||
*
|
||||
* @param pos The position component to mark dirty.
|
||||
*/
|
||||
void entityPositionMarkDirty(entityposition_t *pos);
|
||||
|
||||
/**
|
||||
* Disposes this entity and all of its position-component descendants
|
||||
* recursively. Detaches from any parent before destroying.
|
||||
*
|
||||
* @param entityId The root entity ID.
|
||||
* @param componentId The root position component ID.
|
||||
*/
|
||||
void entityPositionDisposeDeep(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId
|
||||
);
|
||||
|
||||
/**
|
||||
* Decomposes the local transform matrix back into the position, rotation
|
||||
* (XYZ euler, radians), and scale cache fields.
|
||||
*
|
||||
* @param pos The position component to decompose.
|
||||
*/
|
||||
void entityPositionDecompose(entityposition_t *pos);
|
||||
@@ -1,142 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "entityrenderable.h"
|
||||
#include "entity/entitymanager.h"
|
||||
#include "display/shader/shadermaterial.h"
|
||||
#include "display/shader/shaderunlit.h"
|
||||
#include "display/display.h"
|
||||
#include "display/mesh/cube.h"
|
||||
#include "util/memory.h"
|
||||
#include "assert/assert.h"
|
||||
|
||||
void entityRenderableInit(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId
|
||||
) {
|
||||
entityrenderable_t *r = componentGetData(
|
||||
entityId, componentId, COMPONENT_TYPE_RENDERABLE
|
||||
);
|
||||
memoryZero(r, sizeof(entityrenderable_t));
|
||||
r->type = ENTITY_RENDERABLE_TYPE_SHADER_MATERIAL;
|
||||
r->data.material.shaderType = SHADER_LIST_SHADER_UNLIT;
|
||||
r->data.material.material.unlit.color = COLOR_WHITE;
|
||||
r->data.material.meshes[0] = &CUBE_MESH_SIMPLE;
|
||||
r->data.material.meshOffsets[0] = 0;
|
||||
r->data.material.meshCounts[0] = -1;
|
||||
r->data.material.meshCount = 1;
|
||||
r->data.material.state.flags = DISPLAY_STATE_FLAG_DEPTH_TEST;
|
||||
}
|
||||
|
||||
void entityRenderableDispose(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId
|
||||
) {
|
||||
}
|
||||
|
||||
void entityRenderableSetType(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
const entityrenderabletype_t type
|
||||
) {
|
||||
entityrenderable_t *r = componentGetData(
|
||||
entityId, componentId, COMPONENT_TYPE_RENDERABLE
|
||||
);
|
||||
r->type = type;
|
||||
}
|
||||
|
||||
void entityRenderableSetPriority(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
const int8_t priority
|
||||
) {
|
||||
entityrenderable_t *r = componentGetData(
|
||||
entityId, componentId, COMPONENT_TYPE_RENDERABLE
|
||||
);
|
||||
r->priority = priority;
|
||||
}
|
||||
|
||||
void entityRenderableSetDraw(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
errorret_t (*draw)(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
void *user
|
||||
),
|
||||
void *user
|
||||
) {
|
||||
assertNotNull(draw, "Draw callback cannot be null");
|
||||
entityrenderable_t *r = componentGetData(
|
||||
entityId, componentId, COMPONENT_TYPE_RENDERABLE
|
||||
);
|
||||
r->type = ENTITY_RENDERABLE_TYPE_CUSTOM;
|
||||
r->data.custom.draw = draw;
|
||||
r->data.custom.drawUser = user;
|
||||
}
|
||||
|
||||
static errorret_t entityRenderableDrawSpritebatch(
|
||||
const entityrenderablespritebatch_t *sb
|
||||
) {
|
||||
if(sb->spriteCount == 0) errorOk();
|
||||
|
||||
errorChain(displaySetState((displaystate_t){
|
||||
.flags = DISPLAY_STATE_FLAG_BLEND
|
||||
}));
|
||||
|
||||
spriteBatchClear();
|
||||
shadermaterial_t mat;
|
||||
memoryZero(&mat, sizeof(shadermaterial_t));
|
||||
mat.unlit.texture = sb->texture;
|
||||
mat.unlit.color = COLOR_WHITE;
|
||||
errorChain(spriteBatchBuffer(
|
||||
sb->sprites, sb->spriteCount,
|
||||
SHADER_LIST_DEFS[SHADER_LIST_SHADER_UNLIT].shader, mat
|
||||
));
|
||||
return spriteBatchFlush();
|
||||
}
|
||||
|
||||
static errorret_t entityRenderableDrawMaterial(
|
||||
const entityrenderablematerial_t *m
|
||||
) {
|
||||
errorChain(displaySetState(m->state));
|
||||
shader_t *shader = SHADER_LIST_DEFS[m->shaderType].shader;
|
||||
assertNotNull(shader, "Shader cannot be null for material type");
|
||||
errorChain(shaderBind(shader));
|
||||
errorChain(shaderSetMaterial(shader, &m->material));
|
||||
for(uint8_t i = 0; i < m->meshCount; i++) {
|
||||
errorChain(meshDraw(m->meshes[i], m->meshOffsets[i], m->meshCounts[i]));
|
||||
}
|
||||
errorOk();
|
||||
}
|
||||
|
||||
static errorret_t entityRenderableDrawCustom(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
const entityrenderablecustom_t *custom
|
||||
) {
|
||||
return custom->draw(entityId, componentId, custom->drawUser);
|
||||
}
|
||||
|
||||
errorret_t entityRenderableDraw(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId
|
||||
) {
|
||||
entityrenderable_t *r = componentGetData(
|
||||
entityId, componentId, COMPONENT_TYPE_RENDERABLE
|
||||
);
|
||||
switch(r->type) {
|
||||
case ENTITY_RENDERABLE_TYPE_SPRITEBATCH:
|
||||
return entityRenderableDrawSpritebatch(&r->data.spritebatch);
|
||||
case ENTITY_RENDERABLE_TYPE_SHADER_MATERIAL:
|
||||
return entityRenderableDrawMaterial(&r->data.material);
|
||||
case ENTITY_RENDERABLE_TYPE_CUSTOM:
|
||||
return entityRenderableDrawCustom(entityId, componentId, &r->data.custom);
|
||||
default:
|
||||
assertUnreachable("Invalid renderable type");
|
||||
}
|
||||
}
|
||||
@@ -1,147 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "entity/entitybase.h"
|
||||
#include "display/mesh/mesh.h"
|
||||
#include "display/shader/shadermaterial.h"
|
||||
#include "display/spritebatch/spritebatch.h"
|
||||
#include "display/displaystate.h"
|
||||
|
||||
#define ENTITY_RENDERABLE_SPRITEBATCH_SPRITES_MAX 64
|
||||
#define ENTITY_RENDERABLE_MESHES_MAX 8
|
||||
|
||||
typedef enum {
|
||||
ENTITY_RENDERABLE_TYPE_CUSTOM = 0,
|
||||
ENTITY_RENDERABLE_TYPE_SPRITEBATCH,
|
||||
ENTITY_RENDERABLE_TYPE_SHADER_MATERIAL,
|
||||
} entityrenderabletype_t;
|
||||
|
||||
typedef struct {
|
||||
spritebatchsprite_t sprites[ENTITY_RENDERABLE_SPRITEBATCH_SPRITES_MAX];
|
||||
uint32_t spriteCount;
|
||||
texture_t *texture;
|
||||
} entityrenderablespritebatch_t;
|
||||
|
||||
typedef struct {
|
||||
mesh_t *meshes[ENTITY_RENDERABLE_MESHES_MAX];
|
||||
int32_t meshOffsets[ENTITY_RENDERABLE_MESHES_MAX];
|
||||
int32_t meshCounts[ENTITY_RENDERABLE_MESHES_MAX];
|
||||
uint8_t meshCount;
|
||||
shaderlistshader_t shaderType;
|
||||
shadermaterial_t material;
|
||||
displaystate_t state;
|
||||
} entityrenderablematerial_t;
|
||||
|
||||
typedef struct {
|
||||
errorret_t (*draw)(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
void *user
|
||||
);
|
||||
void *drawUser;
|
||||
} entityrenderablecustom_t;
|
||||
|
||||
typedef union entityrenderabledata_u {
|
||||
entityrenderablespritebatch_t spritebatch;
|
||||
entityrenderablematerial_t material;
|
||||
entityrenderablecustom_t custom;
|
||||
} entityrenderabledata_t;
|
||||
|
||||
typedef struct {
|
||||
entityrenderabletype_t type;
|
||||
entityrenderabledata_t data;
|
||||
|
||||
/**
|
||||
* Render priority. 0 = auto (derived from type/flags). Higher values render
|
||||
* later (on top of lower values). Range: [-128..127] with 0 is auto.
|
||||
*/
|
||||
int8_t priority;
|
||||
} entityrenderable_t;
|
||||
|
||||
/**
|
||||
* Initializes the entity renderable component. Defaults to
|
||||
* ENTITY_RENDERABLE_TYPE_SHADER_MATERIAL with the unlit shader, a white cube,
|
||||
* and depth-test enabled.
|
||||
*
|
||||
* @param entityId The entity to initialize the component for.
|
||||
* @param componentId The renderable component of the entity.
|
||||
*/
|
||||
void entityRenderableInit(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId
|
||||
);
|
||||
|
||||
/**
|
||||
* Disposes the entity renderable component.
|
||||
*
|
||||
* @param entityId The entity to dispose the component for.
|
||||
* @param componentId The renderable component of the entity.
|
||||
*/
|
||||
void entityRenderableDispose(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId
|
||||
);
|
||||
|
||||
/**
|
||||
* Sets the rendering type for the renderable component. Resets type-specific
|
||||
* data to zero.
|
||||
*
|
||||
* @param entityId The entity to configure.
|
||||
* @param componentId The renderable component.
|
||||
* @param type The rendering type to use.
|
||||
*/
|
||||
void entityRenderableSetType(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
const entityrenderabletype_t type
|
||||
);
|
||||
|
||||
/**
|
||||
* Sets the render priority. 0 = auto (derived from type/flags). Higher values
|
||||
* render later (on top). Use non-zero to force ordering.
|
||||
*
|
||||
* @param entityId The entity to configure.
|
||||
* @param componentId The renderable component.
|
||||
* @param priority The priority value, or 0 for auto.
|
||||
*/
|
||||
void entityRenderableSetPriority(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
const int8_t priority
|
||||
);
|
||||
|
||||
/**
|
||||
* Sets the draw callback, switching the type to ENTITY_RENDERABLE_TYPE_CUSTOM.
|
||||
*
|
||||
* @param entityId The entity to configure.
|
||||
* @param componentId The renderable component of the entity.
|
||||
* @param draw The draw callback to assign.
|
||||
* @param user Userdata passed to the callback.
|
||||
*/
|
||||
void entityRenderableSetDraw(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
errorret_t (*draw)(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
void *user
|
||||
),
|
||||
void *user
|
||||
);
|
||||
|
||||
/**
|
||||
* Draws the entity using its renderable component data.
|
||||
*
|
||||
* @param entityId The entity to draw.
|
||||
* @param componentId The renderable component of the entity.
|
||||
* @return Any error state that happened.
|
||||
*/
|
||||
errorret_t entityRenderableDraw(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId
|
||||
);
|
||||
@@ -1,126 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "entityphysics.h"
|
||||
#include "entity/entitymanager.h"
|
||||
#include "entity/component/display/entityposition.h"
|
||||
#include "physics/physicsmanager.h"
|
||||
#include "assert/assert.h"
|
||||
#include "util/memory.h"
|
||||
|
||||
void entityPhysicsInit(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId
|
||||
) {
|
||||
entityphysics_t *phys = entityPhysicsGet(entityId, componentId);
|
||||
assertNotNull(phys, "Failed to get physics component data");
|
||||
|
||||
memoryZero(phys, sizeof(entityphysics_t));
|
||||
|
||||
// Default to cube
|
||||
phys->type = PHYSICS_BODY_DYNAMIC;
|
||||
phys->shape.type = PHYSICS_SHAPE_CUBE;
|
||||
phys->shape.data.cube.halfExtents[0] = 0.5f;
|
||||
phys->shape.data.cube.halfExtents[1] = 0.5f;
|
||||
phys->shape.data.cube.halfExtents[2] = 0.5f;
|
||||
phys->gravityScale = 1.0f;
|
||||
phys->onGround = false;
|
||||
}
|
||||
|
||||
entityphysics_t *entityPhysicsGet(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId
|
||||
) {
|
||||
return componentGetData(entityId, componentId, COMPONENT_TYPE_PHYSICS);
|
||||
}
|
||||
|
||||
void entityPhysicsSetShape(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
const physicsshape_t shape
|
||||
) {
|
||||
entityphysics_t *phys = entityPhysicsGet(entityId, componentId);
|
||||
assertNotNull(phys, "Failed to get physics component data");
|
||||
phys->shape = shape;
|
||||
// TODO: Do I need to reset the state for ground/active?
|
||||
}
|
||||
|
||||
physicsshape_t entityPhysicsGetShape(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId
|
||||
) {
|
||||
entityphysics_t *phys = entityPhysicsGet(entityId, componentId);
|
||||
assertNotNull(phys, "Failed to get physics component data");
|
||||
return phys->shape;
|
||||
}
|
||||
|
||||
void entityPhysicsGetVelocity(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
vec3 dest
|
||||
) {
|
||||
entityphysics_t *phys = entityPhysicsGet(entityId, componentId);
|
||||
assertNotNull(phys, "Failed to get physics component data");
|
||||
|
||||
glm_vec3_copy(phys->velocity, dest);
|
||||
}
|
||||
|
||||
void entityPhysicsSetVelocity(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
vec3 velocity
|
||||
) {
|
||||
entityphysics_t *phys = entityPhysicsGet(entityId, componentId);
|
||||
assertNotNull(phys, "Failed to get physics component data");
|
||||
glm_vec3_copy(velocity, phys->velocity);
|
||||
}
|
||||
|
||||
void entityPhysicsApplyImpulse(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
vec3 impulse
|
||||
) {
|
||||
entityphysics_t *phys = entityPhysicsGet(entityId, componentId);
|
||||
assertNotNull(phys, "Failed to get physics component data");
|
||||
|
||||
if(phys->type == PHYSICS_BODY_STATIC) return;
|
||||
glm_vec3_add(phys->velocity, impulse, phys->velocity);
|
||||
}
|
||||
|
||||
bool_t entityPhysicsIsOnGround(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId
|
||||
) {
|
||||
entityphysics_t *phys = entityPhysicsGet(entityId, componentId);
|
||||
assertNotNull(phys, "Failed to get physics component data");
|
||||
return phys->onGround;
|
||||
}
|
||||
|
||||
void entityPhysicsSetBodyType(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
const physicsbodytype_t type
|
||||
) {
|
||||
entityphysics_t *phys = entityPhysicsGet(entityId, componentId);
|
||||
assertNotNull(phys, "Failed to get physics component data");
|
||||
phys->type = type;
|
||||
}
|
||||
|
||||
physicsbodytype_t entityPhysicsGetBodyType(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId
|
||||
) {
|
||||
entityphysics_t *phys = entityPhysicsGet(entityId, componentId);
|
||||
assertNotNull(phys, "Failed to get physics component data");
|
||||
return phys->type;
|
||||
}
|
||||
|
||||
void entityPhysicsDispose(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId
|
||||
) {
|
||||
}
|
||||
@@ -1,157 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "entity/entitybase.h"
|
||||
#include "physics/physicsshape.h"
|
||||
#include "physics/physicsbodytype.h"
|
||||
|
||||
typedef struct {
|
||||
physicsbodytype_t type;
|
||||
physicsshape_t shape;
|
||||
vec3 velocity;
|
||||
float_t gravityScale;
|
||||
bool_t onGround;
|
||||
} entityphysics_t;
|
||||
|
||||
/**
|
||||
* Initializes the physics component: allocates a body in PHYSICS_WORLD.
|
||||
* Asserts if the world body limit is reached.
|
||||
*/
|
||||
void entityPhysicsInit(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId
|
||||
);
|
||||
|
||||
/**
|
||||
* Gets the underlying physics structure (temporarily) for the given entity.
|
||||
* This is really just intended for doing operations faster than using the
|
||||
* getters and setters, but it is preferred that you use those.
|
||||
*
|
||||
* @param entityId The entity ID.
|
||||
* @param componentId The component ID.
|
||||
* @return The physics component data for the given entity and component ID.
|
||||
*/
|
||||
entityphysics_t *entityPhysicsGet(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId
|
||||
);
|
||||
|
||||
/**
|
||||
* Sets the shape of the entity's physics body. This will not reset the body
|
||||
* state, so if you change from a cube to a sphere, it will keep the same
|
||||
* velocity and onGround state.
|
||||
*
|
||||
* @param entityId The entity ID.
|
||||
* @param componentId The component ID.
|
||||
* @param shape The new shape to set on the physics body.
|
||||
*/
|
||||
void entityPhysicsSetShape(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
const physicsshape_t shape
|
||||
);
|
||||
|
||||
/**
|
||||
* Gets the shape of the entity's physics body.
|
||||
*
|
||||
* @param entityId The entity ID.
|
||||
* @param componentId The component ID.
|
||||
* @return The shape of the physics body.
|
||||
*/
|
||||
physicsshape_t entityPhysicsGetShape(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId
|
||||
);
|
||||
|
||||
/**
|
||||
* Gets the velocity of the entity's physics body.
|
||||
*
|
||||
* @param entityId The entity ID.
|
||||
* @param componentId The component ID.
|
||||
* @param dest The destination vec3 to write the velocity to.
|
||||
*/
|
||||
void entityPhysicsGetVelocity(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
vec3 dest
|
||||
);
|
||||
|
||||
/**
|
||||
* Sets the velocity of the entity's physics body. This is not an impulse, so
|
||||
* it will be affected by mass and drag.
|
||||
*
|
||||
* @param entityId The entity ID.
|
||||
* @param componentId The component ID.
|
||||
* @param velocity The new velocity to set on the physics body.
|
||||
*/
|
||||
void entityPhysicsSetVelocity(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
vec3 velocity
|
||||
);
|
||||
|
||||
/**
|
||||
* Applies an impulse to the entity's physics body. This is an immediate
|
||||
* velocity change that is not affected by mass or drag. No-op on STATIC bodies.
|
||||
*
|
||||
* @param entityId The entity ID.
|
||||
* @param componentId The component ID.
|
||||
* @param impulse The impulse to apply to the physics body.
|
||||
*/
|
||||
void entityPhysicsApplyImpulse(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
vec3 impulse
|
||||
);
|
||||
|
||||
/**
|
||||
* Returns true if the entity's physics body rested on a surface during the last
|
||||
* step or move.
|
||||
*
|
||||
* @param entityId The entity ID.
|
||||
* @param componentId The component ID.
|
||||
* @return True if the body is on the ground, false otherwise.
|
||||
*/
|
||||
bool_t entityPhysicsIsOnGround(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId
|
||||
);
|
||||
|
||||
/**
|
||||
* Sets the body type of the entity's physics body.
|
||||
*
|
||||
* @param entityId The entity ID.
|
||||
* @param componentId The component ID.
|
||||
* @param type The body type to set.
|
||||
*/
|
||||
void entityPhysicsSetBodyType(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
const physicsbodytype_t type
|
||||
);
|
||||
|
||||
/**
|
||||
* Gets the body type of the entity's physics body.
|
||||
*
|
||||
* @param entityId The entity ID.
|
||||
* @param componentId The component ID.
|
||||
* @return The body type of the physics body.
|
||||
*/
|
||||
physicsbodytype_t entityPhysicsGetBodyType(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId
|
||||
);
|
||||
|
||||
/**
|
||||
* Releases the body slot back to PHYSICS_WORLD. Called automatically when
|
||||
* the component is disposed via the component system.
|
||||
*/
|
||||
void entityPhysicsDispose(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId
|
||||
);
|
||||
@@ -1,9 +0,0 @@
|
||||
# Copyright (c) 2026 Dominic Masters
|
||||
#
|
||||
# This software is released under the MIT License.
|
||||
# https://opensource.org/licenses/MIT
|
||||
|
||||
target_sources(${DUSK_LIBRARY_TARGET_NAME}
|
||||
PUBLIC
|
||||
entitytrigger.c
|
||||
)
|
||||
@@ -1,54 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "entity/entitymanager.h"
|
||||
|
||||
void entityTriggerInit(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId
|
||||
) {
|
||||
entitytrigger_t *t = componentGetData(
|
||||
entityId, componentId, COMPONENT_TYPE_TRIGGER
|
||||
);
|
||||
glm_vec3_zero(t->min);
|
||||
glm_vec3_zero(t->max);
|
||||
}
|
||||
|
||||
entitytrigger_t * entityTriggerGet(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId
|
||||
) {
|
||||
return componentGetData(entityId, componentId, COMPONENT_TYPE_TRIGGER);
|
||||
}
|
||||
|
||||
bool_t entityTriggerContains(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
const vec3 point
|
||||
) {
|
||||
entitytrigger_t *t = componentGetData(
|
||||
entityId, componentId, COMPONENT_TYPE_TRIGGER
|
||||
);
|
||||
return (
|
||||
point[0] >= t->min[0] && point[0] <= t->max[0] &&
|
||||
point[1] >= t->min[1] && point[1] <= t->max[1] &&
|
||||
point[2] >= t->min[2] && point[2] <= t->max[2]
|
||||
);
|
||||
}
|
||||
|
||||
void entityTriggerSetBounds(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
const vec3 min,
|
||||
const vec3 max
|
||||
) {
|
||||
entitytrigger_t *t = componentGetData(
|
||||
entityId, componentId, COMPONENT_TYPE_TRIGGER
|
||||
);
|
||||
glm_vec3_copy((float_t*)min, t->min);
|
||||
glm_vec3_copy((float_t*)max, t->max);
|
||||
}
|
||||
@@ -1,49 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "entity/entitybase.h"
|
||||
|
||||
typedef struct {
|
||||
vec3 min;
|
||||
vec3 max;
|
||||
} entitytrigger_t;
|
||||
|
||||
/**
|
||||
* Initializes the trigger component with zeroed bounds.
|
||||
*/
|
||||
void entityTriggerInit(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId
|
||||
);
|
||||
|
||||
/**
|
||||
* Returns a pointer to the trigger component data.
|
||||
*/
|
||||
entitytrigger_t * entityTriggerGet(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId
|
||||
);
|
||||
|
||||
/**
|
||||
* Returns true if the given world-space point lies within [min, max].
|
||||
*/
|
||||
bool_t entityTriggerContains(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
const vec3 point
|
||||
);
|
||||
|
||||
/**
|
||||
* Sets both bounds at once.
|
||||
*/
|
||||
void entityTriggerSetBounds(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
const vec3 min,
|
||||
const vec3 max
|
||||
);
|
||||
@@ -1,27 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "entity/component/display/entityposition.h"
|
||||
#include "entity/component/display/entitycamera.h"
|
||||
#include "entity/component/display/entityrenderable.h"
|
||||
#include "entity/component/physics/entityphysics.h"
|
||||
#include "entity/component/trigger/entitytrigger.h"
|
||||
|
||||
// Name (Uppercase)
|
||||
// Structure
|
||||
// Field name (lowercase)
|
||||
// Init function (optional)
|
||||
// Dispose function (optional)
|
||||
// Render function (optional)
|
||||
|
||||
X(POSITION, entityposition_t, position, entityPositionInit, NULL, NULL)
|
||||
X(CAMERA, entitycamera_t, camera, entityCameraInit, NULL, NULL)
|
||||
X(RENDERABLE, entityrenderable_t, renderable,
|
||||
entityRenderableInit, entityRenderableDispose, NULL)
|
||||
X(PHYSICS, entityphysics_t, physics,
|
||||
entityPhysicsInit, entityPhysicsDispose, NULL)
|
||||
X(TRIGGER, entitytrigger_t, trigger, entityTriggerInit, NULL, NULL)
|
||||
@@ -1,179 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "entitymanager.h"
|
||||
#include "component/display/entityposition.h"
|
||||
#include "util/memory.h"
|
||||
#include "assert/assert.h"
|
||||
|
||||
void entityInit(const entityid_t entityId) {
|
||||
entity_t *ent = &ENTITY_MANAGER.entities[entityId];
|
||||
|
||||
memoryZero(ent, sizeof(entity_t));
|
||||
|
||||
// Mark all component types not using this entity.
|
||||
for(
|
||||
componenttype_t compType = 0;
|
||||
compType < COMPONENT_TYPE_COUNT;
|
||||
compType++
|
||||
) {
|
||||
ENTITY_MANAGER.entitiesWithComponent[
|
||||
compType * ENTITY_COUNT_MAX + entityId
|
||||
] = COMPONENT_ID_INVALID;
|
||||
}
|
||||
|
||||
ent->state |= ENTITY_STATE_ACTIVE;
|
||||
}
|
||||
|
||||
componentid_t entityAddComponent(
|
||||
const entityid_t entityId,
|
||||
const componenttype_t type
|
||||
) {
|
||||
componentindex_t compInd;
|
||||
entity_t *ent = &ENTITY_MANAGER.entities[entityId];
|
||||
|
||||
for(componentid_t i = 0; i < ENTITY_COMPONENT_COUNT_MAX; i++) {
|
||||
compInd = componentGetIndex(entityId, i);
|
||||
if(ENTITY_MANAGER.components[compInd].type != COMPONENT_TYPE_NULL) {
|
||||
assertTrue(
|
||||
ENTITY_MANAGER.components[compInd].type != type,
|
||||
"Entity already has component of this type"
|
||||
);
|
||||
continue;
|
||||
}
|
||||
componentInit(entityId, i, type);
|
||||
ENTITY_MANAGER.entitiesWithComponent[
|
||||
type * ENTITY_COUNT_MAX + entityId
|
||||
] = i;
|
||||
return i;
|
||||
}
|
||||
|
||||
assertUnreachable("Entity has no more component slots available");
|
||||
return COMPONENT_ID_INVALID;
|
||||
}
|
||||
|
||||
componentid_t entityGetComponent(
|
||||
const entityid_t entityId,
|
||||
const componenttype_t type
|
||||
) {
|
||||
componentid_t compId = ENTITY_MANAGER.entitiesWithComponent[
|
||||
type * ENTITY_COUNT_MAX + entityId
|
||||
];
|
||||
if(compId == COMPONENT_ID_INVALID) return compId;
|
||||
assertTrue(
|
||||
ENTITY_MANAGER.components[componentGetIndex(entityId, compId)].type == type,
|
||||
"Component type mismatch"
|
||||
);
|
||||
return compId;
|
||||
}
|
||||
|
||||
void entityDisposeDeep(const entityid_t entityId) {
|
||||
componentid_t posComp = entityGetComponent(entityId, COMPONENT_TYPE_POSITION);
|
||||
if(posComp != COMPONENT_ID_INVALID) {
|
||||
entityPositionDisposeDeep(entityId, posComp);
|
||||
} else {
|
||||
entityDispose(entityId);
|
||||
}
|
||||
}
|
||||
|
||||
void entityUpdate(const entityid_t entityId) {
|
||||
entity_t *ent = &ENTITY_MANAGER.entities[entityId];
|
||||
for(uint8_t i = 0; i < ent->updateCount; i++) {
|
||||
ent->onUpdate[i](entityId, ent->updateComponentId[i], ent->updateUser[i]);
|
||||
}
|
||||
}
|
||||
|
||||
void entityDispose(const entityid_t entityId) {
|
||||
componentindex_t compInd;
|
||||
entity_t *ent = &ENTITY_MANAGER.entities[entityId];
|
||||
|
||||
for(uint8_t i = 0; i < ent->disposeCount; i++) {
|
||||
ent->onDispose[i](
|
||||
entityId, ent->disposeComponentId[i], ent->disposeUser[i]
|
||||
);
|
||||
}
|
||||
|
||||
for(componentid_t i = 0; i < ENTITY_COMPONENT_COUNT_MAX; i++) {
|
||||
compInd = componentGetIndex(entityId, i);
|
||||
componenttype_t type = ENTITY_MANAGER.components[compInd].type;
|
||||
if(type == COMPONENT_TYPE_NULL) continue;
|
||||
ENTITY_MANAGER.entitiesWithComponent[
|
||||
type * ENTITY_COUNT_MAX + entityId
|
||||
] = COMPONENT_ID_INVALID;
|
||||
componentDispose(entityId, i);
|
||||
}
|
||||
|
||||
ent->state = 0;
|
||||
}
|
||||
|
||||
void entityUpdateAdd(
|
||||
const entityid_t entityId,
|
||||
const entitycallback_t callback,
|
||||
const componentid_t componentId,
|
||||
void *user
|
||||
) {
|
||||
entity_t *ent = &ENTITY_MANAGER.entities[entityId];
|
||||
assertTrue(
|
||||
ent->updateCount < ENTITY_UPDATE_CALLBACK_COUNT_MAX,
|
||||
"Entity update callback slots full"
|
||||
);
|
||||
ent->onUpdate[ent->updateCount] = callback;
|
||||
ent->updateComponentId[ent->updateCount] = componentId;
|
||||
ent->updateUser[ent->updateCount] = user;
|
||||
ent->updateCount++;
|
||||
}
|
||||
|
||||
void entityUpdateRemove(
|
||||
const entityid_t entityId,
|
||||
const entitycallback_t callback
|
||||
) {
|
||||
entity_t *ent = &ENTITY_MANAGER.entities[entityId];
|
||||
for(uint8_t i = 0; i < ent->updateCount; i++) {
|
||||
if(ent->onUpdate[i] != callback) continue;
|
||||
ent->updateCount--;
|
||||
for(uint8_t j = i; j < ent->updateCount; j++) {
|
||||
ent->onUpdate[j] = ent->onUpdate[j + 1];
|
||||
ent->updateComponentId[j] = ent->updateComponentId[j + 1];
|
||||
ent->updateUser[j] = ent->updateUser[j + 1];
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
void entityDisposeAdd(
|
||||
const entityid_t entityId,
|
||||
const entitycallback_t callback,
|
||||
const componentid_t componentId,
|
||||
void *user
|
||||
) {
|
||||
entity_t *ent = &ENTITY_MANAGER.entities[entityId];
|
||||
assertTrue(
|
||||
ent->disposeCount < ENTITY_DISPOSE_CALLBACK_COUNT_MAX,
|
||||
"Entity dispose callback slots full"
|
||||
);
|
||||
ent->onDispose[ent->disposeCount] = callback;
|
||||
ent->disposeComponentId[ent->disposeCount] = componentId;
|
||||
ent->disposeUser[ent->disposeCount] = user;
|
||||
ent->disposeCount++;
|
||||
}
|
||||
|
||||
void entityDisposeRemove(
|
||||
const entityid_t entityId,
|
||||
const entitycallback_t callback
|
||||
) {
|
||||
entity_t *ent = &ENTITY_MANAGER.entities[entityId];
|
||||
for(uint8_t i = 0; i < ent->disposeCount; i++) {
|
||||
if(ent->onDispose[i] != callback) continue;
|
||||
ent->disposeCount--;
|
||||
for(uint8_t j = i; j < ent->disposeCount; j++) {
|
||||
ent->onDispose[j] = ent->onDispose[j + 1];
|
||||
ent->disposeComponentId[j] = ent->disposeComponentId[j + 1];
|
||||
ent->disposeUser[j] = ent->disposeUser[j + 1];
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
@@ -1,137 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "component.h"
|
||||
|
||||
#define ENTITY_STATE_ACTIVE (1 << 0)
|
||||
|
||||
#define ENTITY_UPDATE_CALLBACK_COUNT_MAX 5
|
||||
#define ENTITY_DISPOSE_CALLBACK_COUNT_MAX 5
|
||||
|
||||
typedef void (*entitycallback_t)(
|
||||
const entityid_t entityId,
|
||||
const componentid_t componentId,
|
||||
void *user
|
||||
);
|
||||
|
||||
typedef struct {
|
||||
uint8_t state;
|
||||
uint8_t updateCount;
|
||||
uint8_t disposeCount;
|
||||
entitycallback_t onUpdate[ENTITY_UPDATE_CALLBACK_COUNT_MAX];
|
||||
componentid_t updateComponentId[ENTITY_UPDATE_CALLBACK_COUNT_MAX];
|
||||
void *updateUser[ENTITY_UPDATE_CALLBACK_COUNT_MAX];
|
||||
entitycallback_t onDispose[ENTITY_DISPOSE_CALLBACK_COUNT_MAX];
|
||||
componentid_t disposeComponentId[ENTITY_DISPOSE_CALLBACK_COUNT_MAX];
|
||||
void *disposeUser[ENTITY_DISPOSE_CALLBACK_COUNT_MAX];
|
||||
} entity_t;
|
||||
|
||||
/**
|
||||
* Initializes an entity with the given ID.
|
||||
*
|
||||
* @param entityId The ID of the entity to initialize.
|
||||
*/
|
||||
void entityInit(const entityid_t entityId);
|
||||
|
||||
/**
|
||||
* Adds a component of the given type to the entity with the given ID.
|
||||
*
|
||||
* @param entityId The ID of the entity to add the component to.
|
||||
* @param type The type of the component to add.
|
||||
* @return The ID of the entity with component.
|
||||
*/
|
||||
componentid_t entityAddComponent(
|
||||
const entityid_t entityId,
|
||||
const componenttype_t type
|
||||
);
|
||||
|
||||
/**
|
||||
* Gets the ID of the component of the given type on the entity with the given
|
||||
* ID, or COMPONENT_ID_INVALID if the entity lacks the component.
|
||||
*
|
||||
* @param entityId The ID of the entity to get the component from.
|
||||
* @param type The type of the component to get.
|
||||
* @return The ID of the component.
|
||||
*/
|
||||
componentid_t entityGetComponent(
|
||||
const entityid_t entityId,
|
||||
const componenttype_t type
|
||||
);
|
||||
|
||||
/**
|
||||
* Runs all registered update callbacks for the entity.
|
||||
*
|
||||
* @param entityId The ID of the entity to update.
|
||||
*/
|
||||
void entityUpdate(const entityid_t entityId);
|
||||
|
||||
/**
|
||||
* Disposes of an entity with the given ID. Fires all dispose callbacks before
|
||||
* cleaning up components and state.
|
||||
*
|
||||
* @param entityId The ID of the entity to dispose of.
|
||||
*/
|
||||
void entityDispose(const entityid_t entityId);
|
||||
|
||||
/**
|
||||
* Disposes of an entity and all of its position-component descendants
|
||||
* recursively. If the entity has no position component, behaves like
|
||||
* entityDispose.
|
||||
*
|
||||
* @param entityId The root entity ID.
|
||||
*/
|
||||
void entityDisposeDeep(const entityid_t entityId);
|
||||
|
||||
/**
|
||||
* Registers an update callback, invoked each time entityUpdate is called.
|
||||
*
|
||||
* @param entityId The entity to register on.
|
||||
* @param callback The function to call.
|
||||
*/
|
||||
void entityUpdateAdd(
|
||||
const entityid_t entityId,
|
||||
const entitycallback_t callback,
|
||||
const componentid_t componentId,
|
||||
void *user
|
||||
);
|
||||
|
||||
/**
|
||||
* Removes a previously registered update callback.
|
||||
*
|
||||
* @param entityId The entity to remove from.
|
||||
* @param callback The function to remove.
|
||||
*/
|
||||
void entityUpdateRemove(
|
||||
const entityid_t entityId,
|
||||
const entitycallback_t callback
|
||||
);
|
||||
|
||||
/**
|
||||
* Registers a dispose callback, invoked at the start of entityDispose before
|
||||
* any component or state cleanup.
|
||||
*
|
||||
* @param entityId The entity to register on.
|
||||
* @param callback The function to call.
|
||||
*/
|
||||
void entityDisposeAdd(
|
||||
const entityid_t entityId,
|
||||
const entitycallback_t callback,
|
||||
const componentid_t componentId,
|
||||
void *user
|
||||
);
|
||||
|
||||
/**
|
||||
* Removes a previously registered dispose callback.
|
||||
*
|
||||
* @param entityId The entity to remove from.
|
||||
* @param callback The function to remove.
|
||||
*/
|
||||
void entityDisposeRemove(
|
||||
const entityid_t entityId,
|
||||
const entitycallback_t callback
|
||||
);
|
||||
@@ -1,19 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "dusk.h"
|
||||
|
||||
#define ENTITY_COUNT_MAX 64
|
||||
#define ENTITY_COMPONENT_COUNT_MAX 16
|
||||
|
||||
#define ENTITY_ID_INVALID 0xFF
|
||||
#define COMPONENT_ID_INVALID 0xFF
|
||||
|
||||
typedef uint8_t entityid_t;
|
||||
typedef uint8_t componentid_t;
|
||||
typedef uint16_t componentindex_t;
|
||||
@@ -1,54 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "entitymanager.h"
|
||||
#include "assert/assert.h"
|
||||
#include "util/memory.h"
|
||||
#include "console/console.h"
|
||||
|
||||
entitymanager_t ENTITY_MANAGER;
|
||||
|
||||
void entityManagerInit(void) {
|
||||
memoryZero(&ENTITY_MANAGER, sizeof(entitymanager_t));
|
||||
memorySet(
|
||||
ENTITY_MANAGER.entitiesWithComponent, COMPONENT_ID_INVALID,
|
||||
sizeof(componentid_t) * COMPONENT_TYPE_COUNT * ENTITY_COUNT_MAX
|
||||
);
|
||||
|
||||
consolePrint(
|
||||
"Entity Manager size: %zu bytes (%.2f KB)",
|
||||
sizeof(entitymanager_t),
|
||||
sizeof(entitymanager_t) / 1024.0f
|
||||
);
|
||||
}
|
||||
|
||||
entityid_t entityManagerAdd() {
|
||||
for(entityid_t i = 0; i < ENTITY_COUNT_MAX; i++) {
|
||||
if((ENTITY_MANAGER.entities[i].state & ENTITY_STATE_ACTIVE) != 0) continue;
|
||||
entityInit(i);
|
||||
return i;
|
||||
}
|
||||
assertUnreachable("No more entity IDs available");
|
||||
return ENTITY_ID_INVALID;
|
||||
}
|
||||
|
||||
void entityManagerUpdate(void) {
|
||||
entityid_t i = 0;
|
||||
while(i < ENTITY_COUNT_MAX) {
|
||||
if((ENTITY_MANAGER.entities[i].state & ENTITY_STATE_ACTIVE) != 0) {
|
||||
entityUpdate(i);
|
||||
}
|
||||
i++;
|
||||
}
|
||||
}
|
||||
|
||||
void entityManagerDispose(void) {
|
||||
for(entityid_t i = 0; i < ENTITY_COUNT_MAX; i++) {
|
||||
if((ENTITY_MANAGER.entities[i].state & ENTITY_STATE_ACTIVE) == 0) continue;
|
||||
entityDispose(i);
|
||||
}
|
||||
}
|
||||
@@ -1,39 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "entity.h"
|
||||
|
||||
typedef struct {
|
||||
entity_t entities[ENTITY_COUNT_MAX];
|
||||
component_t components[ENTITY_COUNT_MAX * ENTITY_COMPONENT_COUNT_MAX];
|
||||
componentid_t entitiesWithComponent[COMPONENT_TYPE_COUNT * ENTITY_COUNT_MAX];
|
||||
} entitymanager_t;
|
||||
|
||||
extern entitymanager_t ENTITY_MANAGER;
|
||||
|
||||
/**
|
||||
* Initializes the entity manager.
|
||||
*/
|
||||
void entityManagerInit(void);
|
||||
|
||||
/**
|
||||
* Adds / Reserves a new entity ID.
|
||||
*
|
||||
* @return The new entity ID.
|
||||
*/
|
||||
entityid_t entityManagerAdd();
|
||||
|
||||
/**
|
||||
* Updates all active entities.
|
||||
*/
|
||||
void entityManagerUpdate(void);
|
||||
|
||||
/**
|
||||
* Disposes of the entity manager, in turn freeing all entities and components.
|
||||
*/
|
||||
void entityManagerDispose(void);
|
||||
@@ -1,17 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "facingdir.h"
|
||||
|
||||
void facingDirToVec2(facingdir_t facing, vec2 dest) {
|
||||
switch(facing) {
|
||||
case FACING_DIR_UP: dest[0] = 0.0f; dest[1] = -1.0f; return;
|
||||
case FACING_DIR_LEFT: dest[0] = -1.0f; dest[1] = 0.0f; return;
|
||||
case FACING_DIR_RIGHT: dest[0] = 1.0f; dest[1] = 0.0f; return;
|
||||
default: dest[0] = 0.0f; dest[1] = 1.0f; return;
|
||||
}
|
||||
}
|
||||
@@ -1,28 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "dusk.h"
|
||||
|
||||
typedef enum {
|
||||
FACING_DIR_DOWN = 0,
|
||||
FACING_DIR_UP = 1,
|
||||
FACING_DIR_LEFT = 2,
|
||||
FACING_DIR_RIGHT = 3,
|
||||
FACING_DIR_SOUTH = FACING_DIR_DOWN,
|
||||
FACING_DIR_NORTH = FACING_DIR_UP,
|
||||
FACING_DIR_WEST = FACING_DIR_LEFT,
|
||||
FACING_DIR_EAST = FACING_DIR_RIGHT,
|
||||
} facingdir_t;
|
||||
|
||||
/**
|
||||
* Converts a facing direction to a normalized XZ vec2.
|
||||
*
|
||||
* @param facing The facing direction.
|
||||
* @param dest Output vec2 - [0] is X, [1] is Z.
|
||||
*/
|
||||
void facingDirToVec2(facingdir_t facing, vec2 dest);
|
||||
@@ -1,151 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "map.h"
|
||||
#include "assert/assert.h"
|
||||
#include "asset/assetfile.h"
|
||||
#include "util/memory.h"
|
||||
#include "util/string.h"
|
||||
#include "console/console.h"
|
||||
|
||||
map_t MAP;
|
||||
|
||||
chunkindex_t mapChunkRelToIndex(
|
||||
chunkunit_t rx,
|
||||
chunkunit_t ry,
|
||||
chunkunit_t rz
|
||||
) {
|
||||
return (chunkindex_t)(
|
||||
rz * (MAP_CHUNKS_WIDE * MAP_CHUNKS_HIGH) +
|
||||
ry * MAP_CHUNKS_WIDE +
|
||||
rx
|
||||
);
|
||||
}
|
||||
|
||||
void mapInit(void) {
|
||||
memoryZero(&MAP, sizeof(map_t));
|
||||
}
|
||||
|
||||
errorret_t mapLoad(const char_t *handle) {
|
||||
assertStrLenMin(handle, 1, "Map handle cannot be empty");
|
||||
assertStrLenMax(handle, MAP_HANDLE_MAX - 1, "Map handle too long");
|
||||
|
||||
if(mapIsLoaded()) mapDispose();
|
||||
|
||||
memoryZero(&MAP, sizeof(map_t));
|
||||
stringCopy(MAP.handle, handle, MAP_HANDLE_MAX);
|
||||
|
||||
char_t path[ASSET_FILE_NAME_MAX];
|
||||
stringFormat(path, sizeof(path), "maps/%s/init.js", handle);
|
||||
|
||||
consolePrint("Map loaded: %s", handle);
|
||||
errorOk();
|
||||
}
|
||||
|
||||
bool_t mapIsLoaded(void) {
|
||||
return MAP.loaded;
|
||||
}
|
||||
|
||||
errorret_t mapPositionSet(tilepos_t tilePos) {
|
||||
assertTrue(MAP.chunkTileWidth > 0, "chunkTileWidth not set");
|
||||
assertTrue(MAP.chunkTileHeight > 0, "chunkTileHeight not set");
|
||||
assertTrue(MAP.chunkTileDepth > 0, "chunkTileDepth not set");
|
||||
|
||||
// Convert tile position to chunk-space window origin.
|
||||
chunkpos_t newPos = {
|
||||
.x = (chunkunit_t)(tilePos.x / MAP.chunkTileWidth),
|
||||
.y = (chunkunit_t)(tilePos.y / MAP.chunkTileHeight),
|
||||
.z = (chunkunit_t)(tilePos.z / MAP.chunkTileDepth),
|
||||
};
|
||||
|
||||
if(MAP.loaded && chunkPosEqual(MAP.chunkPosition, newPos)) errorOk();
|
||||
|
||||
// Categorise existing chunks as remaining or freed.
|
||||
chunkindex_t remaining[MAP_CHUNKS_COUNT];
|
||||
chunkindex_t freed[MAP_CHUNKS_COUNT];
|
||||
chunkindex_t remainingCount = 0;
|
||||
chunkindex_t freedCount = 0;
|
||||
|
||||
for(chunkindex_t i = 0; i < MAP_CHUNKS_COUNT; i++) {
|
||||
mapchunk_t *chunk = &MAP.chunks[i];
|
||||
chunkpos_t p = chunk->position;
|
||||
|
||||
bool_t stays = MAP.loaded &&
|
||||
p.x >= newPos.x && p.x < newPos.x + MAP_CHUNKS_WIDE &&
|
||||
p.y >= newPos.y && p.y < newPos.y + MAP_CHUNKS_HIGH &&
|
||||
p.z >= newPos.z && p.z < newPos.z + MAP_CHUNKS_DEEP;
|
||||
|
||||
if(stays) {
|
||||
remaining[remainingCount++] = i;
|
||||
} else {
|
||||
if(MAP.loaded) mapChunkUnload(chunk);
|
||||
freed[freedCount++] = i;
|
||||
}
|
||||
}
|
||||
|
||||
// Build chunkOrder for the new window, loading into freed slots as needed.
|
||||
chunkindex_t orderIndex = 0;
|
||||
for(chunkunit_t zOff = 0; zOff < MAP_CHUNKS_DEEP; zOff++) {
|
||||
for(chunkunit_t yOff = 0; yOff < MAP_CHUNKS_HIGH; yOff++) {
|
||||
for(chunkunit_t xOff = 0; xOff < MAP_CHUNKS_WIDE; xOff++) {
|
||||
chunkpos_t target = {
|
||||
.x = (chunkunit_t)(newPos.x + xOff),
|
||||
.y = (chunkunit_t)(newPos.y + yOff),
|
||||
.z = (chunkunit_t)(newPos.z + zOff),
|
||||
};
|
||||
|
||||
// Check if the target chunk is already loaded.
|
||||
chunkindex_t poolIdx = -1;
|
||||
for(chunkindex_t r = 0; r < remainingCount; r++) {
|
||||
if(chunkPosEqual(MAP.chunks[remaining[r]].position, target)) {
|
||||
poolIdx = remaining[r];
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Otherwise recycle a freed slot.
|
||||
if(poolIdx == -1) {
|
||||
poolIdx = freed[--freedCount];
|
||||
MAP.chunks[poolIdx].position = target;
|
||||
errorChain(mapChunkLoad(&MAP.chunks[poolIdx]));
|
||||
}
|
||||
|
||||
MAP.chunkOrder[orderIndex++] = &MAP.chunks[poolIdx];
|
||||
}}}
|
||||
|
||||
MAP.chunkPosition = newPos;
|
||||
MAP.loaded = true;
|
||||
errorOk();
|
||||
}
|
||||
|
||||
mapchunk_t *mapGetChunkAt(chunkpos_t pos) {
|
||||
if(!MAP.loaded) return NULL;
|
||||
chunkpos_t p = MAP.chunkPosition;
|
||||
if(
|
||||
pos.x < p.x || pos.x >= p.x + MAP_CHUNKS_WIDE ||
|
||||
pos.y < p.y || pos.y >= p.y + MAP_CHUNKS_HIGH ||
|
||||
pos.z < p.z || pos.z >= p.z + MAP_CHUNKS_DEEP
|
||||
) return NULL;
|
||||
chunkindex_t idx = mapChunkRelToIndex(
|
||||
pos.x - p.x, pos.y - p.y, pos.z - p.z
|
||||
);
|
||||
return MAP.chunkOrder[idx];
|
||||
}
|
||||
|
||||
errorret_t mapUpdate(void) {
|
||||
if(!MAP.loaded) errorOk();
|
||||
errorOk();
|
||||
}
|
||||
|
||||
void mapDispose(void) {
|
||||
consolePrint("Map disposing: %s", MAP.handle);
|
||||
if(!MAP.loaded) return;
|
||||
for(chunkindex_t i = 0; i < MAP_CHUNKS_COUNT; i++) {
|
||||
mapChunkUnload(&MAP.chunks[i]);
|
||||
}
|
||||
MAP.loaded = false;
|
||||
}
|
||||
@@ -1,97 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "mapchunk.h"
|
||||
#include "error/error.h"
|
||||
|
||||
#define MAP_NAME_MAX 64
|
||||
#define MAP_HANDLE_MAX 32
|
||||
#define MAP_CHUNKS_WIDE 3
|
||||
#define MAP_CHUNKS_HIGH 3
|
||||
#define MAP_CHUNKS_DEEP 2
|
||||
#define MAP_CHUNKS_COUNT (MAP_CHUNKS_WIDE * MAP_CHUNKS_HIGH * MAP_CHUNKS_DEEP)
|
||||
|
||||
typedef struct {
|
||||
char_t name[MAP_NAME_MAX];
|
||||
char_t handle[MAP_HANDLE_MAX];
|
||||
uint16_t chunkTileWidth;
|
||||
uint16_t chunkTileHeight;
|
||||
uint16_t chunkTileDepth;
|
||||
mapchunk_t chunks[MAP_CHUNKS_COUNT];
|
||||
mapchunk_t *chunkOrder[MAP_CHUNKS_COUNT];
|
||||
chunkpos_t chunkPosition;
|
||||
bool_t loaded;
|
||||
} map_t;
|
||||
|
||||
extern map_t MAP;
|
||||
|
||||
/**
|
||||
* Initializes the map, zeroing all state.
|
||||
*/
|
||||
void mapInit(void);
|
||||
|
||||
/**
|
||||
* Prepares the map for use with the given handle. If a map is already loaded
|
||||
* it is disposed first. Chunk positions are not set until mapPositionSet is
|
||||
* called.
|
||||
*
|
||||
* @param handle Short identifier for this map (max MAP_HANDLE_MAX - 1 chars).
|
||||
* @return An error code.
|
||||
*/
|
||||
errorret_t mapLoad(const char_t *handle);
|
||||
|
||||
/**
|
||||
* Returns true if a map is currently loaded.
|
||||
*
|
||||
* @return true if a map is loaded, false otherwise.
|
||||
*/
|
||||
bool_t mapIsLoaded(void);
|
||||
|
||||
/**
|
||||
* Converts a chunk position relative to the window origin to its pool index.
|
||||
*
|
||||
* @param rx Relative chunk X offset within the window.
|
||||
* @param ry Relative chunk Y offset within the window.
|
||||
* @param rz Relative chunk Z offset within the window.
|
||||
* @return The flat pool index for that relative position.
|
||||
*/
|
||||
chunkindex_t mapChunkRelToIndex(
|
||||
chunkunit_t rx,
|
||||
chunkunit_t ry,
|
||||
chunkunit_t rz
|
||||
);
|
||||
|
||||
/**
|
||||
* Slides the loaded chunk window so its origin is the chunk that contains
|
||||
* the given tile-space position. Only the delta is loaded/unloaded.
|
||||
*
|
||||
* @param tilePos Tile-space position of the new window origin.
|
||||
* @return An error code.
|
||||
*/
|
||||
errorret_t mapPositionSet(tilepos_t tilePos);
|
||||
|
||||
/**
|
||||
* Updates the map each frame.
|
||||
*
|
||||
* @return An error code.
|
||||
*/
|
||||
errorret_t mapUpdate(void);
|
||||
|
||||
/**
|
||||
* Disposes the map, unloading all chunks.
|
||||
*/
|
||||
void mapDispose(void);
|
||||
|
||||
/**
|
||||
* Returns the chunk at the given absolute chunk-space position, or NULL if
|
||||
* it is outside the currently loaded window.
|
||||
*
|
||||
* @param pos Absolute chunk-space position to look up.
|
||||
* @return Pointer to the chunk, or NULL if not loaded.
|
||||
*/
|
||||
mapchunk_t *mapGetChunkAt(chunkpos_t pos);
|
||||
@@ -1,56 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "mapchunk.h"
|
||||
#include "map.h"
|
||||
#include "entity/entitymanager.h"
|
||||
#include "util/memory.h"
|
||||
#include "util/string.h"
|
||||
#include "asset/asset.h"
|
||||
#include "console/console.h"
|
||||
|
||||
errorret_t mapChunkLoad(mapchunk_t *chunk) {
|
||||
chunk->entityCount = 0;
|
||||
memoryZero(chunk->entities, sizeof(chunk->entities));
|
||||
|
||||
if(MAP.handle[0] == '\0') errorOk();
|
||||
|
||||
char_t path[ASSET_FILE_NAME_MAX];
|
||||
stringFormat(
|
||||
path, sizeof(path),
|
||||
"maps/%s/chunks/%d_%d_%d.js",
|
||||
MAP.handle,
|
||||
(int)chunk->position.x,
|
||||
(int)chunk->position.y,
|
||||
(int)chunk->position.z
|
||||
);
|
||||
|
||||
if(!assetFileExists(path)) errorOk();
|
||||
|
||||
consolePrint(
|
||||
"Chunk loaded: %s [%d,%d,%d]",
|
||||
path,
|
||||
(int)chunk->position.x,
|
||||
(int)chunk->position.y,
|
||||
(int)chunk->position.z
|
||||
);
|
||||
errorOk();
|
||||
}
|
||||
|
||||
void mapChunkUnload(mapchunk_t *chunk) {
|
||||
consolePrint(
|
||||
"Chunk unloading: [%d,%d,%d]",
|
||||
(int)chunk->position.x,
|
||||
(int)chunk->position.y,
|
||||
(int)chunk->position.z
|
||||
);
|
||||
|
||||
for(uint8_t i = 0; i < chunk->entityCount; i++) {
|
||||
entityDispose(chunk->entities[i]);
|
||||
}
|
||||
chunk->entityCount = 0;
|
||||
}
|
||||
@@ -1,34 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "maptypes.h"
|
||||
#include "entity/entitybase.h"
|
||||
#include "error/error.h"
|
||||
|
||||
#define MAP_CHUNK_ENTITY_COUNT_MAX 64
|
||||
|
||||
typedef struct {
|
||||
chunkpos_t position;
|
||||
entityid_t entities[MAP_CHUNK_ENTITY_COUNT_MAX];
|
||||
uint8_t entityCount;
|
||||
} mapchunk_t;
|
||||
|
||||
/**
|
||||
* Loads content into a chunk at its current position.
|
||||
*
|
||||
* @param chunk The chunk to load.
|
||||
* @return An error code.
|
||||
*/
|
||||
errorret_t mapChunkLoad(mapchunk_t *chunk);
|
||||
|
||||
/**
|
||||
* Disposes all entities owned by the chunk and resets its state.
|
||||
*
|
||||
* @param chunk The chunk to unload.
|
||||
*/
|
||||
void mapChunkUnload(mapchunk_t *chunk);
|
||||
@@ -1,12 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "maptypes.h"
|
||||
|
||||
bool_t chunkPosEqual(chunkpos_t a, chunkpos_t b) {
|
||||
return a.x == b.x && a.y == b.y && a.z == b.z;
|
||||
}
|
||||
@@ -1,30 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "dusk.h"
|
||||
|
||||
typedef int16_t chunkunit_t;
|
||||
typedef int16_t chunkindex_t;
|
||||
typedef int32_t tileunit_t;
|
||||
|
||||
typedef struct {
|
||||
chunkunit_t x, y, z;
|
||||
} chunkpos_t;
|
||||
|
||||
typedef struct {
|
||||
tileunit_t x, y, z;
|
||||
} tilepos_t;
|
||||
|
||||
/**
|
||||
* Checks if two chunk positions are equal.
|
||||
*
|
||||
* @param a The first chunk position.
|
||||
* @param b The second chunk position.
|
||||
* @return true if the positions are equal, false otherwise.
|
||||
*/
|
||||
bool_t chunkPosEqual(chunkpos_t a, chunkpos_t b);
|
||||
@@ -1,12 +0,0 @@
|
||||
# Copyright (c) 2026 Dominic Masters
|
||||
#
|
||||
# This software is released under the MIT License.
|
||||
# https://opensource.org/licenses/MIT
|
||||
|
||||
# Sources
|
||||
target_sources(${DUSK_LIBRARY_TARGET_NAME}
|
||||
PUBLIC
|
||||
physicsmanager.c
|
||||
physicsworld.c
|
||||
physicstest.c
|
||||
)
|
||||
@@ -1,27 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "dusk.h"
|
||||
|
||||
typedef enum {
|
||||
/**
|
||||
* Never moves. Acts as an immovable collision surface.
|
||||
*/
|
||||
PHYSICS_BODY_STATIC,
|
||||
|
||||
/**
|
||||
* Simulated by the world step: gravity, forces, and collision response.
|
||||
*/
|
||||
PHYSICS_BODY_DYNAMIC,
|
||||
|
||||
/**
|
||||
* Moved programmatically via physicsWorldMoveBody; collides but is not
|
||||
* driven by the simulation. Typical use: player character controller.
|
||||
*/
|
||||
PHYSICS_BODY_KINEMATIC
|
||||
} physicsbodytype_t;
|
||||
@@ -1,21 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "physicsmanager.h"
|
||||
#include "time/time.h"
|
||||
|
||||
void physicsManagerInit(void) {
|
||||
physicsWorldInit();
|
||||
}
|
||||
|
||||
void physicsManagerUpdate() {
|
||||
#if DUSK_TIME_DYNAMIC
|
||||
if(TIME.dynamicUpdate) return; // Don't update on dynamic updates.
|
||||
#endif
|
||||
|
||||
physicsWorldStep(TIME.delta);
|
||||
}
|
||||
@@ -1,19 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "physicsworld.h"
|
||||
|
||||
/**
|
||||
* Initializes the physics manager.
|
||||
*/
|
||||
void physicsManagerInit(void);
|
||||
|
||||
/**
|
||||
* Advances the physics simulation.
|
||||
*/
|
||||
void physicsManagerUpdate();
|
||||
@@ -1,46 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "dusk.h"
|
||||
|
||||
typedef enum {
|
||||
PHYSICS_SHAPE_CUBE,
|
||||
PHYSICS_SHAPE_SPHERE,
|
||||
PHYSICS_SHAPE_CAPSULE,
|
||||
PHYSICS_SHAPE_PLANE
|
||||
} physicshapetype_t;
|
||||
|
||||
typedef struct {
|
||||
vec3 halfExtents;
|
||||
} physicsshapecube_t;
|
||||
|
||||
typedef struct {
|
||||
float_t radius;
|
||||
} physicsshapesphere_t;
|
||||
|
||||
typedef struct {
|
||||
float_t radius;
|
||||
float_t halfHeight;
|
||||
} physicsshapecapsule_t;
|
||||
|
||||
typedef struct {
|
||||
vec3 normal;
|
||||
float_t distance;
|
||||
} physicsshapeplane_t;
|
||||
|
||||
typedef union {
|
||||
physicsshapecube_t cube;
|
||||
physicsshapesphere_t sphere;
|
||||
physicsshapecapsule_t capsule;
|
||||
physicsshapeplane_t plane;
|
||||
} physicsshapedata_t;
|
||||
|
||||
typedef struct {
|
||||
physicshapetype_t type;
|
||||
physicsshapedata_t data;
|
||||
} physicsshape_t;
|
||||
@@ -1,402 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "physicstest.h"
|
||||
|
||||
bool_t physicsTestAabbVsAabb(
|
||||
const vec3 ac, const vec3 ah,
|
||||
const vec3 bc, const vec3 bh,
|
||||
vec3 outNormal, float_t *outDepth
|
||||
) {
|
||||
float_t dx = ac[0] - bc[0];
|
||||
float_t dy = ac[1] - bc[1];
|
||||
float_t dz = ac[2] - bc[2];
|
||||
|
||||
float_t px = (ah[0] + bh[0]) - fabsf(dx);
|
||||
float_t py = (ah[1] + bh[1]) - fabsf(dy);
|
||||
float_t pz = (ah[2] + bh[2]) - fabsf(dz);
|
||||
|
||||
if(px <= 0.0f || py <= 0.0f || pz <= 0.0f) return false;
|
||||
|
||||
outNormal[0] = outNormal[1] = outNormal[2] = 0.0f;
|
||||
if(px < py && px < pz) {
|
||||
*outDepth = px;
|
||||
outNormal[0] = dx >= 0.0f ? 1.0f : -1.0f;
|
||||
} else if(py < pz) {
|
||||
*outDepth = py;
|
||||
outNormal[1] = dy >= 0.0f ? 1.0f : -1.0f;
|
||||
} else {
|
||||
*outDepth = pz;
|
||||
outNormal[2] = dz >= 0.0f ? 1.0f : -1.0f;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool_t physicsTestSphereVsSphere(
|
||||
const vec3 ac, const float_t ar,
|
||||
const vec3 bc, const float_t br,
|
||||
vec3 outNormal, float_t *outDepth
|
||||
) {
|
||||
vec3 diff;
|
||||
glm_vec3_sub((float_t *)ac, (float_t *)bc, diff);
|
||||
float_t dist2 = glm_vec3_norm2(diff);
|
||||
float_t sumR = ar + br;
|
||||
|
||||
if(dist2 >= sumR * sumR) return false;
|
||||
|
||||
float_t dist = sqrtf(dist2);
|
||||
*outDepth = sumR - dist;
|
||||
|
||||
if(dist > 1e-6f) {
|
||||
glm_vec3_scale(diff, 1.0f / dist, outNormal);
|
||||
} else {
|
||||
outNormal[0] = 0.0f;
|
||||
outNormal[1] = 1.0f;
|
||||
outNormal[2] = 0.0f;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool_t physicsTestSphereVsAabb(
|
||||
const vec3 sc, const float_t sr,
|
||||
const vec3 ac, const vec3 ah,
|
||||
vec3 outNormal, float_t *outDepth
|
||||
) {
|
||||
vec3 closest = {
|
||||
glm_clamp(sc[0], ac[0] - ah[0], ac[0] + ah[0]),
|
||||
glm_clamp(sc[1], ac[1] - ah[1], ac[1] + ah[1]),
|
||||
glm_clamp(sc[2], ac[2] - ah[2], ac[2] + ah[2])
|
||||
};
|
||||
|
||||
vec3 diff;
|
||||
glm_vec3_sub((float_t *)sc, closest, diff);
|
||||
float_t dist2 = glm_vec3_norm2(diff);
|
||||
|
||||
bool_t inside = (dist2 < 1e-10f);
|
||||
if(!inside && dist2 >= sr * sr) return false;
|
||||
|
||||
if(!inside) {
|
||||
float_t dist = sqrtf(dist2);
|
||||
*outDepth = sr - dist;
|
||||
glm_vec3_scale(diff, 1.0f / dist, outNormal);
|
||||
} else {
|
||||
float_t faces[6] = {
|
||||
(ac[0] + ah[0]) - sc[0],
|
||||
sc[0] - (ac[0] - ah[0]),
|
||||
(ac[1] + ah[1]) - sc[1],
|
||||
sc[1] - (ac[1] - ah[1]),
|
||||
(ac[2] + ah[2]) - sc[2],
|
||||
sc[2] - (ac[2] - ah[2])
|
||||
};
|
||||
const float_t normals[6][3] = {
|
||||
{1,0,0},{-1,0,0},{0,1,0},{0,-1,0},{0,0,1},{0,0,-1}
|
||||
};
|
||||
int_t mi = 0;
|
||||
for(int_t k = 1; k < 6; k++) {
|
||||
if(faces[k] < faces[mi]) mi = k;
|
||||
}
|
||||
*outDepth = sr + faces[mi];
|
||||
outNormal[0] = normals[mi][0];
|
||||
outNormal[1] = normals[mi][1];
|
||||
outNormal[2] = normals[mi][2];
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool_t physicsTestSphereVsPlane(
|
||||
const vec3 sc, const float_t sr,
|
||||
const vec3 pn, const float_t pd,
|
||||
vec3 outNormal, float_t *outDepth
|
||||
) {
|
||||
float_t signedDist = glm_vec3_dot((float_t *)pn, (float_t *)sc) - pd;
|
||||
*outDepth = sr - signedDist;
|
||||
if(*outDepth <= 0.0f) return false;
|
||||
glm_vec3_copy((float_t *)pn, outNormal);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool_t physicsTestAabbVsPlane(
|
||||
const vec3 ac, const vec3 ah,
|
||||
const vec3 pn, const float_t pd,
|
||||
vec3 outNormal, float_t *outDepth
|
||||
) {
|
||||
float_t proj = fabsf(pn[0] * ah[0])
|
||||
+ fabsf(pn[1] * ah[1])
|
||||
+ fabsf(pn[2] * ah[2]);
|
||||
float_t signedDist = glm_vec3_dot((float_t *)pn, (float_t *)ac) - pd;
|
||||
*outDepth = proj - signedDist;
|
||||
if(*outDepth <= 0.0f) return false;
|
||||
glm_vec3_copy((float_t *)pn, outNormal);
|
||||
return true;
|
||||
}
|
||||
|
||||
void physicsTestClosestPointOnSegment(
|
||||
const vec3 a, const vec3 b, const vec3 p, vec3 out
|
||||
) {
|
||||
vec3 ab, ap;
|
||||
glm_vec3_sub((float_t *)b, (float_t *)a, ab);
|
||||
glm_vec3_sub((float_t *)p, (float_t *)a, ap);
|
||||
float_t denom = glm_vec3_dot(ab, ab);
|
||||
float_t t = (denom > 1e-10f)
|
||||
? glm_clamp(glm_vec3_dot(ap, ab) / denom, 0.0f, 1.0f)
|
||||
: 0.0f;
|
||||
glm_vec3_lerp((float_t *)a, (float_t *)b, t, out);
|
||||
}
|
||||
|
||||
void physicsTestClosestPointsBetweenSegments(
|
||||
const vec3 a1, const vec3 b1,
|
||||
const vec3 a2, const vec3 b2,
|
||||
vec3 outP1, vec3 outP2
|
||||
) {
|
||||
vec3 d1, d2, r;
|
||||
glm_vec3_sub((float_t *)b1, (float_t *)a1, d1);
|
||||
glm_vec3_sub((float_t *)b2, (float_t *)a2, d2);
|
||||
glm_vec3_sub((float_t *)a1, (float_t *)a2, r);
|
||||
|
||||
float_t a = glm_vec3_dot(d1, d1);
|
||||
float_t e = glm_vec3_dot(d2, d2);
|
||||
float_t f = glm_vec3_dot(d2, r);
|
||||
float_t s, t;
|
||||
|
||||
if(a <= 1e-10f && e <= 1e-10f) {
|
||||
glm_vec3_copy((float_t *)a1, outP1);
|
||||
glm_vec3_copy((float_t *)a2, outP2);
|
||||
return;
|
||||
}
|
||||
if(a <= 1e-10f) {
|
||||
t = 0.0f;
|
||||
s = glm_clamp(f / e, 0.0f, 1.0f);
|
||||
} else {
|
||||
float_t c = glm_vec3_dot(d1, r);
|
||||
if(e <= 1e-10f) {
|
||||
s = 0.0f;
|
||||
t = glm_clamp(-c / a, 0.0f, 1.0f);
|
||||
} else {
|
||||
float_t b = glm_vec3_dot(d1, d2);
|
||||
float_t denom = a * e - b * b;
|
||||
t = (fabsf(denom) > 1e-10f)
|
||||
? glm_clamp((b * f - c * e) / denom, 0.0f, 1.0f)
|
||||
: 0.0f;
|
||||
s = glm_clamp((b * t + f) / e, 0.0f, 1.0f);
|
||||
t = glm_clamp((b * s - c) / a, 0.0f, 1.0f);
|
||||
}
|
||||
}
|
||||
glm_vec3_lerp((float_t *)a1, (float_t *)b1, t, outP1);
|
||||
glm_vec3_lerp((float_t *)a2, (float_t *)b2, s, outP2);
|
||||
}
|
||||
|
||||
bool_t physicsTestCapsuleVsSphere(
|
||||
const vec3 cc, const float_t cr, const float_t chh,
|
||||
const vec3 sc, const float_t sr,
|
||||
vec3 outNormal, float_t *outDepth
|
||||
) {
|
||||
vec3 capA = { cc[0], cc[1] - chh, cc[2] };
|
||||
vec3 capB = { cc[0], cc[1] + chh, cc[2] };
|
||||
vec3 closest;
|
||||
physicsTestClosestPointOnSegment(capA, capB, sc, closest);
|
||||
return physicsTestSphereVsSphere(
|
||||
closest, cr, sc, sr, outNormal, outDepth
|
||||
);
|
||||
}
|
||||
|
||||
bool_t physicsTestCapsuleVsAabb(
|
||||
const vec3 cc, const float_t cr, const float_t chh,
|
||||
const vec3 ac, const vec3 ah,
|
||||
vec3 outNormal, float_t *outDepth
|
||||
) {
|
||||
vec3 capA = { cc[0], cc[1] - chh, cc[2] };
|
||||
vec3 capB = { cc[0], cc[1] + chh, cc[2] };
|
||||
vec3 closest;
|
||||
physicsTestClosestPointOnSegment(capA, capB, ac, closest);
|
||||
return physicsTestSphereVsAabb(
|
||||
closest, cr, ac, ah, outNormal, outDepth
|
||||
);
|
||||
}
|
||||
|
||||
bool_t physicsTestCapsuleVsPlane(
|
||||
const vec3 cc, const float_t cr, const float_t chh,
|
||||
const vec3 pn, const float_t pd,
|
||||
vec3 outNormal, float_t *outDepth
|
||||
) {
|
||||
vec3 capA = { cc[0], cc[1] - chh, cc[2] };
|
||||
vec3 capB = { cc[0], cc[1] + chh, cc[2] };
|
||||
float_t da = glm_vec3_dot((float_t *)pn, capA) - pd;
|
||||
float_t db = glm_vec3_dot((float_t *)pn, capB) - pd;
|
||||
float_t minDist = (da < db) ? da : db;
|
||||
*outDepth = cr - minDist;
|
||||
if(*outDepth <= 0.0f) return false;
|
||||
glm_vec3_copy((float_t *)pn, outNormal);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool_t physicsTestCapsuleVsCapsule(
|
||||
const vec3 c1, const float_t r1, const float_t hh1,
|
||||
const vec3 c2, const float_t r2, const float_t hh2,
|
||||
vec3 outNormal, float_t *outDepth
|
||||
) {
|
||||
vec3 a1 = { c1[0], c1[1] - hh1, c1[2] };
|
||||
vec3 b1 = { c1[0], c1[1] + hh1, c1[2] };
|
||||
vec3 a2 = { c2[0], c2[1] - hh2, c2[2] };
|
||||
vec3 b2 = { c2[0], c2[1] + hh2, c2[2] };
|
||||
vec3 p1, p2;
|
||||
physicsTestClosestPointsBetweenSegments(a1, b1, a2, b2, p1, p2);
|
||||
return physicsTestSphereVsSphere(p1, r1, p2, r2, outNormal, outDepth);
|
||||
}
|
||||
|
||||
bool_t physicsTestDispatch(
|
||||
const vec3 aPos, const physicsshape_t aShape,
|
||||
const vec3 bPos, const physicsshape_t bShape,
|
||||
vec3 outNormal, float_t *outDepth
|
||||
) {
|
||||
physicshapetype_t ta = aShape.type;
|
||||
physicshapetype_t tb = bShape.type;
|
||||
|
||||
if(tb == PHYSICS_SHAPE_PLANE) {
|
||||
const float_t *pn = bShape.data.plane.normal;
|
||||
const float_t pd = bShape.data.plane.distance;
|
||||
switch(ta) {
|
||||
case PHYSICS_SHAPE_CUBE:
|
||||
return physicsTestAabbVsPlane(
|
||||
aPos, aShape.data.cube.halfExtents,
|
||||
pn, pd, outNormal, outDepth
|
||||
);
|
||||
case PHYSICS_SHAPE_SPHERE:
|
||||
return physicsTestSphereVsPlane(
|
||||
aPos, aShape.data.sphere.radius,
|
||||
pn, pd, outNormal, outDepth
|
||||
);
|
||||
case PHYSICS_SHAPE_CAPSULE:
|
||||
return physicsTestCapsuleVsPlane(
|
||||
aPos,
|
||||
aShape.data.capsule.radius,
|
||||
aShape.data.capsule.halfHeight,
|
||||
pn, pd, outNormal, outDepth
|
||||
);
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
if(ta == PHYSICS_SHAPE_PLANE) {
|
||||
vec3 tmp; float_t d;
|
||||
if(!physicsTestDispatch(
|
||||
bPos, bShape, aPos, aShape, tmp, &d
|
||||
)) return false;
|
||||
glm_vec3_scale(tmp, -1.0f, outNormal);
|
||||
*outDepth = d;
|
||||
return true;
|
||||
}
|
||||
|
||||
switch(ta) {
|
||||
case PHYSICS_SHAPE_CUBE: {
|
||||
const float_t *ac = aPos;
|
||||
const float_t *ah = aShape.data.cube.halfExtents;
|
||||
switch(tb) {
|
||||
case PHYSICS_SHAPE_CUBE:
|
||||
return physicsTestAabbVsAabb(
|
||||
ac, ah,
|
||||
bPos, bShape.data.cube.halfExtents,
|
||||
outNormal, outDepth
|
||||
);
|
||||
case PHYSICS_SHAPE_SPHERE: {
|
||||
vec3 tmp; float_t d;
|
||||
if(!physicsTestSphereVsAabb(
|
||||
bPos, bShape.data.sphere.radius,
|
||||
ac, ah, tmp, &d
|
||||
)) return false;
|
||||
glm_vec3_scale(tmp, -1.0f, outNormal);
|
||||
*outDepth = d;
|
||||
return true;
|
||||
}
|
||||
case PHYSICS_SHAPE_CAPSULE: {
|
||||
vec3 tmp; float_t d;
|
||||
if(!physicsTestCapsuleVsAabb(
|
||||
bPos,
|
||||
bShape.data.capsule.radius,
|
||||
bShape.data.capsule.halfHeight,
|
||||
ac, ah, tmp, &d
|
||||
)) return false;
|
||||
glm_vec3_scale(tmp, -1.0f, outNormal);
|
||||
*outDepth = d;
|
||||
return true;
|
||||
}
|
||||
default: return false;
|
||||
}
|
||||
}
|
||||
|
||||
case PHYSICS_SHAPE_SPHERE: {
|
||||
const float_t sr = aShape.data.sphere.radius;
|
||||
switch(tb) {
|
||||
case PHYSICS_SHAPE_CUBE:
|
||||
return physicsTestSphereVsAabb(
|
||||
aPos, sr,
|
||||
bPos, bShape.data.cube.halfExtents,
|
||||
outNormal, outDepth
|
||||
);
|
||||
case PHYSICS_SHAPE_SPHERE:
|
||||
return physicsTestSphereVsSphere(
|
||||
aPos, sr,
|
||||
bPos, bShape.data.sphere.radius,
|
||||
outNormal, outDepth
|
||||
);
|
||||
case PHYSICS_SHAPE_CAPSULE: {
|
||||
vec3 tmp; float_t d;
|
||||
if(!physicsTestCapsuleVsSphere(
|
||||
bPos,
|
||||
bShape.data.capsule.radius,
|
||||
bShape.data.capsule.halfHeight,
|
||||
aPos, sr, tmp, &d
|
||||
)) return false;
|
||||
glm_vec3_scale(tmp, -1.0f, outNormal);
|
||||
*outDepth = d;
|
||||
return true;
|
||||
}
|
||||
default: return false;
|
||||
}
|
||||
}
|
||||
|
||||
case PHYSICS_SHAPE_CAPSULE: {
|
||||
const float_t cr = aShape.data.capsule.radius;
|
||||
const float_t chh = aShape.data.capsule.halfHeight;
|
||||
switch(tb) {
|
||||
case PHYSICS_SHAPE_CUBE:
|
||||
return physicsTestCapsuleVsAabb(
|
||||
aPos, cr, chh,
|
||||
bPos, bShape.data.cube.halfExtents,
|
||||
outNormal, outDepth
|
||||
);
|
||||
case PHYSICS_SHAPE_SPHERE:
|
||||
return physicsTestCapsuleVsSphere(
|
||||
aPos, cr, chh,
|
||||
bPos, bShape.data.sphere.radius,
|
||||
outNormal, outDepth
|
||||
);
|
||||
case PHYSICS_SHAPE_CAPSULE:
|
||||
return physicsTestCapsuleVsCapsule(
|
||||
aPos, cr, chh,
|
||||
bPos,
|
||||
bShape.data.capsule.radius,
|
||||
bShape.data.capsule.halfHeight,
|
||||
outNormal, outDepth
|
||||
);
|
||||
default: return false;
|
||||
}
|
||||
}
|
||||
|
||||
default: return false;
|
||||
}
|
||||
}
|
||||
|
||||
bool_t physicsTestShapeVsShape(
|
||||
const vec3 aPos, const physicsshape_t aShape,
|
||||
const vec3 bPos, const physicsshape_t bShape,
|
||||
vec3 outNormal, float_t *outDepth
|
||||
) {
|
||||
return physicsTestDispatch(
|
||||
aPos, aShape, bPos, bShape, outNormal, outDepth
|
||||
);
|
||||
}
|
||||
@@ -1,247 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "physicsshape.h"
|
||||
|
||||
/**
|
||||
* Tests overlap between two axis-aligned bounding boxes.
|
||||
* outNormal points from B toward A.
|
||||
*
|
||||
* @param ac Center of AABB A.
|
||||
* @param ah Half-extents of AABB A.
|
||||
* @param bc Center of AABB B.
|
||||
* @param bh Half-extents of AABB B.
|
||||
* @param outNormal Push-out normal (B toward A).
|
||||
* @param outDepth Penetration depth.
|
||||
* @return true if overlapping.
|
||||
*/
|
||||
bool_t physicsTestAabbVsAabb(
|
||||
const vec3 ac, const vec3 ah,
|
||||
const vec3 bc, const vec3 bh,
|
||||
vec3 outNormal, float_t *outDepth
|
||||
);
|
||||
|
||||
/**
|
||||
* Tests overlap between two spheres.
|
||||
* outNormal points from B toward A.
|
||||
*
|
||||
* @param ac Center of sphere A.
|
||||
* @param ar Radius of sphere A.
|
||||
* @param bc Center of sphere B.
|
||||
* @param br Radius of sphere B.
|
||||
* @param outNormal Push-out normal (B toward A).
|
||||
* @param outDepth Penetration depth.
|
||||
* @return true if overlapping.
|
||||
*/
|
||||
bool_t physicsTestSphereVsSphere(
|
||||
const vec3 ac, const float_t ar,
|
||||
const vec3 bc, const float_t br,
|
||||
vec3 outNormal, float_t *outDepth
|
||||
);
|
||||
|
||||
/**
|
||||
* Tests overlap between a sphere and an axis-aligned bounding box.
|
||||
* outNormal points from the AABB toward the sphere.
|
||||
*
|
||||
* @param sc Center of the sphere.
|
||||
* @param sr Radius of the sphere.
|
||||
* @param ac Center of the AABB.
|
||||
* @param ah Half-extents of the AABB.
|
||||
* @param outNormal Push-out normal (AABB toward sphere).
|
||||
* @param outDepth Penetration depth.
|
||||
* @return true if overlapping.
|
||||
*/
|
||||
bool_t physicsTestSphereVsAabb(
|
||||
const vec3 sc, const float_t sr,
|
||||
const vec3 ac, const vec3 ah,
|
||||
vec3 outNormal, float_t *outDepth
|
||||
);
|
||||
|
||||
/**
|
||||
* Tests overlap between a sphere and an infinite plane.
|
||||
* outNormal equals the plane normal (pointing away from the surface).
|
||||
*
|
||||
* @param sc Center of the sphere.
|
||||
* @param sr Radius of the sphere.
|
||||
* @param pn Plane normal (unit vector, world-space).
|
||||
* @param pd Plane offset: dot(pn, surfacePoint) == pd.
|
||||
* @param outNormal Push-out normal (equals pn).
|
||||
* @param outDepth Penetration depth.
|
||||
* @return true if overlapping.
|
||||
*/
|
||||
bool_t physicsTestSphereVsPlane(
|
||||
const vec3 sc, const float_t sr,
|
||||
const vec3 pn, const float_t pd,
|
||||
vec3 outNormal, float_t *outDepth
|
||||
);
|
||||
|
||||
/**
|
||||
* Tests overlap between an AABB and an infinite plane.
|
||||
* outNormal equals the plane normal.
|
||||
*
|
||||
* @param ac Center of the AABB.
|
||||
* @param ah Half-extents of the AABB.
|
||||
* @param pn Plane normal (unit vector, world-space).
|
||||
* @param pd Plane offset (see physicsTestSphereVsPlane).
|
||||
* @param outNormal Push-out normal (equals pn).
|
||||
* @param outDepth Penetration depth.
|
||||
* @return true if overlapping.
|
||||
*/
|
||||
bool_t physicsTestAabbVsPlane(
|
||||
const vec3 ac, const vec3 ah,
|
||||
const vec3 pn, const float_t pd,
|
||||
vec3 outNormal, float_t *outDepth
|
||||
);
|
||||
|
||||
/**
|
||||
* Finds the closest point on segment [a, b] to query point p.
|
||||
*
|
||||
* @param a Start of the segment.
|
||||
* @param b End of the segment.
|
||||
* @param p Query point.
|
||||
* @param out Receives the closest point on [a, b] to p.
|
||||
*/
|
||||
void physicsTestClosestPointOnSegment(
|
||||
const vec3 a, const vec3 b, const vec3 p, vec3 out
|
||||
);
|
||||
|
||||
/**
|
||||
* Finds the closest points between two line segments.
|
||||
*
|
||||
* @param a1 Start of segment 1.
|
||||
* @param b1 End of segment 1.
|
||||
* @param a2 Start of segment 2.
|
||||
* @param b2 End of segment 2.
|
||||
* @param outP1 Receives the closest point on segment 1.
|
||||
* @param outP2 Receives the closest point on segment 2.
|
||||
*/
|
||||
void physicsTestClosestPointsBetweenSegments(
|
||||
const vec3 a1, const vec3 b1,
|
||||
const vec3 a2, const vec3 b2,
|
||||
vec3 outP1, vec3 outP2
|
||||
);
|
||||
|
||||
/**
|
||||
* Tests overlap between a Y-axis-aligned capsule and a sphere.
|
||||
* outNormal points from the sphere toward the capsule.
|
||||
*
|
||||
* @param cc Center of the capsule.
|
||||
* @param cr Radius of the capsule.
|
||||
* @param chh Half-height of the capsule's cylindrical segment.
|
||||
* @param sc Center of the sphere.
|
||||
* @param sr Radius of the sphere.
|
||||
* @param outNormal Push-out normal (sphere toward capsule).
|
||||
* @param outDepth Penetration depth.
|
||||
* @return true if overlapping.
|
||||
*/
|
||||
bool_t physicsTestCapsuleVsSphere(
|
||||
const vec3 cc, const float_t cr, const float_t chh,
|
||||
const vec3 sc, const float_t sr,
|
||||
vec3 outNormal, float_t *outDepth
|
||||
);
|
||||
|
||||
/**
|
||||
* Tests overlap between a Y-axis-aligned capsule and an AABB.
|
||||
* outNormal points from the AABB toward the capsule.
|
||||
*
|
||||
* @param cc Center of the capsule.
|
||||
* @param cr Radius of the capsule.
|
||||
* @param chh Half-height of the capsule's cylindrical segment.
|
||||
* @param ac Center of the AABB.
|
||||
* @param ah Half-extents of the AABB.
|
||||
* @param outNormal Push-out normal (AABB toward capsule).
|
||||
* @param outDepth Penetration depth.
|
||||
* @return true if overlapping.
|
||||
*/
|
||||
bool_t physicsTestCapsuleVsAabb(
|
||||
const vec3 cc, const float_t cr, const float_t chh,
|
||||
const vec3 ac, const vec3 ah,
|
||||
vec3 outNormal, float_t *outDepth
|
||||
);
|
||||
|
||||
/**
|
||||
* Tests overlap between a Y-axis-aligned capsule and an infinite plane.
|
||||
* outNormal equals the plane normal.
|
||||
*
|
||||
* @param cc Center of the capsule.
|
||||
* @param cr Radius of the capsule.
|
||||
* @param chh Half-height of the capsule's cylindrical segment.
|
||||
* @param pn Plane normal (unit vector, world-space).
|
||||
* @param pd Plane offset (see physicsTestSphereVsPlane).
|
||||
* @param outNormal Push-out normal (equals pn).
|
||||
* @param outDepth Penetration depth.
|
||||
* @return true if overlapping.
|
||||
*/
|
||||
bool_t physicsTestCapsuleVsPlane(
|
||||
const vec3 cc, const float_t cr, const float_t chh,
|
||||
const vec3 pn, const float_t pd,
|
||||
vec3 outNormal, float_t *outDepth
|
||||
);
|
||||
|
||||
/**
|
||||
* Tests overlap between two Y-axis-aligned capsules.
|
||||
* outNormal points from capsule B toward capsule A.
|
||||
*
|
||||
* @param c1 Center of capsule A.
|
||||
* @param r1 Radius of capsule A.
|
||||
* @param hh1 Half-height of capsule A's cylindrical segment.
|
||||
* @param c2 Center of capsule B.
|
||||
* @param r2 Radius of capsule B.
|
||||
* @param hh2 Half-height of capsule B's cylindrical segment.
|
||||
* @param outNormal Push-out normal (B toward A).
|
||||
* @param outDepth Penetration depth.
|
||||
* @return true if overlapping.
|
||||
*/
|
||||
bool_t physicsTestCapsuleVsCapsule(
|
||||
const vec3 c1, const float_t r1, const float_t hh1,
|
||||
const vec3 c2, const float_t r2, const float_t hh2,
|
||||
vec3 outNormal, float_t *outDepth
|
||||
);
|
||||
|
||||
/**
|
||||
* Routes a shape-pair collision test to the correct primitive.
|
||||
* When A is a plane, delegates with swapped arguments and negates
|
||||
* the resulting normal. outNormal points from B toward A.
|
||||
*
|
||||
* @param aPos Position of shape A.
|
||||
* @param aShape Shape descriptor of A.
|
||||
* @param bPos Position of shape B.
|
||||
* @param bShape Shape descriptor of B.
|
||||
* @param outNormal Push-out normal (B toward A).
|
||||
* @param outDepth Penetration depth.
|
||||
* @return true if overlapping.
|
||||
*/
|
||||
bool_t physicsTestDispatch(
|
||||
const vec3 aPos, const physicsshape_t aShape,
|
||||
const vec3 bPos, const physicsshape_t bShape,
|
||||
vec3 outNormal, float_t *outDepth
|
||||
);
|
||||
|
||||
/**
|
||||
* Tests for collision between two shapes. Returns true if they
|
||||
* overlap, and if so, outputs the push-out normal and depth.
|
||||
*
|
||||
* outNormal always points from shape B toward shape A, so adding
|
||||
* (outNormal * outDepth) to A's position separates the two shapes.
|
||||
*
|
||||
* @param aPos Position of shape A.
|
||||
* @param aShape Shape descriptor of A.
|
||||
* @param bPos Position of shape B.
|
||||
* @param bShape Shape descriptor of B.
|
||||
* @param outNormal Push-out normal, pointing from B toward A.
|
||||
* @param outDepth Penetration depth (positive when overlapping).
|
||||
* @return true if the shapes overlap, false otherwise.
|
||||
*/
|
||||
bool_t physicsTestShapeVsShape(
|
||||
const vec3 aPos,
|
||||
const physicsshape_t aShape,
|
||||
const vec3 bPos,
|
||||
const physicsshape_t bShape,
|
||||
vec3 outNormal,
|
||||
float_t *outDepth
|
||||
);
|
||||
@@ -1,151 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "physicsworld.h"
|
||||
#include "assert/assert.h"
|
||||
#include "util/memory.h"
|
||||
#include "entity/entity.h"
|
||||
#include "entity/component.h"
|
||||
#include "physicstest.h"
|
||||
|
||||
physicsworld_t PHYSICS_WORLD;
|
||||
|
||||
void physicsWorldInit() {
|
||||
memoryZero(&PHYSICS_WORLD, sizeof(physicsworld_t));
|
||||
|
||||
PHYSICS_WORLD.gravity[0] = 0.0f;
|
||||
PHYSICS_WORLD.gravity[1] = -9.81f;
|
||||
PHYSICS_WORLD.gravity[2] = 0.0f;
|
||||
}
|
||||
|
||||
void physicsWorldStep(const float_t dt) {
|
||||
assertTrue(dt > 0.0f, "Delta time must be positive");
|
||||
|
||||
entityid_t physEnts[ENTITY_COUNT_MAX];
|
||||
componentid_t physComps[ENTITY_COUNT_MAX];
|
||||
entityid_t physCount = componentGetEntitiesWithComponent(
|
||||
COMPONENT_TYPE_PHYSICS, physEnts, physComps
|
||||
);
|
||||
|
||||
/* Pre-fetch all position and physics pointers once. */
|
||||
entityposition_t *positions[ENTITY_COUNT_MAX];
|
||||
entityphysics_t *physBodies[ENTITY_COUNT_MAX];
|
||||
for(entityid_t i = 0; i < physCount; i++) {
|
||||
componentid_t posComp = entityGetComponent(
|
||||
physEnts[i], COMPONENT_TYPE_POSITION
|
||||
);
|
||||
positions[i] = (posComp != 0xFF)
|
||||
? entityPositionGet(physEnts[i], posComp)
|
||||
: NULL;
|
||||
physBodies[i] = entityPhysicsGet(physEnts[i], physComps[i]);
|
||||
}
|
||||
|
||||
/* Phase 1: integrate dynamic bodies (gravity + velocity -> position).
|
||||
* Writes directly to pos->position, matrix rebuilt at end. */
|
||||
for(entityid_t i = 0; i < physCount; i++) {
|
||||
if(!positions[i]) continue;
|
||||
entityphysics_t *phys = physBodies[i];
|
||||
if(phys->type != PHYSICS_BODY_DYNAMIC) continue;
|
||||
|
||||
phys->onGround = false;
|
||||
|
||||
phys->velocity[0] += PHYSICS_WORLD.gravity[0] * phys->gravityScale * dt;
|
||||
phys->velocity[1] += PHYSICS_WORLD.gravity[1] * phys->gravityScale * dt;
|
||||
phys->velocity[2] += PHYSICS_WORLD.gravity[2] * phys->gravityScale * dt;
|
||||
|
||||
float_t *pos = positions[i]->position;
|
||||
pos[0] += phys->velocity[0] * dt;
|
||||
pos[1] += phys->velocity[1] * dt;
|
||||
pos[2] += phys->velocity[2] * dt;
|
||||
}
|
||||
|
||||
/* Phase 2: dynamic vs static/kinematic. */
|
||||
for(entityid_t i = 0; i < physCount; i++) {
|
||||
if(!positions[i]) continue;
|
||||
entityphysics_t *phys = physBodies[i];
|
||||
if(phys->type != PHYSICS_BODY_DYNAMIC) continue;
|
||||
|
||||
float_t *pos = positions[i]->position;
|
||||
|
||||
for(entityid_t j = 0; j < physCount; j++) {
|
||||
if(i == j || !positions[j]) continue;
|
||||
entityphysics_t *otherPhys = physBodies[j];
|
||||
if(otherPhys->type == PHYSICS_BODY_DYNAMIC) continue;
|
||||
|
||||
vec3 normal; float_t depth;
|
||||
if(!physicsTestShapeVsShape(
|
||||
pos, phys->shape,
|
||||
positions[j]->position, otherPhys->shape,
|
||||
normal, &depth
|
||||
)) continue;
|
||||
|
||||
pos[0] += normal[0] * depth;
|
||||
pos[1] += normal[1] * depth;
|
||||
pos[2] += normal[2] * depth;
|
||||
|
||||
float_t vn = glm_vec3_dot(phys->velocity, normal);
|
||||
if(vn < 0.0f) {
|
||||
phys->velocity[0] -= vn * normal[0];
|
||||
phys->velocity[1] -= vn * normal[1];
|
||||
phys->velocity[2] -= vn * normal[2];
|
||||
}
|
||||
|
||||
if(normal[1] > PHYSICS_GROUND_THRESHOLD) phys->onGround = true;
|
||||
}
|
||||
}
|
||||
|
||||
/* Phase 3: dynamic vs dynamic. */
|
||||
for(entityid_t i = 0; i < physCount; i++) {
|
||||
if(!positions[i]) continue;
|
||||
entityphysics_t *physA = physBodies[i];
|
||||
if(physA->type != PHYSICS_BODY_DYNAMIC) continue;
|
||||
|
||||
float_t *posA = positions[i]->position;
|
||||
|
||||
for(entityid_t j = i + 1; j < physCount; j++) {
|
||||
if(!positions[j]) continue;
|
||||
entityphysics_t *physB = physBodies[j];
|
||||
if(physB->type != PHYSICS_BODY_DYNAMIC) continue;
|
||||
|
||||
float_t *posB = positions[j]->position;
|
||||
|
||||
vec3 normal; float_t depth;
|
||||
if(!physicsTestShapeVsShape(
|
||||
posA, physA->shape, posB, physB->shape, normal, &depth
|
||||
)) continue;
|
||||
|
||||
posA[0] += normal[0] * depth * 0.5f;
|
||||
posA[1] += normal[1] * depth * 0.5f;
|
||||
posA[2] += normal[2] * depth * 0.5f;
|
||||
|
||||
posB[0] -= normal[0] * depth * 0.5f;
|
||||
posB[1] -= normal[1] * depth * 0.5f;
|
||||
posB[2] -= normal[2] * depth * 0.5f;
|
||||
|
||||
float_t v_rel = glm_vec3_dot(physA->velocity, normal)
|
||||
- glm_vec3_dot(physB->velocity, normal);
|
||||
if(v_rel < 0.0f) {
|
||||
physA->velocity[0] -= v_rel * normal[0];
|
||||
physA->velocity[1] -= v_rel * normal[1];
|
||||
physA->velocity[2] -= v_rel * normal[2];
|
||||
physB->velocity[0] += v_rel * normal[0];
|
||||
physB->velocity[1] += v_rel * normal[1];
|
||||
physB->velocity[2] += v_rel * normal[2];
|
||||
}
|
||||
|
||||
if( normal[1] > PHYSICS_GROUND_THRESHOLD) physA->onGround = true;
|
||||
if(-normal[1] > PHYSICS_GROUND_THRESHOLD) physB->onGround = true;
|
||||
}
|
||||
}
|
||||
|
||||
/* Rebuild transforms for all dynamic bodies once, after all phases. */
|
||||
for(entityid_t i = 0; i < physCount; i++) {
|
||||
if(!positions[i]) continue;
|
||||
if(physBodies[i]->type != PHYSICS_BODY_DYNAMIC) continue;
|
||||
entityPositionRebuild(positions[i]);
|
||||
}
|
||||
}
|
||||
@@ -1,30 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "physics/physicsshape.h"
|
||||
#include "physics/physicsbodytype.h"
|
||||
|
||||
#define PHYSICS_GROUND_THRESHOLD 0.707f
|
||||
|
||||
typedef struct {
|
||||
vec3 gravity;
|
||||
} physicsworld_t;
|
||||
|
||||
extern physicsworld_t PHYSICS_WORLD;
|
||||
|
||||
/**
|
||||
* Initializes the physics world.
|
||||
*/
|
||||
void physicsWorldInit(void);
|
||||
|
||||
/**
|
||||
* Steps the physics simulation forward.
|
||||
*
|
||||
* @param dt The time delta in seconds since the last step.
|
||||
*/
|
||||
void physicsWorldStep(const float_t dt);
|
||||
@@ -0,0 +1,20 @@
|
||||
# Copyright (c) 2025 Dominic Masters
|
||||
#
|
||||
# This software is released under the MIT License.
|
||||
# https://opensource.org/licenses/MIT
|
||||
|
||||
# Sources
|
||||
target_sources(${DUSK_LIBRARY_TARGET_NAME}
|
||||
PUBLIC
|
||||
rpg.c
|
||||
rpgcamera.c
|
||||
rpgtextbox.c
|
||||
)
|
||||
|
||||
# Subdirs
|
||||
add_subdirectory(cutscene)
|
||||
add_subdirectory(entity)
|
||||
add_subdirectory(overworld)
|
||||
|
||||
add_subdirectory(story)
|
||||
add_subdirectory(item)
|
||||
@@ -1,13 +1,14 @@
|
||||
# Copyright (c) 2026 Dominic Masters
|
||||
# Copyright (c) 2025 Dominic Masters
|
||||
#
|
||||
# This software is released under the MIT License.
|
||||
# https://opensource.org/licenses/MIT
|
||||
|
||||
# Sources
|
||||
target_sources(${DUSK_LIBRARY_TARGET_NAME}
|
||||
PUBLIC
|
||||
modulecomponent.c
|
||||
moduleentity.c
|
||||
cutscenesystem.c
|
||||
cutscenemode.c
|
||||
)
|
||||
|
||||
# Subdirs
|
||||
add_subdirectory(component)
|
||||
add_subdirectory(item)
|
||||
@@ -0,0 +1,14 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "rpg/cutscene/item/cutsceneitem.h"
|
||||
|
||||
typedef struct cutscene_s {
|
||||
const cutsceneitem_t *items;
|
||||
uint8_t itemCount;
|
||||
} cutscene_t;
|
||||
@@ -0,0 +1,19 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "rpg/cutscene/cutscenesystem.h"
|
||||
|
||||
bool_t cutsceneModeIsInputAllowed() {
|
||||
switch(CUTSCENE_SYSTEM.mode) {
|
||||
case CUTSCENE_MODE_FULL_FREEZE:
|
||||
case CUTSCENE_MODE_INPUT_FREEZE:
|
||||
return false;
|
||||
|
||||
default:
|
||||
return true;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,26 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "dusk.h"
|
||||
|
||||
typedef enum {
|
||||
CUTSCENE_MODE_NONE,
|
||||
CUTSCENE_MODE_FULL_FREEZE,
|
||||
CUTSCENE_MODE_INPUT_FREEZE,
|
||||
CUTSCENE_MODE_GAMEPLAY
|
||||
} cutscenemode_t;
|
||||
|
||||
// Default mode for all cutscenes.
|
||||
#define CUTSCENE_MODE_INITIAL CUTSCENE_MODE_INPUT_FREEZE
|
||||
|
||||
/**
|
||||
* Check if input is allowed in the current cutscene mode.
|
||||
*
|
||||
* @return true if input is allowed, false otherwise.
|
||||
*/
|
||||
bool_t cutsceneModeIsInputAllowed();
|
||||
@@ -0,0 +1,56 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "cutscenesystem.h"
|
||||
#include "util/memory.h"
|
||||
|
||||
cutscenesystem_t CUTSCENE_SYSTEM;
|
||||
|
||||
void cutsceneSystemInit() {
|
||||
memoryZero(&CUTSCENE_SYSTEM, sizeof(cutscenesystem_t));
|
||||
}
|
||||
|
||||
void cutsceneSystemStartCutscene(const cutscene_t *cutscene) {
|
||||
CUTSCENE_SYSTEM.scene = cutscene;
|
||||
CUTSCENE_SYSTEM.mode = CUTSCENE_MODE_INITIAL;
|
||||
CUTSCENE_SYSTEM.currentItem = 0xFF;// Set to 0xFF so start wraps.
|
||||
cutsceneSystemNext();
|
||||
}
|
||||
|
||||
void cutsceneSystemUpdate() {
|
||||
if(CUTSCENE_SYSTEM.scene == NULL) return;
|
||||
|
||||
const cutsceneitem_t *item = cutsceneSystemGetCurrentItem();
|
||||
cutsceneItemUpdate(item, &CUTSCENE_SYSTEM.data);
|
||||
}
|
||||
|
||||
void cutsceneSystemNext() {
|
||||
if(CUTSCENE_SYSTEM.scene == NULL) return;
|
||||
|
||||
CUTSCENE_SYSTEM.currentItem++;
|
||||
|
||||
// End of the cutscene?
|
||||
if(
|
||||
CUTSCENE_SYSTEM.currentItem >= CUTSCENE_SYSTEM.scene->itemCount
|
||||
) {
|
||||
CUTSCENE_SYSTEM.scene = NULL;
|
||||
CUTSCENE_SYSTEM.currentItem = 0xFF;
|
||||
CUTSCENE_SYSTEM.mode = CUTSCENE_MODE_NONE;
|
||||
return;
|
||||
}
|
||||
|
||||
// Start item.
|
||||
const cutsceneitem_t *item = cutsceneSystemGetCurrentItem();
|
||||
memset(&CUTSCENE_SYSTEM.data, 0, sizeof(CUTSCENE_SYSTEM.data));
|
||||
cutsceneItemStart(item, &CUTSCENE_SYSTEM.data);
|
||||
}
|
||||
|
||||
const cutsceneitem_t * cutsceneSystemGetCurrentItem() {
|
||||
if(CUTSCENE_SYSTEM.scene == NULL) return NULL;
|
||||
|
||||
return &CUTSCENE_SYSTEM.scene->items[CUTSCENE_SYSTEM.currentItem];
|
||||
}
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user