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armorpaint/base/sources/physics_body.ts
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///if arm_physics
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///include <phys_jolt.h>
declare function jolt_body_create(shape: i32, mass: f32, dimx: f32, x: f32, y: f32, z: f32, triangles: f32[]): any;
declare function jolt_body_apply_impulse(body: any, x: f32, y: f32, z: f32): void;
declare function jolt_body_get_pos(body: any, pos: vec4_t): void;
declare function jolt_body_get_rot(body: any, rot: quat_t): void;
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type physics_body_t = {
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_body?: any;
shape?: physics_shape_t;
mass?: f32;
dimx?: f32;
obj?: object_t;
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};
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enum physics_shape_t {
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SPHERE = 0,
MESH = 1,
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}
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let physics_body_object_map: map_t<i32, physics_body_t> = map_create();
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function physics_body_create(): physics_body_t {
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let body: physics_body_t = {};
return body;
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}
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function physics_body_init(body: physics_body_t, obj: object_t) {
map_set(physics_body_object_map, obj.uid, body);
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body.obj = obj;
body.dimx = obj.transform.dim.x;
let triangles: f32[] = null;
if (body.shape == physics_shape_t.MESH) {
let mo: mesh_object_t = obj.ext;
let data: mesh_data_t = mo.data;
let scale: vec4_t = obj.transform.scale;
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let positions: i16_array_t = mesh_data_get_vertex_array(data, "pos").values;
let indices: u32_array_t[] = data._.indices;
let indices0: u32_array_t = indices[0];
let sx: f32 = scale.x * (1 / 32767);
let sy: f32 = scale.y * (1 / 32767);
let sz: f32 = scale.z * (1 / 32767);
sx *= data.scale_pos;
sy *= data.scale_pos;
sz *= data.scale_pos;
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triangles = f32_array_create(indices0.length * 3);
// for (let i: i32 = 0; i < indices.length; ++i) {
let ar: u32_array_t = indices[0];
for (let i: i32 = 0; i < math_floor(ar.length / 3); ++i) {
triangles[i * 9 ] = positions[ar[i * 3 ] * 4 ] * sx;
triangles[i * 9 + 1] = positions[ar[i * 3 ] * 4 + 1] * sy;
triangles[i * 9 + 2] = positions[ar[i * 3 ] * 4 + 2] * sz;
triangles[i * 9 + 3] = positions[ar[i * 3 + 1] * 4 ] * sx;
triangles[i * 9 + 4] = positions[ar[i * 3 + 1] * 4 + 1] * sy;
triangles[i * 9 + 5] = positions[ar[i * 3 + 1] * 4 + 2] * sz;
triangles[i * 9 + 6] = positions[ar[i * 3 + 2] * 4 ] * sx;
triangles[i * 9 + 7] = positions[ar[i * 3 + 2] * 4 + 1] * sy;
triangles[i * 9 + 8] = positions[ar[i * 3 + 2] * 4 + 2] * sz;
}
// }
}
let loc: vec4_t = obj.transform.loc;
body._body = jolt_body_create(body.shape, body.mass, body.dimx, loc.x, loc.y, loc.z, triangles);
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}
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function physics_body_apply_impulse(body: physics_body_t, dir: vec4_t) {
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jolt_body_apply_impulse(body._body, dir.x, dir.y, dir.z);
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}
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function physics_body_sync_transform(body: physics_body_t) {
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//
}
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function physics_body_update(body: physics_body_t) {
let transform: transform_t = body.obj.transform;
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jolt_body_get_pos(body._body, ADDRESS(transform.loc));
jolt_body_get_rot(body._body, ADDRESS(transform.rot));
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transform_build_matrix(transform);
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}
///end