2021-11-30 21:29:18 -06:00
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#include "gameobject.h"
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#include "shader.h"
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#include "sprite.h"
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#include "registry.h"
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#include "2dphysics.h"
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#include "script.h"
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#include "vec.h"
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#include "input.h"
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#include <string.h>
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2022-01-21 11:26:22 -06:00
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#include <chipmunk/chipmunk.h>
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2022-02-06 10:14:57 -06:00
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#include "resources.h"
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2022-08-12 14:03:56 -05:00
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#include "nuke.h"
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2021-11-30 21:29:18 -06:00
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struct vec *gameobjects = NULL;
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const int nameBuf[MAXNAME] = { 0 };
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const int prefabNameBuf[MAXNAME] = { 0 };
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2022-01-19 16:43:21 -06:00
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void init_gameobjects()
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{
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gameobjects = vec_make(sizeof(struct mGameObject), 100);
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}
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2021-11-30 21:29:18 -06:00
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struct mGameObject *get_gameobject_from_id(int id)
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{
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return vec_get(gameobjects, id - 1);
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}
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static void gameobject_setpickcolor(struct mGameObject *go)
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{
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float r = ((go->editor.id & 0x000000FF) >> 0) / 255.f;
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float g = ((go->editor.id & 0x0000FF00) >> 8) / 255.f;
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float b = ((go->editor.id & 0x00FF0000) >> 16) / 255.f;
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go->editor.color[0] = r;
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go->editor.color[1] = g;
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go->editor.color[2] = b;
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}
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struct mGameObject *MakeGameobject()
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{
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struct mGameObject *go = vec_add(gameobjects, NULL);
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go->editor.id = gameobjects->len - 1;
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go->transform.scale = 1.f;
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gameobject_setpickcolor(go);
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strncpy(go->editor.mname, "New object", MAXNAME);
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go->scale = 1.f;
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go->bodytype = CP_BODY_TYPE_STATIC;
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go->mass = 1.f;
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go->body = cpSpaceAddBody(space, cpBodyNew(go->mass, 1.f));
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go->components = vec_make(sizeof(struct component), 10);
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return go;
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}
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void gameobject_addcomponent(struct mGameObject *go, struct component *c)
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{
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struct component *newc = vec_add(go->components, c);
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newc->go = go;
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newc->data = newc->make(newc->go);
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}
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void gameobject_delete(int id)
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{
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vec_delete(gameobjects, id);
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}
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void gameobject_delcomponent(struct mGameObject *go, int n)
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{
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vec_del_order(go->components, n);
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}
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void setup_model_transform(struct mTransform *t, struct mShader *s,
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float scale)
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{
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mfloat_t modelT[16] = { 0.f };
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mfloat_t matbuff[16] = { 0.f };
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memcpy(modelT, UNITMAT4, sizeof(modelT));
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mat4_translate_vec3(modelT, t->position);
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mat4_multiply(modelT, modelT,
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mat4_rotation_quat(matbuff, t->rotation));
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mat4_scale_vec3f(modelT, scale);
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shader_setmat4(s, "model", modelT);
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}
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void gameobject_save(struct mGameObject *go, FILE * file)
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{
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fwrite(go, sizeof(*go), 1, file);
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vec_store(go->components, file);
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for (int i = 0; i < go->components->len; i++) {
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struct component *c = vec_get(go->components, i);
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fwrite(c, c->datasize, 1, file);
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}
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}
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void gameobject_saveprefab(struct mGameObject *go)
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{
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char prefabfname[60] = { '\0' };
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strncat(prefabfname, go->editor.prefabName, MAXNAME);
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strncat(prefabfname, ".yugh", 10);
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FILE *pfile = fopen(prefabfname, "w+");
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gameobject_save(go, pfile);
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fclose(pfile);
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findPrefabs();
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}
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void gameobject_makefromprefab(char *path)
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{
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FILE *fprefab = fopen(path, "r");
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if (fprefab == NULL) {
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return;
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}
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struct mGameObject *new = MakeGameobject();
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fread(new, sizeof(*new), 1, fprefab);
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new->editor.id = gameobjects->len - 1;
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new->body = cpSpaceAddBody(space, cpBodyNew(new->mass, 1.f));
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gameobject_init(new, fprefab);
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fclose(fprefab);
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}
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void gameobject_init(struct mGameObject *go, FILE * fprefab)
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{
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go->body = cpSpaceAddBody(space, cpBodyNew(go->mass, 1.f));
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vec_load(go->components, fprefab);
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for (int i = 0; i < go->components->len; i++) {
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struct component *newc =
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vec_set(go->components, i,
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&components[((struct component *)
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vec_get(go->components, i))->id]);
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newc->go = go;
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newc->data = malloc(newc->datasize);
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fread(newc->data, newc->datasize, 1, fprefab);
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newc->init(newc->data, go);
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}
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}
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void gameobject_syncprefabs(char *revertPath)
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{
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/*
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struct mGameObject **go = objects;
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int i = 0;
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while(i != nobjects) {
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if ((*go)->editor.curPrefabPath && !strcmp((*go)->editor.curPrefabPath, revertPath)) { ; }//objectRevertPrefab(go); //TODO: revertprefab
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}
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*/
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}
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void gameobject_revertprefab(struct mGameObject *go)
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{
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}
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void toggleprefab(struct mGameObject *go)
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{
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go->editor.prefabSync = !go->editor.prefabSync;
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if (go->editor.prefabSync) {
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strcpy(go->editor.prefabName, go->editor.rootPrefabName);
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gameobject_revertprefab(go); //TODO: object revert prefab
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} else {
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go->editor.prefabName[0] = '\0';
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}
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}
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void gameobject_update(struct mGameObject *go)
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{
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2022-08-12 14:03:56 -05:00
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if (go->script) {
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script_run(go->script);
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2021-11-30 21:29:18 -06:00
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}
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}
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void gameobject_move(struct mGameObject *go, float xs, float ys)
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{
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cpVect p = cpBodyGetPosition(go->body);
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p.x += xs * deltaT;
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p.y += ys * deltaT;
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cpBodySetPosition(go->body, p);
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}
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void gameobject_rotate(struct mGameObject *go, float as)
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{
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cpFloat a = cpBodyGetAngle(go->body);
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a += as * deltaT;
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cpBodySetAngle(go->body, a);
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}
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2022-02-04 11:36:24 -06:00
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void update_gameobjects() {
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2022-02-06 10:14:57 -06:00
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vec_walk(gameobjects, &gameobject_update);
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}
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2022-08-12 14:03:56 -05:00
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void object_gui(struct mGameObject *go)
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{
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float temp_pos[2];
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temp_pos[0] = cpBodyGetPosition(go->body).x;
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temp_pos[1] = cpBodyGetPosition(go->body).y;
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draw_point(temp_pos[0], temp_pos[1], 3);
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nk_property_float2(ctx, "Position", 0.f, temp_pos, 1.f, 0.01f, 0.01f);
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cpVect tvect = { temp_pos[0], temp_pos[1] };
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cpBodySetPosition(go->body, tvect);
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float mtry = cpBodyGetAngle(go->body);
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float modtry = fmodf(mtry * RAD2DEGS, 360.f);
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float modtry2 = modtry;
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nk_property_float(ctx, "Angle", -1000.f, &modtry, 1000.f, 0.5f, 0.5f);
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modtry -= modtry2;
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cpBodySetAngle(go->body, mtry + (modtry * DEG2RADS));
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nk_property_float(ctx, "Scale", 0.f, &go->scale, 1000.f, 0.01f, 0.001f);
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nk_layout_row_dynamic(ctx, 25, 3);
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nk_radio_button_label(ctx, "Static", &go->bodytype, CP_BODY_TYPE_STATIC);
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nk_radio_button_label(ctx, "Dynamic", &go->bodytype, CP_BODY_TYPE_DYNAMIC);
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nk_radio_button_label(ctx, "Kinematic", &go->bodytype, CP_BODY_TYPE_KINEMATIC);
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cpBodySetType(go->body, go->bodytype);
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if (go->bodytype == CP_BODY_TYPE_DYNAMIC) {
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nk_property_float(ctx, "Mass", 0.01f, &go->mass, 1000.f, 0.01f, 0.01f);
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cpBodySetMass(go->body, go->mass);
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}
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nk_property_float(ctx, "Friction", 0.f, &go->f, 10.f, 0.01f, 0.01f);
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nk_property_float(ctx, "Elasticity", 0.f, &go->e, 2.f, 0.01f, 0.01f);
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int n = -1;
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for (int i = 0; i < go->components->len; i++) {
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struct component *c =
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(struct component *) vec_get(go->components, i);
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if (c->draw_debug)
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c->draw_debug(c->data);
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if (nk_tree_push(ctx, NK_TREE_NODE, c->name, NK_MINIMIZED)) {
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if (nk_button_label(ctx, "Del")) {
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n = i;
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}
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c->draw_gui(c->data);
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nk_tree_pop(ctx);
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}
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}
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if (n >= 0)
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gameobject_delcomponent(go, n);
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}
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