prosperon/source/engine/2dphysics.h

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#ifndef TWODPHYSICS_H
#define TWODPHYSICS_H
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#include <chipmunk/chipmunk.h>
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struct gameobject;
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extern cpBody *ballBody;
extern float phys2d_gravity;
extern int physOn;
extern cpSpace *space;
struct phys_cbs {
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void *begin;
void *separate;
};
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struct phys2d_shape {
cpShape *shape;
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struct gameobject *go;
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};
struct phys2d_circle {
float radius;
float offset[2];
struct phys2d_shape shape;
};
struct phys2d_segment {
float a[2];
float b[2];
float thickness;
struct phys2d_shape shape;
};
struct phys2d_box {
float w;
float h;
float offset[2];
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float r;
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struct phys2d_shape shape;
};
struct phys2d_edge {
int n;
float *points;
float thickness;
cpShape **shapes;
struct phys2d_shape shape;
};
struct phys2d_poly {
int n;
float *points;
float radius;
struct phys2d_shape shape;
};
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struct phys2d_circle *Make2DCircle(struct gameobject *go);
void phys2d_circleinit(struct phys2d_circle *circle, struct gameobject *go);
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void phys2d_circledel(struct phys2d_circle *c);
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void phys2d_applycircle(struct phys2d_circle *circle);
void phys2d_dbgdrawcircle(struct phys2d_circle *circle);
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void circle_gui(struct phys2d_circle *circle);
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struct phys2d_segment *Make2DSegment(struct gameobject *go);
void phys2d_seginit(struct phys2d_segment *seg, struct gameobject *go);
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void phys2d_segdel(struct phys2d_segment *seg);
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void phys2d_applyseg(struct phys2d_segment *seg);
void phys2d_dbgdrawseg(struct phys2d_segment *seg);
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void segment_gui(struct phys2d_segment *seg);
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struct phys2d_box *Make2DBox(struct gameobject *go);
void phys2d_boxinit(struct phys2d_box *box, struct gameobject *go);
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void phys2d_boxdel(struct phys2d_box *box);
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void phys2d_applybox(struct phys2d_box *box);
void phys2d_dbgdrawbox(struct phys2d_box *box);
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void box_gui(struct phys2d_box *box);
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struct phys2d_poly *Make2DPoly(struct gameobject *go);
void phys2d_polyinit(struct phys2d_poly *poly, struct gameobject *go);
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void phys2d_polydel(struct phys2d_poly *poly);
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void phys2d_applypoly(struct phys2d_poly *poly);
void phys2d_dbgdrawpoly(struct phys2d_poly *poly);
void phys2d_polyaddvert(struct phys2d_poly *poly);
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void poly_gui(struct phys2d_poly *poly);
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struct phys2d_edge *Make2DEdge(struct gameobject *go);
void phys2d_edgeinit(struct phys2d_edge *edge, struct gameobject *go);
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void phys2d_edgedel(struct phys2d_edge *edge);
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void phys2d_applyedge(struct phys2d_edge *edge);
void phys2d_edgeshapeapply(struct phys2d_shape *mshape, cpShape * shape);
void phys2d_dbgdrawedge(struct phys2d_edge *edge);
void phys2d_edgeaddvert(struct phys2d_edge *edge);
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void edge_gui(struct phys2d_edge *edge);
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void phys2d_init();
void phys2d_update(float deltaT);
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void phys2d_add_handler_type(int cmd, struct gameobject *go, void *cb);
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void phys2d_set_gravity(cpVect v);
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void shape_gui(struct phys2d_shape *shape);
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void phys2d_reindex_body(cpBody *body);
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#endif