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#ifndef TWODPHYSICS_H
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#define TWODPHYSICS_H
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#include "script.h"
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#include <chipmunk/chipmunk.h>
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#include "gameobject.h"
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#include "render.h"
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#include "transform.h"
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extern float phys2d_gravity;
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extern int physOn;
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extern cpSpace *space;
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extern struct rgba disabled_color;
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extern struct rgba dynamic_color;
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extern struct rgba kinematic_color;
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extern struct rgba static_color;
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extern struct rgba sleep_color;
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struct phys2d_shape {
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cpShape *shape; /* user data is this phys2d_shape */
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transform2d t;
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gameobject *go;
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void *data; /* The specific subtype; phys2d_circle, etc */
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void (*debugdraw)(void *data);
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float (*moi)(void *data);
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void (*apply)(void *data);
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void (*free)(void *data);
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};
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void phys2d_shape_apply(struct phys2d_shape *s);
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/* Circles are the fastest colldier type */
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struct phys2d_circle {
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float radius;
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HMM_Vec2 offset;
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struct phys2d_shape shape;
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};
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/* A convex polygon; defined as the convex hull around the given set of points */
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struct phys2d_poly {
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HMM_Vec2 *points;
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transform2d t;
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float radius;
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struct phys2d_shape shape;
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};
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/* An edge with no volume. Cannot collide with each other. Join to make levels. Static only. */
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struct phys2d_edge {
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HMM_Vec2 *points; /* Points defined relative to the gameobject */
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float thickness;
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cpShape **shapes;
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struct phys2d_shape shape;
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int draws;
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};
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struct phys2d_circle *Make2DCircle(gameobject *go);
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void phys2d_circledel(struct phys2d_circle *c);
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void phys2d_applycircle(struct phys2d_circle *circle);
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void phys2d_dbgdrawcircle(struct phys2d_circle *circle);
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float phys2d_circle_moi(struct phys2d_circle *c);
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struct phys2d_poly *Make2DPoly(gameobject *go);
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void phys2d_poly_free(struct phys2d_poly *poly);
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void phys2d_polydel(struct phys2d_poly *poly);
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void phys2d_applypoly(struct phys2d_poly *poly);
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void phys2d_dbgdrawpoly(struct phys2d_poly *poly);
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void phys2d_polyaddvert(struct phys2d_poly *poly);
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void phys2d_poly_setverts(struct phys2d_poly *poly, HMM_Vec2 *verts);
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float phys2d_poly_moi(struct phys2d_poly *poly);
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struct phys2d_edge *Make2DEdge(gameobject *go);
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void phys2d_edge_free(struct phys2d_edge *edge);
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void phys2d_edgedel(struct phys2d_edge *edge);
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void phys2d_applyedge(struct phys2d_edge *edge);
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void phys2d_dbgdrawedge(struct phys2d_edge *edge);
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void phys2d_edgeaddvert(struct phys2d_edge *edge, HMM_Vec2 v);
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void phys2d_edge_rmvert(struct phys2d_edge *edge, int index);
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float phys2d_edge_moi(struct phys2d_edge *edge);
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void phys2d_edge_setvert(struct phys2d_edge *edge, int index, cpVect val);
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void phys2d_edge_clearverts(struct phys2d_edge *edge);
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void phys2d_edge_rmvert(struct phys2d_edge *edge, int index);
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void phys2d_edge_update_verts(struct phys2d_edge *edge, HMM_Vec2 *verts);
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void phys2d_edge_addverts(struct phys2d_edge *edge, HMM_Vec2 *verts);
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void phys2d_edge_set_sensor(struct phys2d_edge *edge, int sensor);
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void phys2d_edge_set_enabled(struct phys2d_edge *edge, int enabled);
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void phys2d_init();
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void phys2d_update(float deltaT);
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cpShape *phys2d_query_pos(cpVect pos);
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gameobject **phys2d_query_box(HMM_Vec2 pos, HMM_Vec2 wh);
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struct shape_cb {
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struct phys2d_shape *shape;
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struct phys_cbs cbs;
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};
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void fire_hits();
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void phys2d_rm_go_handlers(gameobject *go);
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void phys2d_set_gravity(cpVect v);
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void shape_enabled(struct phys2d_shape *shape, int enabled);
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int shape_is_enabled(struct phys2d_shape *shape);
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void shape_set_sensor(struct phys2d_shape *shape, int sensor);
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int shape_get_sensor(struct phys2d_shape *shape);
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struct rgba shape_color_s(cpShape *shape);
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void shape_gui(struct phys2d_shape *shape);
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void phys2d_setup_handlers(gameobject *go);
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gameobject **phys2d_query_shape(struct phys2d_shape *shape);
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int *phys2d_query_box_points(HMM_Vec2 pos, HMM_Vec2 wh, HMM_Vec2 *points, int n);
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void flush_collide_cbs();
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void phys2d_reindex_body(cpBody *body);
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extern unsigned int category_masks[32];
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void set_cat_mask(int cat, unsigned int mask);
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int phys2d_in_air(cpBody *body);
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#endif
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