2021-11-30 21:29:18 -06:00
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#include "gameobject.h"
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2023-12-24 09:14:46 -06:00
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#include "math.h"
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2024-10-29 12:41:17 -05:00
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#include <chipmunk/chipmunk.h>
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2021-11-30 21:29:18 -06:00
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2022-08-26 09:19:17 -05:00
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#include "stb_ds.h"
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2023-11-06 07:05:27 -06:00
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static void velocityFn(cpBody *body, cpVect gravity, cpFloat damping, cpFloat dt)
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{
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2024-10-29 12:41:17 -05:00
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/* gameobject *go = body2go(body);
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gameobject_apply(go);
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2024-01-04 08:14:37 -06:00
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cpVect pos = cpBodyGetPosition(body);
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2024-04-12 13:53:00 -05:00
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HMM_Vec2 g = warp_force((HMM_Vec3){pos.x, pos.y, 0}, go->warp_mask).xy;
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2023-11-20 07:49:14 -06:00
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if (!go) {
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cpBodyUpdateVelocity(body,g.cp,damping,dt);
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return;
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}
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2023-11-06 07:05:27 -06:00
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2024-03-13 16:30:55 -05:00
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// cpFloat d = isfinite(go->damping) ? go->damping : damping;
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cpFloat d = damping;
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2023-11-20 07:49:14 -06:00
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2024-01-04 08:14:37 -06:00
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cpBodyUpdateVelocity(body,g.cp,d,dt*go->timescale);
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2023-11-06 07:05:27 -06:00
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2023-12-26 15:39:46 -06:00
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if (isfinite(go->maxvelocity))
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2023-11-06 07:05:27 -06:00
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cpBodySetVelocity(body, cpvclamp(cpBodyGetVelocity(body), go->maxvelocity));
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2023-11-20 07:49:14 -06:00
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2023-12-26 15:39:46 -06:00
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if (isfinite(go->maxangularvelocity)) {
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float av = cpBodyGetAngularVelocity(body);
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if (fabs(av) > go->maxangularvelocity)
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cpBodySetAngularVelocity(body, copysignf(go->maxangularvelocity, av));
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}
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2024-10-29 12:41:17 -05:00
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*/
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2021-11-30 21:29:18 -06:00
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}
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