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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 "render.h"
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struct gameobject;
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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 color_white;
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extern struct rgba color_black;
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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;
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int go;
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void *data;
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void (*debugdraw)(void *data);
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float (*moi)(void *data, float mass);
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};
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/* Circles are the fastest collier type */
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struct phys2d_circle {
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float radius;
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cpVect offset;
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struct phys2d_shape shape;
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};
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/* A single segment */
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struct phys2d_segment {
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float a[2];
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float b[2];
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float thickness;
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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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cpVect *points;
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float radius;
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struct phys2d_shape shape;
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};
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/* A box shape; a type of a polygon collider */
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struct phys2d_box {
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float w;
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float h;
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float offset[2];
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float rotation;
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float r;
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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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cpVect *points;
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float thickness;
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cpShape **shapes;
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int closed; /* True if the first and last points should be connected */
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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(int 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, float m);
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struct phys2d_box *Make2DBox(int go);
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void phys2d_boxdel(struct phys2d_box *box);
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void phys2d_applybox(struct phys2d_box *box);
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void phys2d_dbgdrawbox(struct phys2d_box *box);
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float phys2d_box_moi(struct phys2d_box *box, float m);
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struct phys2d_poly *Make2DPoly(int go);
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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, cpVect *verts);
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float phys2d_poly_moi(struct phys2d_poly *poly, float m);
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struct phys2d_edge *Make2DEdge(int go);
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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);
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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, float m);
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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_addverts(struct phys2d_edge *edge, cpVect *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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int *phys2d_query_box(cpVect pos, cpVect wh);
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struct phys_cbs {
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struct callee begin;
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struct callee separate;
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};
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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(int 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(int go);
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int *phys2d_query_shape(struct phys2d_shape *shape);
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int *phys2d_query_box_points(cpVect pos, cpVect wh, cpVect *points, int n);
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void phys2d_reindex_body(cpBody *body);
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cpVect world2go(struct gameobject *go, cpVect worldpos);
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cpVect go2world(struct gameobject *go, cpVect gopos);
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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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