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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#include "script.h"
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struct gameobject;
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extern float phys2d_gravity;
extern int physOn;
extern cpSpace *space;
extern float dbg_color[3];
extern float trigger_color[3];
extern float disabled_color[3];
extern float dynamic_color[3];
extern float kinematic_color[3];
extern float static_color[3];
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struct phys2d_shape {
cpShape *shape;
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int go;
void *data;
void (*debugdraw)(void *data);
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 {
float radius;
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cpVect offset;
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struct phys2d_shape shape;
};
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/* A single segment */
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struct phys2d_segment {
float a[2];
float b[2];
float thickness;
struct phys2d_shape shape;
};
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/* A convex polygon; defined as the convex hull around the given set of points */
struct phys2d_poly {
cpVect *points;
float radius;
struct phys2d_shape shape;
};
/* A box shape; a type of a polygon collider */
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struct phys2d_box {
float w;
float h;
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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/* 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;
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);
void phys2d_dbgdrawcircle(struct phys2d_circle *circle);
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);
void phys2d_dbgdrawbox(struct phys2d_box *box);
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);
void phys2d_dbgdrawpoly(struct phys2d_poly *poly);
void phys2d_polyaddvert(struct phys2d_poly *poly);
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void phys2d_poly_setverts(struct phys2d_poly *poly, cpVect *verts);
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);
void phys2d_dbgdrawedge(struct phys2d_edge *edge);
void phys2d_edgeaddvert(struct phys2d_edge *edge);
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void phys2d_edge_rmvert(struct phys2d_edge *edge, int index);
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);
void phys2d_edge_addverts(struct phys2d_edge *edge, cpVect *verts);
void phys2d_edge_set_sensor(struct phys2d_edge *edge, int sensor);
void phys2d_edge_set_enabled(struct phys2d_edge *edge, int enabled);
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void phys2d_init();
void phys2d_update(float deltaT);
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 {
struct callee begin;
struct callee separate;
};
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struct shape_cb {
cpShape *shape;
struct phys_cbs cbs;
};
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void phys2d_add_handler_type(int cmd, int go, struct callee c);
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void register_collide(void *sym);
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);
int shape_is_enabled(struct phys2d_shape *shape);
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void shape_set_sensor(struct phys2d_shape *shape, int sensor);
int shape_get_sensor(struct phys2d_shape *shape);
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struct color {
unsigned char r;
unsigned char g;
unsigned char b;
};
void color2float(struct color, float *fcolor);
struct color float2color(float *fcolor);
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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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cpVect world2go(struct gameobject *go, cpVect worldpos);
cpVect go2world(struct gameobject *go, cpVect gopos);
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#endif