add position calculations 2d
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@ -202,6 +202,27 @@ void phys2d_circledel(struct phys2d_circle *c)
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phys2d_shape_del(&c->shape);
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}
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cpVect world2go(struct gameobject *go, cpVect worldpos)
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{
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worldpos = cpvsub(worldpos, cpBodyGetPosition(go->body));
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worldpos = cpvmult(worldpos, 1/go->scale);
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return worldpos;
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}
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cpVect go2world(struct gameobject *go, cpVect gopos)
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{
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cpVect pos = cpBodyGetPosition(go->body);
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float angle = cpBodyGetAngle(go->body);
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cpTransform T = {0};
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T.a = go->scale * go->flipx * cos(angle);
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T.b = -sin(angle) * go->scale;
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T.c = sin(angle) * go->scale;
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T.d = go->scale * go->flipy * cos(angle);
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T.tx = pos.x;
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T.ty = pos.y;
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return cpTransformPoint(T, gopos);
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}
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cpTransform body2transform(cpBody *body)
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{
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cpTransform T = {0};
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@ -131,5 +131,7 @@ 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);
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cpVect go2world(struct gameobject *go, cpVect gopos);
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#endif
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@ -713,6 +713,15 @@ duk_ret_t duk_cmd(duk_context *duk) {
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case 69:
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gameobject_set_sensor(duk_to_int(duk, 1), duk_to_boolean(duk,2));
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break;
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case 70:
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vect2duk(world2go(id2go(duk_to_int(duk,1)), duk2vec2(duk,2)));
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return 1;
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case 71:
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vect2duk(go2world(id2go(duk_to_int(duk,1)),duk2vec2(duk,2)));
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return 1;
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}
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return 0;
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