Vectorization
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147cf1b05d
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@ -11,6 +11,8 @@
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#include <chipmunk/chipmunk_unsafe.h>
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#include "stb_ds.h"
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#include "script.h"
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#include "log.h"
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cpSpace *space = NULL;
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@ -453,15 +455,14 @@ void phys2d_reindex_body(cpBody *body) {
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static cpBool s7_phys_cb_begin(cpArbiter *arb, cpSpace *space, void *data) {
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struct gameobject *go = data;
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script_call_sym(go->cbs->begin);
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cpBody *body1;
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cpBody *body2;
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cpArbiterGetBodies(arb, &body1, &body2);
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cpShape *shape1;
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cpShape *shape2;
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cpArbiterGetShapes(arb, &shape1, &shape2);
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struct gameobject *g2 = cpBodyGetUserData(body2);
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script_call_sym_args(go->cbs->begin, s7_make_integer(s7, g2->editor.id));
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return 1;
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}
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@ -61,9 +61,10 @@ int MakeGameobject()
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strncpy(go.editor.mname, "New object", MAXNAME);
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go.body = cpSpaceAddBody(space, cpBodyNew(go.mass, 1.f));
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arrput(gameobjects, go);
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cpBodySetUserData(go.body, &arrlast(gameobjects));
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return arrlen(gameobjects)-1;
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}
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@ -148,6 +149,7 @@ void gameobject_init(struct gameobject *go, FILE * fprefab)
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{
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go->body = cpSpaceAddBody(space, cpBodyNew(go->mass, 1.f));
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cpBodySetType(go->body, go->bodytype);
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cpBodySetUserData(go->body, go);
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int comp_n;
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fread(&comp_n, sizeof(int), 1, fprefab);
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@ -216,11 +218,11 @@ void toggleprefab(struct gameobject *go)
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}
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}
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void gameobject_move(struct gameobject *go, float xs, float ys)
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void gameobject_move(struct gameobject *go, cpVect vec)
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{
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cpVect p = cpBodyGetPosition(go->body);
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p.x += xs;
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p.y += ys;
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p.x += vec.x;
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p.y += vec.y;
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cpBodySetPosition(go->body, p);
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phys2d_reindex_body(go->body);
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@ -241,12 +243,9 @@ void gameobject_setangle(struct gameobject *go, float angle) {
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phys2d_reindex_body(go->body);
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}
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void gameobject_setpos(struct gameobject *go, float x, float y) {
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void gameobject_setpos(struct gameobject *go, cpVect vec) {
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if (!go || !go->body) return;
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cpVect p;
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p.x = x;
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p.y = y;
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cpBodySetPosition(go->body, p);
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cpBodySetPosition(go->body, vec);
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phys2d_reindex_body(go->body);
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}
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@ -67,10 +67,10 @@ void gameobject_revertprefab(struct gameobject *go);
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void gameobject_init(struct gameobject *go, FILE * fprefab);
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void gameobject_move(struct gameobject *go, float xs, float ys);
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void gameobject_move(struct gameobject *go, cpVect vec);
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void gameobject_rotate(struct gameobject *go, float as);
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void gameobject_setangle(struct gameobject *go, float angle);
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void gameobject_setpos(struct gameobject *go, float x, float y);
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void gameobject_setpos(struct gameobject *go, cpVect vec);
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void gameobject_draw_debugs();
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@ -21,6 +21,15 @@
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#include "nuke.h"
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cpVect s7tovec2(s7_scheme *sc, s7_pointer s7vec) {
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cpVect ret;
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ret.x = s7_vector_ref(sc, s7vec, 0);
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ret.y = s7_vector_ref(sc, s7vec, 1);
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return ret;
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}
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extern s7_scheme *s7;
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/* FFI */
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@ -59,11 +68,10 @@ s7_pointer s7_ui_text(s7_scheme *sc, s7_pointer args) {
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s7_pointer s7_gui_text(s7_scheme *sc, s7_pointer args) {
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const char *s = s7_string(s7_car(args));
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float pos[2];
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pos[0] = s7_real(s7_cadr(args));
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pos[1] = s7_real(s7_caddr(args));
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s7_pointer s7pos = s7_cadr(args);
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double pos[2] = { s7_vector_ref(sc, s7pos, 0), s7_vector_ref(sc, s7pos, 1) };
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float size = s7_real(s7_cadddr(args));
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float size = s7_real(s7_caddr(args));
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const float white[3] = {1.f, 1.f, 1.f};
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renderText(s, pos, size, white, 200);
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@ -73,10 +81,10 @@ s7_pointer s7_gui_text(s7_scheme *sc, s7_pointer args) {
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s7_pointer s7_gui_img(s7_scheme *sc, s7_pointer args) {
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const char *img = s7_string(s7_car(args));
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float x = s7_real(s7_cadr(args));
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float y = s7_real(s7_caddr(args));
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s7_pointer s7pos = s7_cadr(args);
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double pos[2] = { s7_vector_ref(sc, s7pos, 0), s7_vector_ref(sc, s7pos, 1) };
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gui_draw_img(img, x, y);
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gui_draw_img(img, pos[0], pos[1]);
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return args;
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}
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@ -127,9 +135,8 @@ s7_pointer s7_log(s7_scheme *sc, s7_pointer args) {
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/* Call like (ui_rendertext "string" (xpos ypos) size) */
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s7_pointer s7_ui_rendertext(s7_scheme *sc, s7_pointer args) {
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const char *s = s7_string(s7_car(args));
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double pos[2];
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pos[0] = s7_real(s7_car(s7_cadr(args)));
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pos[1] = s7_real(s7_cadr(s7_cadr(args)));
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s7_pointer s7pos = s7_cadr(args);
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double pos[2] = { s7_vector_ref(sc, s7pos, 0), s7_vector_ref(sc, s7pos, 1) };
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double size = s7_real(s7_caddr(args));
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double white[3] = {1.f, 1.f, 1.f};
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@ -305,33 +312,23 @@ s7_pointer s7_set_pawn(s7_scheme *sc, s7_pointer args) {
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s7_pointer s7_set_body(s7_scheme *sc, s7_pointer args) {
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int id = s7_integer(s7_car(args));
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int cmd = s7_integer(s7_cadr(args));
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struct gameobject *go = get_gameobject_from_id(id);
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switch (cmd) {
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case 0:
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gameobject_setangle(get_gameobject_from_id(id), s7_real(s7_caddr(args)));
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gameobject_setangle(go, s7_real(s7_caddr(args)));
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break;
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case 1:
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cpBodySetType(get_gameobject_from_id(id)->body, s7_integer(s7_caddr(args)));
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break;
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}
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return args;
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}
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s7_pointer s7_set_body_pos(s7_scheme *sc, s7_pointer args) {
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int id = s7_integer(s7_car(args));
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int cmd = s7_integer(s7_cadr(args));
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double x = s7_real(s7_caddr(args));
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double y = s7_real(s7_cadddr(args));
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switch (cmd) {
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case 0:
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gameobject_setpos(get_gameobject_from_id(id), x, y);
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cpBodySetType(go->body, s7_integer(s7_caddr(args)));
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break;
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case 1:
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gameobject_move(get_gameobject_from_id(id), x, y);
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case 2:
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cpBodySetPosition(go, s7tovec2(sc, s7_caddr(args)));
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break;
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case 3:
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gameobject_move(go, s7tovec2(sc, s7_caddr(args)));
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break;
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}
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@ -353,10 +350,26 @@ s7_pointer s7_phys_q(s7_scheme *sc, s7_pointer args) {
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struct gameobject * go = get_gameobject_from_id(s7_integer(s7_car(args)));
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int q = s7_integer(s7_cadr(args));
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s7_pointer ret;
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/* Queries about a body
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0: body type of static, dynamic, kinematic
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1: body position
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2: body rotation
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*/
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switch(q) {
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case 0:
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return s7_make_integer(sc, cpBodyGetType(go->body));
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case 1:
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ret = s7_make_vector(sc, 2);
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s7_vector_set(sc, ret, 0, s7_make_real(sc, cpBodyGetPosition(go->body).x));
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s7_vector_set(sc, ret, 1, s7_make_real(sc, cpBodyGetPosition(go->body).y));
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return ret;
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case 2:
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return s7_make_real(sc, cpBodyGetAngle(go->body));
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}
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}
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@ -406,7 +419,6 @@ void ffi_load() {
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S7_FUNC(register, 2);
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S7_FUNC(set_pawn, 1);
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S7_FUNC(set_body, 3);
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S7_FUNC(set_body_pos, 4);
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S7_FUNC(phys_cmd, 3);
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S7_FUNC(phys_q, 2);
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S7_FUNC(phys_set, 3);
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@ -95,6 +95,11 @@ void script_call_sym(s7_pointer sym)
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s7_call(s7, sym, s7_nil(s7));
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}
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void script_call_sym_args(s7_pointer sym, s7_pointer args)
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{
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s7_call(s7, sym, args);
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}
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int script_has_sym(s7_pointer sym) {
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return 1;
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}
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@ -3,6 +3,8 @@
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#include "s7.h"
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extern s7_scheme *s7;
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void script_init();
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void script_run(const char *script);
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int script_dofile(const char *file);
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@ -11,6 +13,7 @@ void script_draw();
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void script_editor();
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void script_call(const char *f);
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void script_call_sym(s7_pointer sym);
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void script_call_sym_args(s7_pointer sym, s7_pointer args);
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int script_has_sym(s7_pointer sym);
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void script_eval_w_env(const char *s, s7_pointer env);
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@ -93,15 +93,17 @@
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(define (deg2rad deg)
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(* deg 0.01745329252))
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(define (body_angle! body angle) (set_body body 0 angle))
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(define-macro (body_type! body type)
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`(set_body ,body 1 ,(case type
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((static) 2)
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((dynamic) 0)
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((kinematic) 1))))
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(define (body_pos! body x y) (set_body_pos body 0 x y))
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(define (body_move! body x y) (set_body_pos body 1 x y))
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(define (body_angle! body angle) (set_body body 0 angle))
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(define (body_pos! body pos) (set_body body 2 pos))
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(define (body_move! body vec) (set_body body 3 vec))
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(define (gravity! x y) (phys_set 0 x y))
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@ -119,19 +121,19 @@
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(define (bodytype? body) (phys_q body 0))
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(define-macro (register-phys type body . expr)
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(define-macro (register-phys type . expr)
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(let ((f (gensym)))
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`(begin
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(define (,f) (begin . ,expr))
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(phys_cmd ,body ,(case type
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(define (,f hit) (begin . ,expr))
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(phys_cmd body ,(case type
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((collide) 0)
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((separate) 3)) ,f))))
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(define-macro (collide . expr)
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`(register-phys collide body ,@expr))
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`(register-phys collide ,@expr))
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(define-macro (separate . expr)
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`(register-phys separate body ,@expr))
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`(register-phys separate ,@expr))
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(define-macro (not! var)
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`(set! ,var (not ,var)))
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@ -146,10 +148,10 @@
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(define-macro (input key . expr)
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`(define (,(symbol "input_" (symbol->string key))) (begin . ,expr)))
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(define-macro (+= var amt)
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(define-macro (+=! var amt)
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`(set! ,var (+ ,var ,amt)))
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(define-macro (-= var amt)
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(define-macro (-=! var amt)
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`(set! ,var (- ,var ,amt)))
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(define (attach-script script object)
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