Add point inflation functions
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6d69566857
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@ -100,6 +100,28 @@ void querylistbodies(cpBody *body, void *data)
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}
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}
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int *phys2d_query_box_points(cpVect pos, cpVect wh, cpVect *points, int n)
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{
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cpShape *box = cpBoxShapeNew(NULL, wh.x, wh.y, 0.f);
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cpTransform T = {0};
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T.a = 1;
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T.d = 1;
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T.tx = pos.x;
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T.ty = pos.y;
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cpShapeUpdate(box, T);
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cpBB bbox = cpShapeGetBB(box);
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if (qhits) arrfree(qhits);
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for (int i = 0; i < n; i++) {
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if (cpBBContainsVect(bbox, points[i]))
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arrpush(qhits, i);
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}
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return qhits;
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}
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int *phys2d_query_box(cpVect pos, cpVect wh)
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{
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cpShape *box = cpBoxShapeNew(NULL, wh.x, wh.y, 0.f);
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@ -141,6 +141,7 @@ struct color 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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@ -83,15 +83,6 @@ float vecs2m(cpVect a, cpVect b)
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return (b.y-a.y)/(b.x-a.x);
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}
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cpVect inflateline(cpVect a, cpVect b, float d)
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{
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cpVect c;
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float m = vecs2m(a, b);
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c.x = d/sqrt(1/(pow(m,2)+1));
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c.y = d/sqrt(1+pow(m,2));
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return c;
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}
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cpVect inflatepoint(cpVect a, cpVect b, cpVect c, float d)
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{
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cpVect ba = cpvnormalize(cpvsub(a,b));
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@ -136,7 +127,6 @@ void inflatepoints(cpVect *r, cpVect *p, float d, int n)
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for (int i = 0; i < n-2; i++)
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r[i+1] = inflatepoint(p[i],p[i+1],p[i+2], d);
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}
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void draw_edge(cpVect *points, int n, struct color color, int thickness)
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@ -1,7 +1,7 @@
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#ifndef DEBUGDRAW_H
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#define DEBUGDRAW_H
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struct cpVect;
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#include <chipmunk/chipmunk.h>
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struct color;
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void debugdraw_init();
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@ -20,5 +20,7 @@ void draw_poly(float *points, int n, float *color);
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void debugdraw_flush(); /* This is called once per frame to draw all queued elements */
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cpVect inflatepoint(cpVect a, cpVect b, cpVect c, float d);
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void inflatepoints(cpVect *r, cpVect *p, float d, int n);
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#endif
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@ -159,6 +159,18 @@ duk_idx_t vect2duk(cpVect v) {
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return arr;
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}
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duk_idx_t vecarr2duk(duk_context *duk, cpVect *points, int n)
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{
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duk_idx_t arr = duk_push_array(duk);
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for (int i = 0; i < n; i++) {
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duk_idx_t varr = vect2duk(points[i]);
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duk_put_prop_index(duk, arr, i);
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}
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return arr;
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}
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void duk_dump_stack(duk_context *duk)
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{
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YughInfo("DUK CALLSTACK");
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@ -866,6 +878,10 @@ duk_ret_t duk_cmd(duk_context *duk) {
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case 85:
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vect2duk(cpvproject(duk2vec2(duk,1), duk2vec2(duk,2)));
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return 1;
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case 86:
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ints2duk(phys2d_query_box_points(duk2vec2(duk, 1), duk2vec2(duk, 2), duk2cpvec2arr(duk,3), duk_to_int(duk,4)));
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return 1;
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}
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return 0;
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@ -1333,6 +1349,30 @@ duk_ret_t duk_cmd_edge2d(duk_context *duk)
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return 0;
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}
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duk_ret_t duk_inflate_cpv(duk_context *duk)
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{
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cpVect *points = duk2cpvec2arr(duk,0);
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int n = duk_to_int(duk,1);
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float d = duk_to_number(duk,2);
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cpVect inflate_out[n];
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cpVect inflate_in[n];
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inflatepoints(inflate_out, points, d, n);
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inflatepoints(inflate_in, points, -d, n);
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vecarr2duk(duk,inflate_out,n);
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return 1;
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duk_idx_t arr = duk_push_array(duk);
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duk_idx_t out = vecarr2duk(duk, inflate_out, n);
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duk_put_prop_index(duk,arr, out);
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duk_idx_t in = vecarr2duk(duk, inflate_in, n);
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duk_put_prop_index(duk,arr,in);
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return 1;
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}
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/* These are anims for controlling properties on an object */
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duk_ret_t duk_anim(duk_context *duk) {
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void *prop = duk_get_heapptr(duk, 0);
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@ -1409,6 +1449,8 @@ void ffi_load()
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DUK_FUNC(ui_text, 4);
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DUK_FUNC(cursor_text,5);
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DUK_FUNC(gui_img, 2);
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DUK_FUNC(inflate_cpv, 2);
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DUK_FUNC(anim, 2);
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}
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