Add MOI calculations for gameobject sync
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a613e19ffa
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a3428f0d36
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@ -192,11 +192,17 @@ struct phys2d_circle *Make2DCircle(int go)
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new->shape.shape = cpSpaceAddShape(space, cpCircleShapeNew(id2go(go)->body, new->radius, cpvzero));
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new->shape.debugdraw = phys2d_dbgdrawcircle;
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new->shape.moi = phys2d_circle_moi;
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init_phys2dshape(&new->shape, go, new);
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return new;
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}
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float phys2d_circle_moi(struct phys2d_circle *c, float m)
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{
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return cpMomentForCircle(m, 0, c->radius, c->offset);
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}
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void phys2d_circledel(struct phys2d_circle *c)
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{
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phys2d_shape_del(&c->shape);
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@ -288,10 +294,16 @@ struct phys2d_box *Make2DBox(int go)
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new->shape.go = go;
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phys2d_applybox(new);
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new->shape.debugdraw = phys2d_dbgdrawbox;
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new->shape.moi = phys2d_box_moi;
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return new;
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}
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float phys2d_box_moi(struct phys2d_box *box, float m)
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{
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return cpMomentForBox(m, box->w, box->h);
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}
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cpTransform go2transform(struct gameobject *go, cpVect offset, float angle)
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{
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cpTransform T = {0};
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@ -346,10 +358,16 @@ struct phys2d_poly *Make2DPoly(int go)
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new->shape.shape = cpSpaceAddShape(space, cpPolyShapeNewRaw(id2go(go)->body, 0, new->points, new->radius));
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new->shape.debugdraw = phys2d_dbgdrawpoly;
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new->shape.moi = phys2d_poly_moi;
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init_phys2dshape(&new->shape, go, new);
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return new;
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}
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float phys2d_poly_moi(struct phys2d_poly *poly, float m)
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{
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return cpMomentForPoly(m, arrlen(poly->points), poly->points, cpvzero, poly->radius);
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}
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void phys2d_polydel(struct phys2d_poly *poly)
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{
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arrfree(poly->points);
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@ -409,12 +427,18 @@ struct phys2d_edge *Make2DEdge(int go)
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new->shape.go = go;
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new->shape.data = new;
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new->shape.debugdraw = phys2d_dbgdrawedge;
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new->shape.moi = phys2d_edge_moi;
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new->shape.shape = NULL;
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phys2d_applyedge(new);
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return new;
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}
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float phys2d_edge_moi(struct phys2d_edge *edge, float m)
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{
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return m;
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}
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void phys2d_edgedel(struct phys2d_edge *edge)
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{
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phys2d_shape_del(&edge->shape);
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@ -585,8 +609,9 @@ void duk_call_phys_cb(cpArbiter *arb, struct callee c, int hit)
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duk_pop(duk);
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}
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static cpBool script_phys_cb_begin(cpArbiter *arb, cpSpace *space, void *data) {
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static cpBool script_phys_cb_begin(cpArbiter *arb, cpSpace *space, void *data)
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{
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cpBody *body1;
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cpBody *body2;
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cpArbiterGetBodies(arb, &body1, &body2);
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@ -602,12 +627,21 @@ static cpBool script_phys_cb_begin(cpArbiter *arb, cpSpace *space, void *data) {
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for (int i = 0; i < arrlen(go->shape_cbs); i++) {
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duk_call_phys_cb(arb, go->shape_cbs[i].cbs.begin, g2);
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}
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duk_call_phys_cb(arb, go->cbs.begin, g2);
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if (go->cbs.begin.obj)
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duk_call_phys_cb(arb, go->cbs.begin, g2);
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return 1;
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}
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void phys2d_rm_go_handlers(int go)
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{
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cpCollisionHandler *handler = cpSpaceAddWildcardHandler(space, go);
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handler->userData = NULL;
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handler->beginFunc = NULL;
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handler->separateFunc = NULL;
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}
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void phys2d_add_handler_type(int cmd, int go, struct callee c) {
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cpCollisionHandler *handler = cpSpaceAddWildcardHandler(space, go);
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@ -20,6 +20,7 @@ struct phys2d_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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@ -68,11 +69,13 @@ 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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@ -80,6 +83,7 @@ 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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@ -87,6 +91,7 @@ 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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@ -111,6 +116,7 @@ struct shape_cb {
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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);
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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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@ -659,12 +659,10 @@ duk_ret_t duk_cmd(duk_context *duk) {
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case 55:
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duk2go(duk, 1)->flipx = duk_to_boolean(duk, 2) ? -1 : 1;
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gameobject_apply(duk2go(duk, 1));
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return 0;
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case 56:
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duk2go(duk, 1)->flipy = duk_to_boolean(duk, 2) ? -1 : 1;
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gameobject_apply(duk2go(duk, 1));
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return 0;
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case 57:
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@ -767,6 +765,11 @@ duk_ret_t duk_register(duk_context *duk) {
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case 3:
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register_nk_gui(c);
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break;
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case 4:
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unregister_obj(obj);
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break;
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}
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return 0;
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@ -795,6 +798,9 @@ duk_ret_t duk_register_collide(duk_context *duk) {
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case 1:
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gameobject_add_shape_collider(go, c, duk_get_pointer(duk,4));
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break;
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case 2:
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phys2d_rm_go_handlers(go);
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}
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return 0;
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@ -892,7 +898,7 @@ duk_ret_t duk_set_body(duk_context *duk) {
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break;
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case 1:
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cpBodySetType(go->body, duk_to_int(duk, 2));
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go->bodytype = duk_to_int(duk,2);
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break;
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case 2:
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@ -97,17 +97,28 @@ void go_shape_apply(cpBody *body, cpShape *shape, struct gameobject *go)
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cpShapeSetElasticity(shape, go->e);
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cpShapeSetSensor(shape, go->sensor);
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cpShapeSetCollisionType(shape, go2id(go));
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float moment = cpBodyGetMoment(go->body);
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struct phys2d_shape *s = cpShapeGetUserData(shape);
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if (!s) {
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cpBodySetMoment(go->body, moment+1);
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return;
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}
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moment += s->moi(s->data, go->mass);
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cpBodySetMoment(go->body, moment);
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// cpShapeSetFilter(shape, go->filter);
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}
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void gameobject_apply(struct gameobject *go)
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{
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cpBodySetType(go->body, go->bodytype);
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cpBodySetMoment(go->body, 0.f);
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cpBodyEachShape(go->body, go_shape_apply, go);
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if (go->bodytype == CP_BODY_TYPE_DYNAMIC)
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cpBodySetMass(go->body, go->mass);
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cpBodyEachShape(go->body, go_shape_apply, go);
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}
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static void gameobject_setpickcolor(struct gameobject *go)
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@ -156,6 +156,21 @@ struct callee *physics = NULL;
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struct callee *guis = NULL;
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struct callee *nk_guis = NULL;
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void unregister_obj(void *obj)
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{
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for (int i = arrlen(updates)-1; i >= 0; i--)
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if (updates[i].obj == obj) arrdel(updates, i);
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for (int i = arrlen(physics)-1; i >= 0; i--)
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if (physics[i].obj == obj) arrdel(physics,i);
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for (int i = arrlen(guis)-1; i >= 0; i--)
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if (guis[i].obj == obj) arrdel(guis,i);
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for (int i = arrlen(nk_guis)-1; i >= 0; i--)
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if (guis[i].obj == obj) arrdel(nk_guis,i);
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}
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void register_update(struct callee c) {
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arrput(updates, c);
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}
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@ -40,6 +40,7 @@ void register_gui(struct callee c);
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void register_nk_gui(struct callee c);
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void call_gui();
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void call_nk_gui();
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void unregister_obj(void *obj);
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void register_physics(struct callee c);
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void call_physics(double dt);
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