Clean up collider point transformations
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b4734bba37
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c3b1988fb7
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@ -202,24 +202,43 @@ void phys2d_circledel(struct phys2d_circle *c)
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phys2d_shape_del(&c->shape);
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}
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void circle_gui(struct phys2d_circle *circle)
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cpTransform body2transform(cpBody *body)
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{
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nuke_property_float("Radius", 1.f, &circle->radius, 10000.f, 1.f, 1.f);
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//nuke_property_float2("Offset", 0.f, circle->offset, 1.f, 0.01f, 0.01f);
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cpTransform T = {0};
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cpVect pos = cpBodyGetPosition(body);
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float angle = cpBodyGetAngle(body);
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T.a = cos(angle);
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T.b = -sin(angle);
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T.c = sin(angle);
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T.d = cos(angle);
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T.tx = pos.x;
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T.ty = pos.y;
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phys2d_applycircle(circle);
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return T;
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}
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cpVect gotransformpoint(struct gameobject *go, cpVect point)
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{
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point.x *= go->scale * go->flipx;
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point.y *= go->scale * go->flipy;
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return point;
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}
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cpVect bodytransformpoint(cpBody *body, cpVect offset)
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{
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cpVect pos = cpBodyGetPosition(body);
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float d = sqrt(pow(offset.x, 2.f) + pow(offset.y, 2.f));
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float a = atan2(offset.y, offset.x) + cpBodyGetAngle(body);
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pos.x += d*cos(a);
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pos.y += d*sin(a);
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return pos;
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}
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void phys2d_dbgdrawcpcirc(cpCircleShape *c)
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{
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cpVect pos = cpBodyGetPosition(cpShapeGetBody(c));
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cpVect offset = cpCircleShapeGetOffset(c);
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cpVect pos = bodytransformpoint(cpShapeGetBody(c), cpCircleShapeGetOffset(c));
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float radius = cpCircleShapeGetRadius(c);
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float d = sqrt(pow(offset.x, 2.f) + pow(offset.y, 2.f));
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float a = atan2(offset.y, offset.x) + cpBodyGetAngle(cpShapeGetBody(c));
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draw_circle(pos.x + (d * cos(a)), pos.y + (d*sin(a)), radius, 2, shape_color(c), 1);
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draw_circle(pos.x, pos.y, radius, 2, shape_color(c), 1);
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}
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void phys2d_dbgdrawcircle(struct phys2d_circle *circle)
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@ -232,12 +251,10 @@ void phys2d_applycircle(struct phys2d_circle *circle)
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struct gameobject *go = id2go(circle->shape.go);
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float radius = circle->radius * go->scale;
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float s = go->scale;
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cpVect offset = { circle->offset.x * s, circle->offset.y * s };
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cpVect offset = gotransformpoint(go, circle->offset);
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cpCircleShapeSetRadius(circle->shape.shape, radius);
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cpCircleShapeSetOffset(circle->shape.shape, offset);
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//cpBodySetMoment(go->body, cpMomentForCircle(go->mass, 0, radius, offset));
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}
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/************* BOX2D ************/
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@ -258,56 +275,45 @@ struct phys2d_box *Make2DBox(int go)
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return new;
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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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T.a = cos(angle) * go->scale * go->flipx;
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T.b = -sin(angle) * go->scale * go->flipx;
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T.c = sin(angle) * go->scale * go->flipy;
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T.d = cos(angle) * go->scale * go->flipy;
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T.tx = offset.x * go->scale;
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T.ty = offset.y * go->scale;
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return T;
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}
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void phys2d_boxdel(struct phys2d_box *box)
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{
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phys2d_shape_del(&box->shape);
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}
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void box_gui(struct phys2d_box *box)
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{
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nuke_property_float("Width", 0.f, &box->w, 1000.f, 1.f, 1.f);
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nuke_property_float("Height", 0.f, &box->h, 1000.f, 1.f, 1.f);
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nuke_property_float2("Offset", 0.f, box->offset, 1.f, 0.01f, 0.01f);
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phys2d_applybox(box);
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}
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void phys2d_applybox(struct phys2d_box *box)
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{
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phys2d_boxdel(box);
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struct gameobject *go = id2go(box->shape.go);
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float s = id2go(box->shape.go)->scale;
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cpTransform T = { 0 };
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T.a = s * cos(box->rotation);
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T.b = s * -sin(box->rotation);
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T.c = s * sin(box->rotation);
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T.d = s * cos(box->rotation);
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T.tx = box->offset[0] * s * go->flipx;
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T.ty = box->offset[1] * s * go->flipy;
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cpVect off;
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off.x = box->offset[0];
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off.y = box->offset[1];
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cpTransform T = go2transform(id2go(box->shape.go), off, box->rotation);
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float hh = box->h / 2.f;
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float hw = box->w / 2.f;
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cpVect verts[4] = { { -hw, -hh }, { hw, -hh }, { hw, hh }, { -hw, hh } };
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box->shape.shape = cpSpaceAddShape(space, cpPolyShapeNew(go->body, 4, verts, T, box->r));
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init_phys2dshape(&box->shape, box->shape.go, box);
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// cpPolyShapeSetVerts(box->shape.shape, 4, verts, T);
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// cpPolyShapeSetRadius(box->shape.shape, box->r);
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}
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void phys2d_dbgdrawbox(struct phys2d_box *box)
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{
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int n = cpPolyShapeGetCount(box->shape.shape);
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cpVect b = cpBodyGetPosition(cpShapeGetBody(box->shape.shape));
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float angle = cpBodyGetAngle(cpShapeGetBody(box->shape.shape));
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float points[n * 2];
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for (int i = 0; i < n; i++) {
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cpVect p = cpPolyShapeGetVert(box->shape.shape, i);
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float d = sqrt(pow(p.x, 2.f) + pow(p.y, 2.f));
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float a = atan2(p.y, p.x) + angle;
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points[i * 2] = d * cos(a) + b.x;
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points[i * 2 + 1] = d * sin(a) + b.y;
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}
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for (int i = 0; i < n; i++)
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points[i] = bodytransformpoint(cpShapeGetBody(box->shape.shape), cpPolyShapeGetVert(box->shape.shape, i));
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draw_poly(points, n, shape_color(box->shape.shape));
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}
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@ -349,34 +355,25 @@ void phys2d_poly_setverts(struct phys2d_poly *poly, cpVect *verts)
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void phys2d_applypoly(struct phys2d_poly *poly)
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{
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if (arrlen(poly->points) <= 0) return;
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float s = id2go(poly->shape.go)->scale;
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cpTransform T = { 0 };
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T.a = s;
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T.d = s;
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struct gameobject *go = id2go(poly->shape.go);
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cpTransform T = go2transform(go, cpvzero, 0);
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cpPolyShapeSetVerts(poly->shape.shape, arrlen(poly->points), poly->points, T);
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cpPolyShapeSetRadius(poly->shape.shape, poly->radius);
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cpSpaceReindexShapesForBody(space, cpShapeGetBody(poly->shape.shape));
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}
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void phys2d_dbgdrawpoly(struct phys2d_poly *poly)
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{
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float *color = shape_color(poly->shape.shape);
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int n = arrlen(poly->points);
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cpVect b = cpBodyGetPosition(cpShapeGetBody(poly->shape.shape));
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float angle = cpBodyGetAngle(cpShapeGetBody(poly->shape.shape));
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float s = id2go(poly->shape.go)->scale;
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if (arrlen(poly->points) >= 3) {
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int n = cpPolyShapeGetCount(poly->shape.shape);
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float points[n * 2];
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for (int i = 0; i < n; i++) {
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cpVect p = cpPolyShapeGetVert(poly->shape.shape, i);
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float d = sqrt(pow(p.x, 2.f) + pow(p.y, 2.f));
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float a = atan2(p.y, p.x) + angle;
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points[i * 2] = d * cos(a) + b.x;
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points[i * 2 + 1] = d * sin(a) + b.y;
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}
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for (int i = 0; i < n; i++)
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points[i*2] = bodytransformpoint(cpShapeGetBody(poly->shape.shape), cpPolyShapeGetVert(poly->shape.shape, i));
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draw_poly(points, n, color);
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}
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@ -465,22 +462,15 @@ void phys2d_edge_addverts(struct phys2d_edge *edge, cpVect *verts)
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void phys2d_applyedge(struct phys2d_edge *edge)
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{
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float s = id2go(edge->shape.go)->scale;
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struct gameobject *go = id2go(edge->shape.go);
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for (int i = 0; i < arrlen(edge->shapes); i++) {
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cpVect a = edge->points[i];
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cpVect b = edge->points[i+1];
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a.x *= s;
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a.y *= s;
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b.x *= s;
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b.y *= s;
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cpVect a = gotransformpoint(go, edge->points[i]);
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cpVect b = gotransformpoint(go, edge->points[i+1]);
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cpSegmentShapeSetEndpoints(edge->shapes[i], a, b);
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cpSegmentShapeSetRadius(edge->shapes[i], edge->thickness);
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go_shape_apply(NULL, edge->shapes[i], go);
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cpShapeSetUserData(edge->shapes[i], &edge->shape);
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cpShapeSetCollisionType(edge->shapes[i], edge->shape.go);
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cpShapeSetFriction(edge->shapes[i], id2go(edge->shape.go)->f);
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cpShapeSetElasticity(edge->shapes[i], id2go(edge->shape.go)->e);
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cpShapeSetSensor(edge->shapes[i], id2go(edge->shape.go)->sensor);
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}
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cpSpaceReindexShapesForBody(space, id2go(edge->shape.go)->body);
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@ -498,17 +488,12 @@ void phys2d_dbgdrawedge(struct phys2d_edge *edge)
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if (arrlen(edge->shapes) < 1) return;
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cpVect p = cpBodyGetPosition(cpShapeGetBody(edge->shapes[0]));
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float s = id2go(edge->shape.go)->scale;
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float angle = cpBodyGetAngle(cpShapeGetBody(edge->shapes[0]));
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cpVect drawpoints[arrlen(edge->points)];
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struct gameobject *go = id2go(edge->shape.go);
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for (int i = 0; i < arrlen(edge->points); i++) {
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float d = sqrt(pow(edge->points[i].x*s, 2.f) + pow(edge->points[i].y*s, 2.f));
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float a = atan2(edge->points[i].y, edge->points[i].x) + angle;
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drawpoints[i].x = p.x + d*cos(a);
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drawpoints[i].y = p.y + d*sin(a);
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drawpoints[i] = gotransformpoint(go, edge->points[i]);
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drawpoints[i] = bodytransformpoint(cpShapeGetBody(edge->shapes[0]), drawpoints[i]);
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}
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draw_edge(drawpoints, arrlen(edge->points), shape_color(edge->shapes[0]), edge->thickness*2);
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@ -86,11 +86,17 @@ void gameobject_set_sensor(int id, int sensor)
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gameobject_apply(id2go(id));
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}
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int go2id(struct gameobject *go)
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{
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id_from_gameobject(go);
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}
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void go_shape_apply(cpBody *body, cpShape *shape, struct gameobject *go)
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{
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cpShapeSetFriction(shape, go->f);
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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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if (go->sensor)
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YughInfo("Enabled a sensor ...");
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// cpShapeSetFilter(shape, go->filter);
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@ -41,8 +41,10 @@ void gameobject_set_sensor(int id, int sensor);
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struct gameobject *get_gameobject_from_id(int id);
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struct gameobject *id2go(int id);
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int id_from_gameobject(struct gameobject *go);
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int go2id(struct gameobject *go);
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int body2id(cpBody *body);
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cpBody *id2body(int id);
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int shape2gameobject(cpShape *shape);
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void go_shape_apply(cpBody *body, cpShape *shape, struct gameobject *go);
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@ -4,6 +4,7 @@
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#include "script.h"
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#include "stb_ds.h"
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#include "log.h"
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#include "ffi.h"
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int32_t mouseWheelX = 0;
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int32_t mouseWheelY = 0;
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@ -56,7 +57,7 @@ static void cursor_pos_cb(GLFWwindow *w, double xpos, double ypos)
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for (int i = 0; i < arrlen(pawns); i++) {
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if (!pawns[i] || script_eval_setup("input_mouse_pos", pawns[i])) continue;
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vect2duk(duk, mouse_pos);
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vect2duk(mouse_pos);
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script_eval_exec(1);
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}
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@ -19,6 +19,7 @@ void input_poll(double wait);
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void cursor_hide();
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void cursor_show();
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void set_mouse_mode(int mousemode);
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void call_input_signal(char *signal);
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const char *keyname_extd(int key, int scancode);
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