Physics2D: Add Arbiter2D
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@ -128,6 +128,7 @@ Nazara Engine:
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- Added LuaImplQueryArg & LuaImplReplyVal functions for Vector[2|3]<int>
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- Added LuaImplQueryArg & LuaImplReplyVal functions for Vector[2|3]<int>
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- Fixed bug in ENet implementation causing legit reliable packets to be dropped on sequence number overflow
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- Fixed bug in ENet implementation causing legit reliable packets to be dropped on sequence number overflow
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- Fixed bug where index wouldn't be used in String::FindLast and String::FindWord
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- Fixed bug where index wouldn't be used in String::FindLast and String::FindWord
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- Physics 2D contact callbacks now include an arbiter allowing to query/set parameters about the collision
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Nazara Development Kit:
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Nazara Development Kit:
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- Added ImageWidget (#139)
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- Added ImageWidget (#139)
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@ -0,0 +1,57 @@
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// Copyright (C) 2017 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Physics 2D module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_ARBITER2D_HPP
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#define NAZARA_ARBITER2D_HPP
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#include <Nazara/Prerequisites.hpp>
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#include <Nazara/Core/MovablePtr.hpp>
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#include <Nazara/Math/Vector2.hpp>
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#include <Nazara/Physics2D/Config.hpp>
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struct cpArbiter;
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namespace Nz
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{
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class NAZARA_PHYSICS2D_API Arbiter2D
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{
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public:
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inline Arbiter2D(cpArbiter* arbiter);
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Arbiter2D(const Arbiter2D&) = delete;
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Arbiter2D(Arbiter2D&&) = default;
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~Arbiter2D() = default;
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float ComputeTotalKinematicEnergy() const;
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Nz::Vector2f ComputeTotalImpulse() const;
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std::size_t GetContactCount() const;
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float GetContactDepth(std::size_t i) const;
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Nz::Vector2f GetContactPointA(std::size_t i) const;
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Nz::Vector2f GetContactPointB(std::size_t i) const;
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float GetElasticity() const;
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float GetFriction() const;
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Nz::Vector2f GetNormal() const;
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Nz::Vector2f GetSurfaceVelocity() const;
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bool IsFirstContact() const;
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bool IsRemoval() const;
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void SetElasticity(float elasticity);
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void SetFriction(float friction);
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void SetSurfaceVelocity(const Nz::Vector2f& surfaceVelocity);
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Arbiter2D& operator=(const Arbiter2D&) = delete;
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Arbiter2D& operator=(Arbiter2D&&) = default;
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private:
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MovablePtr<cpArbiter> m_arbiter;
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};
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}
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#include <Nazara/Physics2D/Arbiter2D.inl>
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#endif // NAZARA_ARBITER2D_HPP
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@ -0,0 +1,17 @@
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// Copyright (C) 2017 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Physics 2D module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Physics2D/Arbiter2D.hpp>
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#include <memory>
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#include <Nazara/Physics2D/Debug.hpp>
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namespace Nz
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{
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inline Arbiter2D::Arbiter2D(cpArbiter* arbiter) :
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m_arbiter(arbiter)
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{
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}
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}
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#include <Nazara/Physics2D/DebugOff.hpp>
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@ -22,14 +22,16 @@ struct cpSpace;
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namespace Nz
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namespace Nz
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{
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{
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class Arbiter2D;
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class NAZARA_PHYSICS2D_API PhysWorld2D
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class NAZARA_PHYSICS2D_API PhysWorld2D
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{
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{
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friend RigidBody2D;
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friend RigidBody2D;
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using ContactEndCallback = std::function<void(PhysWorld2D& world, RigidBody2D& bodyA, RigidBody2D& bodyB, void* userdata)>;
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using ContactEndCallback = std::function<void(PhysWorld2D& world, Arbiter2D& arbiter, RigidBody2D& bodyA, RigidBody2D& bodyB, void* userdata)>;
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using ContactPreSolveCallback = std::function<bool(PhysWorld2D& world, RigidBody2D& bodyA, RigidBody2D& bodyB, void* userdata)>;
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using ContactPreSolveCallback = std::function<bool(PhysWorld2D& world, Arbiter2D& arbiter, RigidBody2D& bodyA, RigidBody2D& bodyB, void* userdata)>;
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using ContactPostSolveCallback = std::function<void(PhysWorld2D& world, RigidBody2D& bodyA, RigidBody2D& bodyB, void* userdata)>;
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using ContactPostSolveCallback = std::function<void(PhysWorld2D& world, Arbiter2D& arbiter, RigidBody2D& bodyA, RigidBody2D& bodyB, void* userdata)>;
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using ContactStartCallback = std::function<bool(PhysWorld2D& world, RigidBody2D& bodyA, RigidBody2D& bodyB, void* userdata)>;
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using ContactStartCallback = std::function<bool(PhysWorld2D& world, Arbiter2D& arbiter, RigidBody2D& bodyA, RigidBody2D& bodyB, void* userdata)>;
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using DebugDrawCircleCallback = std::function<void(const Vector2f& origin, float rotation, float radius, Color outlineColor, Color fillColor, void* userdata)>;
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using DebugDrawCircleCallback = std::function<void(const Vector2f& origin, float rotation, float radius, Color outlineColor, Color fillColor, void* userdata)>;
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using DebugDrawDotCallback = std::function<void(const Vector2f& origin, float radius, Color color, void* userdata)>;
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using DebugDrawDotCallback = std::function<void(const Vector2f& origin, float radius, Color color, void* userdata)>;
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@ -0,0 +1,89 @@
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// Copyright (C) 2017 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Physics 2D module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Physics2D/Arbiter2D.hpp>
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#include <chipmunk/chipmunk.h>
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#include <Nazara/Physics3D/Debug.hpp>
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namespace Nz
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{
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float Nz::Arbiter2D::ComputeTotalKinematicEnergy() const
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{
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return float(cpArbiterTotalKE(m_arbiter));
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}
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Nz::Vector2f Arbiter2D::ComputeTotalImpulse() const
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{
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cpVect impulse = cpArbiterTotalImpulse(m_arbiter);
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return Nz::Vector2f(Nz::Vector2<cpFloat>(impulse.x, impulse.y));
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}
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std::size_t Arbiter2D::GetContactCount() const
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{
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return cpArbiterGetCount(m_arbiter);
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}
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float Arbiter2D::GetContactDepth(std::size_t i) const
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{
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return cpArbiterGetDepth(m_arbiter, int(i));
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}
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Nz::Vector2f Arbiter2D::GetContactPointA(std::size_t i) const
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{
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cpVect point = cpArbiterGetPointA(m_arbiter, int(i));
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return Nz::Vector2f(Nz::Vector2<cpFloat>(point.x, point.y));
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}
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Nz::Vector2f Arbiter2D::GetContactPointB(std::size_t i) const
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{
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cpVect point = cpArbiterGetPointB(m_arbiter, int(i));
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return Nz::Vector2f(Nz::Vector2<cpFloat>(point.x, point.y));
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}
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float Arbiter2D::GetElasticity() const
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{
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return float(cpArbiterGetRestitution(m_arbiter));
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}
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float Arbiter2D::GetFriction() const
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{
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return float(cpArbiterGetFriction(m_arbiter));
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}
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Nz::Vector2f Arbiter2D::GetNormal() const
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{
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cpVect normal = cpArbiterGetNormal(m_arbiter);
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return Nz::Vector2f(Nz::Vector2<cpFloat>(normal.x, normal.y));
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}
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Nz::Vector2f Arbiter2D::GetSurfaceVelocity() const
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{
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cpVect velocity = cpArbiterGetNormal(m_arbiter);
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return Nz::Vector2f(Nz::Vector2<cpFloat>(velocity.x, velocity.y));
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}
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bool Arbiter2D::IsFirstContact() const
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{
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return cpArbiterIsFirstContact(m_arbiter) == cpTrue;
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}
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bool Arbiter2D::IsRemoval() const
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{
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return cpArbiterIsRemoval(m_arbiter) == cpTrue;
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}
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void Arbiter2D::SetElasticity(float elasticity)
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{
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cpArbiterSetRestitution(m_arbiter, elasticity);
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}
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void Arbiter2D::SetFriction(float friction)
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{
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cpArbiterSetFriction(m_arbiter, friction);
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}
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void Arbiter2D::SetSurfaceVelocity(const Nz::Vector2f& surfaceVelocity)
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{
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cpArbiterSetSurfaceVelocity(m_arbiter, cpv(surfaceVelocity.x, surfaceVelocity.y));
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}
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}
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@ -3,6 +3,7 @@
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// For conditions of distribution and use, see copyright notice in Config.hpp
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Physics2D/PhysWorld2D.hpp>
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#include <Nazara/Physics2D/PhysWorld2D.hpp>
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#include <Nazara/Physics2D/Arbiter2D.hpp>
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#include <Nazara/Core/StackArray.hpp>
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#include <Nazara/Core/StackArray.hpp>
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#include <chipmunk/chipmunk.h>
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#include <chipmunk/chipmunk.h>
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#include <Nazara/Physics2D/Debug.hpp>
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#include <Nazara/Physics2D/Debug.hpp>
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RigidBody2D* firstRigidBody = static_cast<RigidBody2D*>(cpBodyGetUserData(firstBody));
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RigidBody2D* firstRigidBody = static_cast<RigidBody2D*>(cpBodyGetUserData(firstBody));
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RigidBody2D* secondRigidBody = static_cast<RigidBody2D*>(cpBodyGetUserData(secondBody));
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RigidBody2D* secondRigidBody = static_cast<RigidBody2D*>(cpBodyGetUserData(secondBody));
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Arbiter2D arbiter(arb);
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const Callback* customCallbacks = static_cast<const Callback*>(data);
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const Callback* customCallbacks = static_cast<const Callback*>(data);
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if (customCallbacks->startCallback(*world, *firstRigidBody, *secondRigidBody, customCallbacks->userdata))
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if (customCallbacks->startCallback(*world, arbiter, *firstRigidBody, *secondRigidBody, customCallbacks->userdata))
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{
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{
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cpBool retA = cpArbiterCallWildcardBeginA(arb, space);
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cpBool retA = cpArbiterCallWildcardBeginA(arb, space);
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cpBool retB = cpArbiterCallWildcardBeginB(arb, space);
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cpBool retB = cpArbiterCallWildcardBeginB(arb, space);
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@ -382,8 +385,10 @@ namespace Nz
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RigidBody2D* firstRigidBody = static_cast<RigidBody2D*>(cpBodyGetUserData(firstBody));
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RigidBody2D* firstRigidBody = static_cast<RigidBody2D*>(cpBodyGetUserData(firstBody));
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RigidBody2D* secondRigidBody = static_cast<RigidBody2D*>(cpBodyGetUserData(secondBody));
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RigidBody2D* secondRigidBody = static_cast<RigidBody2D*>(cpBodyGetUserData(secondBody));
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Arbiter2D arbiter(arb);
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const Callback* customCallbacks = static_cast<const Callback*>(data);
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const Callback* customCallbacks = static_cast<const Callback*>(data);
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customCallbacks->endCallback(*world, *firstRigidBody, *secondRigidBody, customCallbacks->userdata);
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customCallbacks->endCallback(*world, arbiter, *firstRigidBody, *secondRigidBody, customCallbacks->userdata);
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cpArbiterCallWildcardSeparateA(arb, space);
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cpArbiterCallWildcardSeparateA(arb, space);
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cpArbiterCallWildcardSeparateB(arb, space);
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cpArbiterCallWildcardSeparateB(arb, space);
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RigidBody2D* firstRigidBody = static_cast<RigidBody2D*>(cpBodyGetUserData(firstBody));
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RigidBody2D* firstRigidBody = static_cast<RigidBody2D*>(cpBodyGetUserData(firstBody));
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RigidBody2D* secondRigidBody = static_cast<RigidBody2D*>(cpBodyGetUserData(secondBody));
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RigidBody2D* secondRigidBody = static_cast<RigidBody2D*>(cpBodyGetUserData(secondBody));
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Arbiter2D arbiter(arb);
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const Callback* customCallbacks = static_cast<const Callback*>(data);
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const Callback* customCallbacks = static_cast<const Callback*>(data);
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if (customCallbacks->preSolveCallback(*world, *firstRigidBody, *secondRigidBody, customCallbacks->userdata))
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if (customCallbacks->preSolveCallback(*world, arbiter, *firstRigidBody, *secondRigidBody, customCallbacks->userdata))
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{
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{
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cpBool retA = cpArbiterCallWildcardPreSolveA(arb, space);
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cpBool retA = cpArbiterCallWildcardPreSolveA(arb, space);
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cpBool retB = cpArbiterCallWildcardPreSolveB(arb, space);
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cpBool retB = cpArbiterCallWildcardPreSolveB(arb, space);
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RigidBody2D* firstRigidBody = static_cast<RigidBody2D*>(cpBodyGetUserData(firstBody));
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RigidBody2D* firstRigidBody = static_cast<RigidBody2D*>(cpBodyGetUserData(firstBody));
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RigidBody2D* secondRigidBody = static_cast<RigidBody2D*>(cpBodyGetUserData(secondBody));
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RigidBody2D* secondRigidBody = static_cast<RigidBody2D*>(cpBodyGetUserData(secondBody));
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Arbiter2D arbiter(arb);
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const Callback* customCallbacks = static_cast<const Callback*>(data);
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const Callback* customCallbacks = static_cast<const Callback*>(data);
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customCallbacks->postSolveCallback(*world, *firstRigidBody, *secondRigidBody, customCallbacks->userdata);
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customCallbacks->postSolveCallback(*world, arbiter, *firstRigidBody, *secondRigidBody, customCallbacks->userdata);
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cpArbiterCallWildcardPostSolveA(arb, space);
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cpArbiterCallWildcardPostSolveA(arb, space);
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cpArbiterCallWildcardPostSolveB(arb, space);
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cpArbiterCallWildcardPostSolveB(arb, space);
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