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@@ -347,7 +347,7 @@ int main()
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//addBody(TPE_SHAPE_CAPSULE,300,1024,0);
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addBody(TPE_SHAPE_CUBOID,1000,1000,1000);
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- addBody(TPE_SHAPE_CUBOID,1000,3000,3000);
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+ addBody(TPE_SHAPE_CUBOID,600,4000,4000);
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bodies[1].body.mass = TPE_INFINITY;
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@@ -365,21 +365,24 @@ bodies[1].body.mass = TPE_INFINITY;
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TPE_Unit frame = 0;
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-
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bodies[0].body.position = TPE_vec4(500,-950,0,0);
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-bodies[1].body.position = TPE_vec4(-625,-550,-100,0);
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+bodies[1].body.position = TPE_vec4(-950,-550,-100,0);
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bodies[0].body.velocity = TPE_vec4(10,0,0,0);
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//TPE_bodyApplyImpulse(&(bodies[0].body),TPE_vec4(256,0,0,0),TPE_vec4(-1,-1,-1,0));
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-printf("%d\n",bodies[0].body.rotation.axisVelocity.w);
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-
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//bodies[1].body.velocity = TPE_vec4(0,100,0,0);
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//bodies[0].body.velocity = TPE_vec4(150,100,0,0);
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-TPE_bodySetRotation(&(bodies[0].body),TPE_vec4(100,128,10,0),10);
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+//TPE_bodySetRotation(&(bodies[0].body),TPE_vec4(100,128,10,0),10);
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//TPE_bodySetRotation(&(bodies[1].body),TPE_vec4(210,50,1,0),5);
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+
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+TPE_Vec4 qqq;
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+TPE_rotationToQuaternion(TPE_vec4(100,300,50,0),400,&qqq);
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+
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+TPE_bodySetOrientation(&(bodies[0].body),qqq);
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+
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/*
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TPE_Vec4 quat;
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TPE_rotationToQuaternion(TPE_vec4(0,0,255,0),40,&quat);
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@@ -390,6 +393,9 @@ int collided = 0;
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while (running)
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{
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+
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+bodies[0].body.velocity.x -= 1;
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+
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for (uint32_t i = 0; i < PIXELS_SIZE; ++i)
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pixels[i] = 0;
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@@ -419,11 +425,9 @@ for (int i = 0; i < bodyCount; ++i)
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}
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-/*
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printf("\nkin. energy: %d\n",
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TPE_bodyGetKineticEnergy(&bodies[0].body) +
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TPE_bodyGetKineticEnergy(&bodies[1].body));
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-*/
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TPE_Unit collDepth = TPE_bodyCollides(&(bodies[1].body),&(bodies[0].body),&p,&n);
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