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@@ -1,136 +0,0 @@
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-/*
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-Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto
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-
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-Permission is hereby granted, free of charge, to any person
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-obtaining a copy of this software and associated documentation
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-files (the "Software"), to deal in the Software without
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-restriction, including without limitation the rights to use,
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-copy, modify, merge, publish, distribute, sublicense, and/or sell
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-copies of the Software, and to permit persons to whom the
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-Software is furnished to do so, subject to the following
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-conditions:
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-
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-The above copyright notice and this permission notice shall be
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-included in all copies or substantial portions of the Software.
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-
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-THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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-EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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-OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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-NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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-HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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-WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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-FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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-OTHER DEALINGS IN THE SOFTWARE.
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-*/
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-
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-#include "PhysicsManager.h"
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-
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-namespace crown
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-{
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-
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-//PhysicsManager::PhysicsManager()
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-//{
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-
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-//}
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-
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-//PhysicsManager::~PhysicsManager()
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-//{
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-// CollisionGroupDictionary::Enumerator e = mCollisionGroups.getBegin();
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-// while (e.next())
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-// {
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-// delete e.current().value;
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-// }
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-//}
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-
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-//void PhysicsManager::Register(PhysicNode* node, int collisionGroupId)
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-//{
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-// if (mPhysicNodes.Find(node) == -1)
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-// {
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-// mPhysicNodes.Append(node);
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-// List<PhysicNode*>* list;
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-// if (mCollisionGroups.Contains(collisionGroupId))
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-// {
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-// list = mCollisionGroups[collisionGroupId];
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-// }
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-// else
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-// {
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-// list = new List<PhysicNode*>();
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-// mCollisionGroups[collisionGroupId] = list;
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-// }
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-// list->Append(node);
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-// }
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-//}
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-
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-//void PhysicsManager::Unregister(PhysicNode* node)
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-//{
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-// int nodeIndex = mPhysicNodes.Find(node);
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-// if (nodeIndex != -1)
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-// {
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-// mPhysicNodes.Remove(nodeIndex);
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-// List<PhysicNode*>* list;
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-// list = mCollisionGroups[node->GetCollisionGroupId()];
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-// list->Remove(list->Find(node));
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-// }
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-//}
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-
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-//void PhysicsManager::AddGroupPairCollisionCheck(int groupId1, int groupId2)
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-//{
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-// if (mGroupIdPairsToCollide.Find(CollisionGroupPair(groupId1, groupId2)) == -1)
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-// {
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-// mGroupIdPairsToCollide.Append(CollisionGroupPair(groupId1, groupId2));
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-// }
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-//}
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-
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-//void PhysicsManager::Update(real dt)
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-//{
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-// for(int i = 0; i < mGroupIdPairsToCollide.GetSize(); i++)
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-// {
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-// CollideGroups(dt, mGroupIdPairsToCollide[i].collisionGroup1Id, mGroupIdPairsToCollide[i].collisionGroup2Id);
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-// }
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-//}
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-
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-//void PhysicsManager::CollideGroups(real dt, int groupId1, int groupId2)
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-//{
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-// if (!mCollisionGroups.Contains(groupId1) || !mCollisionGroups.Contains(groupId2))
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-// {
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-// return;
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-// }
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-
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-// List<PhysicNode*>* listGroup1 = mCollisionGroups[groupId1];
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-// List<PhysicNode*>* listGroup2 = mCollisionGroups[groupId2];
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-
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-// for(int i = 0; i < listGroup1->GetSize(); i++)
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-// {
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-// PhysicNode* node1 = listGroup1->GetElement(i);
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-// Shape* shapeI = node1->GetShape();
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-// if (shapeI != NULL)
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-// {
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-// int j = 0;
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-// //Initilization of the j loop variable separated, because it has to be i+1 if the group is the same, to avoid double checks
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-// if (groupId1 == groupId2)
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-// {
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-// j = i + 1;
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-// }
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-// for(; j < listGroup2->GetSize(); j++)
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-// {
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-// PhysicNode* node2 = listGroup2->GetElement(j);
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-// Shape* shapeJ = node2->GetShape();
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-// Vec2 penetration(0.0, 0.0);
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-// if (shapeJ != NULL && shapeI->Overlaps(shapeJ, penetration))
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-// {
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-// real imI = node1->GetInverseMass();
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-// real imJ = node2->GetInverseMass();
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-// Vec2 imp = penetration / (imI + imJ);
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-// Vec3 imp3 = Vec3(imp.x, imp.y, 0.0);
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-// node1->SetPosition(node1->GetPosition() + imp3 * imI);
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-// node2->SetPosition(node2->GetPosition() - imp3 * imJ);
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-//
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-// node1->Collision(node2);
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-// node2->Collision(node1);
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-// }
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-// }
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-// }
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-// }
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-//}
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-
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-}
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