mirror of https://github.com/axmolengine/axmol.git
255 lines
8.0 KiB
C
255 lines
8.0 KiB
C
/* Copyright (c) 2007 Scott Lembcke
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* 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, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#define CP_ALLOW_PRIVATE_ACCESS 1
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#include "chipmunk.h"
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#define CP_HASH_COEF (3344921057ul)
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#define CP_HASH_PAIR(A, B) ((cpHashValue)(A)*CP_HASH_COEF ^ (cpHashValue)(B)*CP_HASH_COEF)
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// TODO: Eww. Magic numbers.
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#define MAGIC_EPSILON 1e-5
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//MARK: cpArray
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struct cpArray {
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int num, max;
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void **arr;
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};
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cpArray *cpArrayNew(int size);
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void cpArrayFree(cpArray *arr);
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void cpArrayPush(cpArray *arr, void *object);
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void *cpArrayPop(cpArray *arr);
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void cpArrayDeleteObj(cpArray *arr, void *obj);
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cpBool cpArrayContains(cpArray *arr, void *ptr);
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void cpArrayFreeEach(cpArray *arr, void (freeFunc)(void*));
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//MARK: Foreach loops
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static inline cpConstraint *
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cpConstraintNext(cpConstraint *node, cpBody *body)
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{
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return (node->a == body ? node->next_a : node->next_b);
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}
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#define CP_BODY_FOREACH_CONSTRAINT(bdy, var)\
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for(cpConstraint *var = bdy->constraintList; var; var = cpConstraintNext(var, bdy))
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static inline cpArbiter *
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cpArbiterNext(cpArbiter *node, cpBody *body)
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{
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return (node->body_a == body ? node->thread_a.next : node->thread_b.next);
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}
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#define CP_BODY_FOREACH_ARBITER(bdy, var)\
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for(cpArbiter *var = bdy->arbiterList; var; var = cpArbiterNext(var, bdy))
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#define CP_BODY_FOREACH_SHAPE(body, var)\
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for(cpShape *var = body->shapeList; var; var = var->next)
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#define CP_BODY_FOREACH_COMPONENT(root, var)\
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for(cpBody *var = root; var; var = var->node.next)
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//MARK: cpHashSet
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typedef cpBool (*cpHashSetEqlFunc)(void *ptr, void *elt);
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typedef void *(*cpHashSetTransFunc)(void *ptr, void *data);
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cpHashSet *cpHashSetNew(int size, cpHashSetEqlFunc eqlFunc);
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void cpHashSetSetDefaultValue(cpHashSet *set, void *default_value);
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void cpHashSetFree(cpHashSet *set);
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int cpHashSetCount(cpHashSet *set);
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void *cpHashSetInsert(cpHashSet *set, cpHashValue hash, void *ptr, void *data, cpHashSetTransFunc trans);
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void *cpHashSetRemove(cpHashSet *set, cpHashValue hash, void *ptr);
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void *cpHashSetFind(cpHashSet *set, cpHashValue hash, void *ptr);
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typedef void (*cpHashSetIteratorFunc)(void *elt, void *data);
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void cpHashSetEach(cpHashSet *set, cpHashSetIteratorFunc func, void *data);
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typedef cpBool (*cpHashSetFilterFunc)(void *elt, void *data);
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void cpHashSetFilter(cpHashSet *set, cpHashSetFilterFunc func, void *data);
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//MARK: Body Functions
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void cpBodyAddShape(cpBody *body, cpShape *shape);
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void cpBodyRemoveShape(cpBody *body, cpShape *shape);
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void cpBodyRemoveConstraint(cpBody *body, cpConstraint *constraint);
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//MARK: Shape/Collision Functions
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// TODO should move this to the cpVect API. It's pretty useful.
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static inline cpVect
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cpClosetPointOnSegment(const cpVect p, const cpVect a, const cpVect b)
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{
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cpVect delta = cpvsub(a, b);
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cpFloat t = cpfclamp01(cpvdot(delta, cpvsub(p, b))/cpvlengthsq(delta));
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return cpvadd(b, cpvmult(delta, t));
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}
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cpShape* cpShapeInit(cpShape *shape, const cpShapeClass *klass, cpBody *body);
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static inline cpBool
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cpShapeActive(cpShape *shape)
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{
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return shape->prev || (shape->body && shape->body->shapeList == shape);
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}
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int cpCollideShapes(const cpShape *a, const cpShape *b, cpCollisionID *id, cpContact *arr);
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static inline void
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CircleSegmentQuery(cpShape *shape, cpVect center, cpFloat r, cpVect a, cpVect b, cpSegmentQueryInfo *info)
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{
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cpVect da = cpvsub(a, center);
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cpVect db = cpvsub(b, center);
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cpFloat qa = cpvdot(da, da) - 2.0f*cpvdot(da, db) + cpvdot(db, db);
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cpFloat qb = -2.0f*cpvdot(da, da) + 2.0f*cpvdot(da, db);
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cpFloat qc = cpvdot(da, da) - r*r;
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cpFloat det = qb*qb - 4.0f*qa*qc;
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if(det >= 0.0f){
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cpFloat t = (-qb - cpfsqrt(det))/(2.0f*qa);
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if(0.0f<= t && t <= 1.0f){
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info->shape = shape;
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info->t = t;
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info->n = cpvnormalize(cpvlerp(da, db, t));
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}
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}
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}
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// TODO doesn't really need to be inline, but need a better place to put this function
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static inline cpSplittingPlane
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cpSplittingPlaneNew(cpVect a, cpVect b)
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{
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cpVect n = cpvnormalize(cpvperp(cpvsub(b, a)));
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cpSplittingPlane plane = {n, cpvdot(n, a)};
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return plane;
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}
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static inline cpFloat
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cpSplittingPlaneCompare(cpSplittingPlane plane, cpVect v)
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{
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return cpvdot(plane.n, v) - plane.d;
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}
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void cpLoopIndexes(cpVect *verts, int count, int *start, int *end);
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//MARK: Spatial Index Functions
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cpSpatialIndex *cpSpatialIndexInit(cpSpatialIndex *index, cpSpatialIndexClass *klass, cpSpatialIndexBBFunc bbfunc, cpSpatialIndex *staticIndex);
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//MARK: Space Functions
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extern cpCollisionHandler cpDefaultCollisionHandler;
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void cpSpaceProcessComponents(cpSpace *space, cpFloat dt);
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void cpSpacePushFreshContactBuffer(cpSpace *space);
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cpContact *cpContactBufferGetArray(cpSpace *space);
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void cpSpacePushContacts(cpSpace *space, int count);
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typedef struct cpPostStepCallback {
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cpPostStepFunc func;
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void *key;
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void *data;
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} cpPostStepCallback;
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cpPostStepCallback *cpSpaceGetPostStepCallback(cpSpace *space, void *key);
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cpBool cpSpaceArbiterSetFilter(cpArbiter *arb, cpSpace *space);
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void cpSpaceFilterArbiters(cpSpace *space, cpBody *body, cpShape *filter);
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void cpSpaceActivateBody(cpSpace *space, cpBody *body);
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void cpSpaceLock(cpSpace *space);
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void cpSpaceUnlock(cpSpace *space, cpBool runPostStep);
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static inline cpCollisionHandler *
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cpSpaceLookupHandler(cpSpace *space, cpCollisionType a, cpCollisionType b)
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{
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cpCollisionType types[] = {a, b};
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return (cpCollisionHandler *)cpHashSetFind(space->collisionHandlers, CP_HASH_PAIR(a, b), types);
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}
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static inline void
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cpSpaceUncacheArbiter(cpSpace *space, cpArbiter *arb)
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{
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cpShape *a = arb->a, *b = arb->b;
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cpShape *shape_pair[] = {a, b};
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cpHashValue arbHashID = CP_HASH_PAIR((cpHashValue)a, (cpHashValue)b);
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cpHashSetRemove(space->cachedArbiters, arbHashID, shape_pair);
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cpArrayDeleteObj(space->arbiters, arb);
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}
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void cpShapeUpdateFunc(cpShape *shape, void *unused);
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cpCollisionID cpSpaceCollideShapes(cpShape *a, cpShape *b, cpCollisionID id, cpSpace *space);
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//MARK: Arbiters
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struct cpContact {
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cpVect p, n;
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cpFloat dist;
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cpVect r1, r2;
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cpFloat nMass, tMass, bounce;
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cpFloat jnAcc, jtAcc, jBias;
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cpFloat bias;
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cpHashValue hash;
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};
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cpContact* cpContactInit(cpContact *con, cpVect p, cpVect n, cpFloat dist, cpHashValue hash);
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cpArbiter* cpArbiterInit(cpArbiter *arb, cpShape *a, cpShape *b);
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static inline void
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cpArbiterCallSeparate(cpArbiter *arb, cpSpace *space)
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{
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// The handler needs to be looked up again as the handler cached on the arbiter may have been deleted since the last step.
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cpCollisionHandler *handler = cpSpaceLookupHandler(space, arb->a->collision_type, arb->b->collision_type);
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handler->separate(arb, space, handler->data);
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}
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static inline struct cpArbiterThread *
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cpArbiterThreadForBody(cpArbiter *arb, cpBody *body)
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{
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return (arb->body_a == body ? &arb->thread_a : &arb->thread_b);
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}
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void cpArbiterUnthread(cpArbiter *arb);
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void cpArbiterUpdate(cpArbiter *arb, cpContact *contacts, int numContacts, struct cpCollisionHandler *handler, cpShape *a, cpShape *b);
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void cpArbiterPreStep(cpArbiter *arb, cpFloat dt, cpFloat bias, cpFloat slop);
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void cpArbiterApplyCachedImpulse(cpArbiter *arb, cpFloat dt_coef);
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void cpArbiterApplyImpulse(cpArbiter *arb);
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