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								// Copyright (c) 2018-2019 Kiwano - Nomango
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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
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								// THE SOFTWARE.
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								#pragma once
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								#include <kiwano-physics/helper.h>
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								#include <kiwano-physics/Shape.h>
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								namespace kiwano
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								{
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									namespace physics
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									{
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										class Body;
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										/**
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										* \addtogroup Physics
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										* @{
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										*/
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										/// \~chinese
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										/// @brief <20><><EFBFBD><EFBFBD><EFBFBD>о<EFBFBD>
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										class Fixture
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										{
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										public:
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											/// \~chinese
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											/// @brief <20>о߲<D0BE><DFB2><EFBFBD>
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											struct Param
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											{
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												float density = 0.f;		///< <20>ܶ<EFBFBD>
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												float friction = 0.2f;		///< Ħ<><C4A6><EFBFBD><EFBFBD>
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												float restitution = 0.f;	///< <20><><EFBFBD>Իָ<D4BB>
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												bool is_sensor = false;		///< <20>Ƿ<EFBFBD><C7B7>ǽӴ<C7BD><D3B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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												Param() {}
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												Param(float density, float friction = 0.2f, float restitution = 0.f, bool is_sensor = false)
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													: density(density)
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													, friction(friction)
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													, restitution(restitution)
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													, is_sensor(is_sensor)
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												{}
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											};
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											Fixture();
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											Fixture(b2Fixture* fixture);
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											Fixture(Body* body, Shape* shape, const Param& param);
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											/// \~chinese
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											/// @brief <20>Ƿ<EFBFBD><C7B7><EFBFBD>Ч
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											bool IsValid() const;
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											/// \~chinese
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											/// @brief <20><>ȡ<EFBFBD>о<EFBFBD><D0BE><EFBFBD><EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD>
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											Body* GetBody() const;
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											/// \~chinese
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											/// @brief <20><>״
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											Shape GetShape() const;
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											/// \~chinese
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											/// @brief <20>Ƿ<EFBFBD><C7B7>ǽӴ<C7BD><D3B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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											bool IsSensor() const;
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											/// \~chinese
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											/// @brief <20><><EFBFBD>üо<C3BC><D0BE>Ƿ<EFBFBD><C7B7>ǽӴ<C7BD><D3B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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											/// @details <20>Ӵ<EFBFBD><D3B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֻ<EFBFBD><D6BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӵ<EFBFBD><D3B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӱ<EFBFBD><D3B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>˶<EFBFBD>
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											void SetSensor(bool sensor);
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											/// \~chinese
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											/// @brief <20><>ȡ<EFBFBD>оߵ<D0BE><DFB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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											void GetMassData(float* mass, Point* center, float* inertia) const;
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											/// \~chinese
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											/// @brief <20><>ȡ<EFBFBD>ܶ<EFBFBD>
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											float GetDensity() const;
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											/// \~chinese
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											/// @brief <20><><EFBFBD><EFBFBD><EFBFBD>ܶ<EFBFBD>
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											void SetDensity(float density);
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											/// \~chinese
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											/// @brief <20><>ȡĦ<C8A1><C4A6><EFBFBD><EFBFBD> [N]
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											float GetFriction() const;
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											/// \~chinese
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											/// @brief <20><><EFBFBD><EFBFBD>Ħ<EFBFBD><C4A6><EFBFBD><EFBFBD> [N]
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											void SetFriction(float friction);
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											/// \~chinese
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											/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD>Իָ<D4BB>
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											float GetRestitution() const;
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											/// \~chinese
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											/// @brief <20><><EFBFBD>õ<EFBFBD><C3B5>Իָ<D4BB>
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											void SetRestitution(float restitution);
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											/// \~chinese
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											/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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											bool TestPoint(const Point& p) const;
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											b2Fixture* GetB2Fixture() const;
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											void SetB2Fixture(b2Fixture* fixture);
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											2019-12-23 18:05:08 +08:00
										 
									 
								 
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										private:
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											b2Fixture* fixture_;
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										};
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										/// \~chinese
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										/// @brief <20><><EFBFBD><EFBFBD><EFBFBD>о<EFBFBD><D0BE>б<EFBFBD>
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										class FixtureList
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											: public List<Fixture>
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										{
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										public:
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											FixtureList()
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											{
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											}
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											FixtureList(const Fixture& first)
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											{
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												Fixture current = first;
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												while (current.GetB2Fixture())
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												{
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													push_back(current);
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													current = current.GetB2Fixture()->GetNext();
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												}
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											}
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										};
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										/** @} */
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										inline bool Fixture::IsSensor() const					{ KGE_ASSERT(fixture_); return fixture_->IsSensor(); }
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										inline void Fixture::SetSensor(bool sensor)				{ KGE_ASSERT(fixture_); fixture_->SetSensor(sensor); }
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										inline float Fixture::GetDensity() const				{ KGE_ASSERT(fixture_); return fixture_->GetDensity(); }
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										inline void Fixture::SetDensity(float density)			{ KGE_ASSERT(fixture_); fixture_->SetDensity(density); }
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										inline float Fixture::GetFriction() const				{ KGE_ASSERT(fixture_); return fixture_->GetFriction(); }
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										inline void Fixture::SetFriction(float friction)		{ KGE_ASSERT(fixture_); fixture_->SetFriction(friction); }
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										inline float Fixture::GetRestitution() const			{ KGE_ASSERT(fixture_); return fixture_->GetRestitution(); }
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										inline void Fixture::SetRestitution(float restitution)	{ KGE_ASSERT(fixture_); fixture_->SetRestitution(restitution); }
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										inline bool Fixture::IsValid() const					{ return fixture_ != nullptr; }
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										inline b2Fixture* Fixture::GetB2Fixture() const			{ return fixture_; }
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										inline void Fixture::SetB2Fixture(b2Fixture* fixture)	{ fixture_ = fixture; }
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									}
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								}
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