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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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										 |  |  |  | #include <kiwano-physics/Fixture.h>
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										 |  |  |  | #include <kiwano-physics/Contact.h>
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							|  |  |  |  | namespace kiwano | 
					
						
							|  |  |  |  | { | 
					
						
							|  |  |  |  | 	namespace physics | 
					
						
							|  |  |  |  | 	{ | 
					
						
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										 |  |  |  | 		class PhysicWorld; | 
					
						
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										 |  |  |  | 		// <20><><EFBFBD><EFBFBD>
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							|  |  |  |  | 		KGE_DECLARE_SMART_PTR(PhysicBody); | 
					
						
							|  |  |  |  | 		class KGE_API PhysicBody | 
					
						
							|  |  |  |  | 			: public virtual RefCounter | 
					
						
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										 |  |  |  | 		{ | 
					
						
							|  |  |  |  | 		public: | 
					
						
							|  |  |  |  | 			enum class Type | 
					
						
							|  |  |  |  | 			{ | 
					
						
							|  |  |  |  | 				Static = 0, | 
					
						
							|  |  |  |  | 				Kinematic, | 
					
						
							|  |  |  |  | 				Dynamic, | 
					
						
							|  |  |  |  | 			}; | 
					
						
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										 |  |  |  | 			PhysicBody(); | 
					
						
							|  |  |  |  | 			PhysicBody(b2Body* body, Actor* actor); | 
					
						
							|  |  |  |  | 			PhysicBody(PhysicWorld* world, Actor* actor); | 
					
						
							|  |  |  |  | 			PhysicBody(PhysicWorld* world, ActorPtr actor) : PhysicBody(world, actor.get()) {} | 
					
						
							|  |  |  |  | 			virtual ~PhysicBody(); | 
					
						
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										 |  |  |  | 			// <20><>ʼ<EFBFBD><CABC>
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							|  |  |  |  | 			void Init(PhysicWorld* world, Actor* actor); | 
					
						
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										 |  |  |  | 			// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״
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										 |  |  |  | 			PhysicFixture AddShape(PhysicShape* shape, float density = 0.f, float friction = 0.2f, float restitution = 0.f); | 
					
						
							|  |  |  |  | 			PhysicFixture AddCircleShape(float radius, float density = 0.f); | 
					
						
							|  |  |  |  | 			PhysicFixture AddBoxShape(Vec2 const& size, float density = 0.f); | 
					
						
							|  |  |  |  | 			PhysicFixture AddPolygonShape(Vector<Point> const& vertexs, float density = 0.f); | 
					
						
							|  |  |  |  | 			PhysicFixture AddEdgeShape(Point const& p1, Point const& p2, float density = 0.f); | 
					
						
							|  |  |  |  | 			PhysicFixture AddChainShape(Vector<Point> const& vertexs, bool loop, float density = 0.f); | 
					
						
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										 |  |  |  | 			// <20><>ȡ<EFBFBD>о<EFBFBD>
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										 |  |  |  | 			PhysicFixture GetFixtureList() const			{ KGE_ASSERT(body_); PhysicFixture(body_->GetFixtureList()); } | 
					
						
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							|  |  |  |  | 			// <20>Ƴ<EFBFBD><C6B3>о<EFBFBD>
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										 |  |  |  | 			void RemoveFixture(PhysicFixture const& fixture); | 
					
						
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										 |  |  |  | 			// <20><>ȡ<EFBFBD>Ӵ<EFBFBD><D3B4><EFBFBD>
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							|  |  |  |  | 			PhysicContactEdge GetContactList() const		{ KGE_ASSERT(body_); PhysicContactEdge(body_->GetContactList()); } | 
					
						
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							|  |  |  |  | 			// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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							|  |  |  |  | 			uint16_t GetCategoryBits() const				{ return category_bits_; } | 
					
						
							|  |  |  |  | 			void SetCategoryBits(uint16_t category_bits); | 
					
						
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							|  |  |  |  | 			// <20><>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD>
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							|  |  |  |  | 			uint16_t GetMaskBits() const					{ return mask_bits_; } | 
					
						
							|  |  |  |  | 			void SetMaskBits(uint16_t mask_bits); | 
					
						
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							|  |  |  |  | 			// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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							|  |  |  |  | 			int16_t GetGroupIndex() const					{ return group_index_; } | 
					
						
							|  |  |  |  | 			void SetGroupIndex(int16_t index); | 
					
						
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										 |  |  |  | 			// <20><>ת<EFBFBD>Ƕ<EFBFBD>
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							|  |  |  |  | 			float GetBodyRotation() const					{ KGE_ASSERT(body_); return math::Radian2Degree(body_->GetAngle()); } | 
					
						
							|  |  |  |  | 			void SetBodyRotation(float angle)				{ SetBodyTransform(GetBodyPosition(), angle); } | 
					
						
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							|  |  |  |  | 			// λ<><CEBB>
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							|  |  |  |  | 			Point GetBodyPosition() const; | 
					
						
							|  |  |  |  | 			void SetBodyPosition(Point const& pos)			{ SetBodyTransform(pos, GetBodyRotation()); } | 
					
						
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							|  |  |  |  | 			// λ<>ú<EFBFBD><C3BA><EFBFBD>ת<EFBFBD>任
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							|  |  |  |  | 			void SetBodyTransform(Point const& pos, float angle); | 
					
						
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							|  |  |  |  | 			// <20><><EFBFBD><EFBFBD>
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										 |  |  |  | 			float GetMass() const							{ KGE_ASSERT(body_); return body_->GetMass(); } | 
					
						
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										 |  |  |  | 			// <20><><EFBFBD><EFBFBD>
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							|  |  |  |  | 			float GetInertia() const						{ KGE_ASSERT(body_); return body_->GetInertia(); } | 
					
						
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										 |  |  |  | 			// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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							|  |  |  |  | 			void GetMassData(float* mass, Point* center, float* inertia); | 
					
						
							|  |  |  |  | 			void SetMassData(float mass, Point const& center, float inertia); | 
					
						
							|  |  |  |  | 			void ResetMassData(); | 
					
						
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										 |  |  |  | 			// <20><><EFBFBD><EFBFBD>ת<EFBFBD><D7AA>
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										 |  |  |  | 			Point GetLocalPoint(Point const& world) const; | 
					
						
							|  |  |  |  | 			Point GetWorldPoint(Point const& local) const; | 
					
						
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										 |  |  |  | 			// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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							|  |  |  |  | 			Point GetLocalCenter() const; | 
					
						
							|  |  |  |  | 			Point GetWorldCenter() const; | 
					
						
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							|  |  |  |  | 			// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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										 |  |  |  | 			Type GetType() const							{ KGE_ASSERT(body_); return Type(body_->GetType()); } | 
					
						
							|  |  |  |  | 			void SetType(Type type)							{ KGE_ASSERT(body_); body_->SetType(static_cast<b2BodyType>(type)); } | 
					
						
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										 |  |  |  | 			// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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							|  |  |  |  | 			float GetGravityScale() const					{ KGE_ASSERT(body_); return body_->GetGravityScale(); } | 
					
						
							|  |  |  |  | 			void SetGravityScale(float scale)				{ KGE_ASSERT(body_); body_->SetGravityScale(scale); } | 
					
						
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							|  |  |  |  | 			// ʩ<><CAA9>
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										 |  |  |  | 			void ApplyForce(Vec2 const& force, Point const& point, bool wake = true); | 
					
						
							|  |  |  |  | 			void ApplyForceToCenter(Vec2 const& force, bool wake = true); | 
					
						
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										 |  |  |  | 			// ʩ<><CAA9>Ť<EFBFBD><C5A4>
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										 |  |  |  | 			void ApplyTorque(float torque, bool wake = true); | 
					
						
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										 |  |  |  | 			// <20>̶<EFBFBD><CCB6><EFBFBD>ת
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							|  |  |  |  | 			bool IsIgnoreRotation() const					{ KGE_ASSERT(body_); return body_->IsFixedRotation(); } | 
					
						
							|  |  |  |  | 			void SetIgnoreRotation(bool flag)				{ KGE_ASSERT(body_); body_->SetFixedRotation(flag); } | 
					
						
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							|  |  |  |  | 			// <20>ӵ<EFBFBD>
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							|  |  |  |  | 			bool IsBullet() const							{ KGE_ASSERT(body_); return body_->IsBullet(); } | 
					
						
							|  |  |  |  | 			void SetBullet(bool flag)						{ KGE_ASSERT(body_); body_->SetBullet(flag); } | 
					
						
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							|  |  |  |  | 			// <20><><EFBFBD><EFBFBD>
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							|  |  |  |  | 			bool IsAwake() const							{ KGE_ASSERT(body_); return body_->IsAwake(); } | 
					
						
							|  |  |  |  | 			void SetAwake(bool flag)						{ KGE_ASSERT(body_); body_->SetAwake(flag); } | 
					
						
							|  |  |  |  | 			bool IsSleepingAllowed() const					{ KGE_ASSERT(body_); return body_->IsSleepingAllowed(); } | 
					
						
							|  |  |  |  | 			void SetSleepingAllowed(bool flag)				{ KGE_ASSERT(body_); body_->SetSleepingAllowed(flag); } | 
					
						
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							|  |  |  |  | 			// <20>״̬
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							|  |  |  |  | 			bool IsActive() const							{ KGE_ASSERT(body_); return body_->IsActive(); } | 
					
						
							|  |  |  |  | 			void SetActive(bool flag)						{ KGE_ASSERT(body_); body_->SetActive(flag); } | 
					
						
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										 |  |  |  | 			Actor* GetActor() const							{ return actor_; } | 
					
						
							|  |  |  |  | 			void SetActor(Actor* actor)						{ actor_ = actor; } | 
					
						
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										 |  |  |  | 			b2Body* GetB2Body()								{ return body_; } | 
					
						
							|  |  |  |  | 			const b2Body* GetB2Body() const					{ return body_; } | 
					
						
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										 |  |  |  | 			void SetB2Body(b2Body* body); | 
					
						
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										 |  |  |  | 			PhysicWorld* GetWorld()							{ return world_; } | 
					
						
							|  |  |  |  | 			const PhysicWorld* GetWorld() const				{ return world_; } | 
					
						
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							|  |  |  |  | 			void Destroy(); | 
					
						
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							|  |  |  |  | 			void UpdateActor(); | 
					
						
							|  |  |  |  | 			void UpdateFromActor(); | 
					
						
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										 |  |  |  | 		protected: | 
					
						
							|  |  |  |  | 			void UpdateFixtureFilter(b2Fixture* fixture); | 
					
						
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										 |  |  |  | 		protected: | 
					
						
							|  |  |  |  | 			Actor* actor_; | 
					
						
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										 |  |  |  | 			PhysicWorld* world_; | 
					
						
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										 |  |  |  | 			b2Body* body_; | 
					
						
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							|  |  |  |  | 			uint16_t category_bits_; | 
					
						
							|  |  |  |  | 			uint16_t mask_bits_; | 
					
						
							|  |  |  |  | 			int16_t group_index_; | 
					
						
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										 |  |  |  | 		}; | 
					
						
							|  |  |  |  | 	} | 
					
						
							|  |  |  |  | } |