Magic_Game/src/kiwano-physics/Global.cpp

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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
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// 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
// 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
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#pragma once
#include <kiwano-physics/Global.h>
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namespace kiwano
{
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namespace physics
{
namespace global
{
namespace
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{
float global_scale = 100.f; // 100 pixels per meters
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}
float GetScale()
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{
return global_scale;
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}
void SetScale(float scale)
{
global_scale = scale;
}
float ToPixels(float value)
{
return value * global_scale;
}
Vec2 ToPixels(const b2Vec2& pos)
{
return Point(ToPixels(pos.x), ToPixels(pos.y));
}
float ToMeters(float value)
{
return value / global_scale;
}
b2Vec2 ToMeters(const Vec2& pos)
{
return b2Vec2(ToMeters(pos.x), ToMeters(pos.y));
}
} // namespace global
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} // namespace physics
} // namespace kiwano