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#import "Basic";
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#import "Math";
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#import "Window_Creation";
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Debug :: #import "Debug";
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Input :: #import "Input";
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Simp :: #import "Simp";
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TIMESTEP: float = 1.0 / 60.0;
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DEBUGGING :: true;
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window_width : s32 = 1280;
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window_height : s32 = 720;
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dbgprint :: print; // so can be
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xy :: (x: int, y: int) -> Vector2 {
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return xy(cast(float)x, cast(float)y);
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}
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normalize :: (using v: *Vector2) -> float {
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sq := sqrt(x*x + y*y);
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factor := 1.0 / sq;
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x *= factor;
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y *= factor;
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return sq;
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}
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normalize :: (v: Vector2) -> Vector2 #must {
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normalize(*v);
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return v;
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}
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normalize_or_zero :: inline (using _v: Vector2) -> Vector2 #must {
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v := _v;
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normalize_or_zero(*v);
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return v;
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}
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negative :: (v: Vector2) -> Vector2 #must {
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return xy(-v.x, -v.y);
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}
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WHITE :: Vector4.{1.0, 1.0, 1.0, 1.0};
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RED :: Vector4.{1.0, 0.0, 0.0, 1.0};
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GREEN :: Vector4.{0.0, 1.0, 0.0, 1.0};
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DrawingSettings :: struct {
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world_space: bool = true;
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color: Vector4 = WHITE;
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};
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line :: (using d: DrawingSettings, _from: Vector2, _to: Vector2, thickness: float = 1.0) {
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width := thickness;
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from := _from;
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to := _to;
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if world_space {
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from = world_to_screen(from);
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to = world_to_screen(to);
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}
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Simp.set_shader_for_color(true);
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normal := rotate(unit_vector(to - from), PI/2.0);
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Simp.immediate_quad(from + normal*width, from - normal*width, to + normal*width, to - normal*width, color = color);
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}
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LastingPip :: struct {
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alive_for: float;
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pos: Vector2;
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d: DrawingSettings;
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}
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pips : [10] LastingPip;
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push_pip :: (d: DrawingSettings, at: Vector2)
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{
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for * pips
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{
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if it.alive_for <= 0.0
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{
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it.alive_for = 1.0;
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it.pos = at;
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it.d = d;
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break;
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}
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}
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}
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font: *Simp.Dynamic_Font;
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text :: (using d: DrawingSettings, t: string, p: Vector2) {
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drawing_at := p;
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if world_space {
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drawing_at = world_to_screen(drawing_at);
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}
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Simp.draw_text(font, xx drawing_at.x, xx drawing_at.y, t, color = color);
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}
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draw_pips :: (dt: float)
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{
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for * pips if it.alive_for > 0.0
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{
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d := it.d;
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d.color.w *= it.alive_for;
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pip(d, it.pos);
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it.alive_for -= dt;
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}
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}
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pip :: (using d: DrawingSettings, _at: Vector2, size: float = 0.05) {
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at := _at;
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Simp.set_shader_for_color(true);
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if world_space {
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at = world_to_screen(at);
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size /= camera.zoom;
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}
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Simp.immediate_quad(at + xy(-size, size), at + xy(size, size), at + xy(size, -size), at + xy(-size, -size), color = color);
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}
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ShapeType :: enum {
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Circle;
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Rectangle;
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};
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Shape :: struct {
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type: ShapeType;
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offset: Vector2; // in local space of body
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radius: float; // only valid on circle
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halfsize: Vector2; // only valid on rectangle
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mass: float = 1.0;
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moment_of_inertia: float;
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}
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Body :: struct {
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pos , vel , force : Vector2; // pos is in world space
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angle, angle_vel, torque: float;
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static: bool;
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shape: Shape;
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}
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local_to_world :: (using b: Body, local_point: Vector2) -> Vector2 {
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return rotate(local_point, angle) + pos;
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}
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draw_body :: (using b: Body) {
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if shape.type == {
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case .Circle;
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d: DrawingSettings = .{true, GREEN};
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POINTS :: 31;
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drawing_circle_at: Vector2 = local_to_world(b, shape.offset);
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for 0..POINTS {
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theta: float = (it/cast(float)POINTS) * PI*2.0;
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theta_next: float = (it+1)/cast(float)POINTS * PI*2.0;
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from := drawing_circle_at + .{cos(theta),sin(theta)} * shape.radius;
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to := drawing_circle_at + .{cos(theta_next),sin(theta_next)} * shape.radius;
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line(d, from, to);
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}
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case .Rectangle;
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assert(false);
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}
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}
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/*
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draw_rect :: (using r: Shape) {
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assert(type == .Rectangle);
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facing_to_right := rotate(xy(halfsize.x,0.0), angle);
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facing_to_up := rotate(xy(0.0,halfsize.y), angle);
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upper_right := pos + facing_to_right + facing_to_up;
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upper_left := pos - facing_to_right + facing_to_up;
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lower_left := pos - facing_to_right - facing_to_up;
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lower_right := pos + facing_to_right - facing_to_up;
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line(upper_left, upper_right);
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line(upper_right, lower_right);
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line(lower_right, lower_left);
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line(lower_left, upper_left);
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}
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*/
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mouse :: () -> Vector2 {
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x, y := get_mouse_pointer_position();
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pos: Vector2 = xy(cast(float)x, cast(float)y);
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// simp is lower left is (0, 0) and y+ is up
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pos.y = window_height - pos.y;
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return pos;
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}
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Camera :: struct {
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pos: Vector2;
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zoom: float = 1.0;
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};
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camera : Camera;
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screen_to_world :: (screen: Vector2) -> Vector2 {
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using camera;
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return (screen + pos)*zoom;
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}
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world_to_screen :: (world: Vector2) -> Vector2 {
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using camera;
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// world = (screen + pos)*zoom;
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// world/zoom = screen + pos;
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// world/zoom - pos = screen;
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return (world/zoom) - pos;
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}
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main :: () {
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window := create_window(window_width, window_height, "A Window");
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// Actual render size in pixels can be different from the window dimensions we specified above (for example on high-resolution displays on macOS/iOS).
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window_width, window_height = Simp.get_render_dimensions(window);
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camera.pos = -xy(window_width, window_height)/2.0;
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camera.zoom = 0.01;
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Simp.set_render_target(window);
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font = Simp.get_font_at_size(".", "Roboto-Regular.ttf", 18);
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assert(font != null);
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bodies: [..]Body;
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array_add(*bodies, .{pos = .{0.0, 0.0}, shape = .{type = .Circle, radius = 1.0}});
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array_add(*bodies, .{pos = .{3.0, 0.0}, shape = .{type = .Circle, radius = 1.0}});
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quit := false;
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last_time := get_time();
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panning: bool = false;
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last_mouse_pos := mouse();
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unprocessed_time: float = 0.0;
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while !quit {
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dt := cast(float)(get_time() - last_time);
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last_time = get_time();
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Input.update_window_events();
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mouse_delta := mouse() - last_mouse_pos; // using Input.mouse_delta_x seems to incorrectly accumulate
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last_mouse_pos = mouse();
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for Input.get_window_resizes() {
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Simp.update_window(it.window); // Simp will do nothing if it doesn't care about this window.
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if it.window == window {
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should_reinit := (it.width != window_width) || (it.height != window_height);
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window_width = it.width;
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window_height = it.height;
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//if should_reinit my_init_fonts(); // Resize the font for the new window size.
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}
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}
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camera.zoom *= 1.0 - 0.1*Input.mouse_delta_z/120.0;
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if panning {
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camera.pos -= mouse_delta;
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// this doesn't fix it
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//Input.mouse_delta_x = 0;
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//Input.mouse_delta_y = 0;
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}
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// process physics
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unprocessed_time += dt;
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{
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dt: string = "do not use, physics processes with TIMESTEP not dt";
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while unprocessed_time > TIMESTEP
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{
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defer unprocessed_time -= TIMESTEP;
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if get_time() < 0.5
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{
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//apply_force_at_point(*rects[0], xy(3, 0), rects[0].pos + xy(-0.1, 0.03));
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}
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for * bodies {
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defer it.force = .{};
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defer it.torque = 0.0;
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// calculate moment of inertia
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if it.shape.type == {
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case .Circle;
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it.shape.moment_of_inertia = PI * pow(it.shape.radius, 4.0) / 4.0;
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}
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// gravity
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//it.force.y += -9.81;
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if !it.static
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{
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it.vel += (it.force/it.shape.mass) * TIMESTEP;
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it.pos += it.vel * TIMESTEP;
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it.angle_vel += (it.torque / it.shape.moment_of_inertia) * TIMESTEP;
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it.angle += it.angle_vel * TIMESTEP;
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}
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}
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}
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}
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Simp.immediate_begin();
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Simp.clear_render_target(0.0, 0.0, 0.0, 1.0);
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// draw grid
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grid_d: DrawingSettings = .{true,.{0.2, 0.2, 0.2, 0.5}};
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text_d := grid_d;
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text_d.color = .{0.6, 0.6, 0.6, 1.0};
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help_text_max :: 8;
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help_zoom_max :: 0.04;
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for x: -30..30 {
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line(grid_d, xy(x, 30), xy(x, -30));
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if camera.zoom <= help_zoom_max && abs(x) < help_text_max then text(text_d, tprint("%m", x), .{xx x, 0.0});
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}
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for y: -30..30 {
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line(grid_d, xy(30, y), xy(-30, y));
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if camera.zoom <= help_zoom_max && abs(y) < help_text_max then text(text_d, tprint("%m", y), .{0.0, xx y});
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}
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draw_pips(dt);
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for bodies draw_body(it);
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Simp.immediate_flush();
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Simp.swap_buffers(window);
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for Input.events_this_frame {
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if it.type == .QUIT then quit = true;
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if it.type == {
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case .KEYBOARD;
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if it.key_pressed && it.key_code == .ESCAPE {
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quit = true;
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}
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if it.key_code == .MOUSE_BUTTON_LEFT {
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panning = cast(bool)it.key_pressed;
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}
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}
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}
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}
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}
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