Add initial prototype.
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102
3-mid/physics/implement/box2d/contrib/testbed/draw.h
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102
3-mid/physics/implement/box2d/contrib/testbed/draw.h
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// MIT License
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// Copyright (c) 2019 Erin Catto
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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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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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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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#ifndef DRAW_H
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#define DRAW_H
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#define GLFW_INCLUDE_NONE
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#include "glad/gl.h"
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#include "GLFW/glfw3.h"
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#include "box2d/box2d.h"
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struct b2AABB;
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struct GLRenderPoints;
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struct GLRenderLines;
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struct GLRenderTriangles;
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struct GLFWwindow;
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//
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struct Camera
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{
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Camera()
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{
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m_center.Set(0.0f, 20.0f);
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m_zoom = 1.0f;
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m_width = 1280;
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m_height = 800;
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}
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b2Vec2 ConvertScreenToWorld(const b2Vec2& screenPoint);
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b2Vec2 ConvertWorldToScreen(const b2Vec2& worldPoint);
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void BuildProjectionMatrix(float* m, float zBias);
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b2Vec2 m_center;
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float m_zoom;
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int32 m_width;
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int32 m_height;
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};
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// This class implements debug drawing callbacks that are invoked
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// inside b2World::Step.
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class DebugDraw : public b2Draw
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{
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public:
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DebugDraw();
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~DebugDraw();
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void Create();
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void Destroy();
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void DrawPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) override;
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void DrawSolidPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) override;
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void DrawCircle(const b2Vec2& center, float radius, const b2Color& color) override;
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void DrawSolidCircle(const b2Vec2& center, float radius, const b2Vec2& axis, const b2Color& color) override;
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void DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color) override;
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void DrawTransform(const b2Transform& xf) override;
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void DrawPoint(const b2Vec2& p, float size, const b2Color& color) override;
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void DrawString(int x, int y, const char* string, ...);
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void DrawString(const b2Vec2& p, const char* string, ...);
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void DrawAABB(b2AABB* aabb, const b2Color& color);
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void Flush();
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bool m_showUI;
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GLRenderPoints* m_points;
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GLRenderLines* m_lines;
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GLRenderTriangles* m_triangles;
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};
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extern DebugDraw g_debugDraw;
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extern Camera g_camera;
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extern GLFWwindow* g_mainWindow;
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#endif
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