/*******************************************************************************************
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								*
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								*   Physac - Body shatter
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								*
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								*   NOTE 1: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
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								*   NOTE 2: Physac requires static C library linkage to avoid dependency on MinGW DLL (-static -lpthread)
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								*
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								*   Use the following line to compile:
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								*
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								*   gcc -o $(NAME_PART).exe $(FILE_NAME) -s -static  /
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								*       -lraylib -lpthread -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm /
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								*       -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
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								*
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								*   Copyright (c) 2016-2018 Victor Fisac
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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								#define PHYSAC_IMPLEMENTATION
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								#define PHYSAC_NO_THREADS
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								#include "physac.h"
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								int main(void)
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								{
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								    // Initialization
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								    //--------------------------------------------------------------------------------------
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								    const int screenWidth = 800;
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								    const int screenHeight = 450;
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								    SetConfigFlags(FLAG_MSAA_4X_HINT);
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								    InitWindow(screenWidth, screenHeight, "Physac [raylib] - Body shatter");
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								    // Physac logo drawing position
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								    int logoX = screenWidth - MeasureText("Physac", 30) - 10;
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								    int logoY = 15;
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								    bool needsReset = false;
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								    // Initialize physics and default physics bodies
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								    InitPhysics();
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								    SetPhysicsGravity(0, 0);
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								    // Create random polygon physics body to shatter
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								    CreatePhysicsBodyPolygon((Vector2){ screenWidth/2, screenHeight/2 }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
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								    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
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								    //--------------------------------------------------------------------------------------
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								    // Main game loop
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								    while (!WindowShouldClose())    // Detect window close button or ESC key
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								    {
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								        // Update
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								        RunPhysicsStep();
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								        //----------------------------------------------------------------------------------
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								        // Delay initialization of variables due to physics reset asynchronous
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								        if (needsReset)
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								        {
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								            // Create random polygon physics body to shatter
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								            CreatePhysicsBodyPolygon((Vector2){ screenWidth/2, screenHeight/2 }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
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								            needsReset = false;
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								        }
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								        if (IsKeyPressed('R'))    // Reset physics input
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								        {
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								            ResetPhysics();
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								            needsReset = true;
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								        }
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								        if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))    // Physics shatter input
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								        {
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								            // Note: some values need to be stored in variables due to asynchronous changes during main thread
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								            int count = GetPhysicsBodiesCount();
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								            for (int i = count - 1; i >= 0; i--)
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								            {
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								                PhysicsBody currentBody = GetPhysicsBody(i);
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								                if (currentBody != NULL) PhysicsShatter(currentBody, GetMousePosition(), 10/currentBody->inverseMass);
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								            }
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								        }
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								        //----------------------------------------------------------------------------------
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								        // Draw
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								        //----------------------------------------------------------------------------------
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								        BeginDrawing();
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								            ClearBackground(BLACK);
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								            // Draw created physics bodies
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								            int bodiesCount = GetPhysicsBodiesCount();
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								            for (int i = 0; i < bodiesCount; i++)
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								            {
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								                PhysicsBody currentBody = GetPhysicsBody(i);
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								                int vertexCount = GetPhysicsShapeVerticesCount(i);
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								                for (int j = 0; j < vertexCount; j++)
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								                {
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								                    // Get physics bodies shape vertices to draw lines
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								                    // Note: GetPhysicsShapeVertex() already calculates rotation transformations
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								                    Vector2 vertexA = GetPhysicsShapeVertex(currentBody, j);
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								                    int jj = (((j + 1) < vertexCount) ? (j + 1) : 0);   // Get next vertex or first to close the shape
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								                    Vector2 vertexB = GetPhysicsShapeVertex(currentBody, jj);
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								                    DrawLineV(vertexA, vertexB, GREEN);     // Draw a line between two vertex positions
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								                }
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								            }
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								            DrawText("Left mouse button in polygon area to shatter body\nPress 'R' to reset example", 10, 10, 10, WHITE);
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								            DrawText("Physac", logoX, logoY, 30, WHITE);
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								            DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
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								        EndDrawing();
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								        //----------------------------------------------------------------------------------
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								    }
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								    // De-Initialization
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								    //--------------------------------------------------------------------------------------
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								    ClosePhysics();       // Unitialize physics
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								    CloseWindow();        // Close window and OpenGL context
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								    //--------------------------------------------------------------------------------------
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								    return 0;
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								}
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