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								/*******************************************************************************************
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								*
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								*   raylib [physac] example - physics friction
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								*
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								*   This example has been created using raylib 1.5 (www.raylib.com)
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								*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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								*
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								*   This example uses physac 1.1 (https://github.com/raysan5/raylib/blob/master/src/physac.h)
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								*
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								*   Copyright (c) 2016-2021 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5)
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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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								#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, "raylib [physac] example - physics friction");
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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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								    // Initialize physics and default physics bodies
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								    InitPhysics();
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								    // Create floor rectangle physics body
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								    PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, screenWidth, 100, 10);
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								    floor->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
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								    PhysicsBody wall = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight*0.8f }, 10, 80, 10);
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								    wall->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
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								    // Create left ramp physics body
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								    PhysicsBody rectLeft = CreatePhysicsBodyRectangle((Vector2){ 25, screenHeight - 5 }, 250, 250, 10);
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								    rectLeft->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
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								    SetPhysicsBodyRotation(rectLeft, 30*DEG2RAD);
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								    // Create right ramp  physics body
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								    PhysicsBody rectRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth - 25, screenHeight - 5 }, 250, 250, 10);
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								    rectRight->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
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								    SetPhysicsBodyRotation(rectRight, 330*DEG2RAD);
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								    // Create dynamic physics bodies
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								    PhysicsBody bodyA = CreatePhysicsBodyRectangle((Vector2){ 35, screenHeight*0.6f }, 40, 40, 10);
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								    bodyA->staticFriction = 0.1f;
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								    bodyA->dynamicFriction = 0.1f;
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								    SetPhysicsBodyRotation(bodyA, 30*DEG2RAD);
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								    PhysicsBody bodyB = CreatePhysicsBodyRectangle((Vector2){ screenWidth - 35, screenHeight*0.6f }, 40, 40, 10);
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								    bodyB->staticFriction = 1.0f;
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								    bodyB->dynamicFriction = 1.0f;
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								    SetPhysicsBodyRotation(bodyB, 330*DEG2RAD);
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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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								        //----------------------------------------------------------------------------------
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								        UpdatePhysics();            // Update physics system
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								        if (IsKeyPressed(KEY_R))    // Reset physics system
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								        {
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								            // Reset dynamic physics bodies position, velocity and rotation
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								            bodyA->position = (Vector2){ 35, screenHeight*0.6f };
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								            bodyA->velocity = (Vector2){ 0, 0 };
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								            bodyA->angularVelocity = 0;
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								            SetPhysicsBodyRotation(bodyA, 30*DEG2RAD);
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								            bodyB->position = (Vector2){ screenWidth - 35, screenHeight*0.6f };
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								            bodyB->velocity = (Vector2){ 0, 0 };
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								            bodyB->angularVelocity = 0;
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								            SetPhysicsBodyRotation(bodyB, 330*DEG2RAD);
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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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								            DrawFPS(screenWidth - 90, screenHeight - 30);
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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 body = GetPhysicsBody(i);
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								                if (body != NULL)
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								                {
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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(body, 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(body, 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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								            }
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								            DrawRectangle(0, screenHeight - 49, screenWidth, 49, BLACK);
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								            DrawText("Friction amount", (screenWidth - MeasureText("Friction amount", 30))/2, 75, 30, WHITE);
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								            DrawText("0.1", bodyA->position.x - MeasureText("0.1", 20)/2, bodyA->position.y - 7, 20, WHITE);
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								            DrawText("1", bodyB->position.x - MeasureText("1", 20)/2, bodyB->position.y - 7, 20, WHITE);
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								            DrawText("Press '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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