Adapted to changes in GDCore.

Cleaned headers.

git-svn-id: svn://localhost@762 8062f311-0dae-4547-b526-b8ab9ac864a5
This commit is contained in:
Florian
2012-06-09 21:14:46 +00:00
parent fa99435ff7
commit 0b7d3f5539
11 changed files with 3076 additions and 19949 deletions
@@ -43,7 +43,7 @@ freely, subject to the following restrictions:
#include <wx/numdlg.h>
#include "GDL/CommonTools.h"
#include "GDL/IDE/Dialogs/BitmapGUIManager.h"
#include "GDCore/IDE/CommonBitmapManager.h"
#include <string>
#include <cmath>
@@ -121,7 +121,7 @@ CustomPolygonDialog::CustomPolygonDialog(wxWindow* parent, std::vector<sf::Vecto
FlexGridSizer5->Add(StaticText2, 1, wxALL|wxALIGN_LEFT|wxALIGN_CENTER_VERTICAL, 5);
StaticBoxSizer2 = new wxStaticBoxSizer(wxHORIZONTAL, this, _("Positionnement"));
GridSizer1 = new wxGridSizer(3, 1, 0, 0);
OnCenterRadioBt = new wxRadioButton(this, ID_RADIOBUTTON3, _("Positionner par rapport au centre"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, _T("ID_RADIOBUTTON3"));
OnCenterRadioBt = new wxRadioButton(this, ID_RADIOBUTTON3, _("Positionner par rapport au centre"), wxDefaultPosition, wxDefaultSize, wxRB_GROUP, wxDefaultValidator, _T("ID_RADIOBUTTON3"));
OnCenterRadioBt->SetValue(true);
GridSizer1->Add(OnCenterRadioBt, 1, wxALL|wxEXPAND|wxALIGN_CENTER_HORIZONTAL|wxALIGN_CENTER_VERTICAL, 5);
OnOriginRadioBt = new wxRadioButton(this, ID_RADIOBUTTON1, _("Positionner par rapport à l\'origine"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator, _T("ID_RADIOBUTTON1"));
@@ -291,7 +291,7 @@ void CustomPolygonDialog::OnpreviewPnlPaint(wxPaintEvent& event)
float yOffset = (previewPnlVerticalScroll->GetThumbPosition() - previewPnlVerticalScroll->GetRange()/2);
//Draw background
dc.SetBrush(BitmapGUIManager::GetInstance()->transparentBg);
dc.SetBrush(gd::CommonBitmapManager::GetInstance()->transparentBg);
dc.DrawRectangle(0,0, panelSize.GetWidth(), panelSize.GetHeight());
//Draw Collision Polygon
@@ -343,7 +343,7 @@ void CustomPolygonDialog::OnpreviewPnlPaint(wxPaintEvent& event)
}
//Draw origin
wxBitmap point(BitmapGUIManager::GetInstance()->point);
wxBitmap point(gd::CommonBitmapManager::GetInstance()->point);
dc.DrawBitmap(point,
(0-point.GetWidth()/2) -xOffset,
(0-point.GetHeight()/2) -yOffset,
+2 -1
View File
@@ -31,10 +31,11 @@ freely, subject to the following restrictions:
#include "GDL/ExtensionBase.h"
#include "GDL/Version.h"
#include "PhysicsAutomatism.h"
#include "ScenePhysicsDatas.h"
#include <boost/version.hpp>
/**
* This class declare information about the extension.
* \brief This class declares information about the extension.
*/
class Extension : public ExtensionBase
{
@@ -4,7 +4,7 @@
<Project>
<Option title="PhysicsAutomatism" />
<Option pch_mode="2" />
<Option compiler="mingw_452" />
<Option compiler="gcc" />
<Build>
<Target title="Debug">
<Option output="..\..\Runtime\bin\debug\PhysicsAutomatism.xgdw" prefix_auto="1" extension_auto="0" />
@@ -48,6 +48,7 @@
<Add option="-g" />
<Add option="-m32" />
<Add option="-DGD_IDE_ONLY" />
<Add option="-DGD_CORE_API=__declspec(dllimport)" />
<Add option="-DGD_API=__declspec(dllimport)" />
<Add option="-DGD_EXTENSION_API=__declspec(dllexport)" />
<Add option="-DDEBUG" />
@@ -61,6 +62,7 @@
</Compiler>
<Linker>
<Add option="-pg -lgmon" />
<Add option="-lGDCore" />
<Add option="-lgdl" />
<Add option="-lwxmsw29d_xrc" />
<Add option="-lwxmsw29d_richtext" />
@@ -146,6 +148,7 @@
<Add option="-Wall" />
<Add option="-m32" />
<Add option="-DGD_IDE_ONLY" />
<Add option="-DGD_CORE_API=__declspec(dllimport)" />
<Add option="-DGD_API=__declspec(dllimport)" />
<Add option="-DGD_EXTENSION_API=__declspec(dllexport)" />
<Add option="-DRELEASE" />
@@ -160,6 +163,7 @@
</Compiler>
<Linker>
<Add option="-s" />
<Add option="-lGDCore" />
<Add option="-lgdl" />
<Add option="-lwxmsw29_xrc" />
<Add option="-lwxmsw29_richtext" />
@@ -208,7 +212,7 @@
<Option output="..\..\Runtime\bin\dev\PhysicsAutomatism.xgdw" prefix_auto="1" extension_auto="0" />
<Option object_output="obj\Dev\" />
<Option type="3" />
<Option compiler="mingw_452" />
<Option compiler="gcc" />
<Option createStaticLib="1" />
<Compiler>
<Add option="-O2" />
@@ -245,6 +249,7 @@
<Add option="-Wall" />
<Add option="-m32" />
<Add option="-DGD_IDE_ONLY" />
<Add option="-DGD_CORE_API=__declspec(dllimport)" />
<Add option="-DGD_API=__declspec(dllimport)" />
<Add option="-DGD_EXTENSION_API=__declspec(dllexport)" />
<Add option="-DDEV" />
@@ -259,6 +264,7 @@
</Compiler>
<Linker>
<Add option="-s" />
<Add option="-lGDCore" />
<Add option="-lgdl" />
<Add option="-lwxmsw29_xrc" />
<Add option="-lwxmsw29_richtext" />
@@ -356,6 +362,7 @@
<Add option="`wx-config --cppflags`" />
<Add option="`pkg-config gtk+-2.0 --cflags`" />
<Add option="-DGD_IDE_ONLY" />
<Add option='-DGD_CORE_API=&quot;&quot;' />
<Add option='-DGD_API=&quot;&quot;' />
<Add option='-DGD_EXTENSION_API=&quot;&quot;' />
<Add option="-DRELEASE" />
@@ -365,6 +372,7 @@
</Compiler>
<Linker>
<Add option="-s" />
<Add option="-lGDCore" />
<Add option="-lgdl" />
<Add option="`wx-config --libs all`" />
<Add option="-lsfml-audio" />
@@ -399,6 +407,7 @@
<Add option="`wx-config --cppflags`" />
<Add option="`pkg-config gtk+-2.0 --cflags`" />
<Add option="-DGD_IDE_ONLY" />
<Add option='-DGD_CORE_API=&quot;&quot;' />
<Add option='-DGD_API=&quot;&quot;' />
<Add option='-DGD_EXTENSION_API=&quot;&quot;' />
<Add option="-DDEBUG" />
@@ -406,6 +415,7 @@
<Add option="-DSFML_DYNAMIC" />
</Compiler>
<Linker>
<Add option="-lGDCore" />
<Add option="-lgdl" />
<Add option="`wx-config --libs all`" />
<Add option="-lsfml-audio" />
@@ -546,6 +556,7 @@
</Target>
</Build>
<Compiler>
<Add directory="..\..\Core" />
<Add directory="..\..\GDL" />
<Add directory="..\..\ExtLibs\SFML\include" />
<Add directory="..\..\ExtLibs\boost" />
@@ -25,6 +25,7 @@ freely, subject to the following restrictions:
*/
#include "PhysicsAutomatism.h"
#include <string>
#include "Box2D/Box2D.h"
#include "Triangulation/triangulate.h"
#include "GDL/RuntimeScene.h"
@@ -32,7 +33,7 @@ freely, subject to the following restrictions:
#include "GDL/XmlMacros.h"
#include "PhysicsAutomatismEditor.h"
#include "GDL/CommonTools.h"
#include <string>
#include "RuntimeScenePhysicsDatas.h"
#undef GetObject
@@ -47,7 +48,8 @@ averageFriction(0.8),
averageRestitution(0),
linearDamping(0.1),
angularDamping(0.1),
body(NULL)
body(NULL),
runtimeScenesPhysicsDatas(NULL)
{
polygonHeight = 200;
polygonWidth = 200;
@@ -59,7 +61,7 @@ body(NULL)
PhysicsAutomatism::~PhysicsAutomatism()
{
if ( runtimeScenesPhysicsDatas != boost::shared_ptr<RuntimeScenePhysicsDatas>() && body)
if ( runtimeScenesPhysicsDatas != NULL && body)
runtimeScenesPhysicsDatas->world->DestroyBody(body);
}
@@ -126,8 +128,8 @@ void PhysicsAutomatism::DoStepPostEvents(RuntimeScene & scene)
*/
void PhysicsAutomatism::CreateBody(const RuntimeScene & scene)
{
if ( runtimeScenesPhysicsDatas == boost::shared_ptr<RuntimeScenePhysicsDatas>() )
runtimeScenesPhysicsDatas = boost::static_pointer_cast<RuntimeScenePhysicsDatas>(scene.GetAutomatismSharedDatas(name));
if ( runtimeScenesPhysicsDatas == NULL )
runtimeScenesPhysicsDatas = static_cast<RuntimeScenePhysicsDatas*>(scene.GetAutomatismSharedDatas(name).get());
//Create body from object
b2BodyDef bodyDef;
@@ -313,7 +315,7 @@ void PhysicsAutomatism::ApplyForce(double xCoordinate, double yCoordinate, Runti
void PhysicsAutomatism::ApplyForceUsingPolarCoordinates( float angle, float length, RuntimeScene & scene )
{
if ( !body ) CreateBody(scene);
body->ApplyForce(b2Vec2(cos(angle)*length,-sin(angle)*length), body->GetPosition());
body->ApplyForce(b2Vec2(cos(angle*b2_pi/180.0f)*length,-sin(angle*b2_pi/180.0f)*length), body->GetPosition());
}
/**
@@ -381,7 +383,7 @@ void PhysicsAutomatism::AddRevoluteJointBetweenObjects( const std::string & , Ob
{
if ( !body ) CreateBody(scene);
if ( object == NULL || !object->HasAutomatism(name) ) return;
if ( object == NULL || !object->HasAutomatismNamed(name) ) return;
b2Body * otherBody = static_cast<PhysicsAutomatism*>(object->GetAutomatismRawPointer(name))->GetBox2DBody(scene);
if ( body == otherBody ) return;
@@ -425,8 +427,8 @@ void PhysicsAutomatism::AddGearJointBetweenObjects( const std::string & , Object
{
if ( !body ) CreateBody(scene);
if ( object == NULL || !object->HasAutomatism(name) ) return;
b2Body * otherBody = boost::static_pointer_cast<PhysicsAutomatism>(object->GetAutomatism(name))->GetBox2DBody(scene);
if ( object == NULL || !object->HasAutomatismNamed(name) ) return;
b2Body * otherBody = static_cast<PhysicsAutomatism*>(object->GetAutomatismRawPointer(name))->GetBox2DBody(scene);
if ( body == otherBody ) return;
File diff suppressed because it is too large Load Diff
+112 -115
View File
@@ -29,18 +29,16 @@ freely, subject to the following restrictions:
#include "GDL/Automatism.h"
#include "GDL/Object.h"
#include "ScenePhysicsDatas.h"
#include <boost/weak_ptr.hpp>
#include "SFML/Config.hpp"
#include "SFML/System/Vector2.hpp"
#include <iostream>
#include <map>
#include <vector>
#include <set>
#include <vector>
class TiXmlElement;
class RuntimeScene;
class b2Body;
class PhysicsAutomatismEditor;
class RuntimeScenePhysicsDatas;
namespace sf
{
@@ -49,143 +47,142 @@ namespace sf
class GD_EXTENSION_API PhysicsAutomatism : public Automatism
{
friend class PhysicsAutomatismEditor;
friend class PhysicsAutomatismEditor;
public:
PhysicsAutomatism(std::string automatismTypeName);
virtual ~PhysicsAutomatism();
virtual boost::shared_ptr<Automatism> Clone() { return boost::shared_ptr<Automatism>(new PhysicsAutomatism(*this));}
public:
PhysicsAutomatism(std::string automatismTypeName);
virtual ~PhysicsAutomatism();
virtual Automatism * Clone() { return new PhysicsAutomatism(*this);}
enum Positioning {OnOrigin = 0, OnCenter = 2};
enum Positioning {OnOrigin = 0, OnCenter = 2};
#if defined(GD_IDE_ONLY)
/**
* Save Automatism to XML
*/
virtual void SaveToXml(TiXmlElement * elem) const;
#endif
#if defined(GD_IDE_ONLY)
/**
* Save Automatism to XML
*/
virtual void SaveToXml(TiXmlElement * elem) const;
#endif
/**
* Load Automatism from XML
*/
virtual void LoadFromXml(const TiXmlElement * elem);
/**
* Load Automatism from XML
*/
virtual void LoadFromXml(const TiXmlElement * elem);
#if defined(GD_IDE_ONLY)
/**
* Called when user wants to edit the automatism.
*/
virtual void EditAutomatism( wxWindow* parent, Game & game_, Scene * scene, MainEditorCommand & mainEditorCommand_ );
#endif
#if defined(GD_IDE_ONLY)
/**
* Called when user wants to edit the automatism.
*/
virtual void EditAutomatism( wxWindow* parent, Game & game_, Scene * scene, MainEditorCommand & mainEditorCommand_ );
#endif
/**
* Destroy Box2D body if automatism is deactivated
*/
virtual void OnDeActivate();
/**
* Destroy Box2D body if automatism is deactivated
*/
virtual void OnDeActivate();
b2Body * GetBox2DBody(const RuntimeScene & scene) { if (!body) CreateBody(scene); return body; }
inline Object * GetObject() {return object;};
inline const Object * GetObject() const {return object;};
b2Body * GetBox2DBody(const RuntimeScene & scene) { if (!body) CreateBody(scene); return body; }
inline Object * GetObject() {return object;};
inline const Object * GetObject() const {return object;};
std::set<PhysicsAutomatism*> currentContacts; ///< List of other bodies that are in contact with this body.
std::set<PhysicsAutomatism*> currentContacts; ///< List of other bodies that are in contact with this body.
void SetStatic(RuntimeScene & scene);
void SetDynamic(RuntimeScene & scene);
bool IsStatic();
bool IsDynamic();
void SetFixedRotation(RuntimeScene & scene);
void SetFreeRotation(RuntimeScene & scene);
void SetAsBullet(RuntimeScene & scene);
void DontSetAsBullet(RuntimeScene & scene);
void ApplyForce(double xCoordinate, double yCoordinate, RuntimeScene & scene );
void ApplyForceUsingPolarCoordinates( float angle, float length, RuntimeScene & scene );
void ApplyForceTowardPosition(float xPosition, float yPosition, float length, RuntimeScene & scene );
void ApplyTorque( double torque, RuntimeScene & scene );
void SetLinearVelocity( double xVelocity, double yVelocity, RuntimeScene & scene );
void SetAngularVelocity( double angularVelocity, RuntimeScene & scene );
void SetLinearDamping( float linearDamping_ , RuntimeScene & scene );
void SetAngularDamping( float angularDamping_ , RuntimeScene & scene );
void AddRevoluteJointBetweenObjects( const std::string & , Object * object, RuntimeScene & scene );
void AddRevoluteJoint( float xPosition, float yPosition, RuntimeScene & scene);
void SetGravity( float xGravity, float yGravity, RuntimeScene & scene);
void AddGearJointBetweenObjects( const std::string & , Object * object, RuntimeScene & scene );
void SetStatic(RuntimeScene & scene);
void SetDynamic(RuntimeScene & scene);
bool IsStatic();
bool IsDynamic();
void SetFixedRotation(RuntimeScene & scene);
void SetFreeRotation(RuntimeScene & scene);
void SetAsBullet(RuntimeScene & scene);
void DontSetAsBullet(RuntimeScene & scene);
void ApplyForce(double xCoordinate, double yCoordinate, RuntimeScene & scene );
void ApplyForceUsingPolarCoordinates( float angle, float length, RuntimeScene & scene );
void ApplyForceTowardPosition(float xPosition, float yPosition, float length, RuntimeScene & scene );
void ApplyTorque( double torque, RuntimeScene & scene );
void SetLinearVelocity( double xVelocity, double yVelocity, RuntimeScene & scene );
void SetAngularVelocity( double angularVelocity, RuntimeScene & scene );
void SetLinearDamping( float linearDamping_ , RuntimeScene & scene );
void SetAngularDamping( float angularDamping_ , RuntimeScene & scene );
void AddRevoluteJointBetweenObjects( const std::string & , Object * object, RuntimeScene & scene );
void AddRevoluteJoint( float xPosition, float yPosition, RuntimeScene & scene);
void SetGravity( float xGravity, float yGravity, RuntimeScene & scene);
void AddGearJointBetweenObjects( const std::string & , Object * object, RuntimeScene & scene );
void SetLinearVelocityX( double xVelocity, RuntimeScene & scene );
void SetLinearVelocityY( double yVelocity, RuntimeScene & scene );
float GetLinearVelocityX( RuntimeScene & scene );
float GetLinearVelocityY( RuntimeScene & scene );
double GetAngularVelocity( const RuntimeScene & scene );
double GetLinearDamping( const RuntimeScene & scene);
double GetAngularDamping( const RuntimeScene & scene);
void SetLinearVelocityX( double xVelocity, RuntimeScene & scene );
void SetLinearVelocityY( double yVelocity, RuntimeScene & scene );
float GetLinearVelocityX( RuntimeScene & scene );
float GetLinearVelocityY( RuntimeScene & scene );
double GetAngularVelocity( const RuntimeScene & scene );
double GetLinearDamping( const RuntimeScene & scene);
double GetAngularDamping( const RuntimeScene & scene);
void SetPolygonCoords(const std::vector<sf::Vector2f>&);
const std::vector<sf::Vector2f>& GetPolygonCoords() const;
void SetPolygonCoords(const std::vector<sf::Vector2f>&);
const std::vector<sf::Vector2f>& GetPolygonCoords() const;
bool HasAutomaticResizing() const;
void SetAutomaticResizing(bool);
bool HasAutomaticResizing() const;
void SetAutomaticResizing(bool);
float GetPolygonScaleX() const;
void SetPolygonScaleX(float, RuntimeScene&);
float GetPolygonScaleX() const;
void SetPolygonScaleX(float, RuntimeScene&);
float GetPolygonScaleY() const;
void SetPolygonScaleY(float, RuntimeScene&);
float GetPolygonScaleY() const;
void SetPolygonScaleY(float, RuntimeScene&);
/**
Return a string representing the coordinates vector.
\param vec the vector containing coordinates
\param coordsSep the separator between coordinates
\param composantSep the separator between the X and Y composant of a coordinate
\return a std::string representing the vector
*/
static std::string GetStringFromCoordsVector(const std::vector<sf::Vector2f> &vec, char coordsSep = '\n', char composantSep = ';');
/**
Return a string representing the coordinates vector.
\param vec the vector containing coordinates
\param coordsSep the separator between coordinates
\param composantSep the separator between the X and Y composant of a coordinate
\return a std::string representing the vector
*/
static std::string GetStringFromCoordsVector(const std::vector<sf::Vector2f> &vec, char coordsSep = '\n', char composantSep = ';');
/**
Return a vector created with a string containing coordinates
\param str the string
\param coordsSep the separator between coordinates
\param composantSep the separator between the X and Y composant of a coordinate
\return a std::vector< sf::Vector2f >
*/
static std::vector<sf::Vector2f> GetCoordsVectorFromString(const std::string &str, char coordsSep = '\n', char composantSep = ';');
/**
Return a vector created with a string containing coordinates
\param str the string
\param coordsSep the separator between coordinates
\param composantSep the separator between the X and Y composant of a coordinate
\return a std::vector< sf::Vector2f >
*/
static std::vector<sf::Vector2f> GetCoordsVectorFromString(const std::string &str, char coordsSep = '\n', char composantSep = ';');
bool CollisionWith( const std::string & , std::map <std::string, std::vector<Object*> *> otherObjectsLists, RuntimeScene & scene);
bool CollisionWith( const std::string & , std::map <std::string, std::vector<Object*> *> otherObjectsLists, RuntimeScene & scene);
static std::map < const Scene* , ScenePhysicsDatas > scenesPhysicsDatas; ///< Static map associating scene to datas
private:
private:
virtual void DoStepPreEvents(RuntimeScene & scene);
virtual void DoStepPostEvents(RuntimeScene & scene);
void CreateBody(const RuntimeScene & scene);
virtual void DoStepPreEvents(RuntimeScene & scene);
virtual void DoStepPostEvents(RuntimeScene & scene);
void CreateBody(const RuntimeScene & scene);
enum ShapeType {Box, Circle, CustomPolygon} shapeType; ///< the kind of hitbox -> Box, Circle or CustomPolygon
Positioning polygonPositioning;
std::vector<sf::Vector2f> polygonCoords; ///< The list of coordinates of the collision polygon
enum ShapeType {Box, Circle, CustomPolygon} shapeType; ///< the kind of hitbox -> Box, Circle or CustomPolygon
Positioning polygonPositioning;
std::vector<sf::Vector2f> polygonCoords; ///< The list of coordinates of the collision polygon
bool automaticResizing;
float polygonWidth; ///< ONLY for automatic resizing, used to define a scale with automatic resizing
float polygonHeight; ///< ONLY for automatic resizing, used to define a scale with automatic resizing
bool automaticResizing;
float polygonWidth; ///< ONLY for automatic resizing, used to define a scale with automatic resizing
float polygonHeight; ///< ONLY for automatic resizing, used to define a scale with automatic resizing
float polygonScaleX; ///< ONLY for non-automatic resizing -> Use GetPolygonScaleX() instead to be sure to get a correct value
float polygonScaleY; ///< ONLY for non-automatic resizing -> Use GetPolygonScaleY() instead to be sure to get a correct value
float polygonScaleX; ///< ONLY for non-automatic resizing -> Use GetPolygonScaleX() instead to be sure to get a correct value
float polygonScaleY; ///< ONLY for non-automatic resizing -> Use GetPolygonScaleY() instead to be sure to get a correct value
bool dynamic; ///< Is the object static or dynamic
bool fixedRotation; ///< Is the rotation fixed or not
bool isBullet; ///< True if the object as to be considered as a bullet ( for better collision handling )
float massDensity;
float averageFriction;
float averageRestitution;
float linearDamping;
float angularDamping;
bool dynamic; ///< Is the object static or dynamic
bool fixedRotation; ///< Is the rotation fixed or not
bool isBullet; ///< True if the object as to be considered as a bullet ( for better collision handling )
float massDensity;
float averageFriction;
float averageRestitution;
float linearDamping;
float angularDamping;
float objectOldX;
float objectOldY;
float objectOldAngle;
float objectOldWidth;
float objectOldHeight;
float objectOldX;
float objectOldY;
float objectOldAngle;
float objectOldWidth;
float objectOldHeight;
sf::Clock *stepClock;
sf::Clock *stepClock;
b2Body * body; ///< Box2D body, representing the object in the Box2D world
boost::shared_ptr<RuntimeScenePhysicsDatas> runtimeScenesPhysicsDatas;
b2Body * body; ///< Box2D body, representing the object in the Box2D world
RuntimeScenePhysicsDatas * runtimeScenesPhysicsDatas;
};
#endif // PHYSICAUTOMATISM_H
@@ -1,38 +1,8 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<CodeBlocks_layout_file>
<ActiveTarget name="Development - Edittime" />
<File name="Box2D\Box2D\Box2D\Box2D.h" open="0" top="0" tabpos="3" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor1 position="1565" topLine="30" />
</File>
<File name="Box2D\Box2D\Box2D\Collision\Shapes\b2CircleShape.h" open="0" top="0" tabpos="4" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor1 position="2470" topLine="55" />
</File>
<File name="Box2D\Box2D\Box2D\Collision\Shapes\b2PolygonShape.cpp" open="0" top="0" tabpos="2" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor1 position="10997" topLine="402" />
</File>
<File name="Box2D\Box2D\Box2D\Collision\Shapes\b2PolygonShape.h" open="0" top="0" tabpos="0" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor1 position="3937" topLine="99" />
</File>
<File name="Box2D\Box2D\Box2D\Collision\b2BroadPhase.cpp" open="0" top="0" tabpos="11" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor1 position="980" topLine="85" />
</File>
<File name="Box2D\Box2D\Box2D\Collision\b2Distance.cpp" open="0" top="0" tabpos="12" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor1 position="1190" topLine="12" />
</File>
<File name="Box2D\Box2D\Box2D\Common\b2BlockAllocator.cpp" open="0" top="0" tabpos="7" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor1 position="1553" topLine="37" />
</File>
<File name="Box2D\Box2D\Box2D\Common\b2Settings.h" open="0" top="0" tabpos="3" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor1 position="1251" topLine="13" />
</File>
<File name="Box2D\Box2D\Box2D\Common\b2StackAllocator.cpp" open="0" top="0" tabpos="8" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor1 position="1786" topLine="49" />
</File>
<File name="Box2D\Box2D\Box2D\Dynamics\Contacts\b2ContactSolver.cpp" open="0" top="0" tabpos="0" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor1 position="3533" topLine="77" />
</File>
<File name="Box2D\Box2D\Box2D\Dynamics\Contacts\b2TOISolver.cpp" open="0" top="0" tabpos="12" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor1 position="5231" topLine="182" />
<ActiveTarget name="Release - Edittime" />
<File name="RuntimeScenePhysicsDatas.cpp" open="0" top="0" tabpos="8" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor1 position="1780" topLine="32" />
</File>
<File name="Box2D\Box2D\Box2D\Dynamics\Contacts\b2TOISolver.h" open="0" top="0" tabpos="0" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor1 position="4" topLine="0" />
@@ -40,52 +10,85 @@
<File name="Box2D\Box2D\Box2D\Dynamics\b2Body.cpp" open="0" top="0" tabpos="10" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor1 position="6345" topLine="251" />
</File>
<File name="Box2D\Box2D\Box2D\Dynamics\b2Body.h" open="0" top="0" tabpos="4" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor1 position="12952" topLine="306" />
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</CodeBlocks_layout_file>
@@ -39,10 +39,11 @@ freely, subject to the following restrictions:
#include <wx/msw/winundef.h>
#endif
#include "GDL/Game.h"
#include "PhysicsAutomatism.h"
#include "GDL/IDE/MainEditorCommand.h"
#include "GDL/CommonTools.h"
#include "GDL/Scene.h"
#include "PhysicsAutomatism.h"
#include "ScenePhysicsDatas.h"
#include "CustomPolygonDialog.h"
@@ -29,7 +29,6 @@ freely, subject to the following restrictions:
class b2World;
class b2Body;
#include <iostream>
#include "GDL/AutomatismsRuntimeSharedDatas.h"
class ScenePhysicsDatas;
class ContactListener;
@@ -29,7 +29,6 @@ freely, subject to the following restrictions:
#include "GDL/AutomatismsSharedDatas.h"
#include "RuntimeScenePhysicsDatas.h"
#include <iostream>
/**
* Datas shared by Physics Automatism
@@ -58,6 +58,7 @@
<object class="wxRadioButton" name="ID_RADIOBUTTON3" variable="OnCenterRadioBt" member="yes">
<label>Positionner par rapport au centre</label>
<selected>1</selected>
<style>wxRB_GROUP</style>
<handler function="OnRadioButton1Select" entry="EVT_RADIOBUTTON" />
</object>
<flag>wxALL|wxEXPAND|wxALIGN_CENTER_HORIZONTAL|wxALIGN_CENTER_VERTICAL</flag>
@@ -363,4 +364,4 @@
</object>
</object>
</object>
</wxsmith>
</wxsmith>