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package ; | |
import luxe.Component; | |
import luxe.Rectangle; | |
import luxe.Vector; | |
class PhysBody { | |
public var rect:Rectangle; | |
public var vel:Vector; | |
public var acc:Vector; |
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/* | |
* Author: Richard Lord | |
* Copyright (c) Big Room Ventures Ltd. 2007 | |
* Version: 1.0.2 | |
* Modified and extended by Tilman Schmidt (@KeyMaster_) | |
* - Fixed key buffer size to contain enough bits for all keys | |
* - Added buffering for entity component system framework | |
* - Added keyUp and keyDown lookups | |
* | |
* Licence Agreement |
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var screenShape = new Polygon(Polygon.rect(0, 0, Luxe.screen.w, Luxe.screen.h, true)); | |
screenShape.fluidEnabled = true; | |
//Density of 0.3, Viscosity of 3. These are values you just have to experiment with until it feels right | |
screenShape.fluidProperties = new FluidProperties(0.3, 3); | |
//It's important to set the collisionMask (second parameter) to 0 here, | |
//so the shape doesn't collide with anything (we want everything to just move through it) | |
screenShape.filter = new InteractionFilter(1, 0); | |
//Set up a body holding the shape and add it to the space | |
var screenBody = new Body(BodyType.STATIC); |
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package; | |
import luxe.Mesh; | |
import haxe.io.StringInput; | |
import luxe.options.MeshOptions; | |
import luxe.Vector; | |
import phoenix.Batcher; | |
import phoenix.geometry.Geometry; | |
import PlyParser; | |
import phoenix.geometry.Vertex; | |
/** |
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import haxe.io.Bytes; | |
class BytesUtil { | |
/** | |
* Represent a Bytes object as single bits in a string | |
* @param b The bytes | |
* @return A string of '0's and '1's representing the bytes | |
*/ | |
public static function toBits(b:Bytes):String { | |
var s:String = ""; |
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