port 2A step 4: platform skeleton + rest of the 2V3 header closure
- Mirror the remaining non-Python 2V3 closure headers (98 more, 173 total): EffectLib, EterGrnLib, SpeedTreeLib, SphereLib, PRTerrainLib, EterImageLib, EterBase/Poly, cipher/tea, EterLib Grp*/IME/Input/MSWindow/StateManager, GameLib actor/map/race headers, EterPack. - SDK shims: granny.h, SpeedTreeRT.h, imm.h, Dimm.h (the SDK MIDL header, not mirrored), dinput/d3dx8 additions; D3D8 render-state enums, FVF macros and the COM resource hierarchy; more Win32 GDI/handle types with layout static_asserts. - PORT edits for MSVC-permissive code (typename, friend visibility, <algorithm>, pointer→uintptr_t) and PRTerrainLib/StdAfx.h dropping the ScriptLib/Python include. - port_logic links the vendored cryptopp/minilzo. - extension/src/platform: port_platform target with 103 generated stub files (1917 function stubs, 146 static members) from the new platform_stub.py (clang -ast-dump-filter); MT_PLATFORM_STUB() marks every unimplemented body. libmtgodot links port_platform and port_gate.sh builds it. Gate: macOS, Android, iOS, Windows (mingw) PASS; Linux BLOCKED (no toolchain). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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#pragma once
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#include "MapUtil.h"
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class IPhysicsWorld
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{
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public:
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IPhysicsWorld()
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{
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assert(ms_pWorld == NULL);
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ms_pWorld = this;
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}
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virtual ~IPhysicsWorld()
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{
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if (this == ms_pWorld)
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ms_pWorld = NULL;
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}
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static IPhysicsWorld* GetPhysicsWorld()
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{
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return ms_pWorld;
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}
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virtual bool isPhysicalCollision(const D3DXVECTOR3 & c_rvCheckPosition) = 0;
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private:
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static IPhysicsWorld* ms_pWorld;
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};
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class CActorInstance;
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//NOTE : 맘에 안들지만 Dependency Inversion을 막고 이전과 동일한 interface를 유지하기 위해서 이방식대로 간다
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//하지만 제대로 설계를 한다면 world와 live object들의 관리는 조금더 base project에서 (gamelib이나 더 base project에서 해야 한다 )
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class IObjectManager
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{
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public:
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IObjectManager()
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{
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assert(ms_ObjManager == NULL);
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ms_ObjManager = this;
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}
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virtual ~IObjectManager()
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{
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if (this == ms_ObjManager)
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ms_ObjManager = NULL;
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}
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static IObjectManager* GetObjectManager()
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{
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return ms_ObjManager;
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}
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virtual void AdjustCollisionWithOtherObjects(CActorInstance* pInst ) = 0;
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private:
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static IObjectManager* ms_ObjManager;
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};
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class CPhysicsObject
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{
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public:
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CPhysicsObject();
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virtual ~CPhysicsObject();
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void Initialize();
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void Update(float fElapsedTime);
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bool isBlending();
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void SetDirection(const D3DXVECTOR3 & c_rv3Direction);
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void IncreaseExternalForce(const D3DXVECTOR3 & c_rvBasePosition, float fForce);
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void SetLastPosition(const TPixelPosition & c_rPosition, float fBlendingTime);
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void GetLastPosition(TPixelPosition * pPosition);
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float GetXMovement();
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float GetYMovement();
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void ClearSavingMovement();
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void SetActorInstance( CActorInstance* pInst ) { m_pActorInstance = pInst; }
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CActorInstance* GetActorInstance() { return m_pActorInstance; }
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protected:
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void Accumulate(D3DXVECTOR3 * pv3Position);
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protected:
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float m_fMass;
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float m_fFriction;
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D3DXVECTOR3 m_v3Direction;
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D3DXVECTOR3 m_v3Acceleration;
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D3DXVECTOR3 m_v3Velocity;
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D3DXVECTOR3 m_v3LastPosition;
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CEaseOutInterpolation m_xPushingPosition;
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CEaseOutInterpolation m_yPushingPosition;
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CActorInstance* m_pActorInstance;
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};
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