Merge pull request #101 from victorfisac/develop

Redesigned physac module (IN PROGRESS)
This commit is contained in:
Ray
2016-03-05 20:16:52 +01:00
6 changed files with 419 additions and 539 deletions

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@@ -474,37 +474,40 @@ typedef struct {
// Camera system modes
typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
// Collider types
typedef enum { COLLIDER_CIRCLE, COLLIDER_RECTANGLE, COLLIDER_CAPSULE } ColliderType;
// Transform struct
typedef struct Transform {
Vector2 position;
float rotation;
Vector2 scale;
} Transform;
// Rigidbody struct
typedef struct Rigidbody {
bool enabled;
bool enabled; // Acts as kinematic state (collisions are calculated anyway)
float mass;
Vector2 acceleration;
Vector2 velocity;
bool isGrounded;
bool isContact; // Avoid freeze player when touching floor
bool applyGravity;
float friction; // 0.0f to 1.0f
float bounciness; // 0.0f to 1.0f
bool isGrounded;
float friction; // Normalized value
float bounciness; // Normalized value
} Rigidbody;
// Collider struct
typedef struct Collider {
bool enabled;
ColliderType type;
Rectangle bounds; // Used for COLLIDER_RECTANGLE and COLLIDER_CAPSULE
int radius; // Used for COLLIDER_CIRCLE and COLLIDER_CAPSULE
Rectangle bounds; // Used for COLLIDER_RECTANGLE and COLLIDER_CAPSULE
int radius; // Used for COLLIDER_CIRCLE and COLLIDER_CAPSULE
} Collider;
typedef struct PhysicObject {
unsigned int id;
Transform transform;
Rigidbody rigidbody;
Collider collider;
bool enabled;
} PhysicObject;
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
#endif
@@ -811,25 +814,17 @@ void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textur
void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
//----------------------------------------------------------------------------------
// Physics System Functions (engine-module: physac)
// Physics System Functions (Module: physac)
//----------------------------------------------------------------------------------
void InitPhysics(int maxPhysicElements); // Initialize all internal physics values
void UnloadPhysics(); // Unload physic elements arrays
void InitPhysics(); // Initializes pointers array (just pointers, fixed size)
void UpdatePhysics(); // Update physic objects, calculating physic behaviours and collisions detection
void ClosePhysics(); // Unitialize all physic objects and empty the objects pool
void AddRigidbody(int index, Rigidbody rigidbody); // Initialize a new rigidbody with parameters to internal index slot
void AddCollider(int index, Collider collider); // Initialize a new Collider with parameters to internal index slot
PhysicObject *CreatePhysicObject(Vector2 position, float rotation, Vector2 scale); // Create a new physic object dinamically, initialize it and add to pool
void DestroyPhysicObject(PhysicObject *pObj); // Destroy a specific physic object and take it out of the list
void ApplyPhysics(int index, Vector2 *position); // Apply physics to internal rigidbody, physics calculations are applied to position pointer parameter
void SetRigidbodyEnabled(int index, bool state); // Set enabled state to a defined rigidbody
void SetRigidbodyVelocity(int index, Vector2 velocity); // Set velocity of rigidbody (without considering of mass value)
void SetRigidbodyAcceleration(int index, Vector2 acceleration); // Set acceleration of rigidbody (without considering of mass value)
void AddRigidbodyForce(int index, Vector2 force); // Set rigidbody force (considering mass value)
void AddForceAtPosition(Vector2 position, float intensity, float radius); // Add a force to all enabled rigidbodies at a position
void SetColliderEnabled(int index, bool state); // Set enabled state to a defined collider
Rigidbody GetRigidbody(int index); // Returns the internal rigidbody data defined by index parameter
Collider GetCollider(int index); // Returns the internal collider data defined by index parameter
Rectangle TransformToRectangle(Transform transform); // Convert Transform data type to Rectangle (position and scale)
void DrawPhysicObjectInfo(PhysicObject *pObj, Vector2 position, int fontSize); // Draw physic object information at screen position
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)