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Review struct typedef to avoid pointers for users
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12
src/physac.c
12
src/physac.c
@@ -49,7 +49,7 @@
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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static PhysicObject *physicObjects[MAX_PHYSIC_OBJECTS]; // Physic objects pool
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static PhysicObject physicObjects[MAX_PHYSIC_OBJECTS]; // Physic objects pool
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static int physicObjectsCount; // Counts current enabled physic objects
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static Vector2 gravityForce; // Gravity force
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@@ -463,10 +463,10 @@ void ClosePhysics()
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}
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// Create a new physic object dinamically, initialize it and add to pool
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PhysicObject *CreatePhysicObject(Vector2 position, float rotation, Vector2 scale)
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PhysicObject CreatePhysicObject(Vector2 position, float rotation, Vector2 scale)
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{
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// Allocate dynamic memory
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PhysicObject *obj = (PhysicObject *)malloc(sizeof(PhysicObject));
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PhysicObject obj = (PhysicObject)malloc(sizeof(PhysicObjectData));
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// Initialize physic object values with generic values
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obj->id = physicObjectsCount;
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@@ -498,7 +498,7 @@ PhysicObject *CreatePhysicObject(Vector2 position, float rotation, Vector2 scale
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}
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// Destroy a specific physic object and take it out of the list
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void DestroyPhysicObject(PhysicObject *pObj)
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void DestroyPhysicObject(PhysicObject pObj)
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{
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// Free dynamic memory allocation
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free(physicObjects[pObj->id]);
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@@ -520,7 +520,7 @@ void DestroyPhysicObject(PhysicObject *pObj)
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}
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// Apply directional force to a physic object
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void ApplyForce(PhysicObject *pObj, Vector2 force)
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void ApplyForce(PhysicObject pObj, Vector2 force)
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{
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if (pObj->rigidbody.enabled)
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{
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@@ -571,7 +571,7 @@ Rectangle TransformToRectangle(Transform transform)
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}
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// Draw physic object information at screen position
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void DrawPhysicObjectInfo(PhysicObject *pObj, Vector2 position, int fontSize)
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void DrawPhysicObjectInfo(PhysicObject pObj, Vector2 position, int fontSize)
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{
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// Draw physic object ID
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DrawText(FormatText("PhysicObject ID: %i - Enabled: %i", pObj->id, pObj->enabled), position.x, position.y, fontSize, BLACK);
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