Added physics engine-module and example

- Added new physics engine-module with four new data types: Physics,
Transform, Rigidbody and Collider. This library contains functions to
apply physics calculations to a position vector calculating collisions
automatically.

- Fixed some writing mistakes of lighting module.
This commit is contained in:
victorfisac
2015-12-21 21:12:35 +01:00
parent 1bcb5ddd50
commit e683fe88b9
9 changed files with 588 additions and 6 deletions

View File

@@ -433,6 +433,44 @@ typedef enum {
// Camera system modes
typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
// Collider types
typedef enum { RectangleCollider, CircleCollider } ColliderType;
// Physics struct
typedef struct Physics {
bool enabled;
bool debug; // Should be used by programmer for testing purposes
Vector2 gravity;
} Physics;
// Transform struct
typedef struct Transform {
Vector2 position;
float rotation;
Vector2 scale;
} Transform;
// Rigidbody struct
typedef struct Rigidbody {
bool enabled;
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
} Rigidbody;
// Collider struct
typedef struct Collider {
bool enabled;
ColliderType type;
Rectangle bounds; // Just used for RectangleCollider type
int radius; // Just used for CircleCollider type
} Collider;
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
#endif
@@ -742,6 +780,25 @@ void SetMaterialSpecularColor(Material *material, Vector3 color); // Set m
void SetMaterialGlossiness(Material *material, float glossiness); // Set material glossiness value (recommended values: 0 - 100)
void SetMaterialNormalDepth(Material *material, float depth); // Set normal map depth (B component from RGB type map scalar multiplier)
//----------------------------------------------------------------------------------
// Physics System Functions (engine-module: physics)
//----------------------------------------------------------------------------------
void InitPhysics(); // Initialize all internal physics values
void SetPhysics(Physics settings); // Set physics settings values using Physics data type to overwrite internal physics settings
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
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 AddRigidbodyForce(int index, Vector2 force); // Set rigidbody force (considering mass value)
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
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)
//------------------------------------------------------------------------------------