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Updated headers

pull/103/head
victorfisac il y a 10 ans
Parent
révision
0caf925d5d
2 fichiers modifiés avec 10 ajouts et 7 suppressions
  1. +2
    -2
      src/physac.h
  2. +8
    -5
      src/raylib.h

+ 2
- 2
src/physac.h Voir le fichier

@ -62,8 +62,8 @@ typedef struct Rigidbody {
typedef struct Collider { typedef struct Collider {
bool enabled; bool enabled;
ColliderType type; 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
int radius; // Used for COLLIDER_CIRCLE
} Collider; } Collider;
typedef struct PhysicObject { typedef struct PhysicObject {

+ 8
- 5
src/raylib.h Voir le fichier

@ -466,7 +466,7 @@ typedef struct {
// Camera system modes // Camera system modes
typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode; typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
typedef enum { COLLIDER_CIRCLE, COLLIDER_RECTANGLE, COLLIDER_CAPSULE } ColliderType;
typedef enum { COLLIDER_CIRCLE, COLLIDER_RECTANGLE } ColliderType;
typedef struct Transform { typedef struct Transform {
Vector2 position; Vector2 position;
@ -482,14 +482,14 @@ typedef struct Rigidbody {
bool applyGravity; bool applyGravity;
bool isGrounded; bool isGrounded;
float friction; // Normalized value float friction; // Normalized value
float bounciness; // Normalized value
float bounciness;
} Rigidbody; } Rigidbody;
typedef struct Collider { typedef struct Collider {
bool enabled; bool enabled;
ColliderType type; 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
int radius; // Used for COLLIDER_CIRCLE
} Collider; } Collider;
typedef struct PhysicObject { typedef struct PhysicObject {
@ -810,13 +810,16 @@ void SetBlendMode(int mode); // Set blend
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Physics System Functions (Module: physac) // Physics System Functions (Module: physac)
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
void InitPhysics(); // Initializes pointers array (just pointers, fixed size)
void InitPhysics(n">Vector2 gravity); // Initializes pointers array (just pointers, fixed size)
void UpdatePhysics(); // Update physic objects, calculating physic behaviours and collisions detection void UpdatePhysics(); // Update physic objects, calculating physic behaviours and collisions detection
void ClosePhysics(); // Unitialize all physic objects and empty the objects pool void ClosePhysics(); // Unitialize all physic objects and empty the objects pool
PhysicObject *CreatePhysicObject(Vector2 position, float rotation, Vector2 scale); // Create a new physic object dinamically, initialize it and add to pool 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 DestroyPhysicObject(PhysicObject *pObj); // Destroy a specific physic object and take it out of the list
void ApplyForce(PhysicObject *pObj, Vector2 force); // Apply directional force to a physic object
void ApplyForceAtPosition(Vector2 position, float force, float radius); // Apply radial force to all physic objects in range
Rectangle TransformToRectangle(Transform transform); // Convert Transform data type to Rectangle (position and scale) 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 void DrawPhysicObjectInfo(PhysicObject *pObj, Vector2 position, int fontSize); // Draw physic object information at screen position

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