From 04a1bb13907a043fbd0c30fb714e376b67dc54ca Mon Sep 17 00:00:00 2001 From: Dmitry Matveyev Date: Wed, 13 Jan 2021 01:12:14 +0600 Subject: [PATCH] Reorder typedefs in physac.h to be in header part (#1528) --- src/physac.h | 122 +++++++++++++++++++++++++-------------------------- 1 file changed, 61 insertions(+), 61 deletions(-) diff --git a/src/physac.h b/src/physac.h index f03074dd9..c3898d2fc 100644 --- a/src/physac.h +++ b/src/physac.h @@ -125,11 +125,72 @@ } Vector2; #endif +//---------------------------------------------------------------------------------- +// Data Types Structure Definition +//---------------------------------------------------------------------------------- + typedef enum PhysicsShapeType { PHYSICS_CIRCLE, PHYSICS_POLYGON } PhysicsShapeType; // Previously defined to be used in PhysicsShape struct as circular dependencies typedef struct PhysicsBodyData *PhysicsBody; +// Matrix2x2 type (used for polygon shape rotation matrix) +typedef struct Matrix2x2 { + float m00; + float m01; + float m10; + float m11; +} Matrix2x2; + +typedef struct PolygonData { + unsigned int vertexCount; // Current used vertex and normals count + Vector2 positions[PHYSAC_MAX_VERTICES]; // Polygon vertex positions vectors + Vector2 normals[PHYSAC_MAX_VERTICES]; // Polygon vertex normals vectors +} PolygonData; + +typedef struct PhysicsShape { + PhysicsShapeType type; // Physics shape type (circle or polygon) + PhysicsBody body; // Shape physics body reference + float radius; // Circle shape radius (used for circle shapes) + Matrix2x2 transform; // Vertices transform matrix 2x2 + PolygonData vertexData; // Polygon shape vertices position and normals data (just used for polygon shapes) +} PhysicsShape; + +typedef struct PhysicsBodyData { + unsigned int id; // Reference unique identifier + bool enabled; // Enabled dynamics state (collisions are calculated anyway) + Vector2 position; // Physics body shape pivot + Vector2 velocity; // Current linear velocity applied to position + Vector2 force; // Current linear force (reset to 0 every step) + float angularVelocity; // Current angular velocity applied to orient + float torque; // Current angular force (reset to 0 every step) + float orient; // Rotation in radians + float inertia; // Moment of inertia + float inverseInertia; // Inverse value of inertia + float mass; // Physics body mass + float inverseMass; // Inverse value of mass + float staticFriction; // Friction when the body has not movement (0 to 1) + float dynamicFriction; // Friction when the body has movement (0 to 1) + float restitution; // Restitution coefficient of the body (0 to 1) + bool useGravity; // Apply gravity force to dynamics + bool isGrounded; // Physics grounded on other body state + bool freezeOrient; // Physics rotation constraint + PhysicsShape shape; // Physics body shape information (type, radius, vertices, normals) +} PhysicsBodyData; + +typedef struct PhysicsManifoldData { + unsigned int id; // Reference unique identifier + PhysicsBody bodyA; // Manifold first physics body reference + PhysicsBody bodyB; // Manifold second physics body reference + float penetration; // Depth of penetration from collision + Vector2 normal; // Normal direction vector from 'a' to 'b' + Vector2 contacts[2]; // Points of contact during collision + unsigned int contactsCount; // Current collision number of contacts + float restitution; // Mixed restitution during collision + float dynamicFriction; // Mixed dynamic friction during collision + float staticFriction; // Mixed static friction during collision +} PhysicsManifoldData, *PhysicsManifold; + #if defined(__cplusplus) extern "C" { // Prevents name mangling of functions #endif @@ -221,67 +282,6 @@ PHYSACDEF void ClosePhysics(void); #define PHYSAC_K 1.0f/3.0f #define PHYSAC_VECTOR_ZERO (Vector2){ 0.0f, 0.0f } -//---------------------------------------------------------------------------------- -// Data Types Structure Definition -//---------------------------------------------------------------------------------- - -// Matrix2x2 type (used for polygon shape rotation matrix) -typedef struct Matrix2x2 { - float m00; - float m01; - float m10; - float m11; -} Matrix2x2; - -typedef struct PolygonData { - unsigned int vertexCount; // Current used vertex and normals count - Vector2 positions[PHYSAC_MAX_VERTICES]; // Polygon vertex positions vectors - Vector2 normals[PHYSAC_MAX_VERTICES]; // Polygon vertex normals vectors -} PolygonData; - -typedef struct PhysicsShape { - PhysicsShapeType type; // Physics shape type (circle or polygon) - PhysicsBody body; // Shape physics body reference - float radius; // Circle shape radius (used for circle shapes) - Matrix2x2 transform; // Vertices transform matrix 2x2 - PolygonData vertexData; // Polygon shape vertices position and normals data (just used for polygon shapes) -} PhysicsShape; - -typedef struct PhysicsBodyData { - unsigned int id; // Reference unique identifier - bool enabled; // Enabled dynamics state (collisions are calculated anyway) - Vector2 position; // Physics body shape pivot - Vector2 velocity; // Current linear velocity applied to position - Vector2 force; // Current linear force (reset to 0 every step) - float angularVelocity; // Current angular velocity applied to orient - float torque; // Current angular force (reset to 0 every step) - float orient; // Rotation in radians - float inertia; // Moment of inertia - float inverseInertia; // Inverse value of inertia - float mass; // Physics body mass - float inverseMass; // Inverse value of mass - float staticFriction; // Friction when the body has not movement (0 to 1) - float dynamicFriction; // Friction when the body has movement (0 to 1) - float restitution; // Restitution coefficient of the body (0 to 1) - bool useGravity; // Apply gravity force to dynamics - bool isGrounded; // Physics grounded on other body state - bool freezeOrient; // Physics rotation constraint - PhysicsShape shape; // Physics body shape information (type, radius, vertices, normals) -} PhysicsBodyData; - -typedef struct PhysicsManifoldData { - unsigned int id; // Reference unique identifier - PhysicsBody bodyA; // Manifold first physics body reference - PhysicsBody bodyB; // Manifold second physics body reference - float penetration; // Depth of penetration from collision - Vector2 normal; // Normal direction vector from 'a' to 'b' - Vector2 contacts[2]; // Points of contact during collision - unsigned int contactsCount; // Current collision number of contacts - float restitution; // Mixed restitution during collision - float dynamicFriction; // Mixed dynamic friction during collision - float staticFriction; // Mixed static friction during collision -} PhysicsManifoldData, *PhysicsManifold; - //---------------------------------------------------------------------------------- // Global Variables Definition //----------------------------------------------------------------------------------