diff --git a/src/physac.c b/src/physac.c index e3f956bad..ed7074745 100644 --- a/src/physac.c +++ b/src/physac.c @@ -30,13 +30,13 @@ #endif #include // Declares malloc() and free() for memory management -#include // abs() and fminf() +#include // Declares cos(), sin(), abs() and fminf() for math operations //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- -#define MAX_PHYSIC_OBJECTS 256 -#define PHYSICS_STEPS 450 +#define MAX_PHYSIC_OBJECTS 256 // Maximum available physic object slots in objects pool +#define PHYSICS_STEPS 450 // Physics update steps number (divided calculations in steps per frame) to get more accurately collisions detections #define PHYSICS_ACCURACY 0.0001f // Velocity subtract operations round filter (friction) #define PHYSICS_ERRORPERCENT 0.001f // Collision resolve position fix @@ -145,11 +145,11 @@ void UpdatePhysics() Vector2 direction = { 0.0f, 0.0f }; float penetrationDepth = 0.0f; - switch(physicObjects[i]->collider.type) + switch (physicObjects[i]->collider.type) { case COLLIDER_RECTANGLE: { - switch(physicObjects[k]->collider.type) + switch (physicObjects[k]->collider.type) { case COLLIDER_RECTANGLE: { @@ -266,7 +266,7 @@ void UpdatePhysics() } break; case COLLIDER_CIRCLE: { - switch(physicObjects[k]->collider.type) + switch (physicObjects[k]->collider.type) { case COLLIDER_RECTANGLE: { @@ -532,14 +532,14 @@ void ApplyForce(PhysicObject *pObj, Vector2 force) // Apply radial force to all physic objects in range void ApplyForceAtPosition(Vector2 position, float force, float radius) { - for(int i = 0; i < physicObjectsCount; i++) + for (int i = 0; i < physicObjectsCount; i++) { - if(physicObjects[i]->rigidbody.enabled) + if (physicObjects[i]->rigidbody.enabled) { // Calculate direction and distance between force and physic object pposition Vector2 distance = (Vector2){ physicObjects[i]->transform.position.x - position.x, physicObjects[i]->transform.position.y - position.y }; - if(physicObjects[i]->collider.type == COLLIDER_RECTANGLE) + if (physicObjects[i]->collider.type == COLLIDER_RECTANGLE) { distance.x += physicObjects[i]->transform.scale.x/2; distance.y += physicObjects[i]->transform.scale.y/2; @@ -548,7 +548,7 @@ void ApplyForceAtPosition(Vector2 position, float force, float radius) float distanceLength = Vector2Length(distance); // Check if physic object is in force range - if(distanceLength <= radius) + if (distanceLength <= radius) { // Normalize force direction distance.x /= distanceLength;