From c5663ca015e550ab8e2a43c10fa72db0aab7cac8 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Wed, 20 Jan 2016 19:09:48 +0100 Subject: [PATCH] Some formatting tweaks --- examples/physics_basic_rigidbody.c | 24 ++++++++++--------- examples/physics_rigidbody_force.c | 37 ++++++++++++++++-------------- src/physac.c | 6 ++--- src/physac.h | 3 ++- src/raylib.h | 8 +++---- 5 files changed, 42 insertions(+), 36 deletions(-) diff --git a/examples/physics_basic_rigidbody.c b/examples/physics_basic_rigidbody.c index 17d6564fa..b82fe638c 100644 --- a/examples/physics_basic_rigidbody.c +++ b/examples/physics_basic_rigidbody.c @@ -32,28 +32,30 @@ int main() int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [physics] example - basic rigidbody"); - SetTargetFPS(60); // Enable v-sync + InitPhysics(); // Initialize internal physics values (max rigidbodies/colliders available: 1024) // Physics initialization - Physics worldPhysics = {true, false, (Vector2){0, -9.81f}}; + Physics worldPhysics = { true, false, (Vector2){ 0, -9.81f } }; // Set internal physics settings SetPhysics(worldPhysics); // Object initialization Transform player = (Transform){(Vector2){(screenWidth - OBJECT_SIZE) / 2, (screenHeight - OBJECT_SIZE) / 2}, 0.0f, (Vector2){OBJECT_SIZE, OBJECT_SIZE}}; - AddCollider(PLAYER_INDEX, (Collider){true, RectangleCollider, (Rectangle){player.position.x, player.position.y, player.scale.x, player.scale.y}, 0}); + AddCollider(PLAYER_INDEX, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){player.position.x, player.position.y, player.scale.x, player.scale.y}, 0}); AddRigidbody(PLAYER_INDEX, (Rigidbody){true, 1.0f, (Vector2){0, 0}, (Vector2){0, 0}, false, false, true, 0.5f, 1.0f}); // Floor initialization // NOTE: floor doesn't need a rigidbody because it's a static physic object, just a collider to collide with other dynamic colliders (with rigidbody) Transform floor = (Transform){(Vector2){0, screenHeight * 0.8f}, 0.0f, (Vector2){screenWidth, screenHeight * 0.2f}}; - AddCollider(PLAYER_INDEX + 1, (Collider){true, RectangleCollider, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0}); + AddCollider(PLAYER_INDEX + 1, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0}); // Object properties initialization float moveSpeed = 6.0f; - float jumpForce = 4.5f; + float jumpForce = 5.0f; + + SetTargetFPS(60); //-------------------------------------------------------------------------------------- // Main game loop @@ -67,7 +69,7 @@ int main() ApplyPhysics(PLAYER_INDEX, &player.position); // Check jump button input - if(IsKeyDown(KEY_SPACE) && GetRigidbody(PLAYER_INDEX).isGrounded) + if (IsKeyDown(KEY_SPACE) && GetRigidbody(PLAYER_INDEX).isGrounded) { // Reset object Y velocity to avoid double jumping cases but keep the same X velocity that it already has SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){GetRigidbody(PLAYER_INDEX).velocity.x, 0}); @@ -77,12 +79,12 @@ int main() } // Check movement buttons input - if(IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D)) + if (IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D)) { // Set rigidbody velocity in X based on moveSpeed value and apply the same Y velocity that it already has SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){moveSpeed, GetRigidbody(PLAYER_INDEX).velocity.y}); } - else if(IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A)) + else if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A)) { // Set rigidbody velocity in X based on moveSpeed negative value and apply the same Y velocity that it already has SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){-moveSpeed, GetRigidbody(PLAYER_INDEX).velocity.y}); @@ -110,12 +112,12 @@ int main() DrawText("Use P to switch DEBUG MODE", (screenWidth - MeasureText("Use P to switch DEBUG MODE", 20)) / 2, screenHeight * 0.3f, 20, LIGHTGRAY); // Check if debug mode is enabled - if(worldPhysics.debug) + if (worldPhysics.debug) { // Draw every internal physics stored collider if it is active - for(int i = 0; i < 2; i++) + for (int i = 0; i < 2; i++) { - if(GetCollider(i).enabled) + if (GetCollider(i).enabled) { DrawRectangleLines(GetCollider(i).bounds.x, GetCollider(i).bounds.y, GetCollider(i).bounds.width, GetCollider(i).bounds.height, GREEN); } diff --git a/examples/physics_rigidbody_force.c b/examples/physics_rigidbody_force.c index 726e7c671..3ac560c51 100644 --- a/examples/physics_rigidbody_force.c +++ b/examples/physics_rigidbody_force.c @@ -11,11 +11,11 @@ #include "raylib.h" -#define MAX_OBJECTS 5 -#define OBJECTS_OFFSET 150 +#define MAX_OBJECTS 5 +#define OBJECTS_OFFSET 150 -#define FORCE_INTENSITY 250.0f // Customize by user -#define FORCE_RADIUS 100 // Customize by user +#define FORCE_INTENSITY 250.0f // Customize by user +#define FORCE_RADIUS 100 // Customize by user int main() { @@ -25,7 +25,7 @@ int main() int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [physics] example - rigidbodies forces"); - SetTargetFPS(60); // Enable v-sync + InitPhysics(); // Initialize internal physics values (max rigidbodies/colliders available: 1024) // Physics initialization @@ -36,17 +36,20 @@ int main() // Objects initialization Transform objects[MAX_OBJECTS]; - for(int i = 0; i < MAX_OBJECTS; i++) + + for (int i = 0; i < MAX_OBJECTS; i++) { objects[i] = (Transform){(Vector2){75 + OBJECTS_OFFSET * i, (screenHeight - 50) / 2}, 0.0f, (Vector2){50, 50}}; - AddCollider(i, (Collider){true, RectangleCollider, (Rectangle){objects[i].position.x, objects[i].position.y, objects[i].scale.x, objects[i].scale.y}, 0}); + AddCollider(i, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){objects[i].position.x, objects[i].position.y, objects[i].scale.x, objects[i].scale.y}, 0}); AddRigidbody(i, (Rigidbody){true, 1.0f, (Vector2){0, 0}, (Vector2){0, 0}, false, false, true, 0.5f, 0.5f}); } // Floor initialization // NOTE: floor doesn't need a rigidbody because it's a static physic object, just a collider to collide with other dynamic colliders (with rigidbody) Transform floor = (Transform){(Vector2){0, screenHeight * 0.8f}, 0.0f, (Vector2){screenWidth, screenHeight * 0.2f}}; - AddCollider(MAX_OBJECTS, (Collider){true, RectangleCollider, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0}); + AddCollider(MAX_OBJECTS, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0}); + + SetTargetFPS(60); //-------------------------------------------------------------------------------------- // Main game loop @@ -57,19 +60,19 @@ int main() // Update object physics // NOTE: all physics detections and reactions are calculated in ApplyPhysics() function (You will live happier :D) - for(int i = 0; i < MAX_OBJECTS; i++) + for (int i = 0; i < MAX_OBJECTS; i++) { ApplyPhysics(i, &objects[i].position); } // Check foce button input - if(IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) + if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) { AddForceAtPosition(GetMousePosition(), FORCE_INTENSITY, FORCE_RADIUS); } // Check debug mode toggle button input - if(IsKeyPressed(KEY_P)) + if (IsKeyPressed(KEY_P)) { // Update program physics value worldPhysics.debug = !worldPhysics.debug; @@ -86,21 +89,21 @@ int main() ClearBackground(RAYWHITE); // Check if debug mode is enabled - if(worldPhysics.debug) + if (worldPhysics.debug) { // Draw every internal physics stored collider if it is active (floor included) - for(int i = 0; i < MAX_OBJECTS + 1; i++) + for (int i = 0; i < MAX_OBJECTS + 1; i++) { - if(GetCollider(i).enabled) + if (GetCollider(i).enabled) { // Draw collider bounds DrawRectangleLines(GetCollider(i).bounds.x, GetCollider(i).bounds.y, GetCollider(i).bounds.width, GetCollider(i).bounds.height, GREEN); // Check if current collider is not floor - if(i < MAX_OBJECTS) + if (i < MAX_OBJECTS) { // Draw lines between mouse position and objects if they are in force range - if(CheckCollisionPointCircle(GetMousePosition(), (Vector2){GetCollider(i).bounds.x + GetCollider(i).bounds.width / 2, GetCollider(i).bounds.y + GetCollider(i).bounds.height / 2}, FORCE_RADIUS)) + if (CheckCollisionPointCircle(GetMousePosition(), (Vector2){GetCollider(i).bounds.x + GetCollider(i).bounds.width / 2, GetCollider(i).bounds.y + GetCollider(i).bounds.height / 2}, FORCE_RADIUS)) { DrawLineV(GetMousePosition(), (Vector2){GetCollider(i).bounds.x + GetCollider(i).bounds.width / 2, GetCollider(i).bounds.y + GetCollider(i).bounds.height / 2}, RED); } @@ -114,7 +117,7 @@ int main() else { // Draw objects - for(int i = 0; i < MAX_OBJECTS; i++) + for (int i = 0; i < MAX_OBJECTS; i++) { DrawRectangleRec((Rectangle){objects[i].position.x, objects[i].position.y, objects[i].scale.x, objects[i].scale.y}, GRAY); } diff --git a/src/physac.c b/src/physac.c index 6e3b6e61c..6dfdbb491 100644 --- a/src/physac.c +++ b/src/physac.c @@ -183,9 +183,9 @@ void ApplyPhysics(int index, Vector2 *position) { if (colliders[index].enabled && colliders[j].enabled) { - if (colliders[index].type == RectangleCollider) + if (colliders[index].type == COLLIDER_RECTANGLE) { - if (colliders[j].type == RectangleCollider) + if (colliders[j].type == COLLIDER_RECTANGLE) { if (CheckCollisionRecs(colliders[index].bounds, colliders[j].bounds)) { @@ -207,7 +207,7 @@ void ApplyPhysics(int index, Vector2 *position) } else { - if (colliders[j].type == RectangleCollider) + if (colliders[j].type == COLLIDER_RECTANGLE) { if (CheckCollisionCircleRec((Vector2){colliders[index].bounds.x, colliders[index].bounds.y}, colliders[index].radius, colliders[j].bounds)) { diff --git a/src/physac.h b/src/physac.h index 558673ef3..a1501ee35 100644 --- a/src/physac.h +++ b/src/physac.h @@ -32,7 +32,8 @@ //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- -typedef enum { RectangleCollider, CircleCollider } ColliderType; +// Collider types +typedef enum { COLLIDER_CIRCLE, COLLIDER_RECTANGLE, COLLIDER_CAPSULE } ColliderType; // Physics struct typedef struct Physics { diff --git a/src/raylib.h b/src/raylib.h index 0a768fe41..5798d907d 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -463,12 +463,12 @@ typedef struct { typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode; // Collider types -typedef enum { RectangleCollider, CircleCollider } ColliderType; +typedef enum { COLLIDER_CIRCLE, COLLIDER_RECTANGLE, COLLIDER_CAPSULE } ColliderType; // Physics struct typedef struct Physics { bool enabled; - bool debug; // Should be used by programmer for testing purposes + bool debug; // Should be used by programmer for testing purposes Vector2 gravity; } Physics; @@ -496,8 +496,8 @@ typedef struct Rigidbody { typedef struct Collider { bool enabled; ColliderType type; - Rectangle bounds; // Just used for RectangleCollider type - int radius; // Just used for CircleCollider type + Rectangle bounds; // Used for COLLIDER_RECTANGLE and COLLIDER_CAPSULE + int radius; // Used for COLLIDER_CIRCLE and COLLIDER_CAPSULE } Collider; #ifdef __cplusplus