Updated headers
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@ -62,8 +62,8 @@ typedef struct Rigidbody {
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typedef struct Collider {
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bool enabled;
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ColliderType type;
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Rectangle bounds; // Used for COLLIDER_RECTANGLE and COLLIDER_CAPSULE
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int radius; // Used for COLLIDER_CIRCLE and COLLIDER_CAPSULE
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Rectangle bounds; // Used for COLLIDER_RECTANGLE
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int radius; // Used for COLLIDER_CIRCLE
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} Collider;
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typedef struct PhysicObject {
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13
src/raylib.h
13
src/raylib.h
@ -466,7 +466,7 @@ typedef struct {
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// Camera system modes
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typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
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typedef enum { COLLIDER_CIRCLE, COLLIDER_RECTANGLE, COLLIDER_CAPSULE } ColliderType;
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typedef enum { COLLIDER_CIRCLE, COLLIDER_RECTANGLE } ColliderType;
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typedef struct Transform {
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Vector2 position;
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@ -482,14 +482,14 @@ typedef struct Rigidbody {
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bool applyGravity;
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bool isGrounded;
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float friction; // Normalized value
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float bounciness; // Normalized value
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float bounciness;
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} Rigidbody;
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typedef struct Collider {
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bool enabled;
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ColliderType type;
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Rectangle bounds; // Used for COLLIDER_RECTANGLE and COLLIDER_CAPSULE
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int radius; // Used for COLLIDER_CIRCLE and COLLIDER_CAPSULE
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Rectangle bounds; // Used for COLLIDER_RECTANGLE
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int radius; // Used for COLLIDER_CIRCLE
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} Collider;
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typedef struct PhysicObject {
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@ -810,13 +810,16 @@ void SetBlendMode(int mode); // Set blend
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//----------------------------------------------------------------------------------
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// Physics System Functions (Module: physac)
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//----------------------------------------------------------------------------------
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void InitPhysics(); // Initializes pointers array (just pointers, fixed size)
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void InitPhysics(Vector2 gravity); // Initializes pointers array (just pointers, fixed size)
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void UpdatePhysics(); // Update physic objects, calculating physic behaviours and collisions detection
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void ClosePhysics(); // Unitialize all physic objects and empty the objects pool
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PhysicObject *CreatePhysicObject(Vector2 position, float rotation, Vector2 scale); // Create a new physic object dinamically, initialize it and add to pool
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void DestroyPhysicObject(PhysicObject *pObj); // Destroy a specific physic object and take it out of the list
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void ApplyForce(PhysicObject *pObj, Vector2 force); // Apply directional force to a physic object
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void ApplyForceAtPosition(Vector2 position, float force, float radius); // Apply radial force to all physic objects in range
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Rectangle TransformToRectangle(Transform transform); // Convert Transform data type to Rectangle (position and scale)
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void DrawPhysicObjectInfo(PhysicObject *pObj, Vector2 position, int fontSize); // Draw physic object information at screen position
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