Merge pull request #69 from victorfisac/develop
Improved lighting and physac engine modules and added new example
This commit is contained in:
commit
546c727520
@ -31,7 +31,7 @@ int main()
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// Model initialization
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Vector3 position = { 0.0, 0.0, 0.0 };
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Model model = LoadModel("resources/model/dwarf.obj");
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// Shader shader = LoadShader("resources/shaders/phong.vs", "resources/shaders/phong.fs");
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Shader shader = LoadShader("resources/shaders/phong.vs", "resources/shaders/phong.fs");
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SetModelShader(&model, shader);
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// Shader locations initialization
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@ -154,7 +154,7 @@ int main()
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Begin3dMode(camera);
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DrawModel(model, position, 0.1f, (Color){255 * blinnMaterial.diffuseColor[0], 255 * blinnMaterial.diffuseColor[1], 255 * blinnMaterial.diffuseColor[2], 255});
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DrawModel(model, position, 4.0f, (Color){255 * blinnMaterial.diffuseColor[0], 255 * blinnMaterial.diffuseColor[1], 255 * blinnMaterial.diffuseColor[2], 255});
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DrawSphere((Vector3){directionalLight.position[0], directionalLight.position[1], directionalLight.position[2]}, 1, YELLOW);
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@ -1,6 +1,6 @@
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/*******************************************************************************************
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*
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* raylib [physics] example - Basic rigidbody
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* raylib [physac] physics example - Basic rigidbody
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*
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* Welcome to raylib!
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*
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141
examples/physics_rigidbody_force.c
Normal file
141
examples/physics_rigidbody_force.c
Normal file
@ -0,0 +1,141 @@
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/*******************************************************************************************
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*
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* raylib [physac] physics example - Rigidbody forces
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*
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* This example has been created using raylib 1.3 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2014 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define MAX_OBJECTS 5
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#define OBJECTS_OFFSET 150
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#define FORCE_INTENSITY 250.0f // Customize by user
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#define FORCE_RADIUS 100 // Customize by user
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [physics] example - rigidbodies forces");
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SetTargetFPS(60); // Enable v-sync
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InitPhysics(); // Initialize internal physics values (max rigidbodies/colliders available: 1024)
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// Physics initialization
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Physics worldPhysics = {true, false, (Vector2){0, -9.81f}};
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// Set internal physics settings
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SetPhysics(worldPhysics);
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// Objects initialization
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Transform objects[MAX_OBJECTS];
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for(int i = 0; i < MAX_OBJECTS; i++)
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{
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objects[i] = (Transform){(Vector2){75 + OBJECTS_OFFSET * i, (screenHeight - 50) / 2}, 0.0f, (Vector2){50, 50}};
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AddCollider(i, (Collider){true, RectangleCollider, (Rectangle){objects[i].position.x, objects[i].position.y, objects[i].scale.x, objects[i].scale.y}, 0});
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AddRigidbody(i, (Rigidbody){true, 1.0f, (Vector2){0, 0}, (Vector2){0, 0}, false, false, true, 0.5f, 0.5f});
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}
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// Floor initialization
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// 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)
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Transform floor = (Transform){(Vector2){0, screenHeight * 0.8f}, 0.0f, (Vector2){screenWidth, screenHeight * 0.2f}};
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AddCollider(MAX_OBJECTS, (Collider){true, RectangleCollider, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0});
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// Update object physics
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// NOTE: all physics detections and reactions are calculated in ApplyPhysics() function (You will live happier :D)
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for(int i = 0; i < MAX_OBJECTS; i++)
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{
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ApplyPhysics(i, &objects[i].position);
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}
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// Check foce button input
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if(IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
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{
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AddForceAtPosition(GetMousePosition(), FORCE_INTENSITY, FORCE_RADIUS);
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}
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// Check debug mode toggle button input
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if(IsKeyPressed(KEY_P))
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{
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// Update program physics value
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worldPhysics.debug = !worldPhysics.debug;
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// Update internal physics value
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SetPhysics(worldPhysics);
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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// Check if debug mode is enabled
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if(worldPhysics.debug)
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{
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// Draw every internal physics stored collider if it is active (floor included)
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for(int i = 0; i < MAX_OBJECTS + 1; i++)
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{
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if(GetCollider(i).enabled)
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{
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// Draw collider bounds
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DrawRectangleLines(GetCollider(i).bounds.x, GetCollider(i).bounds.y, GetCollider(i).bounds.width, GetCollider(i).bounds.height, GREEN);
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// Check if current collider is not floor
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if(i < MAX_OBJECTS)
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{
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// Draw lines between mouse position and objects if they are in force range
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if(CheckCollisionPointCircle(GetMousePosition(), (Vector2){GetCollider(i).bounds.x + GetCollider(i).bounds.width / 2, GetCollider(i).bounds.y + GetCollider(i).bounds.height / 2}, FORCE_RADIUS))
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{
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DrawLineV(GetMousePosition(), (Vector2){GetCollider(i).bounds.x + GetCollider(i).bounds.width / 2, GetCollider(i).bounds.y + GetCollider(i).bounds.height / 2}, RED);
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}
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}
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}
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}
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// Draw radius circle
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DrawCircleLines(GetMousePosition().x, GetMousePosition().y, FORCE_RADIUS, RED);
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}
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else
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{
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// Draw objects
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for(int i = 0; i < MAX_OBJECTS; i++)
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{
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DrawRectangleRec((Rectangle){objects[i].position.x, objects[i].position.y, objects[i].scale.x, objects[i].scale.y}, GRAY);
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}
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// Draw floor
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DrawRectangleRec((Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, BLACK);
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}
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// Draw help messages
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DrawText("Use LEFT MOUSE BUTTON to create a force in mouse position", (screenWidth - MeasureText("Use LEFT MOUSE BUTTON to create a force in mouse position", 20)) / 2, screenHeight * 0.20f, 20, LIGHTGRAY);
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DrawText("Use P to switch DEBUG MODE", (screenWidth - MeasureText("Use P to switch DEBUG MODE", 20)) / 2, screenHeight * 0.3f, 20, LIGHTGRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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BIN
examples/physics_rigidbody_force.png
Normal file
BIN
examples/physics_rigidbody_force.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 18 KiB |
@ -121,4 +121,4 @@ void SetMaterialGlossiness(Material *material, float glossiness)
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void SetMaterialNormalDepth(Material *material, float depth)
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{
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material->normalDepth[0] = depth;
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}
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}
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@ -84,4 +84,4 @@ void SetMaterialNormalDepth(Material *material, float depth); // Set n
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}
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#endif
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#endif // LIGHTING_H
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#endif // LIGHTING_H
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150
src/physac.c
150
src/physac.c
@ -1,6 +1,6 @@
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/**********************************************************************************************
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*
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* raylib physics engine module - Basic functions to apply physics to 2D objects
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* [physac] raylib physics engine module - Basic functions to apply physics to 2D objects
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*
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* Copyright (c) 2015 Victor Fisac and Ramon Santamaria
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*
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@ -36,7 +36,7 @@
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// Defines and Macros
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//----------------------------------------------------------------------------------
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#define MAX_ELEMENTS 1024 // Stored rigidbodies and colliders array length
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#define DECIMAL_FIX 0.01f // Decimal margin for collision checks (avoid rigidbodies shake)
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#define DECIMAL_FIX 0.26f // Decimal margin for collision checks (avoid rigidbodies shake)
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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@ -52,7 +52,14 @@ static Rigidbody rigidbodies[MAX_ELEMENTS];
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static bool collisionChecker = false;
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//----------------------------------------------------------------------------------
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// Module Functions Definition
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// Module specific Functions Declarations
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//----------------------------------------------------------------------------------
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static float Vector2Length(Vector2 vector);
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static float Vector2LengthPoints(Vector2 a, Vector2 b);
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static Vector2 Vector2Normalize(Vector2 vector);
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//----------------------------------------------------------------------------------
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// Module Functions Definitions
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//----------------------------------------------------------------------------------
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void InitPhysics()
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{
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@ -94,12 +101,32 @@ void ApplyPhysics(int index, Vector2 *position)
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{
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if (rigidbodies[index].enabled)
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{
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// Apply gravity
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rigidbodies[index].velocity.y += rigidbodies[index].acceleration.y;
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rigidbodies[index].velocity.x += rigidbodies[index].acceleration.x;
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// Apply friction to acceleration
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if (rigidbodies[index].acceleration.x > DECIMAL_FIX)
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{
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rigidbodies[index].acceleration.x -= rigidbodies[index].friction;
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}
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else if (rigidbodies[index].acceleration.x < -DECIMAL_FIX)
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{
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rigidbodies[index].acceleration.x += rigidbodies[index].friction;
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}
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else
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{
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rigidbodies[index].acceleration.x = 0;
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}
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rigidbodies[index].velocity.y += physics.gravity.y;
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rigidbodies[index].velocity.x += physics.gravity.x;
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if (rigidbodies[index].acceleration.y > DECIMAL_FIX / 2)
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{
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rigidbodies[index].acceleration.y -= rigidbodies[index].friction;
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}
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else if (rigidbodies[index].acceleration.y < -DECIMAL_FIX / 2)
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{
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rigidbodies[index].acceleration.y += rigidbodies[index].friction;
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}
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else
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{
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rigidbodies[index].acceleration.y = 0;
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}
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// Apply friction to velocity
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if (rigidbodies[index].isGrounded)
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@ -118,11 +145,11 @@ void ApplyPhysics(int index, Vector2 *position)
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}
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}
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if (rigidbodies[index].velocity.y > DECIMAL_FIX)
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if (rigidbodies[index].velocity.y > DECIMAL_FIX / 2)
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{
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rigidbodies[index].velocity.y -= rigidbodies[index].friction;
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}
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else if (rigidbodies[index].velocity.y < -DECIMAL_FIX)
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else if (rigidbodies[index].velocity.y < -DECIMAL_FIX / 2)
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{
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rigidbodies[index].velocity.y += rigidbodies[index].friction;
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}
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@ -131,35 +158,13 @@ void ApplyPhysics(int index, Vector2 *position)
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rigidbodies[index].velocity.y = 0;
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}
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// Apply friction to acceleration
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if (rigidbodies[index].isGrounded)
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{
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if (rigidbodies[index].acceleration.x > DECIMAL_FIX)
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{
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rigidbodies[index].acceleration.x -= rigidbodies[index].friction;
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}
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else if (rigidbodies[index].acceleration.x < -DECIMAL_FIX)
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{
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rigidbodies[index].acceleration.x += rigidbodies[index].friction;
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}
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else
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{
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rigidbodies[index].acceleration.x = 0;
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}
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}
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// Apply gravity
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rigidbodies[index].velocity.y += physics.gravity.y;
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rigidbodies[index].velocity.x += physics.gravity.x;
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if (rigidbodies[index].acceleration.y > DECIMAL_FIX)
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{
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rigidbodies[index].acceleration.y -= rigidbodies[index].friction;
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}
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else if (rigidbodies[index].acceleration.y < -DECIMAL_FIX)
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{
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rigidbodies[index].acceleration.y += rigidbodies[index].friction;
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}
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else
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{
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rigidbodies[index].acceleration.y = 0;
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}
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// Apply acceleration
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rigidbodies[index].velocity.y += rigidbodies[index].acceleration.y;
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rigidbodies[index].velocity.x += rigidbodies[index].acceleration.x;
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// Update position vector
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position->x += rigidbodies[index].velocity.x;
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@ -250,10 +255,49 @@ void SetRigidbodyVelocity(int index, Vector2 velocity)
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rigidbodies[index].velocity.y = velocity.y;
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}
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void SetRigidbodyAcceleration(int index, Vector2 acceleration)
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{
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rigidbodies[index].acceleration.x = acceleration.x;
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rigidbodies[index].acceleration.y = acceleration.y;
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}
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void AddRigidbodyForce(int index, Vector2 force)
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{
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rigidbodies[index].acceleration.x = force.x * rigidbodies[index].mass;
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rigidbodies[index].acceleration.y = force.y * rigidbodies[index].mass;
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rigidbodies[index].acceleration.x = force.x / rigidbodies[index].mass;
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rigidbodies[index].acceleration.y = force.y / rigidbodies[index].mass;
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}
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void AddForceAtPosition(Vector2 position, float intensity, float radius)
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{
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for(int i = 0; i < MAX_ELEMENTS; i++)
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{
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if(rigidbodies[i].enabled)
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{
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// Get position from its collider
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Vector2 pos = {colliders[i].bounds.x, colliders[i].bounds.y};
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// Get distance between rigidbody position and target position
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float distance = Vector2LengthPoints(position, pos);
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if(distance <= radius)
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{
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// Calculate force based on direction
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Vector2 force = {colliders[i].bounds.x - position.x, colliders[i].bounds.y - position.y};
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// Normalize the direction vector
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force = Vector2Normalize(force);
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// Invert y value
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force.y *= -1;
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// Apply intensity and distance
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force = (Vector2){force.x * intensity / distance, force.y * intensity / distance};
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// Add calculated force to the rigidbodies
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AddRigidbodyForce(i, force);
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}
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}
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}
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}
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void SetColliderEnabled(int index, bool state)
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@ -270,3 +314,29 @@ Rigidbody GetRigidbody(int index)
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{
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return rigidbodies[index];
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}
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//----------------------------------------------------------------------------------
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// Module specific Functions Definitions
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//----------------------------------------------------------------------------------
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static float Vector2Length(Vector2 vector)
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{
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return sqrt((vector.x * vector.x) + (vector.y * vector.y));
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}
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static float Vector2LengthPoints(Vector2 a, Vector2 b)
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{
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Vector2 vector = {b.x - a.x, b.y - a.y};
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return sqrt((vector.x * vector.x) + (vector.y * vector.y));
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}
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static Vector2 Vector2Normalize(Vector2 vector)
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{
|
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float length = Vector2Length(vector);
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|
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if(length != 0)
|
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{
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return (Vector2){vector.x / length, vector.y / length};
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}
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return (Vector2){0, 0};
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}
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|
28
src/physac.h
28
src/physac.h
@ -1,6 +1,6 @@
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/**********************************************************************************************
|
||||
*
|
||||
* raylib physics engine module - Basic functions to apply physics to 2D objects
|
||||
* [physac] raylib physics engine module - Basic functions to apply physics to 2D objects
|
||||
*
|
||||
* Copyright (c) 2015 Victor Fisac and Ramon Santamaria
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*
|
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@ -74,23 +74,25 @@ extern "C" { // Prevents name mangling of functions
|
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#endif
|
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|
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//----------------------------------------------------------------------------------
|
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// Module Functions Declaration
|
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// Module Functions Declarations
|
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//----------------------------------------------------------------------------------
|
||||
void InitPhysics(); // Initialize all internal physics values
|
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void SetPhysics(Physics settings); // Set physics settings values using Physics data type to overwrite internal physics settings
|
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void InitPhysics(); // Initialize all internal physics values
|
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void SetPhysics(Physics settings); // Set physics settings values using Physics data type to overwrite internal physics settings
|
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|
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void AddRigidbody(int index, Rigidbody rigidbody); // Initialize a new rigidbody with parameters to internal index slot
|
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void AddCollider(int index, Collider collider); // Initialize a new Collider with parameters to internal index slot
|
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void AddRigidbody(int index, Rigidbody rigidbody); // Initialize a new rigidbody with parameters to internal index slot
|
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void AddCollider(int index, Collider collider); // Initialize a new Collider with parameters to internal index slot
|
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|
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void ApplyPhysics(int index, Vector2 *position); // Apply physics to internal rigidbody, physics calculations are applied to position pointer parameter
|
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void SetRigidbodyEnabled(int index, bool state); // Set enabled state to a defined rigidbody
|
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void SetRigidbodyVelocity(int index, Vector2 velocity); // Set velocity of rigidbody (without considering of mass value)
|
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void AddRigidbodyForce(int index, Vector2 force); // Set rigidbody force (considering mass value)
|
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void ApplyPhysics(int index, Vector2 *position); // Apply physics to internal rigidbody, physics calculations are applied to position pointer parameter
|
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void SetRigidbodyEnabled(int index, bool state); // Set enabled state to a defined rigidbody
|
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void SetRigidbodyVelocity(int index, Vector2 velocity); // Set velocity of rigidbody (without considering of mass value)
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void SetRigidbodyAcceleration(int index, Vector2 acceleration); // Set acceleration of rigidbody (without considering of mass value)
|
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void AddRigidbodyForce(int index, Vector2 force); // Set rigidbody force (considering mass value)
|
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void AddForceAtPosition(Vector2 position, float intensity, float radius); // Add a force to all enabled rigidbodies at a position
|
||||
|
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void SetColliderEnabled(int index, bool state); // Set enabled state to a defined collider
|
||||
void SetColliderEnabled(int index, bool state); // Set enabled state to a defined collider
|
||||
|
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Rigidbody GetRigidbody(int index); // Returns the internal rigidbody data defined by index parameter
|
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Collider GetCollider(int index); // Returns the internal collider data defined by index parameter
|
||||
Rigidbody GetRigidbody(int index); // Returns the internal rigidbody data defined by index parameter
|
||||
Collider GetCollider(int index); // Returns the internal collider data defined by index parameter
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
|
24
src/raylib.h
24
src/raylib.h
@ -793,21 +793,23 @@ void SetMaterialNormalDepth(Material *material, float depth); // Set n
|
||||
//----------------------------------------------------------------------------------
|
||||
// Physics System Functions (engine-module: physics)
|
||||
//----------------------------------------------------------------------------------
|
||||
void InitPhysics(); // Initialize all internal physics values
|
||||
void SetPhysics(Physics settings); // Set physics settings values using Physics data type to overwrite internal physics settings
|
||||
void InitPhysics(); // Initialize all internal physics values
|
||||
void SetPhysics(Physics settings); // Set physics settings values using Physics data type to overwrite internal physics settings
|
||||
|
||||
void AddRigidbody(int index, Rigidbody rigidbody); // Initialize a new rigidbody with parameters to internal index slot
|
||||
void AddCollider(int index, Collider collider); // Initialize a new Collider with parameters to internal index slot
|
||||
void AddRigidbody(int index, Rigidbody rigidbody); // Initialize a new rigidbody with parameters to internal index slot
|
||||
void AddCollider(int index, Collider collider); // Initialize a new Collider with parameters to internal index slot
|
||||
|
||||
void ApplyPhysics(int index, Vector2 *position); // Apply physics to internal rigidbody, physics calculations are applied to position pointer parameter
|
||||
void SetRigidbodyEnabled(int index, bool state); // Set enabled state to a defined rigidbody
|
||||
void SetRigidbodyVelocity(int index, Vector2 velocity); // Set velocity of rigidbody (without considering of mass value)
|
||||
void AddRigidbodyForce(int index, Vector2 force); // Set rigidbody force (considering mass value)
|
||||
void ApplyPhysics(int index, Vector2 *position); // Apply physics to internal rigidbody, physics calculations are applied to position pointer parameter
|
||||
void SetRigidbodyEnabled(int index, bool state); // Set enabled state to a defined rigidbody
|
||||
void SetRigidbodyVelocity(int index, Vector2 velocity); // Set velocity of rigidbody (without considering of mass value)
|
||||
void SetRigidbodyAcceleration(int index, Vector2 acceleration); // Set acceleration of rigidbody (without considering of mass value)
|
||||
void AddRigidbodyForce(int index, Vector2 force); // Set rigidbody force (considering mass value)
|
||||
void AddForceAtPosition(Vector2 position, float intensity, float radius); // Add a force to all enabled rigidbodies at a position
|
||||
|
||||
void SetColliderEnabled(int index, bool state); // Set enabled state to a defined collider
|
||||
void SetColliderEnabled(int index, bool state); // Set enabled state to a defined collider
|
||||
|
||||
Rigidbody GetRigidbody(int index); // Returns the internal rigidbody data defined by index parameter
|
||||
Collider GetCollider(int index); // Returns the internal collider data defined by index parameter
|
||||
Rigidbody GetRigidbody(int index); // Returns the internal rigidbody data defined by index parameter
|
||||
Collider GetCollider(int index); // Returns the internal collider data defined by index parameter
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Audio Loading and Playing Functions (Module: audio)
|
||||
|
Loading…
Reference in New Issue
Block a user