Removed physac functions from raylib header

This commit is contained in:
raysan5 2016-06-09 20:02:15 +02:00
parent 558ec3891b
commit 5f4449f0a1

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@ -527,40 +527,6 @@ typedef struct GestureEvent {
// Camera system modes
typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
typedef enum { COLLIDER_CIRCLE, COLLIDER_RECTANGLE } ColliderType;
typedef struct Transform {
Vector2 position;
float rotation; // Radians (not used)
Vector2 scale; // Just for rectangle physic objects, for circle physic objects use collider radius and keep scale as { 0, 0 }
} Transform;
typedef struct Rigidbody {
bool enabled; // Acts as kinematic state (collisions are calculated anyway)
float mass;
Vector2 acceleration;
Vector2 velocity;
bool applyGravity;
bool isGrounded;
float friction; // Normalized value
float bounciness;
} Rigidbody;
typedef struct Collider {
bool enabled;
ColliderType type;
Rectangle bounds; // Used for COLLIDER_RECTANGLE
int radius; // Used for COLLIDER_CIRCLE
} Collider;
typedef struct PhysicObjectData {
unsigned int id;
Transform transform;
Rigidbody rigidbody;
Collider collider;
bool enabled;
} PhysicObjectData, *PhysicObject;
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
#endif
@ -886,21 +852,6 @@ void EndBlendMode(void); // End blend
Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
void DestroyLight(Light light); // Destroy a light and take it out of the list
//----------------------------------------------------------------------------------
// Physics System Functions (Module: physac)
//----------------------------------------------------------------------------------
void InitPhysics(Vector2 gravity); // Initializes pointers array (just pointers, fixed size)
void UpdatePhysics(); // Update physic objects, calculating physic behaviours and collisions detection
void ClosePhysics(); // Unitialize all physic objects and empty the objects pool
PhysicObject CreatePhysicObject(Vector2 position, float rotation, Vector2 scale); // Create a new physic object dinamically, initialize it and add to pool
void DestroyPhysicObject(PhysicObject pObj); // Destroy a specific physic object and take it out of the list
void ApplyForce(PhysicObject pObj, Vector2 force); // Apply directional force to a physic object
void ApplyForceAtPosition(Vector2 position, float force, float radius); // Apply radial force to all physic objects in range
Rectangle TransformToRectangle(Transform transform); // Convert Transform data type to Rectangle (position and scale)
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)
//------------------------------------------------------------------------------------