Fix spacing and some comments

This commit is contained in:
victorfisac 2016-03-23 22:47:39 +01:00
parent 60223a358b
commit ea7afc8ec8

View File

@ -30,13 +30,13 @@
#endif
#include <stdlib.h> // Declares malloc() and free() for memory management
#include <math.h> // abs() and fminf()
#include <math.h> // 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;