// physics.c #include #include #include "physics.h" #include "common.h" void init_physics(object_t* world, uint32_t max_objs) { for(uint32_t iter = 0; iter < max_objs; iter++) world[iter].registered = false; } void update_physics(object_t* world, uint32_t objs_count, float gravity, float damping, float dt) { const uint32_t screen_width = GetScreenWidth(); const uint32_t screen_height = GetScreenHeight(); for(uint32_t iter = 0; iter < objs_count; iter++) { object_t* obj = &world[iter]; if(!obj->grabbed) { obj->pos.x += obj->vel.x * dt; obj->pos.y += obj->vel.y * dt; if((obj->pos.x + obj->size_x >= screen_width)) { obj->pos.x = screen_width - obj->size_x; obj->vel.x = -obj->vel.x * obj->elast; } else if((obj->pos.x - obj->size_x) <= 0) { obj->pos.x = obj->radius; obj->vel.x = -obj->vel.x * obj->elast; } else if((obj->pos.y + obj->size_y) >= screen_height) { obj->pos.y = screen_height - obj->size_y; obj->vel.y = -obj->vel.y * obj->elast; } else if((obj->pos.y - obj->size_y) <= 0) { obj->pos.y = obj->size_y; obj->vel.y -obj->vel.y * obj->elast; } obj->vel.x = obj->vel.x * obj->frict; obj->vel.y = obj->vel.y * obj->frict * gravity; } } /* void apply_force(object_t* obj, Vector2 force) */ /* { */ /* if(obj->registered == true) { */ /* obj->force = Vector2Add(body->force, force) */ /* } */ /* } */ /* void add_object(object_t* world, uint32_t* count, object_type_t type, Vector2 pos) */ /* { */ /* world */ /* } */ /* void clear_all_physics(object_t* world, uint32_t* count); */ void push_pos(object_t* world, uint32_t count, Vector2 pos, float radius, float strength);