1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
|
// physics.c
#include <raylib.h>
#include <time.h>
#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);
|