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authorraysan5 <raysan5@gmail.com>2016-06-09 20:02:15 +0200
committerraysan5 <raysan5@gmail.com>2016-06-09 20:02:15 +0200
commit5f4449f0a199ae2f1750eb60f2fcc4dd8c41ab79 (patch)
treebe9508dec5a4d836675c326465fb5737b475c96f /src
parent558ec3891bc620d1481557ae291a9524e588b31e (diff)
downloadraylib-5f4449f0a199ae2f1750eb60f2fcc4dd8c41ab79.tar.gz
raylib-5f4449f0a199ae2f1750eb60f2fcc4dd8c41ab79.zip
Removed physac functions from raylib header
Diffstat (limited to 'src')
-rw-r--r--src/raylib.h49
1 files changed, 0 insertions, 49 deletions
diff --git a/src/raylib.h b/src/raylib.h
index 706c4f4a..bfcb9bf5 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -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)
//------------------------------------------------------------------------------------