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| author | raysan5 <raysan5@gmail.com> | 2016-06-09 20:02:15 +0200 |
|---|---|---|
| committer | raysan5 <raysan5@gmail.com> | 2016-06-09 20:02:15 +0200 |
| commit | 5f4449f0a199ae2f1750eb60f2fcc4dd8c41ab79 (patch) | |
| tree | be9508dec5a4d836675c326465fb5737b475c96f /src | |
| parent | 558ec3891bc620d1481557ae291a9524e588b31e (diff) | |
| download | raylib-5f4449f0a199ae2f1750eb60f2fcc4dd8c41ab79.tar.gz raylib-5f4449f0a199ae2f1750eb60f2fcc4dd8c41ab79.zip | |
Removed physac functions from raylib header
Diffstat (limited to 'src')
| -rw-r--r-- | src/raylib.h | 49 |
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) //------------------------------------------------------------------------------------ |
