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-rw-r--r--src/physac.c20
1 files changed, 10 insertions, 10 deletions
diff --git a/src/physac.c b/src/physac.c
index e3f956ba..ed707474 100644
--- a/src/physac.c
+++ b/src/physac.c
@@ -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;