Miloslav Číž 4 年之前
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      LICENSE.txt
  2. 76 0
      tinyphysicsengine.h

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LICENSE.txt

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+Creative Commons Legal Code
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tinyphysicsengine.h

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+#ifndef TINYPHYSICSENGINE_H
+#define TINYPHYSICSENGINE_H
+
+/*
+  author: Miloslav Ciz
+  license: CC0 1.0 (public domain)
+           found at https://creativecommons.org/publicdomain/zero/1.0/
+           + additional waiver of all IP
+  version: 0.1d
+*/
+
+
+#include <stdint.h>
+
+
+typedef int32_t TPE_Unit;
+
+/** How many fractions a spatial or temporal unit is split into. This is NOT
+  SUPPOSED TO BE REDEFINED, so rather don't do it (otherwise things may
+  overflow etc.). */
+#define TPE_FRACTIONS_PER_UNIT 512
+
+#define TPE_INFINITY 2147483647
+
+#define TPE_SHAPE_POINT     0    ///< single point in space
+#define TPE_SHAPE_SPHERE    1    ///< sphere, params.: radius
+#define TPE_SHAPE_CUBOID    2    ///< cuboid, params.: width, height, depth
+#define TPE_SHAPE_PLANE     3    ///< plane, params.: width, depth
+#define TPE_SHAPE_CYLINDER  4    ///< cylinder, params.: radius, height
+#define TPE_SHAPE_TRIMESH   5    /**< triangle mesh, params.:
+                                        vertex count,
+                                        triangle count
+                                        vertices (int32_t pointer),
+                                        indices (uint16_t pointer) */
+
+#define TPE_MAX_SHAPE_PARAMS 3
+#define TPE_MAX_SHAPE_PARAMPOINTERS 2
+
+#define TPE_BODY_FLAG_DISABLED     0x00 ///< won't take part in simul. at all
+#define TPE_BODY_FLAG_NONCOLLIDING 0x01 ///< simulated but won't collide
+
+typedef struct
+{
+  uint8_t shape;
+
+  TPE_Unit shapeParams[TPE_MAX_SHAPE_PARAMS];  ///< parameters of the body type
+  void *shapeParamPointers[TPE_MAX_SHAPE_PARAMPOINTERS]; ///< pointer parameters
+
+  uint8_t flags;
+
+  TPE_Unit position[3];     ///< position of the body's center of mass
+  TPE_Unit mass;            /**< body mass, setting this to TPE_INFINITY will
+                                 make the object static (not moving at all) 
+                                 which may help performance */
+
+  TPE_Unit velocity[3];
+
+  TPE_Unit orientation[4];  ///< orientation as a quaternion
+
+  TPE_Unit rotation[4];     /**< current rotation state, first 3 numbers
+                                 specify the axis of rotation, the 4th says the
+                                 angular velocity */
+} TPE_Body;
+
+
+
+
+typedef struct
+{
+  uint16_t bodyCount;
+  TPE_Body *bodies;  
+
+} TPE_PhysicsWorld;
+
+
+#endif // guard