Browse Source

Some formatting tweaks

raysan5 9 years ago
parent
commit
c5663ca015
5 changed files with 42 additions and 36 deletions
  1. 13 11
      examples/physics_basic_rigidbody.c
  2. 20 17
      examples/physics_rigidbody_force.c
  3. 3 3
      src/physac.c
  4. 2 1
      src/physac.h
  5. 4 4
      src/raylib.h

+ 13 - 11
examples/physics_basic_rigidbody.c

@@ -32,28 +32,30 @@ int main()
     int screenHeight = 450;
     int screenHeight = 450;
     
     
     InitWindow(screenWidth, screenHeight, "raylib [physics] example - basic rigidbody");
     InitWindow(screenWidth, screenHeight, "raylib [physics] example - basic rigidbody");
-    SetTargetFPS(60);   // Enable v-sync
+
     InitPhysics();      // Initialize internal physics values   (max rigidbodies/colliders available: 1024)
     InitPhysics();      // Initialize internal physics values   (max rigidbodies/colliders available: 1024)
     
     
     // Physics initialization
     // Physics initialization
-    Physics worldPhysics = {true, false, (Vector2){0, -9.81f}};
+    Physics worldPhysics = { true, false, (Vector2){ 0, -9.81f } };
     
     
     // Set internal physics settings
     // Set internal physics settings
     SetPhysics(worldPhysics);
     SetPhysics(worldPhysics);
     
     
     // Object initialization
     // Object initialization
     Transform player = (Transform){(Vector2){(screenWidth - OBJECT_SIZE) / 2, (screenHeight - OBJECT_SIZE) / 2}, 0.0f, (Vector2){OBJECT_SIZE, OBJECT_SIZE}};
     Transform player = (Transform){(Vector2){(screenWidth - OBJECT_SIZE) / 2, (screenHeight - OBJECT_SIZE) / 2}, 0.0f, (Vector2){OBJECT_SIZE, OBJECT_SIZE}};
-    AddCollider(PLAYER_INDEX, (Collider){true, RectangleCollider, (Rectangle){player.position.x, player.position.y, player.scale.x, player.scale.y}, 0});
+    AddCollider(PLAYER_INDEX, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){player.position.x, player.position.y, player.scale.x, player.scale.y}, 0});
     AddRigidbody(PLAYER_INDEX, (Rigidbody){true, 1.0f, (Vector2){0, 0}, (Vector2){0, 0}, false, false, true, 0.5f, 1.0f});
     AddRigidbody(PLAYER_INDEX, (Rigidbody){true, 1.0f, (Vector2){0, 0}, (Vector2){0, 0}, false, false, true, 0.5f, 1.0f});
     
     
     // Floor initialization 
     // Floor initialization 
     // NOTE: floor doesn't need a rigidbody because it's a static physic object, just a collider to collide with other dynamic colliders (with rigidbody)
     // NOTE: floor doesn't need a rigidbody because it's a static physic object, just a collider to collide with other dynamic colliders (with rigidbody)
     Transform floor = (Transform){(Vector2){0, screenHeight * 0.8f}, 0.0f, (Vector2){screenWidth, screenHeight * 0.2f}};
     Transform floor = (Transform){(Vector2){0, screenHeight * 0.8f}, 0.0f, (Vector2){screenWidth, screenHeight * 0.2f}};
-    AddCollider(PLAYER_INDEX + 1, (Collider){true, RectangleCollider, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0});
+    AddCollider(PLAYER_INDEX + 1, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0});
     
     
     // Object properties initialization
     // Object properties initialization
     float moveSpeed = 6.0f;
     float moveSpeed = 6.0f;
-    float jumpForce = 4.5f;
+    float jumpForce = 5.0f;
+    
+    SetTargetFPS(60);
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop
@@ -67,7 +69,7 @@ int main()
         ApplyPhysics(PLAYER_INDEX, &player.position);
         ApplyPhysics(PLAYER_INDEX, &player.position);
         
         
         // Check jump button input
         // Check jump button input
-        if(IsKeyDown(KEY_SPACE) && GetRigidbody(PLAYER_INDEX).isGrounded)
+        if (IsKeyDown(KEY_SPACE) && GetRigidbody(PLAYER_INDEX).isGrounded)
         {
         {
             // Reset object Y velocity to avoid double jumping cases but keep the same X velocity that it already has
             // Reset object Y velocity to avoid double jumping cases but keep the same X velocity that it already has
             SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){GetRigidbody(PLAYER_INDEX).velocity.x, 0});
             SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){GetRigidbody(PLAYER_INDEX).velocity.x, 0});
@@ -77,12 +79,12 @@ int main()
         }
         }
         
         
         // Check movement buttons input
         // Check movement buttons input
-        if(IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D))
+        if (IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D))
         {
         {
             // Set rigidbody velocity in X based on moveSpeed value and apply the same Y velocity that it already has
             // Set rigidbody velocity in X based on moveSpeed value and apply the same Y velocity that it already has
             SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){moveSpeed, GetRigidbody(PLAYER_INDEX).velocity.y});
             SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){moveSpeed, GetRigidbody(PLAYER_INDEX).velocity.y});
         }
         }
-        else if(IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A))
+        else if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A))
         {
         {
             // Set rigidbody velocity in X based on moveSpeed negative value and apply the same Y velocity that it already has
             // Set rigidbody velocity in X based on moveSpeed negative value and apply the same Y velocity that it already has
             SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){-moveSpeed, GetRigidbody(PLAYER_INDEX).velocity.y});
             SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){-moveSpeed, GetRigidbody(PLAYER_INDEX).velocity.y});
@@ -110,12 +112,12 @@ int main()
             DrawText("Use P to switch DEBUG MODE", (screenWidth - MeasureText("Use P to switch DEBUG MODE", 20)) / 2, screenHeight * 0.3f, 20, LIGHTGRAY);
             DrawText("Use P to switch DEBUG MODE", (screenWidth - MeasureText("Use P to switch DEBUG MODE", 20)) / 2, screenHeight * 0.3f, 20, LIGHTGRAY);
             
             
             // Check if debug mode is enabled
             // Check if debug mode is enabled
-            if(worldPhysics.debug)
+            if (worldPhysics.debug)
             {
             {
                 // Draw every internal physics stored collider if it is active
                 // Draw every internal physics stored collider if it is active
-                for(int i = 0; i < 2; i++)
+                for (int i = 0; i < 2; i++)
                 {
                 {
-                    if(GetCollider(i).enabled)
+                    if (GetCollider(i).enabled)
                     {
                     {
                         DrawRectangleLines(GetCollider(i).bounds.x, GetCollider(i).bounds.y, GetCollider(i).bounds.width, GetCollider(i).bounds.height, GREEN);
                         DrawRectangleLines(GetCollider(i).bounds.x, GetCollider(i).bounds.y, GetCollider(i).bounds.width, GetCollider(i).bounds.height, GREEN);
                     }
                     }

+ 20 - 17
examples/physics_rigidbody_force.c

@@ -11,11 +11,11 @@
 
 
 #include "raylib.h"
 #include "raylib.h"
 
 
-#define MAX_OBJECTS 5
-#define OBJECTS_OFFSET 150
+#define MAX_OBJECTS           5
+#define OBJECTS_OFFSET      150
 
 
-#define FORCE_INTENSITY 250.0f  // Customize by user
-#define FORCE_RADIUS 100        // Customize by user    
+#define FORCE_INTENSITY  250.0f     // Customize by user
+#define FORCE_RADIUS        100     // Customize by user    
 
 
 int main()
 int main()
 {
 {
@@ -25,7 +25,7 @@ int main()
     int screenHeight = 450;
     int screenHeight = 450;
     
     
     InitWindow(screenWidth, screenHeight, "raylib [physics] example - rigidbodies forces");
     InitWindow(screenWidth, screenHeight, "raylib [physics] example - rigidbodies forces");
-    SetTargetFPS(60);   // Enable v-sync
+
     InitPhysics();      // Initialize internal physics values   (max rigidbodies/colliders available: 1024)
     InitPhysics();      // Initialize internal physics values   (max rigidbodies/colliders available: 1024)
     
     
     // Physics initialization
     // Physics initialization
@@ -36,17 +36,20 @@ int main()
     
     
     // Objects initialization
     // Objects initialization
     Transform objects[MAX_OBJECTS];
     Transform objects[MAX_OBJECTS];
-    for(int i = 0; i < MAX_OBJECTS; i++)
+    
+    for (int i = 0; i < MAX_OBJECTS; i++)
     {
     {
         objects[i] = (Transform){(Vector2){75 + OBJECTS_OFFSET * i, (screenHeight - 50) / 2}, 0.0f, (Vector2){50, 50}};
         objects[i] = (Transform){(Vector2){75 + OBJECTS_OFFSET * i, (screenHeight - 50) / 2}, 0.0f, (Vector2){50, 50}};
-        AddCollider(i, (Collider){true, RectangleCollider, (Rectangle){objects[i].position.x, objects[i].position.y, objects[i].scale.x, objects[i].scale.y}, 0});
+        AddCollider(i, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){objects[i].position.x, objects[i].position.y, objects[i].scale.x, objects[i].scale.y}, 0});
         AddRigidbody(i, (Rigidbody){true, 1.0f, (Vector2){0, 0}, (Vector2){0, 0}, false, false, true, 0.5f, 0.5f});
         AddRigidbody(i, (Rigidbody){true, 1.0f, (Vector2){0, 0}, (Vector2){0, 0}, false, false, true, 0.5f, 0.5f});
     }
     }
     
     
     // Floor initialization 
     // Floor initialization 
     // NOTE: floor doesn't need a rigidbody because it's a static physic object, just a collider to collide with other dynamic colliders (with rigidbody)
     // NOTE: floor doesn't need a rigidbody because it's a static physic object, just a collider to collide with other dynamic colliders (with rigidbody)
     Transform floor = (Transform){(Vector2){0, screenHeight * 0.8f}, 0.0f, (Vector2){screenWidth, screenHeight * 0.2f}};
     Transform floor = (Transform){(Vector2){0, screenHeight * 0.8f}, 0.0f, (Vector2){screenWidth, screenHeight * 0.2f}};
-    AddCollider(MAX_OBJECTS, (Collider){true, RectangleCollider, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0});
+    AddCollider(MAX_OBJECTS, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0});
+
+    SetTargetFPS(60);
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop
@@ -57,19 +60,19 @@ int main()
         
         
         // Update object physics 
         // Update object physics 
         // NOTE: all physics detections and reactions are calculated in ApplyPhysics() function (You will live happier :D)
         // NOTE: all physics detections and reactions are calculated in ApplyPhysics() function (You will live happier :D)
-        for(int i = 0; i < MAX_OBJECTS; i++)
+        for (int i = 0; i < MAX_OBJECTS; i++)
         {
         {
             ApplyPhysics(i, &objects[i].position);
             ApplyPhysics(i, &objects[i].position);
         }
         }
         
         
         // Check foce button input
         // Check foce button input
-        if(IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
+        if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
         {
         {
             AddForceAtPosition(GetMousePosition(), FORCE_INTENSITY, FORCE_RADIUS);
             AddForceAtPosition(GetMousePosition(), FORCE_INTENSITY, FORCE_RADIUS);
         }
         }
         
         
         // Check debug mode toggle button input
         // Check debug mode toggle button input
-        if(IsKeyPressed(KEY_P))
+        if (IsKeyPressed(KEY_P))
         {
         {
             // Update program physics value
             // Update program physics value
             worldPhysics.debug = !worldPhysics.debug;
             worldPhysics.debug = !worldPhysics.debug;
@@ -86,21 +89,21 @@ int main()
             ClearBackground(RAYWHITE);
             ClearBackground(RAYWHITE);
             
             
             // Check if debug mode is enabled
             // Check if debug mode is enabled
-            if(worldPhysics.debug)
+            if (worldPhysics.debug)
             {
             {
                 // Draw every internal physics stored collider if it is active (floor included)
                 // Draw every internal physics stored collider if it is active (floor included)
-                for(int i = 0; i < MAX_OBJECTS + 1; i++)
+                for (int i = 0; i < MAX_OBJECTS + 1; i++)
                 {
                 {
-                    if(GetCollider(i).enabled)
+                    if (GetCollider(i).enabled)
                     {
                     {
                         // Draw collider bounds
                         // Draw collider bounds
                         DrawRectangleLines(GetCollider(i).bounds.x, GetCollider(i).bounds.y, GetCollider(i).bounds.width, GetCollider(i).bounds.height, GREEN);
                         DrawRectangleLines(GetCollider(i).bounds.x, GetCollider(i).bounds.y, GetCollider(i).bounds.width, GetCollider(i).bounds.height, GREEN);
                         
                         
                         // Check if current collider is not floor
                         // Check if current collider is not floor
-                        if(i < MAX_OBJECTS)
+                        if (i < MAX_OBJECTS)
                         {
                         {
                             // Draw lines between mouse position and objects if they are in force range
                             // Draw lines between mouse position and objects if they are in force range
-                            if(CheckCollisionPointCircle(GetMousePosition(), (Vector2){GetCollider(i).bounds.x + GetCollider(i).bounds.width / 2, GetCollider(i).bounds.y + GetCollider(i).bounds.height / 2}, FORCE_RADIUS))
+                            if (CheckCollisionPointCircle(GetMousePosition(), (Vector2){GetCollider(i).bounds.x + GetCollider(i).bounds.width / 2, GetCollider(i).bounds.y + GetCollider(i).bounds.height / 2}, FORCE_RADIUS))
                             {
                             {
                                 DrawLineV(GetMousePosition(), (Vector2){GetCollider(i).bounds.x + GetCollider(i).bounds.width / 2, GetCollider(i).bounds.y + GetCollider(i).bounds.height / 2}, RED);
                                 DrawLineV(GetMousePosition(), (Vector2){GetCollider(i).bounds.x + GetCollider(i).bounds.width / 2, GetCollider(i).bounds.y + GetCollider(i).bounds.height / 2}, RED);
                             }
                             }
@@ -114,7 +117,7 @@ int main()
             else
             else
             {
             {
                 // Draw objects
                 // Draw objects
-                for(int i = 0; i < MAX_OBJECTS; i++)
+                for (int i = 0; i < MAX_OBJECTS; i++)
                 {
                 {
                     DrawRectangleRec((Rectangle){objects[i].position.x, objects[i].position.y, objects[i].scale.x, objects[i].scale.y}, GRAY);
                     DrawRectangleRec((Rectangle){objects[i].position.x, objects[i].position.y, objects[i].scale.x, objects[i].scale.y}, GRAY);
                 }
                 }

+ 3 - 3
src/physac.c

@@ -183,9 +183,9 @@ void ApplyPhysics(int index, Vector2 *position)
             {
             {
                 if (colliders[index].enabled && colliders[j].enabled)
                 if (colliders[index].enabled && colliders[j].enabled)
                 {
                 {
-                    if (colliders[index].type == RectangleCollider)
+                    if (colliders[index].type == COLLIDER_RECTANGLE)
                     {
                     {
-                        if (colliders[j].type == RectangleCollider)
+                        if (colliders[j].type == COLLIDER_RECTANGLE)
                         {
                         {
                             if (CheckCollisionRecs(colliders[index].bounds, colliders[j].bounds))
                             if (CheckCollisionRecs(colliders[index].bounds, colliders[j].bounds))
                             {
                             {
@@ -207,7 +207,7 @@ void ApplyPhysics(int index, Vector2 *position)
                     }
                     }
                     else
                     else
                     {
                     {
-                        if (colliders[j].type == RectangleCollider)
+                        if (colliders[j].type == COLLIDER_RECTANGLE)
                         {
                         {
                             if (CheckCollisionCircleRec((Vector2){colliders[index].bounds.x, colliders[index].bounds.y}, colliders[index].radius, colliders[j].bounds))
                             if (CheckCollisionCircleRec((Vector2){colliders[index].bounds.x, colliders[index].bounds.y}, colliders[index].radius, colliders[j].bounds))
                             {
                             {

+ 2 - 1
src/physac.h

@@ -32,7 +32,8 @@
 //----------------------------------------------------------------------------------
 //----------------------------------------------------------------------------------
 // Types and Structures Definition
 // Types and Structures Definition
 //----------------------------------------------------------------------------------
 //----------------------------------------------------------------------------------
-typedef enum { RectangleCollider, CircleCollider } ColliderType;
+// Collider types
+typedef enum { COLLIDER_CIRCLE, COLLIDER_RECTANGLE, COLLIDER_CAPSULE } ColliderType;
 
 
 // Physics struct
 // Physics struct
 typedef struct Physics {
 typedef struct Physics {

+ 4 - 4
src/raylib.h

@@ -463,12 +463,12 @@ typedef struct {
 typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
 typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
 
 
 // Collider types
 // Collider types
-typedef enum { RectangleCollider, CircleCollider } ColliderType;
+typedef enum { COLLIDER_CIRCLE, COLLIDER_RECTANGLE, COLLIDER_CAPSULE } ColliderType;
 
 
 // Physics struct
 // Physics struct
 typedef struct Physics {
 typedef struct Physics {
     bool enabled;
     bool enabled;
-    bool debug;     // Should be used by programmer for testing purposes
+    bool debug;             // Should be used by programmer for testing purposes
     Vector2 gravity;
     Vector2 gravity;
 } Physics;
 } Physics;
 
 
@@ -496,8 +496,8 @@ typedef struct Rigidbody {
 typedef struct Collider {
 typedef struct Collider {
     bool enabled;
     bool enabled;
     ColliderType type;
     ColliderType type;
-    Rectangle bounds;   // Just used for RectangleCollider type
-    int radius;         // Just used for CircleCollider type
+    Rectangle bounds;   // Used for COLLIDER_RECTANGLE and COLLIDER_CAPSULE
+    int radius;         // Used for COLLIDER_CIRCLE and COLLIDER_CAPSULE
 } Collider;
 } Collider;
 
 
 #ifdef __cplusplus
 #ifdef __cplusplus