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raylib-python-cffi/raylib/physac_modified.h

98 lines
7.2 KiB
C

#define PHYSAC_MAX_BODIES 64 // Maximum number of physic bodies supported
#define PHYSAC_MAX_MANIFOLDS 4096 // Maximum number of physic bodies interactions (64x64)
#define PHYSAC_MAX_VERTICES 24 // Maximum number of vertex for polygons shapes
#define PHYSAC_DEFAULT_CIRCLE_VERTICES 24 // Default number of vertices for circle shapes
typedef enum PhysicsShapeType { PHYSICS_CIRCLE = 0, PHYSICS_POLYGON } PhysicsShapeType;
// Previously defined to be used in PhysicsShape struct as circular dependencies
typedef struct PhysicsBodyData *PhysicsBody;
// Matrix2x2 type (used for polygon shape rotation matrix)
typedef struct Matrix2x2 {
float m00;
float m01;
float m10;
float m11;
} Matrix2x2;
typedef struct PhysicsVertexData {
unsigned int vertexCount; // Vertex count (positions and normals)
Vector2 positions[PHYSAC_MAX_VERTICES]; // Vertex positions vectors
Vector2 normals[PHYSAC_MAX_VERTICES]; // Vertex normals vectors
} PhysicsVertexData;
typedef struct PhysicsShape {
PhysicsShapeType type; // Shape type (circle or polygon)
PhysicsBody body; // Shape physics body data pointer
PhysicsVertexData vertexData; // Shape vertices data (used for polygon shapes)
float radius; // Shape radius (used for circle shapes)
Matrix2x2 transform; // Vertices transform matrix 2x2
} PhysicsShape;
typedef struct PhysicsBodyData {
unsigned int id; // Unique identifier
bool enabled; // Enabled dynamics state (collisions are calculated anyway)
Vector2 position; // Physics body shape pivot
Vector2 velocity; // Current linear velocity applied to position
Vector2 force; // Current linear force (reset to 0 every step)
float angularVelocity; // Current angular velocity applied to orient
float torque; // Current angular force (reset to 0 every step)
float orient; // Rotation in radians
float inertia; // Moment of inertia
float inverseInertia; // Inverse value of inertia
float mass; // Physics body mass
float inverseMass; // Inverse value of mass
float staticFriction; // Friction when the body has not movement (0 to 1)
float dynamicFriction; // Friction when the body has movement (0 to 1)
float restitution; // Restitution coefficient of the body (0 to 1)
bool useGravity; // Apply gravity force to dynamics
bool isGrounded; // Physics grounded on other body state
bool freezeOrient; // Physics rotation constraint
PhysicsShape shape; // Physics body shape information (type, radius, vertices, transform)
} PhysicsBodyData;
typedef struct PhysicsManifoldData {
unsigned int id; // Unique identifier
PhysicsBody bodyA; // Manifold first physics body reference
PhysicsBody bodyB; // Manifold second physics body reference
float penetration; // Depth of penetration from collision
Vector2 normal; // Normal direction vector from 'a' to 'b'
Vector2 contacts[2]; // Points of contact during collision
unsigned int contactsCount; // Current collision number of contacts
float restitution; // Mixed restitution during collision
float dynamicFriction; // Mixed dynamic friction during collision
float staticFriction; // Mixed static friction during collision
} PhysicsManifoldData, *PhysicsManifold;
PHYSACDEF void InitPhysics(void); // Initializes physics system
PHYSACDEF void UpdatePhysics(void); // Update physics system
PHYSACDEF void ResetPhysics(void); // Reset physics system (global variables)
PHYSACDEF void ClosePhysics(void); // Close physics system and unload used memory
PHYSACDEF void SetPhysicsTimeStep(double delta); // Sets physics fixed time step in milliseconds. 1.666666 by default
PHYSACDEF void SetPhysicsGravity(float x, float y); // Sets physics global gravity force
// Physic body creation/destroy
PHYSACDEF PhysicsBody CreatePhysicsBodyCircle(Vector2 pos, float radius, float density); // Creates a new circle physics body with generic parameters
PHYSACDEF PhysicsBody CreatePhysicsBodyRectangle(Vector2 pos, float width, float height, float density); // Creates a new rectangle physics body with generic parameters
PHYSACDEF PhysicsBody CreatePhysicsBodyPolygon(Vector2 pos, float radius, int sides, float density); // Creates a new polygon physics body with generic parameters
PHYSACDEF void DestroyPhysicsBody(PhysicsBody body); // Destroy a physics body
// Physic body forces
PHYSACDEF void PhysicsAddForce(PhysicsBody body, Vector2 force); // Adds a force to a physics body
PHYSACDEF void PhysicsAddTorque(PhysicsBody body, float amount); // Adds an angular force to a physics body
PHYSACDEF void PhysicsShatter(PhysicsBody body, Vector2 position, float force); // Shatters a polygon shape physics body to little physics bodies with explosion force
PHYSACDEF void SetPhysicsBodyRotation(PhysicsBody body, float radians); // Sets physics body shape transform based on radians parameter
// Query physics info
PHYSACDEF PhysicsBody GetPhysicsBody(int index); // Returns a physics body of the bodies pool at a specific index
PHYSACDEF int GetPhysicsBodiesCount(void); // Returns the current amount of created physics bodies
PHYSACDEF int GetPhysicsShapeType(int index); // Returns the physics body shape type (PHYSICS_CIRCLE or PHYSICS_POLYGON)
PHYSACDEF int GetPhysicsShapeVerticesCount(int index); // Returns the amount of vertices of a physics body shape
PHYSACDEF Vector2 GetPhysicsShapeVertex(PhysicsBody body, int vertex); // Returns transformed position of a body shape (body position + vertex transformed position)