Merge pull request #105 from victorfisac/develop

Fix spacing and some comments
This commit is contained in:
Ray 2016-03-24 12:25:56 +01:00
commit 35ee4e52c8

View file

@ -30,13 +30,13 @@
#endif #endif
#include <stdlib.h> // Declares malloc() and free() for memory management #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 // Defines and Macros
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
#define MAX_PHYSIC_OBJECTS 256 #define MAX_PHYSIC_OBJECTS 256 // Maximum available physic object slots in objects pool
#define PHYSICS_STEPS 450 #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_ACCURACY 0.0001f // Velocity subtract operations round filter (friction)
#define PHYSICS_ERRORPERCENT 0.001f // Collision resolve position fix #define PHYSICS_ERRORPERCENT 0.001f // Collision resolve position fix
@ -145,11 +145,11 @@ void UpdatePhysics()
Vector2 direction = { 0.0f, 0.0f }; Vector2 direction = { 0.0f, 0.0f };
float penetrationDepth = 0.0f; float penetrationDepth = 0.0f;
switch(physicObjects[i]->collider.type) switch (physicObjects[i]->collider.type)
{ {
case COLLIDER_RECTANGLE: case COLLIDER_RECTANGLE:
{ {
switch(physicObjects[k]->collider.type) switch (physicObjects[k]->collider.type)
{ {
case COLLIDER_RECTANGLE: case COLLIDER_RECTANGLE:
{ {
@ -266,7 +266,7 @@ void UpdatePhysics()
} break; } break;
case COLLIDER_CIRCLE: case COLLIDER_CIRCLE:
{ {
switch(physicObjects[k]->collider.type) switch (physicObjects[k]->collider.type)
{ {
case COLLIDER_RECTANGLE: case COLLIDER_RECTANGLE:
{ {
@ -532,14 +532,14 @@ void ApplyForce(PhysicObject *pObj, Vector2 force)
// Apply radial force to all physic objects in range // Apply radial force to all physic objects in range
void ApplyForceAtPosition(Vector2 position, float force, float radius) 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 // 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 }; 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.x += physicObjects[i]->transform.scale.x/2;
distance.y += physicObjects[i]->transform.scale.y/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); float distanceLength = Vector2Length(distance);
// Check if physic object is in force range // Check if physic object is in force range
if(distanceLength <= radius) if (distanceLength <= radius)
{ {
// Normalize force direction // Normalize force direction
distance.x /= distanceLength; distance.x /= distanceLength;