Review some function names for consistency with raymath
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2 changed files with 17 additions and 13 deletions
26
src/physac.c
26
src/physac.c
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@ -55,8 +55,8 @@ static bool collisionChecker = false;
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// Module specific Functions Declarations
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// Module specific Functions Declarations
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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static float Vector2Length(Vector2 vector);
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static float Vector2Length(Vector2 vector);
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static float Vector2LengthPoints(Vector2 a, Vector2 b);
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static float Vector2Distance(Vector2 a, Vector2 b);
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static Vector2 Vector2Normalize(Vector2 vector);
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static void Vector2Normalize(Vector2 *vector);
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Module Functions Definitions
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// Module Functions Definitions
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@ -277,7 +277,7 @@ void AddForceAtPosition(Vector2 position, float intensity, float radius)
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Vector2 pos = {colliders[i].bounds.x, colliders[i].bounds.y};
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Vector2 pos = {colliders[i].bounds.x, colliders[i].bounds.y};
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// Get distance between rigidbody position and target position
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// Get distance between rigidbody position and target position
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float distance = Vector2LengthPoints(position, pos);
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float distance = Vector2Distance(position, pos);
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if(distance <= radius)
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if(distance <= radius)
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{
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{
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@ -285,7 +285,7 @@ void AddForceAtPosition(Vector2 position, float intensity, float radius)
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Vector2 force = {colliders[i].bounds.x - position.x, colliders[i].bounds.y - position.y};
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Vector2 force = {colliders[i].bounds.x - position.x, colliders[i].bounds.y - position.y};
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// Normalize the direction vector
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// Normalize the direction vector
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force = Vector2Normalize(force);
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Vector2Normalize(&force);
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// Invert y value
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// Invert y value
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force.y *= -1;
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force.y *= -1;
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@ -323,20 +323,24 @@ static float Vector2Length(Vector2 vector)
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return sqrt((vector.x * vector.x) + (vector.y * vector.y));
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return sqrt((vector.x * vector.x) + (vector.y * vector.y));
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}
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}
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static float Vector2LengthPoints(Vector2 a, Vector2 b)
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static float Vector2Distance(Vector2 a, Vector2 b)
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{
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{
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Vector2 vector = {b.x - a.x, b.y - a.y};
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Vector2 vector = {b.x - a.x, b.y - a.y};
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return sqrt((vector.x * vector.x) + (vector.y * vector.y));
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return sqrt((vector.x * vector.x) + (vector.y * vector.y));
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}
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}
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static Vector2 Vector2Normalize(Vector2 vector)
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static void Vector2Normalize(Vector2 *vector)
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{
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{
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float length = Vector2Length(vector);
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float length = Vector2Length(*vector);
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if(length != 0)
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if (length != 0.0f)
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{
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{
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return (Vector2){vector.x / length, vector.y / length};
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vector->x /= length;
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vector->y /= length;
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}
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else
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{
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vector->x = 0.0f;
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vector->y = 0.0f;
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}
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}
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return (Vector2){0, 0};
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}
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}
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@ -66,8 +66,8 @@ typedef struct Rigidbody {
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typedef struct Collider {
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typedef struct Collider {
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bool enabled;
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bool enabled;
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ColliderType type;
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ColliderType type;
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Rectangle bounds; // Just used for RectangleCollider type
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Rectangle bounds; // Used for COLLIDER_RECTANGLE and COLLIDER_CAPSULE
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int radius; // Just used for CircleCollider type
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int radius; // Used for COLLIDER_CIRCLE and COLLIDER_CAPSULE
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} Collider;
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} Collider;
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#ifdef __cplusplus
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#ifdef __cplusplus
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