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[nothing.git] / src / game / level / rigid_bodies.h
1 #ifndef RIGID_BODIES_H_
2 #define RIGID_BODIES_H_
3
4 typedef struct RigidBodies RigidBodies;
5 typedef struct Camera Camera;
6 typedef struct Platforms Platforms;
7 typedef struct LineStream LineStream;
8
9 typedef size_t RigidBodyId;
10
11 RigidBodies *create_rigid_bodies(size_t capacity);
12 void destroy_rigid_bodies(RigidBodies *rigid_bodies);
13
14 int rigid_bodies_collide(RigidBodies *rigid_bodies,
15                          const Platforms *platforms);
16
17 int rigid_bodies_update(RigidBodies *rigid_bodies,
18                         RigidBodyId id,
19                         float delta_time);
20
21 int rigid_bodies_render(RigidBodies *rigid_bodies,
22                         RigidBodyId id,
23                         Camera *camera);
24 RigidBodyId rigid_bodies_add(RigidBodies *rigid_bodies,
25                              Rect rect,
26                              Color color);
27 RigidBodyId rigid_bodies_add_from_line_stream(RigidBodies *rigid_bodies,
28                                               LineStream *line_stream);
29 void rigid_bodies_remove(RigidBodies *rigid_bodies,
30                          RigidBodyId id);
31
32 Rect rigid_bodies_hitbox(const RigidBodies *rigid_bodies,
33                          RigidBodyId id);
34
35 void rigid_bodies_move(RigidBodies *rigid_bodies,
36                        RigidBodyId id,
37                        Vec movement);
38
39 int rigid_bodies_touches_ground(const RigidBodies *rigid_bodies,
40                                 RigidBodyId id);
41
42 void rigid_bodies_apply_force(RigidBodies * rigid_bodies,
43                               RigidBodyId id,
44                               Vec force);
45
46 void rigid_bodies_apply_omniforce(RigidBodies *rigid_bodies,
47                                   Vec force);
48
49 void rigid_bodies_transform_velocity(RigidBodies *rigid_bodies,
50                                      RigidBodyId id,
51                                      mat3x3 trans_mat);
52
53 void rigid_bodies_teleport_to(RigidBodies *rigid_bodies,
54                               RigidBodyId id,
55                               Vec position);
56
57 void rigid_bodies_damper(RigidBodies *rigid_bodies,
58                          RigidBodyId id,
59                          Vec v);
60
61 void rigid_bodies_disable(RigidBodies *rigid_bodies,
62                           RigidBodyId id,
63                           bool disabled);
64
65 #endif  // RIGID_BODIES_H_