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(#819) Integrate LevelEditor Regions with Level
[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                         Color color,
24                         Camera *camera);
25 RigidBodyId rigid_bodies_add(RigidBodies *rigid_bodies,
26                              Rect rect);
27 void rigid_bodies_remove(RigidBodies *rigid_bodies,
28                          RigidBodyId id);
29
30 Rect rigid_bodies_hitbox(const RigidBodies *rigid_bodies,
31                          RigidBodyId id);
32
33 void rigid_bodies_move(RigidBodies *rigid_bodies,
34                        RigidBodyId id,
35                        Vec movement);
36
37 int rigid_bodies_touches_ground(const RigidBodies *rigid_bodies,
38                                 RigidBodyId id);
39
40 void rigid_bodies_apply_force(RigidBodies * rigid_bodies,
41                               RigidBodyId id,
42                               Vec force);
43
44 void rigid_bodies_apply_omniforce(RigidBodies *rigid_bodies,
45                                   Vec force);
46
47 void rigid_bodies_transform_velocity(RigidBodies *rigid_bodies,
48                                      RigidBodyId id,
49                                      mat3x3 trans_mat);
50
51 void rigid_bodies_teleport_to(RigidBodies *rigid_bodies,
52                               RigidBodyId id,
53                               Vec position);
54
55 void rigid_bodies_damper(RigidBodies *rigid_bodies,
56                          RigidBodyId id,
57                          Vec v);
58
59 void rigid_bodies_disable(RigidBodies *rigid_bodies,
60                           RigidBodyId id,
61                           bool disabled);
62
63 #endif  // RIGID_BODIES_H_