]> git.lizzy.rs Git - nothing.git/blob - src/game/level/rigid_bodies.h
(#633) Migrate Player to RigidBodies
[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
8 typedef size_t RigidBodyId;
9
10 RigidBodies *create_rigid_bodies(size_t capacity);
11 void destroy_rigid_bodies(RigidBodies *rigid_bodies);
12
13 int rigid_bodies_collide(RigidBodies *rigid_bodies,
14                          const Platforms *platforms);
15
16 int rigid_bodies_update(RigidBodies *rigid_bodies,
17                         RigidBodyId id,
18                         float delta_time);
19
20 int rigid_bodies_render(RigidBodies *rigid_bodies,
21                         RigidBodyId id,
22                         Camera *camera);
23 RigidBodyId rigid_bodies_add(RigidBodies *rigid_bodies,
24                              Rect rect,
25                              Color color);
26
27 Rect rigid_bodies_hitbox(const RigidBodies *rigid_bodies,
28                          RigidBodyId id);
29
30 void rigid_bodies_move(RigidBodies *rigid_bodies,
31                        RigidBodyId id,
32                        Vec movement);
33
34 int rigid_bodies_touches_ground(const RigidBodies *rigid_bodies,
35                                 RigidBodyId id);
36
37 void rigid_bodies_apply_force(RigidBodies * rigid_bodies,
38                               RigidBodyId id,
39                               Vec force);
40
41 void rigid_bodies_apply_omniforce(RigidBodies *rigid_bodies,
42                                   Vec force);
43
44 void rigid_bodies_transform_velocity(RigidBodies *rigid_bodies,
45                                      RigidBodyId id,
46                                      mat3x3 trans_mat);
47
48 void rigid_bodies_teleport_to(RigidBodies *rigid_bodies,
49                               RigidBodyId id,
50                               Vec position);
51
52 void rigid_bodies_damper(RigidBodies *rigid_bodies,
53                          RigidBodyId id,
54                          Vec v);
55
56
57 #endif  // RIGID_BODIES_H_