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