153 lines
4.0 KiB
C++
153 lines
4.0 KiB
C++
/*
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* LICENSE: zlib/libpng
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*
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* raylib-cpp is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software:
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*
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* Copyright (c) 2020 Rob Loach (@RobLoach)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef RAYLIB_CPP_INCLUDE_PHYSICS_HPP_
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#define RAYLIB_CPP_INCLUDE_PHYSICS_HPP_
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#include "./raylib.hpp"
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include "physac.h" // NOLINT
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#ifdef __cplusplus
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}
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#endif
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#include "./Vector2.hpp"
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namespace raylib {
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class Physics {
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public:
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Physics() {
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Init();
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}
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Physics(float gravityY) {
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Init();
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SetGravity(0, gravityY);
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}
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Physics(float gravityX, float gravityY) {
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Init();
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SetGravity(gravityX, gravityY);
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}
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~Physics() {
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Close();
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}
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inline Physics& Init() {
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::InitPhysics();
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return *this;
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}
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inline Physics& Close() {
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::ClosePhysics();
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return *this;
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}
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inline Physics& RunStep() {
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::RunPhysicsStep();
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return *this;
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}
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inline Physics& SetTimeStep(double delta) {
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::SetPhysicsTimeStep(delta);
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return *this;
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}
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inline bool IsEnabled() {
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return ::IsPhysicsEnabled();
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}
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inline Physics& SetGravity(float x, float y) {
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::SetPhysicsGravity(x, y);
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return *this;
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}
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inline PhysicsBody CreateBodyCircle(Vector2 pos, float radius, float density) {
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return ::CreatePhysicsBodyCircle(pos, radius, density);
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}
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inline PhysicsBody CreateBodyRectangle(Vector2 pos, float width, float height, float density) {
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return ::CreatePhysicsBodyRectangle(pos, width, height, density);
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}
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inline PhysicsBody CreateBodyPolygon(Vector2 pos, float radius, int sides, float density) {
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return ::CreatePhysicsBodyPolygon(pos, radius, sides, density);
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}
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inline Physics& AddForce(PhysicsBody body, Vector2 force) {
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::PhysicsAddForce(body, force);
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return *this;
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}
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inline Physics& AddTorque(PhysicsBody body, float amount) {
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::PhysicsAddTorque(body, amount);
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return *this;
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}
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inline Physics& Shatter(PhysicsBody body, Vector2 position, float force) {
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::PhysicsShatter(body, position, force);
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return *this;
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}
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inline int GetBodiesCount() const {
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return ::GetPhysicsBodiesCount();
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}
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inline PhysicsBody GetBody(int index) const {
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return ::GetPhysicsBody(index);
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}
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inline int GetShapeType(int index) const {
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return ::GetPhysicsShapeType(index);
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}
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inline int GetShapeVerticesCount(int index) const {
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return ::GetPhysicsShapeVerticesCount(index);
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}
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inline Vector2 GetShapeVertex(PhysicsBody body, int vertex) const {
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return ::GetPhysicsShapeVertex(body, vertex);
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}
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inline Physics& SetBodyRotation(PhysicsBody body, float radians) {
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::SetPhysicsBodyRotation(body, radians);
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return *this;
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}
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inline Physics& DestroyBody(PhysicsBody body) {
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::DestroyPhysicsBody(body);
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return *this;
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}
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inline Physics& Reset() {
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::ResetPhysics();
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return *this;
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}
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};
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} // namespace raylib
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#endif // RAYLIB_CPP_INCLUDE_PHYSICS_HPP_
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