raylib-bindings 0.5.8pre1-x86_64-darwin → 0.6.1-x86_64-darwin

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data/lib/physac.rb CHANGED
@@ -1,322 +1,322 @@
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- # Yet another raylib wrapper for Ruby
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- #
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- # * https://github.com/vaiorabbit/raylib-bindings
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- #
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- # [NOTICE] Autogenerated. Do not edit.
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-
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- require 'ffi'
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-
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- module Raylib
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- extend FFI::Library
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-
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- # Define/Macro
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-
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- PHYSAC_MAX_BODIES = 64 # Maximum number of physic bodies supported
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- PHYSAC_MAX_MANIFOLDS = 4096 # Maximum number of physic bodies interactions (64x64)
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- PHYSAC_MAX_VERTICES = 24 # Maximum number of vertex for polygons shapes
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- PHYSAC_DEFAULT_CIRCLE_VERTICES = 24 # Default number of vertices for circle shapes
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- PHYSAC_COLLISION_ITERATIONS = 100
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- PHYSAC_PENETRATION_ALLOWANCE = 0.05
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- PHYSAC_PENETRATION_CORRECTION = 0.4
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-
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- # Enum
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-
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- # enum PhysicsShapeType
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- PHYSICS_CIRCLE = 0
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- PHYSICS_POLYGON = 1
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-
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-
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- # Typedef
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-
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- typedef :int, :PhysicsShapeType
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- typedef :pointer, :PhysicsBody
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- typedef :pointer, :PhysicsManifold
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-
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- # Struct
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-
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- # Matrix2x2 type (used for polygon shape rotation matrix)
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- class Matrix2x2 < FFI::Struct
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- layout(
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- :m00, :float,
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- :m01, :float,
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- :m10, :float,
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- :m11, :float,
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- )
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- def m00 = self[:m00]
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- def m00=(v) self[:m00] = v end
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- def m01 = self[:m01]
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- def m01=(v) self[:m01] = v end
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- def m10 = self[:m10]
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- def m10=(v) self[:m10] = v end
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- def m11 = self[:m11]
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- def m11=(v) self[:m11] = v end
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- end
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-
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- class PhysicsVertexData < FFI::Struct
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- layout(
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- :vertexCount, :uint, # Vertex count (positions and normals)
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- :positions, [Vector2, 24], # Vertex positions vectors
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- :normals, [Vector2, 24], # Vertex normals vectors
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- )
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- def vertexCount = self[:vertexCount]
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- def vertexCount=(v) self[:vertexCount] = v end
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- def positions = self[:positions]
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- def positions=(v) self[:positions] = v end
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- def normals = self[:normals]
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- def normals=(v) self[:normals] = v end
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- end
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-
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- class PhysicsShape < FFI::Struct
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- layout(
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- :type, :int, # Shape type (circle or polygon)
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- :body, :pointer, # Shape physics body data pointer
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- :vertexData, PhysicsVertexData, # Shape vertices data (used for polygon shapes)
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- :radius, :float, # Shape radius (used for circle shapes)
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- :transform, Matrix2x2, # Vertices transform matrix 2x2
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- )
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- def type = self[:type]
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- def type=(v) self[:type] = v end
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- def body = self[:body]
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- def body=(v) self[:body] = v end
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- def vertexData = self[:vertexData]
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- def vertexData=(v) self[:vertexData] = v end
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- def radius = self[:radius]
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- def radius=(v) self[:radius] = v end
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- def transform = self[:transform]
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- def transform=(v) self[:transform] = v end
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- end
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-
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- class PhysicsBodyData < FFI::Struct
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- layout(
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- :id, :uint, # Unique identifier
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- :enabled, :bool, # Enabled dynamics state (collisions are calculated anyway)
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- :position, Vector2, # Physics body shape pivot
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- :velocity, Vector2, # Current linear velocity applied to position
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- :force, Vector2, # Current linear force (reset to 0 every step)
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- :angularVelocity, :float, # Current angular velocity applied to orient
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- :torque, :float, # Current angular force (reset to 0 every step)
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- :orient, :float, # Rotation in radians
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- :inertia, :float, # Moment of inertia
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- :inverseInertia, :float, # Inverse value of inertia
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- :mass, :float, # Physics body mass
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- :inverseMass, :float, # Inverse value of mass
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- :staticFriction, :float, # Friction when the body has not movement (0 to 1)
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- :dynamicFriction, :float, # Friction when the body has movement (0 to 1)
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- :restitution, :float, # Restitution coefficient of the body (0 to 1)
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- :useGravity, :bool, # Apply gravity force to dynamics
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- :isGrounded, :bool, # Physics grounded on other body state
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- :freezeOrient, :bool, # Physics rotation constraint
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- :shape, PhysicsShape, # Physics body shape information (type, radius, vertices, transform)
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- )
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- def id = self[:id]
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- def id=(v) self[:id] = v end
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- def enabled = self[:enabled]
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- def enabled=(v) self[:enabled] = v end
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- def position = self[:position]
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- def position=(v) self[:position] = v end
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- def velocity = self[:velocity]
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- def velocity=(v) self[:velocity] = v end
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- def force = self[:force]
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- def force=(v) self[:force] = v end
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- def angularVelocity = self[:angularVelocity]
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- def angularVelocity=(v) self[:angularVelocity] = v end
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- def torque = self[:torque]
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- def torque=(v) self[:torque] = v end
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- def orient = self[:orient]
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- def orient=(v) self[:orient] = v end
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- def inertia = self[:inertia]
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- def inertia=(v) self[:inertia] = v end
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- def inverseInertia = self[:inverseInertia]
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- def inverseInertia=(v) self[:inverseInertia] = v end
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- def mass = self[:mass]
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- def mass=(v) self[:mass] = v end
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- def inverseMass = self[:inverseMass]
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- def inverseMass=(v) self[:inverseMass] = v end
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- def staticFriction = self[:staticFriction]
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- def staticFriction=(v) self[:staticFriction] = v end
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- def dynamicFriction = self[:dynamicFriction]
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- def dynamicFriction=(v) self[:dynamicFriction] = v end
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- def restitution = self[:restitution]
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- def restitution=(v) self[:restitution] = v end
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- def useGravity = self[:useGravity]
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- def useGravity=(v) self[:useGravity] = v end
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- def isGrounded = self[:isGrounded]
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- def isGrounded=(v) self[:isGrounded] = v end
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- def freezeOrient = self[:freezeOrient]
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- def freezeOrient=(v) self[:freezeOrient] = v end
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- def shape = self[:shape]
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- def shape=(v) self[:shape] = v end
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- end
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-
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- class PhysicsManifoldData < FFI::Struct
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- layout(
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- :id, :uint, # Unique identifier
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- :bodyA, :pointer, # Manifold first physics body reference
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- :bodyB, :pointer, # Manifold second physics body reference
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- :penetration, :float, # Depth of penetration from collision
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- :normal, Vector2, # Normal direction vector from 'a' to 'b'
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- :contacts, [Vector2, 2], # Points of contact during collision
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- :contactsCount, :uint, # Current collision number of contacts
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- :restitution, :float, # Mixed restitution during collision
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- :dynamicFriction, :float, # Mixed dynamic friction during collision
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- :staticFriction, :float, # Mixed static friction during collision
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- )
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- def id = self[:id]
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- def id=(v) self[:id] = v end
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- def bodyA = self[:bodyA]
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- def bodyA=(v) self[:bodyA] = v end
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- def bodyB = self[:bodyB]
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- def bodyB=(v) self[:bodyB] = v end
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- def penetration = self[:penetration]
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- def penetration=(v) self[:penetration] = v end
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- def normal = self[:normal]
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- def normal=(v) self[:normal] = v end
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- def contacts = self[:contacts]
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- def contacts=(v) self[:contacts] = v end
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- def contactsCount = self[:contactsCount]
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- def contactsCount=(v) self[:contactsCount] = v end
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- def restitution = self[:restitution]
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- def restitution=(v) self[:restitution] = v end
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- def dynamicFriction = self[:dynamicFriction]
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- def dynamicFriction=(v) self[:dynamicFriction] = v end
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- def staticFriction = self[:staticFriction]
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- def staticFriction=(v) self[:staticFriction] = v end
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- end
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-
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-
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- # Function
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-
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- def self.setup_physac_symbols
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- entries = [
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-
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- # @!method InitPhysics()
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- # InitPhysics : Initializes physics system
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- # @return [void]
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- [:InitPhysics, :InitPhysics, [], :void],
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-
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- # @!method UpdatePhysics()
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- # UpdatePhysics : Update physics system
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- # @return [void]
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- [:UpdatePhysics, :UpdatePhysics, [], :void],
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-
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- # @!method ResetPhysics()
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- # ResetPhysics : Reset physics system (global variables)
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- # @return [void]
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- [:ResetPhysics, :ResetPhysics, [], :void],
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-
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- # @!method ClosePhysics()
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- # ClosePhysics : Close physics system and unload used memory
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- # @return [void]
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- [:ClosePhysics, :ClosePhysics, [], :void],
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-
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- # @!method SetPhysicsTimeStep(delta)
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- # SetPhysicsTimeStep : Sets physics fixed time step in milliseconds. 1.666666 by default
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- # @param delta [double]
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- # @return [void]
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- [:SetPhysicsTimeStep, :SetPhysicsTimeStep, [:double], :void],
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-
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- # @!method SetPhysicsGravity(x, y)
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- # SetPhysicsGravity : Sets physics global gravity force
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- # @param x [float]
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- # @param y [float]
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- # @return [void]
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- [:SetPhysicsGravity, :SetPhysicsGravity, [:float, :float], :void],
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-
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- # @!method CreatePhysicsBodyCircle(pos, radius, density)
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- # CreatePhysicsBodyCircle : Creates a new circle physics body with generic parameters
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- # @param pos [Vector2]
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- # @param radius [float]
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- # @param density [float]
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- # @return [PhysicsBody]
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- [:CreatePhysicsBodyCircle, :CreatePhysicsBodyCircle, [Vector2.by_value, :float, :float], :pointer],
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-
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- # @!method CreatePhysicsBodyRectangle(pos, width, height, density)
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- # CreatePhysicsBodyRectangle : Creates a new rectangle physics body with generic parameters
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- # @param pos [Vector2]
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- # @param width [float]
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- # @param height [float]
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- # @param density [float]
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- # @return [PhysicsBody]
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- [:CreatePhysicsBodyRectangle, :CreatePhysicsBodyRectangle, [Vector2.by_value, :float, :float, :float], :pointer],
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-
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- # @!method CreatePhysicsBodyPolygon(pos, radius, sides, density)
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- # CreatePhysicsBodyPolygon : Creates a new polygon physics body with generic parameters
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- # @param pos [Vector2]
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- # @param radius [float]
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- # @param sides [int]
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- # @param density [float]
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- # @return [PhysicsBody]
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- [:CreatePhysicsBodyPolygon, :CreatePhysicsBodyPolygon, [Vector2.by_value, :float, :int, :float], :pointer],
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-
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- # @!method DestroyPhysicsBody(body)
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- # DestroyPhysicsBody : Destroy a physics body
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- # @param body [PhysicsBody]
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- # @return [void]
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- [:DestroyPhysicsBody, :DestroyPhysicsBody, [:pointer], :void],
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-
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- # @!method PhysicsAddForce(body, force)
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- # PhysicsAddForce : Adds a force to a physics body
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- # @param body [PhysicsBody]
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- # @param force [Vector2]
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- # @return [void]
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- [:PhysicsAddForce, :PhysicsAddForce, [:pointer, Vector2.by_value], :void],
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-
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- # @!method PhysicsAddTorque(body, amount)
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- # PhysicsAddTorque : Adds an angular force to a physics body
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- # @param body [PhysicsBody]
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- # @param amount [float]
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- # @return [void]
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- [:PhysicsAddTorque, :PhysicsAddTorque, [:pointer, :float], :void],
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-
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- # @!method PhysicsShatter(body, position, force)
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- # PhysicsShatter : Shatters a polygon shape physics body to little physics bodies with explosion force
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- # @param body [PhysicsBody]
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- # @param position [Vector2]
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- # @param force [float]
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- # @return [void]
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- [:PhysicsShatter, :PhysicsShatter, [:pointer, Vector2.by_value, :float], :void],
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-
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- # @!method SetPhysicsBodyRotation(body, radians)
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- # SetPhysicsBodyRotation : Sets physics body shape transform based on radians parameter
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- # @param body [PhysicsBody]
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- # @param radians [float]
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- # @return [void]
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- [:SetPhysicsBodyRotation, :SetPhysicsBodyRotation, [:pointer, :float], :void],
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-
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- # @!method GetPhysicsBody(index)
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- # GetPhysicsBody : Returns a physics body of the bodies pool at a specific index
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- # @param index [int]
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- # @return [PhysicsBody]
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- [:GetPhysicsBody, :GetPhysicsBody, [:int], :pointer],
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-
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- # @!method GetPhysicsBodiesCount()
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- # GetPhysicsBodiesCount : Returns the current amount of created physics bodies
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- # @return [int]
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- [:GetPhysicsBodiesCount, :GetPhysicsBodiesCount, [], :int],
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-
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- # @!method GetPhysicsShapeType(index)
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- # GetPhysicsShapeType : Returns the physics body shape type (PHYSICS_CIRCLE or PHYSICS_POLYGON)
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- # @param index [int]
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- # @return [int]
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- [:GetPhysicsShapeType, :GetPhysicsShapeType, [:int], :int],
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-
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- # @!method GetPhysicsShapeVerticesCount(index)
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- # GetPhysicsShapeVerticesCount : Returns the amount of vertices of a physics body shape
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- # @param index [int]
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- # @return [int]
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- [:GetPhysicsShapeVerticesCount, :GetPhysicsShapeVerticesCount, [:int], :int],
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-
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- # @!method GetPhysicsShapeVertex(body, vertex)
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- # GetPhysicsShapeVertex : Returns transformed position of a body shape (body position + vertex transformed position)
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- # @param body [PhysicsBody]
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- # @param vertex [int]
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- # @return [Vector2]
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- [:GetPhysicsShapeVertex, :GetPhysicsShapeVertex, [:pointer, :int], Vector2.by_value],
315
- ]
316
- entries.each do |entry|
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- attach_function entry[0], entry[1], entry[2], entry[3]
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- rescue FFI::NotFoundError => e
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- warn "[Warning] Failed to import #{entry[0]} (#{e})."
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- end
321
- end
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- end
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+ # Yet another raylib wrapper for Ruby
2
+ #
3
+ # * https://github.com/vaiorabbit/raylib-bindings
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+ #
5
+ # [NOTICE] Autogenerated. Do not edit.
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+
7
+ require 'ffi'
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+
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+ module Raylib
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+ extend FFI::Library
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+
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+ # Define/Macro
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+
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+ PHYSAC_MAX_BODIES = 64 # Maximum number of physic bodies supported
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+ PHYSAC_MAX_MANIFOLDS = 4096 # Maximum number of physic bodies interactions (64x64)
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+ PHYSAC_MAX_VERTICES = 24 # Maximum number of vertex for polygons shapes
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+ PHYSAC_DEFAULT_CIRCLE_VERTICES = 24 # Default number of vertices for circle shapes
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+ PHYSAC_COLLISION_ITERATIONS = 100
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+ PHYSAC_PENETRATION_ALLOWANCE = 0.05
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+ PHYSAC_PENETRATION_CORRECTION = 0.4
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+
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+ # Enum
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+
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+ # enum PhysicsShapeType
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+ PHYSICS_CIRCLE = 0
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+ PHYSICS_POLYGON = 1
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+
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+
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+ # Typedef
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+
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+ typedef :int, :PhysicsShapeType
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+ typedef :pointer, :PhysicsBody
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+ typedef :pointer, :PhysicsManifold
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+
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+ # Struct
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+
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+ # Matrix2x2 type (used for polygon shape rotation matrix)
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+ class Matrix2x2 < FFI::Struct
39
+ layout(
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+ :m00, :float,
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+ :m01, :float,
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+ :m10, :float,
43
+ :m11, :float,
44
+ )
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+ def m00 = self[:m00]
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+ def m00=(v) self[:m00] = v end
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+ def m01 = self[:m01]
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+ def m01=(v) self[:m01] = v end
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+ def m10 = self[:m10]
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+ def m10=(v) self[:m10] = v end
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+ def m11 = self[:m11]
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+ def m11=(v) self[:m11] = v end
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+ end
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+
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+ class PhysicsVertexData < FFI::Struct
56
+ layout(
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+ :vertexCount, :uint, # Vertex count (positions and normals)
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+ :positions, [Vector2, 24], # Vertex positions vectors
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+ :normals, [Vector2, 24], # Vertex normals vectors
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+ )
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+ def vertexCount = self[:vertexCount]
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+ def vertexCount=(v) self[:vertexCount] = v end
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+ def positions = self[:positions]
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+ def positions=(v) self[:positions] = v end
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+ def normals = self[:normals]
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+ def normals=(v) self[:normals] = v end
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+ end
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+
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+ class PhysicsShape < FFI::Struct
70
+ layout(
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+ :type, :int, # Shape type (circle or polygon)
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+ :body, :pointer, # Shape physics body data pointer
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+ :vertexData, PhysicsVertexData, # Shape vertices data (used for polygon shapes)
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+ :radius, :float, # Shape radius (used for circle shapes)
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+ :transform, Matrix2x2, # Vertices transform matrix 2x2
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+ )
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+ def type = self[:type]
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+ def type=(v) self[:type] = v end
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+ def body = self[:body]
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+ def body=(v) self[:body] = v end
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+ def vertexData = self[:vertexData]
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+ def vertexData=(v) self[:vertexData] = v end
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+ def radius = self[:radius]
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+ def radius=(v) self[:radius] = v end
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+ def transform = self[:transform]
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+ def transform=(v) self[:transform] = v end
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+ end
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+
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+ class PhysicsBodyData < FFI::Struct
90
+ layout(
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+ :id, :uint, # Unique identifier
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+ :enabled, :bool, # Enabled dynamics state (collisions are calculated anyway)
93
+ :position, Vector2, # Physics body shape pivot
94
+ :velocity, Vector2, # Current linear velocity applied to position
95
+ :force, Vector2, # Current linear force (reset to 0 every step)
96
+ :angularVelocity, :float, # Current angular velocity applied to orient
97
+ :torque, :float, # Current angular force (reset to 0 every step)
98
+ :orient, :float, # Rotation in radians
99
+ :inertia, :float, # Moment of inertia
100
+ :inverseInertia, :float, # Inverse value of inertia
101
+ :mass, :float, # Physics body mass
102
+ :inverseMass, :float, # Inverse value of mass
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+ :staticFriction, :float, # Friction when the body has not movement (0 to 1)
104
+ :dynamicFriction, :float, # Friction when the body has movement (0 to 1)
105
+ :restitution, :float, # Restitution coefficient of the body (0 to 1)
106
+ :useGravity, :bool, # Apply gravity force to dynamics
107
+ :isGrounded, :bool, # Physics grounded on other body state
108
+ :freezeOrient, :bool, # Physics rotation constraint
109
+ :shape, PhysicsShape, # Physics body shape information (type, radius, vertices, transform)
110
+ )
111
+ def id = self[:id]
112
+ def id=(v) self[:id] = v end
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+ def enabled = self[:enabled]
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+ def enabled=(v) self[:enabled] = v end
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+ def position = self[:position]
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+ def position=(v) self[:position] = v end
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+ def velocity = self[:velocity]
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+ def velocity=(v) self[:velocity] = v end
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+ def force = self[:force]
120
+ def force=(v) self[:force] = v end
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+ def angularVelocity = self[:angularVelocity]
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+ def angularVelocity=(v) self[:angularVelocity] = v end
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+ def torque = self[:torque]
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+ def torque=(v) self[:torque] = v end
125
+ def orient = self[:orient]
126
+ def orient=(v) self[:orient] = v end
127
+ def inertia = self[:inertia]
128
+ def inertia=(v) self[:inertia] = v end
129
+ def inverseInertia = self[:inverseInertia]
130
+ def inverseInertia=(v) self[:inverseInertia] = v end
131
+ def mass = self[:mass]
132
+ def mass=(v) self[:mass] = v end
133
+ def inverseMass = self[:inverseMass]
134
+ def inverseMass=(v) self[:inverseMass] = v end
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+ def staticFriction = self[:staticFriction]
136
+ def staticFriction=(v) self[:staticFriction] = v end
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+ def dynamicFriction = self[:dynamicFriction]
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+ def dynamicFriction=(v) self[:dynamicFriction] = v end
139
+ def restitution = self[:restitution]
140
+ def restitution=(v) self[:restitution] = v end
141
+ def useGravity = self[:useGravity]
142
+ def useGravity=(v) self[:useGravity] = v end
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+ def isGrounded = self[:isGrounded]
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+ def isGrounded=(v) self[:isGrounded] = v end
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+ def freezeOrient = self[:freezeOrient]
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+ def freezeOrient=(v) self[:freezeOrient] = v end
147
+ def shape = self[:shape]
148
+ def shape=(v) self[:shape] = v end
149
+ end
150
+
151
+ class PhysicsManifoldData < FFI::Struct
152
+ layout(
153
+ :id, :uint, # Unique identifier
154
+ :bodyA, :pointer, # Manifold first physics body reference
155
+ :bodyB, :pointer, # Manifold second physics body reference
156
+ :penetration, :float, # Depth of penetration from collision
157
+ :normal, Vector2, # Normal direction vector from 'a' to 'b'
158
+ :contacts, [Vector2, 2], # Points of contact during collision
159
+ :contactsCount, :uint, # Current collision number of contacts
160
+ :restitution, :float, # Mixed restitution during collision
161
+ :dynamicFriction, :float, # Mixed dynamic friction during collision
162
+ :staticFriction, :float, # Mixed static friction during collision
163
+ )
164
+ def id = self[:id]
165
+ def id=(v) self[:id] = v end
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+ def bodyA = self[:bodyA]
167
+ def bodyA=(v) self[:bodyA] = v end
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+ def bodyB = self[:bodyB]
169
+ def bodyB=(v) self[:bodyB] = v end
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+ def penetration = self[:penetration]
171
+ def penetration=(v) self[:penetration] = v end
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+ def normal = self[:normal]
173
+ def normal=(v) self[:normal] = v end
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+ def contacts = self[:contacts]
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+ def contacts=(v) self[:contacts] = v end
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+ def contactsCount = self[:contactsCount]
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+ def contactsCount=(v) self[:contactsCount] = v end
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+ def restitution = self[:restitution]
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+ def restitution=(v) self[:restitution] = v end
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+ def dynamicFriction = self[:dynamicFriction]
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+ def dynamicFriction=(v) self[:dynamicFriction] = v end
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+ def staticFriction = self[:staticFriction]
183
+ def staticFriction=(v) self[:staticFriction] = v end
184
+ end
185
+
186
+
187
+ # Function
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+
189
+ def self.setup_physac_symbols
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+ entries = [
191
+
192
+ # @!method InitPhysics()
193
+ # InitPhysics : Initializes physics system
194
+ # @return [void]
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+ [:InitPhysics, :InitPhysics, [], :void],
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+
197
+ # @!method UpdatePhysics()
198
+ # UpdatePhysics : Update physics system
199
+ # @return [void]
200
+ [:UpdatePhysics, :UpdatePhysics, [], :void],
201
+
202
+ # @!method ResetPhysics()
203
+ # ResetPhysics : Reset physics system (global variables)
204
+ # @return [void]
205
+ [:ResetPhysics, :ResetPhysics, [], :void],
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+
207
+ # @!method ClosePhysics()
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+ # ClosePhysics : Close physics system and unload used memory
209
+ # @return [void]
210
+ [:ClosePhysics, :ClosePhysics, [], :void],
211
+
212
+ # @!method SetPhysicsTimeStep(delta)
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+ # SetPhysicsTimeStep : Sets physics fixed time step in milliseconds. 1.666666 by default
214
+ # @param delta [double]
215
+ # @return [void]
216
+ [:SetPhysicsTimeStep, :SetPhysicsTimeStep, [:double], :void],
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+
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+ # @!method SetPhysicsGravity(x, y)
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+ # SetPhysicsGravity : Sets physics global gravity force
220
+ # @param x [float]
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+ # @param y [float]
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+ # @return [void]
223
+ [:SetPhysicsGravity, :SetPhysicsGravity, [:float, :float], :void],
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+
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+ # @!method CreatePhysicsBodyCircle(pos, radius, density)
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+ # CreatePhysicsBodyCircle : Creates a new circle physics body with generic parameters
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+ # @param pos [Vector2]
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+ # @param radius [float]
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+ # @param density [float]
230
+ # @return [PhysicsBody]
231
+ [:CreatePhysicsBodyCircle, :CreatePhysicsBodyCircle, [Vector2.by_value, :float, :float], :pointer],
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+
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+ # @!method CreatePhysicsBodyRectangle(pos, width, height, density)
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+ # CreatePhysicsBodyRectangle : Creates a new rectangle physics body with generic parameters
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+ # @param pos [Vector2]
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+ # @param width [float]
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+ # @param height [float]
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+ # @param density [float]
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+ # @return [PhysicsBody]
240
+ [:CreatePhysicsBodyRectangle, :CreatePhysicsBodyRectangle, [Vector2.by_value, :float, :float, :float], :pointer],
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+
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+ # @!method CreatePhysicsBodyPolygon(pos, radius, sides, density)
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+ # CreatePhysicsBodyPolygon : Creates a new polygon physics body with generic parameters
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+ # @param pos [Vector2]
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+ # @param radius [float]
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+ # @param sides [int]
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+ # @param density [float]
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+ # @return [PhysicsBody]
249
+ [:CreatePhysicsBodyPolygon, :CreatePhysicsBodyPolygon, [Vector2.by_value, :float, :int, :float], :pointer],
250
+
251
+ # @!method DestroyPhysicsBody(body)
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+ # DestroyPhysicsBody : Destroy a physics body
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+ # @param body [PhysicsBody]
254
+ # @return [void]
255
+ [:DestroyPhysicsBody, :DestroyPhysicsBody, [:pointer], :void],
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+
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+ # @!method PhysicsAddForce(body, force)
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+ # PhysicsAddForce : Adds a force to a physics body
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+ # @param body [PhysicsBody]
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+ # @param force [Vector2]
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+ # @return [void]
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+ [:PhysicsAddForce, :PhysicsAddForce, [:pointer, Vector2.by_value], :void],
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+
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+ # @!method PhysicsAddTorque(body, amount)
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+ # PhysicsAddTorque : Adds an angular force to a physics body
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+ # @param body [PhysicsBody]
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+ # @param amount [float]
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+ # @return [void]
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+ [:PhysicsAddTorque, :PhysicsAddTorque, [:pointer, :float], :void],
270
+
271
+ # @!method PhysicsShatter(body, position, force)
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+ # PhysicsShatter : Shatters a polygon shape physics body to little physics bodies with explosion force
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+ # @param body [PhysicsBody]
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+ # @param position [Vector2]
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+ # @param force [float]
276
+ # @return [void]
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+ [:PhysicsShatter, :PhysicsShatter, [:pointer, Vector2.by_value, :float], :void],
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+
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+ # @!method SetPhysicsBodyRotation(body, radians)
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+ # SetPhysicsBodyRotation : Sets physics body shape transform based on radians parameter
281
+ # @param body [PhysicsBody]
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+ # @param radians [float]
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+ # @return [void]
284
+ [:SetPhysicsBodyRotation, :SetPhysicsBodyRotation, [:pointer, :float], :void],
285
+
286
+ # @!method GetPhysicsBody(index)
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+ # GetPhysicsBody : Returns a physics body of the bodies pool at a specific index
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+ # @param index [int]
289
+ # @return [PhysicsBody]
290
+ [:GetPhysicsBody, :GetPhysicsBody, [:int], :pointer],
291
+
292
+ # @!method GetPhysicsBodiesCount()
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+ # GetPhysicsBodiesCount : Returns the current amount of created physics bodies
294
+ # @return [int]
295
+ [:GetPhysicsBodiesCount, :GetPhysicsBodiesCount, [], :int],
296
+
297
+ # @!method GetPhysicsShapeType(index)
298
+ # GetPhysicsShapeType : Returns the physics body shape type (PHYSICS_CIRCLE or PHYSICS_POLYGON)
299
+ # @param index [int]
300
+ # @return [int]
301
+ [:GetPhysicsShapeType, :GetPhysicsShapeType, [:int], :int],
302
+
303
+ # @!method GetPhysicsShapeVerticesCount(index)
304
+ # GetPhysicsShapeVerticesCount : Returns the amount of vertices of a physics body shape
305
+ # @param index [int]
306
+ # @return [int]
307
+ [:GetPhysicsShapeVerticesCount, :GetPhysicsShapeVerticesCount, [:int], :int],
308
+
309
+ # @!method GetPhysicsShapeVertex(body, vertex)
310
+ # GetPhysicsShapeVertex : Returns transformed position of a body shape (body position + vertex transformed position)
311
+ # @param body [PhysicsBody]
312
+ # @param vertex [int]
313
+ # @return [Vector2]
314
+ [:GetPhysicsShapeVertex, :GetPhysicsShapeVertex, [:pointer, :int], Vector2.by_value],
315
+ ]
316
+ entries.each do |entry|
317
+ attach_function entry[0], entry[1], entry[2], entry[3]
318
+ rescue FFI::NotFoundError => e
319
+ warn "[Warning] Failed to import #{entry[0]} (#{e})."
320
+ end
321
+ end
322
+ end
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