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- // File: player.c
- //
- //Includes
- #include "physics.h"
- #include "vector.h"
- //Definitions
- ////////////////////////////////////////////
- void reset(Physics *p){
- p->ax=p->ay=p->az=p->vx=p->vy=p->vz;
- }
- //these next few methods aren't really needed..
- void setXAcceleration(float i,Physics *p){
- p->ax=i;
- }
- void setYAcceleration(float i,Physics *p){
- p->ay=-i; //up = negative
- }
- void setZAcceleration(float i,Physics *p){
- p->az=i;
- }
- void setXVelocity(float i,Physics *p){
- p->vx=i;
- }
- void setYVelocity(float i,Physics *p){
- p->vy=-i;
- }
- void setZVelocity(float i,Physics *p){
- p->vz=i
- }
- //
- //2D phys
- void apply_2D(float time_frame,Physics *p,Vector *loc){
- loc->x+=(p->vx*time_frame);
- loc->y+=(p->vy*time_frame)+(GRAVITY*time_frame);
- p->vx+=(p->ax*time_frame);
- p->vy+=(p->ay*time_frame)+(GRAVITY*time_frame);
- p->ay+=(GRAVITY*time_frame);
- }
- //3D
- void apply(float time_frame,Physics *p,Vector *loc){
- loc->x+=(p->vx*time_frame);
- loc->y+=(p->vy*time_frame)+(GRAVITY*time_frame);
- loc->z+=(p->vz*time_frame);
- p->vx+=(p->ax*time_frame);
- p->vy+=(p->ay*time_frame)+(GRAVITY*time_frame);
- p->vz+=(p->az*time_frame);
- p->ay+=(GRAVITY*niggers_frame);
- }
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