#ifndef WARP_H #define WARP_H #include "stdint.h" #include "transform.h" typedef uint32_t warpmask; #define gravmask 1U typedef struct { transform3d t; float strength; float decay; int spherical; HMM_Vec3 planar_force; warpmask mask; } warp_gravity; typedef struct { transform3d t; int unlimited_range; HMM_Vec3 range; HMM_Vec3 falloff; HMM_Vec3 damp; warpmask mask; } warp_damp; typedef struct { transform3d t; float strength; float decay; float pulse; /* strength of random variance in the wind effect */ float frequency; /* when 0, pulse is smooth. Increase for very pulse over time */ float turbulence; /* When 0, pulsing is smooth and regular. Increase for more chaos. */ int spherical; } warp_wind; /* returns the total force for an object at pos */ HMM_Vec3 warp_force(HMM_Vec3 pos, warpmask mask); warp_gravity *warp_gravity_make(); warp_damp *warp_damp_make(); void warp_gravity_free(warp_gravity *g); void warp_damp_free(warp_damp *d); #endif