Updated physac to latest version
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src/physac.h
104
src/physac.h
@ -2,22 +2,22 @@
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*
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* Physac v1.0 - 2D Physics library for videogames
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*
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* DESCRIPTION:
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* DESCRIPTION:
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*
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* Physac is a small 2D physics engine written in pure C. The engine uses a fixed time-step thread loop
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* to simluate physics. A physics step contains the following phases: get collision information,
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* apply dynamics, collision solving and position correction. It uses a very simple struct for physic
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* Physac is a small 2D physics engine written in pure C. The engine uses a fixed time-step thread loop
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* to simluate physics. A physics step contains the following phases: get collision information,
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* apply dynamics, collision solving and position correction. It uses a very simple struct for physic
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* bodies with a position vector to be used in any 3D rendering API.
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*
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*
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* CONFIGURATION:
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*
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*
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* #define PHYSAC_IMPLEMENTATION
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* Generates the implementation of the library into the included file.
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* If not defined, the library is in header only mode and can be included in other headers
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* If not defined, the library is in header only mode and can be included in other headers
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* or source files without problems. But only ONE file should hold the implementation.
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*
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* #define PHYSAC_STATIC (defined by default)
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* The generated implementation will stay private inside implementation file and all
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* The generated implementation will stay private inside implementation file and all
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* internal symbols and functions will only be visible inside that file.
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*
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* #define PHYSAC_NO_THREADS
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@ -30,7 +30,7 @@
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* the user (check library implementation for further details).
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*
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* #define PHYSAC_DEBUG
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* Traces log messages when creating and destroying physics bodies and detects errors in physics
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* Traces log messages when creating and destroying physics bodies and detects errors in physics
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* calculations and reference exceptions; it is useful for debug purposes
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*
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* #define PHYSAC_MALLOC()
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@ -39,10 +39,11 @@
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* Otherwise it will include stdlib.h and use the C standard library malloc()/free() function.
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*
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*
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* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
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* NOTE 1: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
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* NOTE 2: Physac requires static C library linkage to avoid dependency on MinGW DLL (-static -lpthread)
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*
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* Use the following code to compile (-static -lpthread):
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* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread
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* Use the following code to compile:
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* gcc -o physac_sample.exe physac_sample.c -s $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread \
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* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
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*
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* VERY THANKS TO:
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@ -51,7 +52,7 @@
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*
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* LICENSE: zlib/libpng
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*
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* Copyright (c) 2017 Victor Fisac
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* Copyright (c) 2016-2017 Victor Fisac
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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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@ -73,7 +74,7 @@
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#if !defined(PHYSAC_H)
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#define PHYSAC_H
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#define PHYSAC_STATIC
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// #define PHYSAC_STATIC
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// #define PHYSAC_NO_THREADS
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// #define PHYSAC_STANDALONE
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// #define PHYSAC_DEBUG
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@ -250,6 +251,7 @@ PHYSACDEF void ClosePhysics(void);
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int __stdcall QueryPerformanceCounter(unsigned long long int *lpPerformanceCount);
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int __stdcall QueryPerformanceFrequency(unsigned long long int *lpFrequency);
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#elif defined(__linux__) || defined(PLATFORM_WEB)
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#define _DEFAULT_SOURCE // Enables BSD function definitions and C99 POSIX compliance
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#include <sys/time.h> // Required for: timespec
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#include <time.h> // Required for: clock_gettime()
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#include <stdint.h>
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@ -404,7 +406,7 @@ PHYSACDEF PhysicsBody CreatePhysicsBodyRectangle(Vector2 pos, float width, float
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// Initialize new body with generic values
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newBody->id = newId;
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newBody->enabled = true;
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newBody->position = pos;
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newBody->position = pos;
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newBody->velocity = (Vector2){ 0 };
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newBody->force = (Vector2){ 0 };
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newBody->angularVelocity = 0;
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@ -512,7 +514,7 @@ PHYSACDEF PhysicsBody CreatePhysicsBodyPolygon(Vector2 pos, float radius, int si
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// Initialize new body with generic values
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newBody->id = newId;
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newBody->enabled = true;
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newBody->position = pos;
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newBody->position = pos;
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newBody->velocity = (Vector2){ 0 };
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newBody->force = (Vector2){ 0 };
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newBody->angularVelocity = 0;
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@ -745,82 +747,74 @@ PHYSACDEF int GetPhysicsBodiesCount(void)
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// Returns a physics body of the bodies pool at a specific index
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PHYSACDEF PhysicsBody GetPhysicsBody(int index)
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{
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PhysicsBody body = NULL;
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if (index < physicsBodiesCount)
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{
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PhysicsBody body = bodies[index];
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if (body != NULL) return body;
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else
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body = bodies[index];
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if (body == NULL)
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{
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#if defined(PHYSAC_DEBUG)
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printf("[PHYSAC] error when trying to get a null reference physics body");
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#endif
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return NULL;
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}
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}
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#if defined(PHYSAC_DEBUG)
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else
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{
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printf("[PHYSAC] physics body index is out of bounds");
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return NULL;
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}
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else printf("[PHYSAC] physics body index is out of bounds");
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#endif
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return body;
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}
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// Returns the physics body shape type (PHYSICS_CIRCLE or PHYSICS_POLYGON)
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PHYSACDEF int GetPhysicsShapeType(int index)
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{
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int result = -1;
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if (index < physicsBodiesCount)
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{
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PhysicsBody body = bodies[index];
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if (body != NULL) return body->shape.type;
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if (body != NULL) result = body->shape.type;
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#if defined(PHYSAC_DEBUG)
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else
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{
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printf("[PHYSAC] error when trying to get a null reference physics body");
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return -1;
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}
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else printf("[PHYSAC] error when trying to get a null reference physics body");
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#endif
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}
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#if defined(PHYSAC_DEBUG)
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else
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{
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printf("[PHYSAC] physics body index is out of bounds");
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return -1;
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}
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else printf("[PHYSAC] physics body index is out of bounds");
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#endif
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return result;
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}
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// Returns the amount of vertices of a physics body shape
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PHYSACDEF int GetPhysicsShapeVerticesCount(int index)
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{
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int result = 0;
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if (index < physicsBodiesCount)
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{
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PhysicsBody body = bodies[index];
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if (body != NULL)
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{
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switch (body->shape.type)
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{
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case PHYSICS_CIRCLE: return PHYSAC_CIRCLE_VERTICES; break;
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case PHYSICS_POLYGON: return body->shape.vertexData.vertexCount; break;
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case PHYSICS_CIRCLE: result = PHYSAC_CIRCLE_VERTICES; break;
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case PHYSICS_POLYGON: result = body->shape.vertexData.vertexCount; break;
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default: break;
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}
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}
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#if defined(PHYSAC_DEBUG)
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else
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{
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printf("[PHYSAC] error when trying to get a null reference physics body");
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return 0;
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}
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else printf("[PHYSAC] error when trying to get a null reference physics body");
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#endif
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}
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#if defined(PHYSAC_DEBUG)
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else
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{
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printf("[PHYSAC] physics body index is out of bounds");
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return 0;
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}
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else printf("[PHYSAC] physics body index is out of bounds");
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#endif
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return result;
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}
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// Returns transformed position of a body shape (body position + vertex transformed position)
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@ -1082,7 +1076,7 @@ static void PhysicsStep(void)
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PhysicsManifold manifold = contacts[i];
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if (manifold != NULL) DestroyPhysicsManifold(manifold);
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}
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// Reset physics bodies grounded state
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for (int i = 0; i < physicsBodiesCount; i++)
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{
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@ -1208,7 +1202,7 @@ static PhysicsManifold CreatePhysicsManifold(PhysicsBody a, PhysicsBody b)
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}
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if (newId != -1)
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{
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{
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// Initialize new manifold with generic values
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newManifold->id = newId;
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newManifold->bodyA = a;
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@ -1298,7 +1292,7 @@ static void SolvePhysicsManifold(PhysicsManifold manifold)
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} break;
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default: break;
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}
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// Update physics body grounded state if normal direction is down and grounded state is not set yet in previous manifolds
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if (!manifold->bodyB->isGrounded) manifold->bodyB->isGrounded = (manifold->normal.y < 0);
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}
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@ -1395,7 +1389,7 @@ static void SolveCircleToPolygon(PhysicsManifold manifold)
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manifold->penetration = bodyA->shape.radius - separation;
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if (dot1 <= 0) // Closest to v1
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{
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{
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if (DistSqr(center, v1) > bodyA->shape.radius*bodyA->shape.radius) return;
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manifold->contactsCount = 1;
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@ -1600,7 +1594,7 @@ static void IntegratePhysicsImpulses(PhysicsManifold manifold)
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// Early out and positional correct if both objects have infinite mass
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if (fabs(bodyA->inverseMass + bodyB->inverseMass) <= PHYSAC_EPSILON)
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{
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bodyA->velocity = (Vector2){ 0 };
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bodyA->velocity = (Vector2){ 0 };
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bodyB->velocity = (Vector2){ 0 };
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return;
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}
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@ -1629,7 +1623,7 @@ static void IntegratePhysicsImpulses(PhysicsManifold manifold)
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// Calculate impulse scalar value
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float impulse = -(1.0f + manifold->restitution)*contactVelocity;
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impulse /= inverseMassSum;
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impulse /= inverseMassSum;
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impulse /= (float)manifold->contactsCount;
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// Apply impulse to each physics body
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