Fixed spacing and set UpdatePhysics() function as static...
and remove static from PhysicsThread().
This commit is contained in:
parent
1a8fbe5cf0
commit
4e84ded7ef
@ -21,7 +21,6 @@
|
||||
#define MOVE_VELOCITY 5
|
||||
#define JUMP_VELOCITY 30
|
||||
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
@ -30,7 +29,7 @@ int main()
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [physac] example - basic rigidbody");
|
||||
InitPhysics((Vector2){ 0.0f, -9.81f/2 }); // Initialize physics module
|
||||
// InitPhysics((Vector2){ 0.0f, -9.81f/2 }); // Initialize physics module
|
||||
|
||||
// Debug variables
|
||||
bool isDebug = false;
|
||||
@ -64,8 +63,7 @@ int main()
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Check rectangle movement inputs
|
||||
if (IsKeyPressed('W')) rectangle->rigidbody.velocity.y = JUMP_VELOCITY;
|
||||
if (IsKeyDown('A')) rectangle->rigidbody.velocity.x = -MOVE_VELOCITY;
|
||||
@ -121,7 +119,7 @@ int main()
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
//--------------------------------------------------------------------------------------
|
||||
ClosePhysics(); // Unitialize physics (including all loaded objects)
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
@ -178,7 +178,7 @@ int main()
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
//--------------------------------------------------------------------------------------
|
||||
ClosePhysics(); // Unitialize physics module
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
418
src/physac.h
418
src/physac.h
@ -146,7 +146,7 @@ typedef struct PhysicBodyData {
|
||||
// Module Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
PHYSACDEF void InitPhysics(Vector2 gravity); // Initializes pointers array (just pointers, fixed size)
|
||||
PHYSACDEF void UpdatePhysics(double deltaTime); // Update physic objects, calculating physic behaviours and collisions detection
|
||||
PHYSACDEF void* PhysicsThread(void *arg); // Physics calculations thread function
|
||||
PHYSACDEF void ClosePhysics(); // Unitialize all physic objects and empty the objects pool
|
||||
|
||||
PHYSACDEF PhysicBody CreatePhysicBody(Vector2 position, float rotation, Vector2 scale); // Create a new physic body dinamically, initialize it and add to pool
|
||||
@ -219,7 +219,7 @@ static Vector2 gravityForce; // Gravity f
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module specific Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
static void* PhysicsThread(void *arg); // Physics calculations thread function
|
||||
static void UpdatePhysics(double deltaTime); // Update physic objects, calculating physic behaviours and collisions detection
|
||||
static void InitTimer(void); // Initialize hi-resolution timer
|
||||
static double GetCurrentTime(void); // Time measure returned are microseconds
|
||||
static float Vector2DotProduct(Vector2 v1, Vector2 v2); // Returns the dot product of two Vector2
|
||||
@ -243,8 +243,214 @@ PHYSACDEF void InitPhysics(Vector2 gravity)
|
||||
#endif
|
||||
}
|
||||
|
||||
// Unitialize all physic objects and empty the objects pool
|
||||
PHYSACDEF void ClosePhysics()
|
||||
{
|
||||
// Exit physics thread loop
|
||||
physicsThreadEnabled = false;
|
||||
|
||||
// Free all dynamic memory allocations
|
||||
for (int i = 0; i < physicBodiesCount; i++) PHYSAC_FREE(physicBodies[i]);
|
||||
|
||||
// Reset enabled physic objects count
|
||||
physicBodiesCount = 0;
|
||||
}
|
||||
|
||||
// Create a new physic body dinamically, initialize it and add to pool
|
||||
PHYSACDEF PhysicBody CreatePhysicBody(Vector2 position, float rotation, Vector2 scale)
|
||||
{
|
||||
// Allocate dynamic memory
|
||||
PhysicBody obj = (PhysicBody)PHYSAC_MALLOC(sizeof(PhysicBodyData));
|
||||
|
||||
// Initialize physic body values with generic values
|
||||
obj->id = physicBodiesCount;
|
||||
obj->enabled = true;
|
||||
|
||||
obj->transform = (Transform){ (Vector2){ position.x - scale.x/2, position.y - scale.y/2 }, rotation, scale };
|
||||
|
||||
obj->rigidbody.enabled = false;
|
||||
obj->rigidbody.mass = 1.0f;
|
||||
obj->rigidbody.acceleration = (Vector2){ 0.0f, 0.0f };
|
||||
obj->rigidbody.velocity = (Vector2){ 0.0f, 0.0f };
|
||||
obj->rigidbody.applyGravity = false;
|
||||
obj->rigidbody.isGrounded = false;
|
||||
obj->rigidbody.friction = 0.0f;
|
||||
obj->rigidbody.bounciness = 0.0f;
|
||||
|
||||
obj->collider.enabled = true;
|
||||
obj->collider.type = COLLIDER_RECTANGLE;
|
||||
obj->collider.bounds = TransformToRectangle(obj->transform);
|
||||
obj->collider.radius = 0.0f;
|
||||
|
||||
// Add new physic body to the pointers array
|
||||
physicBodies[physicBodiesCount] = obj;
|
||||
|
||||
// Increase enabled physic bodies count
|
||||
physicBodiesCount++;
|
||||
|
||||
return obj;
|
||||
}
|
||||
|
||||
// Destroy a specific physic body and take it out of the list
|
||||
PHYSACDEF void DestroyPhysicBody(PhysicBody pbody)
|
||||
{
|
||||
// Free dynamic memory allocation
|
||||
PHYSAC_FREE(physicBodies[pbody->id]);
|
||||
|
||||
// Remove *obj from the pointers array
|
||||
for (int i = pbody->id; i < physicBodiesCount; i++)
|
||||
{
|
||||
// Resort all the following pointers of the array
|
||||
if ((i + 1) < physicBodiesCount)
|
||||
{
|
||||
physicBodies[i] = physicBodies[i + 1];
|
||||
physicBodies[i]->id = physicBodies[i + 1]->id;
|
||||
}
|
||||
else PHYSAC_FREE(physicBodies[i]);
|
||||
}
|
||||
|
||||
// Decrease enabled physic bodies count
|
||||
physicBodiesCount--;
|
||||
}
|
||||
|
||||
// Apply directional force to a physic body
|
||||
PHYSACDEF void ApplyForce(PhysicBody pbody, Vector2 force)
|
||||
{
|
||||
if (pbody->rigidbody.enabled)
|
||||
{
|
||||
pbody->rigidbody.velocity.x += force.x/pbody->rigidbody.mass;
|
||||
pbody->rigidbody.velocity.y += force.y/pbody->rigidbody.mass;
|
||||
}
|
||||
}
|
||||
|
||||
// Apply radial force to all physic objects in range
|
||||
PHYSACDEF void ApplyForceAtPosition(Vector2 position, float force, float radius)
|
||||
{
|
||||
for (int i = 0; i < physicBodiesCount; i++)
|
||||
{
|
||||
if (physicBodies[i]->rigidbody.enabled)
|
||||
{
|
||||
// Calculate direction and distance between force and physic body position
|
||||
Vector2 distance = (Vector2){ physicBodies[i]->transform.position.x - position.x, physicBodies[i]->transform.position.y - position.y };
|
||||
|
||||
if (physicBodies[i]->collider.type == COLLIDER_RECTANGLE)
|
||||
{
|
||||
distance.x += physicBodies[i]->transform.scale.x/2;
|
||||
distance.y += physicBodies[i]->transform.scale.y/2;
|
||||
}
|
||||
|
||||
float distanceLength = Vector2Length(distance);
|
||||
|
||||
// Check if physic body is in force range
|
||||
if (distanceLength <= radius)
|
||||
{
|
||||
// Normalize force direction
|
||||
distance.x /= distanceLength;
|
||||
distance.y /= -distanceLength;
|
||||
|
||||
// Calculate final force
|
||||
Vector2 finalForce = { distance.x*force, distance.y*force };
|
||||
|
||||
// Apply force to the physic body
|
||||
ApplyForce(physicBodies[i], finalForce);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Convert Transform data type to Rectangle (position and scale)
|
||||
PHYSACDEF Rectangle TransformToRectangle(Transform transform)
|
||||
{
|
||||
return (Rectangle){transform.position.x, transform.position.y, transform.scale.x, transform.scale.y};
|
||||
}
|
||||
|
||||
// Physics calculations thread function
|
||||
PHYSACDEF void* PhysicsThread(void *arg)
|
||||
{
|
||||
// Initialize thread loop state
|
||||
physicsThreadEnabled = true;
|
||||
|
||||
// Initialize hi-resolution timer
|
||||
InitTimer();
|
||||
|
||||
// Physics update loop
|
||||
while (physicsThreadEnabled)
|
||||
{
|
||||
currentTime = GetCurrentTime();
|
||||
double deltaTime = (double)(currentTime - previousTime);
|
||||
previousTime = currentTime;
|
||||
|
||||
// Delta time value needs to be inverse multiplied by physics time step value (1/target fps)
|
||||
UpdatePhysics(deltaTime/PHYSICS_TIMESTEP);
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module specific Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
// Initialize hi-resolution timer
|
||||
static void InitTimer(void)
|
||||
{
|
||||
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
|
||||
struct timespec now;
|
||||
|
||||
if (clock_gettime(CLOCK_MONOTONIC, &now) == 0) // Success
|
||||
{
|
||||
baseTime = (uint64_t)now.tv_sec*1000000000LLU + (uint64_t)now.tv_nsec;
|
||||
}
|
||||
#endif
|
||||
|
||||
previousTime = GetCurrentTime(); // Get time as double
|
||||
}
|
||||
|
||||
// Time measure returned are microseconds
|
||||
static double GetCurrentTime(void)
|
||||
{
|
||||
double time;
|
||||
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
unsigned long long int clockFrequency, currentTime;
|
||||
|
||||
QueryPerformanceFrequency(&clockFrequency);
|
||||
QueryPerformanceCounter(¤tTime);
|
||||
|
||||
time = (double)((double)currentTime/(double)clockFrequency);
|
||||
#endif
|
||||
|
||||
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
|
||||
struct timespec ts;
|
||||
clock_gettime(CLOCK_MONOTONIC, &ts);
|
||||
uint64_t temp = (uint64_t)ts.tv_sec*1000000000LLU + (uint64_t)ts.tv_nsec;
|
||||
|
||||
time = (double)(temp - baseTime)*1e-9;
|
||||
#endif
|
||||
|
||||
return time;
|
||||
}
|
||||
|
||||
// Returns the dot product of two Vector2
|
||||
static float Vector2DotProduct(Vector2 v1, Vector2 v2)
|
||||
{
|
||||
float result;
|
||||
|
||||
result = v1.x*v2.x + v1.y*v2.y;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
static float Vector2Length(Vector2 v)
|
||||
{
|
||||
float result;
|
||||
|
||||
result = sqrt(v.x*v.x + v.y*v.y);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// Update physic objects, calculating physic behaviours and collisions detection
|
||||
PHYSACDEF void UpdatePhysics(double deltaTime)
|
||||
static void UpdatePhysics(double deltaTime)
|
||||
{
|
||||
for (int i = 0; i < physicBodiesCount; i++)
|
||||
{
|
||||
@ -615,210 +821,4 @@ PHYSACDEF void UpdatePhysics(double deltaTime)
|
||||
}
|
||||
}
|
||||
|
||||
// Unitialize all physic objects and empty the objects pool
|
||||
PHYSACDEF void ClosePhysics()
|
||||
{
|
||||
// Exit physics thread loop
|
||||
physicsThreadEnabled = false;
|
||||
|
||||
// Free all dynamic memory allocations
|
||||
for (int i = 0; i < physicBodiesCount; i++) PHYSAC_FREE(physicBodies[i]);
|
||||
|
||||
// Reset enabled physic objects count
|
||||
physicBodiesCount = 0;
|
||||
}
|
||||
|
||||
// Create a new physic body dinamically, initialize it and add to pool
|
||||
PHYSACDEF PhysicBody CreatePhysicBody(Vector2 position, float rotation, Vector2 scale)
|
||||
{
|
||||
// Allocate dynamic memory
|
||||
PhysicBody obj = (PhysicBody)PHYSAC_MALLOC(sizeof(PhysicBodyData));
|
||||
|
||||
// Initialize physic body values with generic values
|
||||
obj->id = physicBodiesCount;
|
||||
obj->enabled = true;
|
||||
|
||||
obj->transform = (Transform){ (Vector2){ position.x - scale.x/2, position.y - scale.y/2 }, rotation, scale };
|
||||
|
||||
obj->rigidbody.enabled = false;
|
||||
obj->rigidbody.mass = 1.0f;
|
||||
obj->rigidbody.acceleration = (Vector2){ 0.0f, 0.0f };
|
||||
obj->rigidbody.velocity = (Vector2){ 0.0f, 0.0f };
|
||||
obj->rigidbody.applyGravity = false;
|
||||
obj->rigidbody.isGrounded = false;
|
||||
obj->rigidbody.friction = 0.0f;
|
||||
obj->rigidbody.bounciness = 0.0f;
|
||||
|
||||
obj->collider.enabled = true;
|
||||
obj->collider.type = COLLIDER_RECTANGLE;
|
||||
obj->collider.bounds = TransformToRectangle(obj->transform);
|
||||
obj->collider.radius = 0.0f;
|
||||
|
||||
// Add new physic body to the pointers array
|
||||
physicBodies[physicBodiesCount] = obj;
|
||||
|
||||
// Increase enabled physic bodies count
|
||||
physicBodiesCount++;
|
||||
|
||||
return obj;
|
||||
}
|
||||
|
||||
// Destroy a specific physic body and take it out of the list
|
||||
PHYSACDEF void DestroyPhysicBody(PhysicBody pbody)
|
||||
{
|
||||
// Free dynamic memory allocation
|
||||
PHYSAC_FREE(physicBodies[pbody->id]);
|
||||
|
||||
// Remove *obj from the pointers array
|
||||
for (int i = pbody->id; i < physicBodiesCount; i++)
|
||||
{
|
||||
// Resort all the following pointers of the array
|
||||
if ((i + 1) < physicBodiesCount)
|
||||
{
|
||||
physicBodies[i] = physicBodies[i + 1];
|
||||
physicBodies[i]->id = physicBodies[i + 1]->id;
|
||||
}
|
||||
else PHYSAC_FREE(physicBodies[i]);
|
||||
}
|
||||
|
||||
// Decrease enabled physic bodies count
|
||||
physicBodiesCount--;
|
||||
}
|
||||
|
||||
// Apply directional force to a physic body
|
||||
PHYSACDEF void ApplyForce(PhysicBody pbody, Vector2 force)
|
||||
{
|
||||
if (pbody->rigidbody.enabled)
|
||||
{
|
||||
pbody->rigidbody.velocity.x += force.x/pbody->rigidbody.mass;
|
||||
pbody->rigidbody.velocity.y += force.y/pbody->rigidbody.mass;
|
||||
}
|
||||
}
|
||||
|
||||
// Apply radial force to all physic objects in range
|
||||
PHYSACDEF void ApplyForceAtPosition(Vector2 position, float force, float radius)
|
||||
{
|
||||
for (int i = 0; i < physicBodiesCount; i++)
|
||||
{
|
||||
if (physicBodies[i]->rigidbody.enabled)
|
||||
{
|
||||
// Calculate direction and distance between force and physic body position
|
||||
Vector2 distance = (Vector2){ physicBodies[i]->transform.position.x - position.x, physicBodies[i]->transform.position.y - position.y };
|
||||
|
||||
if (physicBodies[i]->collider.type == COLLIDER_RECTANGLE)
|
||||
{
|
||||
distance.x += physicBodies[i]->transform.scale.x/2;
|
||||
distance.y += physicBodies[i]->transform.scale.y/2;
|
||||
}
|
||||
|
||||
float distanceLength = Vector2Length(distance);
|
||||
|
||||
// Check if physic body is in force range
|
||||
if (distanceLength <= radius)
|
||||
{
|
||||
// Normalize force direction
|
||||
distance.x /= distanceLength;
|
||||
distance.y /= -distanceLength;
|
||||
|
||||
// Calculate final force
|
||||
Vector2 finalForce = { distance.x*force, distance.y*force };
|
||||
|
||||
// Apply force to the physic body
|
||||
ApplyForce(physicBodies[i], finalForce);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Convert Transform data type to Rectangle (position and scale)
|
||||
PHYSACDEF Rectangle TransformToRectangle(Transform transform)
|
||||
{
|
||||
return (Rectangle){transform.position.x, transform.position.y, transform.scale.x, transform.scale.y};
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module specific Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
// Physics calculations thread function
|
||||
static void* PhysicsThread(void *arg)
|
||||
{
|
||||
// Initialize thread loop state
|
||||
physicsThreadEnabled = true;
|
||||
|
||||
// Initialize hi-resolution timer
|
||||
InitTimer();
|
||||
|
||||
// Physics update loop
|
||||
while (physicsThreadEnabled)
|
||||
{
|
||||
currentTime = GetCurrentTime();
|
||||
double deltaTime = (double)(currentTime - previousTime);
|
||||
previousTime = currentTime;
|
||||
|
||||
// Delta time value needs to be inverse multiplied by physics time step value (1/target fps)
|
||||
UpdatePhysics(deltaTime/PHYSICS_TIMESTEP);
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
// Initialize hi-resolution timer
|
||||
static void InitTimer(void)
|
||||
{
|
||||
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
|
||||
struct timespec now;
|
||||
|
||||
if (clock_gettime(CLOCK_MONOTONIC, &now) == 0) // Success
|
||||
{
|
||||
baseTime = (uint64_t)now.tv_sec*1000000000LLU + (uint64_t)now.tv_nsec;
|
||||
}
|
||||
#endif
|
||||
|
||||
previousTime = GetCurrentTime(); // Get time as double
|
||||
}
|
||||
|
||||
// Time measure returned are microseconds
|
||||
static double GetCurrentTime(void)
|
||||
{
|
||||
double time;
|
||||
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
unsigned long long int clockFrequency, currentTime;
|
||||
|
||||
QueryPerformanceFrequency(&clockFrequency);
|
||||
QueryPerformanceCounter(¤tTime);
|
||||
|
||||
time = (double)((double)currentTime/(double)clockFrequency);
|
||||
#endif
|
||||
|
||||
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
|
||||
struct timespec ts;
|
||||
clock_gettime(CLOCK_MONOTONIC, &ts);
|
||||
uint64_t temp = (uint64_t)ts.tv_sec*1000000000LLU + (uint64_t)ts.tv_nsec;
|
||||
|
||||
time = (double)(temp - baseTime)*1e-9;
|
||||
#endif
|
||||
|
||||
return time;
|
||||
}
|
||||
|
||||
// Returns the dot product of two Vector2
|
||||
static float Vector2DotProduct(Vector2 v1, Vector2 v2)
|
||||
{
|
||||
float result;
|
||||
|
||||
result = v1.x*v2.x + v1.y*v2.y;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
static float Vector2Length(Vector2 v)
|
||||
{
|
||||
float result;
|
||||
|
||||
result = sqrt(v.x*v.x + v.y*v.y);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
#endif // PHYSAC_IMPLEMENTATION
|
Loading…
x
Reference in New Issue
Block a user