Fixed spacing and set UpdatePhysics() function as static...

and remove static from PhysicsThread().
This commit is contained in:
victorfisac 2016-06-14 20:38:49 +02:00
parent 1a8fbe5cf0
commit 4e84ded7ef
3 changed files with 213 additions and 215 deletions

View File

@ -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
//--------------------------------------------------------------------------------------

View File

@ -178,7 +178,7 @@ int main()
}
// De-Initialization
//--------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------
ClosePhysics(); // Unitialize physics module
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

View File

@ -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(&currentTime);
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(&currentTime);
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