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