commit
6d1519c132
@ -3,9 +3,12 @@
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* Physac - Physics demo
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* Physac - Physics demo
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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: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
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* The file pthreadGC2.dll is required to run the program; you can find it in 'src\external'
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*
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*
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* Copyright (c) 2016 Victor Fisac
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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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* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
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*
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* Copyright (c) 2017 Victor Fisac
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*
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*
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********************************************************************************************/
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********************************************************************************************/
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@ -3,9 +3,12 @@
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* Physac - Physics friction
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* Physac - Physics friction
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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: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
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* The file pthreadGC2.dll is required to run the program; you can find it in 'src\external'
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*
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*
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* Copyright (c) 2016 Victor Fisac
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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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* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
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*
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* Copyright (c) 2017 Victor Fisac
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*
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*
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********************************************************************************************/
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********************************************************************************************/
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@ -3,9 +3,12 @@
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* Physac - Physics movement
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* Physac - Physics movement
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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: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
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* The file pthreadGC2.dll is required to run the program; you can find it in 'src\external'
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*
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*
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* Copyright (c) 2016 Victor Fisac
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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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* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
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*
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* Copyright (c) 2017 Victor Fisac
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*
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*
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********************************************************************************************/
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********************************************************************************************/
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@ -3,9 +3,12 @@
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* Physac - Physics restitution
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* Physac - Physics restitution
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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: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
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* The file pthreadGC2.dll is required to run the program; you can find it in 'src\external'
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*
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*
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* Copyright (c) 2016 Victor Fisac
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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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* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
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*
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* Copyright (c) 2017 Victor Fisac
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*
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*
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********************************************************************************************/
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********************************************************************************************/
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@ -3,9 +3,12 @@
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* Physac - Body shatter
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* Physac - Body shatter
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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: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
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* The file pthreadGC2.dll is required to run the program; you can find it in 'src\external'
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*
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*
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* Copyright (c) 2016 Victor Fisac
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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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* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
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*
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* Copyright (c) 2017 Victor Fisac
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*
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*
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********************************************************************************************/
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********************************************************************************************/
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89
src/physac.h
89
src/physac.h
@ -38,13 +38,20 @@
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* You can define your own malloc/free implementation replacing stdlib.h malloc()/free() functions.
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* You can define your own malloc/free implementation replacing stdlib.h malloc()/free() functions.
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* Otherwise it will include stdlib.h and use the C standard library malloc()/free() function.
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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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*
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* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
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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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* -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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* VERY THANKS TO:
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* Ramón Santamaria (@raysan5)
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* Ramón Santamaria (@raysan5)
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*
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*
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*
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*
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* LICENSE: zlib/libpng
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* LICENSE: zlib/libpng
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*
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*
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* Copyright (c) 2016 Victor Fisac
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* Copyright (c) 2017 Victor Fisac
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*
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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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* 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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* will the authors be held liable for any damages arising from the use of this software.
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@ -361,70 +368,6 @@ PHYSACDEF PhysicsBody CreatePhysicsBodyCircle(Vector2 pos, float radius, float d
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{
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{
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PhysicsBody newBody = CreatePhysicsBodyPolygon(pos, radius, PHYSAC_CIRCLE_VERTICES, density);
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PhysicsBody newBody = CreatePhysicsBodyPolygon(pos, radius, PHYSAC_CIRCLE_VERTICES, density);
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return newBody;
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return newBody;
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/*PhysicsBody newBody = (PhysicsBody)PHYSAC_MALLOC(sizeof(PhysicsBodyData));
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usedMemory += sizeof(PhysicsBodyData);
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int newId = -1;
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for (int i = 0; i < PHYSAC_MAX_BODIES; i++)
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{
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int currentId = i;
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// Check if current id already exist in other physics body
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for (int k = 0; k < physicsBodiesCount; k++)
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{
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if (bodies[k]->id == currentId)
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{
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currentId++;
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break;
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}
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}
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// If it is not used, use it as new physics body id
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if (currentId == i)
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{
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newId = i;
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break;
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}
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}
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if (newId != -1)
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{
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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->velocity = (Vector2){ 0 };
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newBody->force = (Vector2){ 0 };
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newBody->angularVelocity = 0;
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newBody->torque = 0;
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newBody->orient = 0;
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newBody->mass = PHYSAC_PI*radius*radius*density;
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newBody->inverseMass = ((newBody->mass != 0.0f) ? 1.0f/newBody->mass : 0.0f);
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newBody->inertia = newBody->mass*radius*radius;
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newBody->inverseInertia = ((newBody->inertia != 0.0f) ? 1.0f/newBody->inertia : 0.0f);
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newBody->staticFriction = 0;
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newBody->dynamicFriction = 0;
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newBody->restitution = 0;
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newBody->useGravity = true;
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newBody->freezeOrient = false;
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newBody->shape.type = PHYSICS_CIRCLE;
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newBody->shape.body = newBody;
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newBody->shape.radius = radius;
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// Add new body to bodies pointers array and update bodies count
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bodies[physicsBodiesCount] = newBody;
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physicsBodiesCount++;
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#if defined(PHYSAC_DEBUG)
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printf("[PHYSAC] created circle physics body id %i\n", newBody->id);
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#endif
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}
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#if defined(PHYSAC_DEBUG)
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else printf("[PHYSAC] new physics body creation failed because there is any available id to use\n");
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#endif
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return newBody;*/
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}
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}
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// Creates a new rectangle physics body with generic parameters
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// Creates a new rectangle physics body with generic parameters
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// Physics steps calculations (dynamics, collisions and position corrections)
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// Physics steps calculations (dynamics, collisions and position corrections)
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static void PhysicsStep(void)
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static void PhysicsStep(void)
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{
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{
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// Update current steps count
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stepsCount++;
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stepsCount++;
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// Clear previous generated collisions information
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// Clear previous generated collisions information
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@ -1138,6 +1082,13 @@ static void PhysicsStep(void)
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PhysicsManifold manifold = contacts[i];
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PhysicsManifold manifold = contacts[i];
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if (manifold != NULL) DestroyPhysicsManifold(manifold);
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if (manifold != NULL) DestroyPhysicsManifold(manifold);
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}
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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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PhysicsBody body = bodies[i];
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body->isGrounded = false;
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}
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// Generate new collision information
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// Generate new collision information
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for (int i = 0; i < physicsBodiesCount; i++)
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for (int i = 0; i < physicsBodiesCount; i++)
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@ -1347,9 +1298,9 @@ static void SolvePhysicsManifold(PhysicsManifold manifold)
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} break;
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} break;
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default: break;
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default: break;
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}
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}
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// Update physics body grounded state if normal direction is downside
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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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manifold->bodyB->isGrounded = (manifold->normal.y < 0);
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if (!manifold->bodyB->isGrounded) manifold->bodyB->isGrounded = (manifold->normal.y < 0);
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}
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}
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// Solves collision between two circle shape physics bodies
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// Solves collision between two circle shape physics bodies
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@ -1388,7 +1339,7 @@ static void SolveCircleToCircle(PhysicsManifold manifold)
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}
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}
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// Update physics body grounded state if normal direction is down
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// Update physics body grounded state if normal direction is down
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if (manifold->normal.y < 0) bodyA->isGrounded = true;
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if (!bodyA->isGrounded) bodyA->isGrounded = (manifold->normal.y < 0);
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}
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}
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// Solves collision between a circle to a polygon shape physics bodies
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// Solves collision between a circle to a polygon shape physics bodies
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15
src/raylib.h
15
src/raylib.h
@ -98,13 +98,13 @@
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#define RAD2DEG (180.0f/PI)
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#define RAD2DEG (180.0f/PI)
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// raylib Config Flags
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// raylib Config Flags
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#define FLAG_SHOW_LOGO 1 // Set this flag to show raylib logo at startup
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#define FLAG_SHOW_LOGO 1 // Set to show raylib logo at startup
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#define FLAG_FULLSCREEN_MODE 2 // Set this flag to run program in fullscreen
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#define FLAG_FULLSCREEN_MODE 2 // Set to run program in fullscreen
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#define FLAG_WINDOW_RESIZABLE 4 // Set this flag to allow resizable window
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#define FLAG_WINDOW_RESIZABLE 4 // Set to allow resizable window
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#define FLAG_WINDOW_DECORATED 8 // Set this flag to show window decoration (frame and buttons)
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#define FLAG_WINDOW_DECORATED 8 // Set to show window decoration (frame and buttons)
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#define FLAG_WINDOW_TRANSPARENT 16 // Set this flag to allow transparent window
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#define FLAG_WINDOW_TRANSPARENT 16 // Set to allow transparent window
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#define FLAG_MSAA_4X_HINT 32 // Set this flag to try enabling MSAA 4X
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#define FLAG_MSAA_4X_HINT 32 // Set to try enabling MSAA 4X
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#define FLAG_VSYNC_HINT 64 // Set this flag to try enabling V-Sync on GPU
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#define FLAG_VSYNC_HINT 64 // Set to try enabling V-Sync on GPU
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// Keyboard Function Keys
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// Keyboard Function Keys
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#define KEY_SPACE 32
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#define KEY_SPACE 32
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@ -763,6 +763,7 @@ RLAPI void DrawPixel(int posX, int posY, Color color);
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RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
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RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
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RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
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RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
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RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
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RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
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RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
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RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
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RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
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RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
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RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
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RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
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RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
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30
src/shapes.c
30
src/shapes.c
@ -103,6 +103,36 @@ void DrawLineV(Vector2 startPos, Vector2 endPos, Color color)
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rlEnd();
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rlEnd();
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}
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}
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// Draw a line defining thickness
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void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color)
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{
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float dx = endPos.x - startPos.x;
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float dy = endPos.y - startPos.y;
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float d = sqrtf(dx*dx + dy*dy);
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float angle = asinf(dy/d);
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rlEnableTexture(GetDefaultTexture().id);
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rlPushMatrix();
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rlTranslatef((float)startPos.x, (float)startPos.y, 0);
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rlRotatef(-RAD2DEG*angle, 0, 0, 1);
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rlTranslatef(0, -thick/2.0f, 0);
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rlBegin(RL_QUADS);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlNormal3f(0.0f, 0.0f, 1.0f);
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rlVertex2f(0.0f, 0.0f);
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rlVertex2f(0.0f, thick);
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rlVertex2f(d, thick);
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rlVertex2f(d, 0.0f);
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rlEnd();
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rlPopMatrix();
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||||||
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rlDisableTexture();
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}
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// Draw a color-filled circle
|
// Draw a color-filled circle
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void DrawCircle(int centerX, int centerY, float radius, Color color)
|
void DrawCircle(int centerX, int centerY, float radius, Color color)
|
||||||
{
|
{
|
||||||
|
Loading…
Reference in New Issue
Block a user