Merge pull request #241 from raysan5/develop

Integrate develop branch
This commit is contained in:
Ray 2017-03-07 09:49:04 +01:00 committed by GitHub
commit 6d1519c132
8 changed files with 83 additions and 86 deletions

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@ -3,9 +3,12 @@
* Physac - Physics demo * Physac - Physics demo
* *
* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations. * NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
* The file pthreadGC2.dll is required to run the program; you can find it in 'src\external'
* *
* Copyright (c) 2016 Victor Fisac * Use the following code to compile (-static -lpthread):
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread
* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
*
* Copyright (c) 2017 Victor Fisac
* *
********************************************************************************************/ ********************************************************************************************/

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@ -3,9 +3,12 @@
* Physac - Physics friction * Physac - Physics friction
* *
* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations. * NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
* The file pthreadGC2.dll is required to run the program; you can find it in 'src\external'
* *
* Copyright (c) 2016 Victor Fisac * Use the following code to compile (-static -lpthread):
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread
* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
*
* Copyright (c) 2017 Victor Fisac
* *
********************************************************************************************/ ********************************************************************************************/

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@ -3,9 +3,12 @@
* Physac - Physics movement * Physac - Physics movement
* *
* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations. * NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
* The file pthreadGC2.dll is required to run the program; you can find it in 'src\external'
* *
* Copyright (c) 2016 Victor Fisac * Use the following code to compile (-static -lpthread):
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread
* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
*
* Copyright (c) 2017 Victor Fisac
* *
********************************************************************************************/ ********************************************************************************************/

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@ -3,9 +3,12 @@
* Physac - Physics restitution * Physac - Physics restitution
* *
* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations. * NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
* The file pthreadGC2.dll is required to run the program; you can find it in 'src\external'
* *
* Copyright (c) 2016 Victor Fisac * Use the following code to compile (-static -lpthread):
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread
* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
*
* Copyright (c) 2017 Victor Fisac
* *
********************************************************************************************/ ********************************************************************************************/

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@ -3,9 +3,12 @@
* Physac - Body shatter * Physac - Body shatter
* *
* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations. * NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
* The file pthreadGC2.dll is required to run the program; you can find it in 'src\external'
* *
* Copyright (c) 2016 Victor Fisac * Use the following code to compile (-static -lpthread):
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread
* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
*
* Copyright (c) 2017 Victor Fisac
* *
********************************************************************************************/ ********************************************************************************************/

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@ -38,13 +38,20 @@
* You can define your own malloc/free implementation replacing stdlib.h malloc()/free() functions. * You can define your own malloc/free implementation replacing stdlib.h malloc()/free() functions.
* Otherwise it will include stdlib.h and use the C standard library malloc()/free() function. * Otherwise it will include stdlib.h and use the C standard library malloc()/free() function.
* *
*
* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
*
* Use the following code to compile (-static -lpthread):
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread
* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
*
* VERY THANKS TO: * VERY THANKS TO:
* Ramón Santamaria (@raysan5) * Ramón Santamaria (@raysan5)
* *
* *
* LICENSE: zlib/libpng * LICENSE: zlib/libpng
* *
* Copyright (c) 2016 Victor Fisac * Copyright (c) 2017 Victor Fisac
* *
* This software is provided "as-is", without any express or implied warranty. In no event * This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software. * will the authors be held liable for any damages arising from the use of this software.
@ -361,70 +368,6 @@ PHYSACDEF PhysicsBody CreatePhysicsBodyCircle(Vector2 pos, float radius, float d
{ {
PhysicsBody newBody = CreatePhysicsBodyPolygon(pos, radius, PHYSAC_CIRCLE_VERTICES, density); PhysicsBody newBody = CreatePhysicsBodyPolygon(pos, radius, PHYSAC_CIRCLE_VERTICES, density);
return newBody; return newBody;
/*PhysicsBody newBody = (PhysicsBody)PHYSAC_MALLOC(sizeof(PhysicsBodyData));
usedMemory += sizeof(PhysicsBodyData);
int newId = -1;
for (int i = 0; i < PHYSAC_MAX_BODIES; i++)
{
int currentId = i;
// Check if current id already exist in other physics body
for (int k = 0; k < physicsBodiesCount; k++)
{
if (bodies[k]->id == currentId)
{
currentId++;
break;
}
}
// If it is not used, use it as new physics body id
if (currentId == i)
{
newId = i;
break;
}
}
if (newId != -1)
{
// Initialize new body with generic values
newBody->id = newId;
newBody->enabled = true;
newBody->position = pos;
newBody->velocity = (Vector2){ 0 };
newBody->force = (Vector2){ 0 };
newBody->angularVelocity = 0;
newBody->torque = 0;
newBody->orient = 0;
newBody->mass = PHYSAC_PI*radius*radius*density;
newBody->inverseMass = ((newBody->mass != 0.0f) ? 1.0f/newBody->mass : 0.0f);
newBody->inertia = newBody->mass*radius*radius;
newBody->inverseInertia = ((newBody->inertia != 0.0f) ? 1.0f/newBody->inertia : 0.0f);
newBody->staticFriction = 0;
newBody->dynamicFriction = 0;
newBody->restitution = 0;
newBody->useGravity = true;
newBody->freezeOrient = false;
newBody->shape.type = PHYSICS_CIRCLE;
newBody->shape.body = newBody;
newBody->shape.radius = radius;
// Add new body to bodies pointers array and update bodies count
bodies[physicsBodiesCount] = newBody;
physicsBodiesCount++;
#if defined(PHYSAC_DEBUG)
printf("[PHYSAC] created circle physics body id %i\n", newBody->id);
#endif
}
#if defined(PHYSAC_DEBUG)
else printf("[PHYSAC] new physics body creation failed because there is any available id to use\n");
#endif
return newBody;*/
} }
// Creates a new rectangle physics body with generic parameters // Creates a new rectangle physics body with generic parameters
@ -1130,6 +1073,7 @@ static void *PhysicsLoop(void *arg)
// Physics steps calculations (dynamics, collisions and position corrections) // Physics steps calculations (dynamics, collisions and position corrections)
static void PhysicsStep(void) static void PhysicsStep(void)
{ {
// Update current steps count
stepsCount++; stepsCount++;
// Clear previous generated collisions information // Clear previous generated collisions information
@ -1138,6 +1082,13 @@ static void PhysicsStep(void)
PhysicsManifold manifold = contacts[i]; PhysicsManifold manifold = contacts[i];
if (manifold != NULL) DestroyPhysicsManifold(manifold); if (manifold != NULL) DestroyPhysicsManifold(manifold);
} }
// Reset physics bodies grounded state
for (int i = 0; i < physicsBodiesCount; i++)
{
PhysicsBody body = bodies[i];
body->isGrounded = false;
}
// Generate new collision information // Generate new collision information
for (int i = 0; i < physicsBodiesCount; i++) for (int i = 0; i < physicsBodiesCount; i++)
@ -1347,9 +1298,9 @@ static void SolvePhysicsManifold(PhysicsManifold manifold)
} break; } break;
default: break; default: break;
} }
// Update physics body grounded state if normal direction is downside // Update physics body grounded state if normal direction is down and grounded state is not set yet in previous manifolds
manifold->bodyB->isGrounded = (manifold->normal.y < 0); if (!manifold->bodyB->isGrounded) manifold->bodyB->isGrounded = (manifold->normal.y < 0);
} }
// Solves collision between two circle shape physics bodies // Solves collision between two circle shape physics bodies
@ -1388,7 +1339,7 @@ static void SolveCircleToCircle(PhysicsManifold manifold)
} }
// Update physics body grounded state if normal direction is down // Update physics body grounded state if normal direction is down
if (manifold->normal.y < 0) bodyA->isGrounded = true; if (!bodyA->isGrounded) bodyA->isGrounded = (manifold->normal.y < 0);
} }
// Solves collision between a circle to a polygon shape physics bodies // Solves collision between a circle to a polygon shape physics bodies

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@ -98,13 +98,13 @@
#define RAD2DEG (180.0f/PI) #define RAD2DEG (180.0f/PI)
// raylib Config Flags // raylib Config Flags
#define FLAG_SHOW_LOGO 1 // Set this flag to show raylib logo at startup #define FLAG_SHOW_LOGO 1 // Set to show raylib logo at startup
#define FLAG_FULLSCREEN_MODE 2 // Set this flag to run program in fullscreen #define FLAG_FULLSCREEN_MODE 2 // Set to run program in fullscreen
#define FLAG_WINDOW_RESIZABLE 4 // Set this flag to allow resizable window #define FLAG_WINDOW_RESIZABLE 4 // Set to allow resizable window
#define FLAG_WINDOW_DECORATED 8 // Set this flag to show window decoration (frame and buttons) #define FLAG_WINDOW_DECORATED 8 // Set to show window decoration (frame and buttons)
#define FLAG_WINDOW_TRANSPARENT 16 // Set this flag to allow transparent window #define FLAG_WINDOW_TRANSPARENT 16 // Set to allow transparent window
#define FLAG_MSAA_4X_HINT 32 // Set this flag to try enabling MSAA 4X #define FLAG_MSAA_4X_HINT 32 // Set to try enabling MSAA 4X
#define FLAG_VSYNC_HINT 64 // Set this flag to try enabling V-Sync on GPU #define FLAG_VSYNC_HINT 64 // Set to try enabling V-Sync on GPU
// Keyboard Function Keys // Keyboard Function Keys
#define KEY_SPACE 32 #define KEY_SPACE 32
@ -763,6 +763,7 @@ RLAPI void DrawPixel(int posX, int posY, Color color);
RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)

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@ -103,6 +103,36 @@ void DrawLineV(Vector2 startPos, Vector2 endPos, Color color)
rlEnd(); rlEnd();
} }
// Draw a line defining thickness
void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color)
{
float dx = endPos.x - startPos.x;
float dy = endPos.y - startPos.y;
float d = sqrtf(dx*dx + dy*dy);
float angle = asinf(dy/d);
rlEnableTexture(GetDefaultTexture().id);
rlPushMatrix();
rlTranslatef((float)startPos.x, (float)startPos.y, 0);
rlRotatef(-RAD2DEG*angle, 0, 0, 1);
rlTranslatef(0, -thick/2.0f, 0);
rlBegin(RL_QUADS);
rlColor4ub(color.r, color.g, color.b, color.a);
rlNormal3f(0.0f, 0.0f, 1.0f);
rlVertex2f(0.0f, 0.0f);
rlVertex2f(0.0f, thick);
rlVertex2f(d, thick);
rlVertex2f(d, 0.0f);
rlEnd();
rlPopMatrix();
rlDisableTexture();
}
// Draw a color-filled circle // Draw a color-filled circle
void DrawCircle(int centerX, int centerY, float radius, Color color) void DrawCircle(int centerX, int centerY, float radius, Color color)
{ {