REVIEWED: PHYSACDEF
definition and C++ issues #1918
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@ -16,16 +16,9 @@
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* If not defined, the library is in header only mode and can be included in other headers
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* or source files without problems. But only ONE file should hold the implementation.
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*
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* #define PHYSAC_STATIC (defined by default)
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* The generated implementation will stay private inside implementation file and all
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* internal symbols and functions will only be visible inside that file.
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*
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* #define PHYSAC_DEBUG
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* Show debug traces log messages about physic bodies creation/destruction, physic system errors,
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* some calculations results and NULL reference exceptions
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*
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* #define PHYSAC_DEFINE_VECTOR2_TYPE
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* Forces library to define struct Vector2 data type (float x; float y)
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* some calculations results and NULL reference exceptions.
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*
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* #define PHYSAC_AVOID_TIMMING_SYSTEM
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* Disables internal timming system, used by UpdatePhysics() to launch timmed physic steps,
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@ -79,14 +72,8 @@
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#if !defined(PHYSAC_H)
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#define PHYSAC_H
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#if defined(PHYSAC_STATIC)
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#define PHYSACDEF static // Functions just visible to module including this file
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#else
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#if defined(__cplusplus)
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#define PHYSACDEF extern "C" // Functions visible from other files (no name mangling of functions in C++)
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#else
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#define PHYSACDEF extern // Functions visible from other files
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#endif
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#ifndef PHYSACDEF
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#define PHYSACDEF // We are building or using physac as a static library
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#endif
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// Allow custom memory allocators
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@ -127,7 +114,7 @@ typedef enum PhysicsShapeType { PHYSICS_CIRCLE = 0, PHYSICS_POLYGON } PhysicsSha
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// Previously defined to be used in PhysicsShape struct as circular dependencies
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typedef struct PhysicsBodyData *PhysicsBody;
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#if defined(PHYSAC_DEFINE_VECTOR2_TYPE)
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#if !defined(RL_VECTOR2_TYPE)
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// Vector2 type
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typedef struct Vector2 {
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float x;
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@ -192,13 +179,13 @@ typedef struct PhysicsManifoldData {
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float staticFriction; // Mixed static friction during collision
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} PhysicsManifoldData, *PhysicsManifold;
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#if defined(__cplusplus)
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extern "C" { // Prevents name mangling of functions
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#endif
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//----------------------------------------------------------------------------------
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// Module Functions Declaration
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//----------------------------------------------------------------------------------
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#if defined(__cplusplus)
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extern "C" { // Prevents name mangling of functions
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#endif
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// Physics system management
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PHYSACDEF void InitPhysics(void); // Initializes physics system
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PHYSACDEF void UpdatePhysics(void); // Update physics system
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@ -225,7 +212,6 @@ PHYSACDEF int GetPhysicsBodiesCount(void);
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PHYSACDEF int GetPhysicsShapeType(int index); // Returns the physics body shape type (PHYSICS_CIRCLE or PHYSICS_POLYGON)
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PHYSACDEF int GetPhysicsShapeVerticesCount(int index); // Returns the amount of vertices of a physics body shape
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PHYSACDEF Vector2 GetPhysicsShapeVertex(PhysicsBody body, int vertex); // Returns transformed position of a body shape (body position + vertex transformed position)
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#if defined(__cplusplus)
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}
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#endif
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@ -255,9 +241,15 @@ PHYSACDEF Vector2 GetPhysicsShapeVertex(PhysicsBody body, int vertex);
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// Time management functionality
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#include <time.h> // Required for: time(), clock_gettime()
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#if defined(_WIN32)
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#if defined(__cplusplus)
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extern "C" { // Prevents name mangling of functions
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#endif
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// Functions required to query time on Windows
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int __stdcall QueryPerformanceCounter(unsigned long long int *lpPerformanceCount);
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int __stdcall QueryPerformanceFrequency(unsigned long long int *lpFrequency);
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#if defined(__cplusplus)
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}
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#endif
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#endif
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#if defined(__linux__) || defined(__FreeBSD__)
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#if _POSIX_C_SOURCE < 199309L
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@ -366,7 +358,7 @@ static Vector2 MathTriangleBarycenter(Vector2 v1, Vector2 v2, Vector2 v3);
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//----------------------------------------------------------------------------------
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// Initializes physics values, pointers and creates physics loop thread
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PHYSACDEF void InitPhysics(void)
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void InitPhysics(void)
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{
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#if !defined(PHYSAC_AVOID_TIMMING_SYSTEM)
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// Initialize high resolution timer
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@ -377,21 +369,21 @@ PHYSACDEF void InitPhysics(void)
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}
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// Sets physics global gravity force
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PHYSACDEF void SetPhysicsGravity(float x, float y)
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void SetPhysicsGravity(float x, float y)
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{
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gravityForce.x = x;
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gravityForce.y = y;
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}
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// Creates a new circle physics body with generic parameters
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PHYSACDEF PhysicsBody CreatePhysicsBodyCircle(Vector2 pos, float radius, float density)
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PhysicsBody CreatePhysicsBodyCircle(Vector2 pos, float radius, float density)
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{
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PhysicsBody body = CreatePhysicsBodyPolygon(pos, radius, PHYSAC_DEFAULT_CIRCLE_VERTICES, density);
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return body;
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}
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// Creates a new rectangle physics body with generic parameters
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PHYSACDEF PhysicsBody CreatePhysicsBodyRectangle(Vector2 pos, float width, float height, float density)
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PhysicsBody CreatePhysicsBodyRectangle(Vector2 pos, float width, float height, float density)
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{
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// NOTE: Make sure body data is initialized to 0
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PhysicsBody body = (PhysicsBody)PHYSAC_CALLOC(sizeof(PhysicsBodyData), 1);
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@ -469,7 +461,7 @@ PHYSACDEF PhysicsBody CreatePhysicsBodyRectangle(Vector2 pos, float width, float
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}
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// Creates a new polygon physics body with generic parameters
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PHYSACDEF PhysicsBody CreatePhysicsBodyPolygon(Vector2 pos, float radius, int sides, float density)
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PhysicsBody CreatePhysicsBodyPolygon(Vector2 pos, float radius, int sides, float density)
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{
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PhysicsBody body = (PhysicsBody)PHYSAC_MALLOC(sizeof(PhysicsBodyData));
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usedMemory += sizeof(PhysicsBodyData);
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@ -551,19 +543,19 @@ PHYSACDEF PhysicsBody CreatePhysicsBodyPolygon(Vector2 pos, float radius, int si
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}
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// Adds a force to a physics body
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PHYSACDEF void PhysicsAddForce(PhysicsBody body, Vector2 force)
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void PhysicsAddForce(PhysicsBody body, Vector2 force)
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{
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if (body != NULL) body->force = MathVector2Add(body->force, force);
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}
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// Adds an angular force to a physics body
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PHYSACDEF void PhysicsAddTorque(PhysicsBody body, float amount)
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void PhysicsAddTorque(PhysicsBody body, float amount)
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{
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if (body != NULL) body->torque += amount;
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}
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// Shatters a polygon shape physics body to little physics bodies with explosion force
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PHYSACDEF void PhysicsShatter(PhysicsBody body, Vector2 position, float force)
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void PhysicsShatter(PhysicsBody body, Vector2 position, float force)
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{
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if (body != NULL)
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{
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@ -700,13 +692,13 @@ PHYSACDEF void PhysicsShatter(PhysicsBody body, Vector2 position, float force)
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}
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// Returns the current amount of created physics bodies
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PHYSACDEF int GetPhysicsBodiesCount(void)
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int GetPhysicsBodiesCount(void)
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{
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return physicsBodiesCount;
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}
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// Returns a physics body of the bodies pool at a specific index
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PHYSACDEF PhysicsBody GetPhysicsBody(int index)
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PhysicsBody GetPhysicsBody(int index)
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{
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PhysicsBody body = NULL;
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@ -722,7 +714,7 @@ PHYSACDEF PhysicsBody GetPhysicsBody(int index)
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}
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// Returns the physics body shape type (PHYSICS_CIRCLE or PHYSICS_POLYGON)
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PHYSACDEF int GetPhysicsShapeType(int index)
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int GetPhysicsShapeType(int index)
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{
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int result = -1;
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@ -739,7 +731,7 @@ PHYSACDEF int GetPhysicsShapeType(int index)
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}
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// Returns the amount of vertices of a physics body shape
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PHYSACDEF int GetPhysicsShapeVerticesCount(int index)
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int GetPhysicsShapeVerticesCount(int index)
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{
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int result = 0;
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@ -764,7 +756,7 @@ PHYSACDEF int GetPhysicsShapeVerticesCount(int index)
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}
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// Returns transformed position of a body shape (body position + vertex transformed position)
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PHYSACDEF Vector2 GetPhysicsShapeVertex(PhysicsBody body, int vertex)
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Vector2 GetPhysicsShapeVertex(PhysicsBody body, int vertex)
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{
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Vector2 position = { 0.0f, 0.0f };
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@ -791,7 +783,7 @@ PHYSACDEF Vector2 GetPhysicsShapeVertex(PhysicsBody body, int vertex)
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}
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// Sets physics body shape transform based on radians parameter
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PHYSACDEF void SetPhysicsBodyRotation(PhysicsBody body, float radians)
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void SetPhysicsBodyRotation(PhysicsBody body, float radians)
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{
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if (body != NULL)
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{
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@ -802,7 +794,7 @@ PHYSACDEF void SetPhysicsBodyRotation(PhysicsBody body, float radians)
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}
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// Unitializes and destroys a physics body
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PHYSACDEF void DestroyPhysicsBody(PhysicsBody body)
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void DestroyPhysicsBody(PhysicsBody body)
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{
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if (body != NULL)
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{
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@ -844,7 +836,7 @@ PHYSACDEF void DestroyPhysicsBody(PhysicsBody body)
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}
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// Destroys created physics bodies and manifolds and resets global values
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PHYSACDEF void ResetPhysics(void)
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void ResetPhysics(void)
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{
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if (physicsBodiesCount > 0)
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{
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@ -886,7 +878,7 @@ PHYSACDEF void ResetPhysics(void)
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}
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// Unitializes physics pointers and exits physics loop thread
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PHYSACDEF void ClosePhysics(void)
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void ClosePhysics(void)
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{
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// Unitialize physics manifolds dynamic memory allocations
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if (physicsManifoldsCount > 0)
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@ -912,91 +904,98 @@ PHYSACDEF void ClosePhysics(void)
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else TRACELOG("[PHYSAC] Physics module closed successfully\n");
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}
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// Update physics system
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// Physics steps are launched at a fixed time step if enabled
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void UpdatePhysics(void)
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{
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#if !defined(PHYSAC_AVOID_TIMMING_SYSTEM)
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static double deltaTimeAccumulator = 0.0;
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// Calculate current time (ms)
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currentTime = GetCurrentTime();
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// Calculate current delta time (ms)
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const double delta = currentTime - startTime;
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// Store the time elapsed since the last frame began
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deltaTimeAccumulator += delta;
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// Fixed time stepping loop
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while (deltaTimeAccumulator >= deltaTime)
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{
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UpdatePhysicsStep();
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deltaTimeAccumulator -= deltaTime;
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}
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// Record the starting of this frame
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startTime = currentTime;
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#else
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UpdatePhysicsStep();
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#endif
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}
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void SetPhysicsTimeStep(double delta)
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{
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deltaTime = delta;
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}
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//----------------------------------------------------------------------------------
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// Module Internal Functions Definition
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//----------------------------------------------------------------------------------
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// Finds a valid index for a new physics body initialization
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static int FindAvailableBodyIndex()
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#if !defined(PHYSAC_AVOID_TIMMING_SYSTEM)
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// Initializes hi-resolution MONOTONIC timer
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static void InitTimerHiRes(void)
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{
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int index = -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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#if defined(_WIN32)
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QueryPerformanceFrequency((unsigned long long int *) &frequency);
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#endif
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// Check if current id already exist in other physics body
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for (unsigned 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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#if defined(__EMSCRIPTEN__) || defined(__linux__)
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struct timespec now;
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if (clock_gettime(CLOCK_MONOTONIC, &now) == 0) frequency = 1000000000;
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#endif
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#if defined(__APPLE__)
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mach_timebase_info_data_t timebase;
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mach_timebase_info(&timebase);
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frequency = (timebase.denom*1e9)/timebase.numer;
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#endif
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baseClockTicks = (double)GetClockTicks(); // Get MONOTONIC clock time offset
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startTime = GetCurrentTime(); // Get current time in milliseconds
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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 == (int)i)
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// Get hi-res MONOTONIC time measure in clock ticks
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static unsigned long long int GetClockTicks(void)
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{
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index = (int)i;
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break;
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}
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unsigned long long int value = 0;
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#if defined(_WIN32)
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QueryPerformanceCounter((unsigned long long int *) &value);
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#endif
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#if defined(__linux__)
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struct timespec now;
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clock_gettime(CLOCK_MONOTONIC, &now);
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value = (unsigned long long int)now.tv_sec*(unsigned long long int)1000000000 + (unsigned long long int)now.tv_nsec;
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#endif
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#if defined(__APPLE__)
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value = mach_absolute_time();
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#endif
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return value;
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}
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return index;
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}
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// Creates a default polygon shape with max vertex distance from polygon pivot
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static PhysicsVertexData CreateDefaultPolygon(float radius, int sides)
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// Get current time in milliseconds
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static double GetCurrentTime(void)
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{
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PhysicsVertexData data = { 0 };
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data.vertexCount = sides;
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// Calculate polygon vertices positions
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for (unsigned int i = 0; i < data.vertexCount; i++)
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{
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data.positions[i].x = (float)cosf(360.0f/sides*i*PHYSAC_DEG2RAD)*radius;
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data.positions[i].y = (float)sinf(360.0f/sides*i*PHYSAC_DEG2RAD)*radius;
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}
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// Calculate polygon faces normals
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for (int i = 0; i < (int)data.vertexCount; i++)
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{
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int nextIndex = (((i + 1) < sides) ? (i + 1) : 0);
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Vector2 face = MathVector2Subtract(data.positions[nextIndex], data.positions[i]);
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data.normals[i] = CLITERAL(Vector2){ face.y, -face.x };
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MathVector2Normalize(&data.normals[i]);
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}
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return data;
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}
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// Creates a rectangle polygon shape based on a min and max positions
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static PhysicsVertexData CreateRectanglePolygon(Vector2 pos, Vector2 size)
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{
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PhysicsVertexData data = { 0 };
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data.vertexCount = 4;
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// Calculate polygon vertices positions
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data.positions[0] = CLITERAL(Vector2){ pos.x + size.x/2, pos.y - size.y/2 };
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data.positions[1] = CLITERAL(Vector2){ pos.x + size.x/2, pos.y + size.y/2 };
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data.positions[2] = CLITERAL(Vector2){ pos.x - size.x/2, pos.y + size.y/2 };
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data.positions[3] = CLITERAL(Vector2){ pos.x - size.x/2, pos.y - size.y/2 };
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// Calculate polygon faces normals
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for (unsigned int i = 0; i < data.vertexCount; i++)
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{
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int nextIndex = (((i + 1) < data.vertexCount) ? (i + 1) : 0);
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Vector2 face = MathVector2Subtract(data.positions[nextIndex], data.positions[i]);
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data.normals[i] = CLITERAL(Vector2){ face.y, -face.x };
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MathVector2Normalize(&data.normals[i]);
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}
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return data;
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return (double)(GetClockTicks() - baseClockTicks)/frequency*1000;
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}
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#endif // !PHYSAC_AVOID_TIMMING_SYSTEM
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// Update physics step (dynamics, collisions and position corrections)
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void UpdatePhysicsStep(void)
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static void UpdatePhysicsStep(void)
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{
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// Clear previous generated collisions information
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for (int i = (int)physicsManifoldsCount - 1; i >= 0; i--)
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@ -1098,39 +1097,84 @@ void UpdatePhysicsStep(void)
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}
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}
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// Update physics system
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// Physics steps are launched at a fixed time step if enabled
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PHYSACDEF void UpdatePhysics(void)
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// Finds a valid index for a new physics body initialization
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static int FindAvailableBodyIndex()
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{
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#if !defined(PHYSAC_AVOID_TIMMING_SYSTEM)
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static double deltaTimeAccumulator = 0.0;
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// Calculate current time (ms)
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currentTime = GetCurrentTime();
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// Calculate current delta time (ms)
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const double delta = currentTime - startTime;
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// Store the time elapsed since the last frame began
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deltaTimeAccumulator += delta;
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// Fixed time stepping loop
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while (deltaTimeAccumulator >= deltaTime)
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int index = -1;
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for (int i = 0; i < PHYSAC_MAX_BODIES; i++)
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{
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UpdatePhysicsStep();
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deltaTimeAccumulator -= deltaTime;
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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 (unsigned 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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// Record the starting of this frame
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startTime = currentTime;
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#else
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UpdatePhysicsStep();
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#endif
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// If it is not used, use it as new physics body id
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if (currentId == (int)i)
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{
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index = (int)i;
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break;
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}
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}
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PHYSACDEF void SetPhysicsTimeStep(double delta)
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return index;
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}
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// Creates a default polygon shape with max vertex distance from polygon pivot
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static PhysicsVertexData CreateDefaultPolygon(float radius, int sides)
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{
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deltaTime = delta;
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PhysicsVertexData data = { 0 };
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data.vertexCount = sides;
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// Calculate polygon vertices positions
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for (unsigned int i = 0; i < data.vertexCount; i++)
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{
|
||||
data.positions[i].x = (float)cosf(360.0f/sides*i*PHYSAC_DEG2RAD)*radius;
|
||||
data.positions[i].y = (float)sinf(360.0f/sides*i*PHYSAC_DEG2RAD)*radius;
|
||||
}
|
||||
|
||||
// Calculate polygon faces normals
|
||||
for (int i = 0; i < (int)data.vertexCount; i++)
|
||||
{
|
||||
int nextIndex = (((i + 1) < sides) ? (i + 1) : 0);
|
||||
Vector2 face = MathVector2Subtract(data.positions[nextIndex], data.positions[i]);
|
||||
|
||||
data.normals[i] = CLITERAL(Vector2){ face.y, -face.x };
|
||||
MathVector2Normalize(&data.normals[i]);
|
||||
}
|
||||
|
||||
return data;
|
||||
}
|
||||
|
||||
// Creates a rectangle polygon shape based on a min and max positions
|
||||
static PhysicsVertexData CreateRectanglePolygon(Vector2 pos, Vector2 size)
|
||||
{
|
||||
PhysicsVertexData data = { 0 };
|
||||
data.vertexCount = 4;
|
||||
|
||||
// Calculate polygon vertices positions
|
||||
data.positions[0] = CLITERAL(Vector2){ pos.x + size.x/2, pos.y - size.y/2 };
|
||||
data.positions[1] = CLITERAL(Vector2){ pos.x + size.x/2, pos.y + size.y/2 };
|
||||
data.positions[2] = CLITERAL(Vector2){ pos.x - size.x/2, pos.y + size.y/2 };
|
||||
data.positions[3] = CLITERAL(Vector2){ pos.x - size.x/2, pos.y - size.y/2 };
|
||||
|
||||
// Calculate polygon faces normals
|
||||
for (unsigned int i = 0; i < data.vertexCount; i++)
|
||||
{
|
||||
int nextIndex = (((i + 1) < data.vertexCount) ? (i + 1) : 0);
|
||||
Vector2 face = MathVector2Subtract(data.positions[nextIndex], data.positions[i]);
|
||||
|
||||
data.normals[i] = CLITERAL(Vector2){ face.y, -face.x };
|
||||
MathVector2Normalize(&data.normals[i]);
|
||||
}
|
||||
|
||||
return data;
|
||||
}
|
||||
|
||||
// Finds a valid index for a new manifold initialization
|
||||
@ -1844,59 +1888,6 @@ static Vector2 MathTriangleBarycenter(Vector2 v1, Vector2 v2, Vector2 v3)
|
||||
return result;
|
||||
}
|
||||
|
||||
#if !defined(PHYSAC_AVOID_TIMMING_SYSTEM)
|
||||
// Initializes hi-resolution MONOTONIC timer
|
||||
static void InitTimerHiRes(void)
|
||||
{
|
||||
#if defined(_WIN32)
|
||||
QueryPerformanceFrequency((unsigned long long int *) &frequency);
|
||||
#endif
|
||||
|
||||
#if defined(__EMSCRIPTEN__) || defined(__linux__)
|
||||
struct timespec now;
|
||||
if (clock_gettime(CLOCK_MONOTONIC, &now) == 0) frequency = 1000000000;
|
||||
#endif
|
||||
|
||||
#if defined(__APPLE__)
|
||||
mach_timebase_info_data_t timebase;
|
||||
mach_timebase_info(&timebase);
|
||||
frequency = (timebase.denom*1e9)/timebase.numer;
|
||||
#endif
|
||||
|
||||
baseClockTicks = (double)GetClockTicks(); // Get MONOTONIC clock time offset
|
||||
startTime = GetCurrentTime(); // Get current time in milliseconds
|
||||
}
|
||||
|
||||
// Get hi-res MONOTONIC time measure in clock ticks
|
||||
static unsigned long long int GetClockTicks(void)
|
||||
{
|
||||
unsigned long long int value = 0;
|
||||
|
||||
#if defined(_WIN32)
|
||||
QueryPerformanceCounter((unsigned long long int *) &value);
|
||||
#endif
|
||||
|
||||
#if defined(__linux__)
|
||||
struct timespec now;
|
||||
clock_gettime(CLOCK_MONOTONIC, &now);
|
||||
value = (unsigned long long int)now.tv_sec*(unsigned long long int)1000000000 + (unsigned long long int)now.tv_nsec;
|
||||
#endif
|
||||
|
||||
#if defined(__APPLE__)
|
||||
value = mach_absolute_time();
|
||||
#endif
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
// Get current time in milliseconds
|
||||
static double GetCurrentTime(void)
|
||||
{
|
||||
return (double)(GetClockTicks() - baseClockTicks)/frequency*1000;
|
||||
}
|
||||
#endif // !PHYSAC_AVOID_TIMMING_SYSTEM
|
||||
|
||||
|
||||
// Returns the cross product of a vector and a value
|
||||
static inline Vector2 MathVector2Product(Vector2 vector, float value)
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user