Merge pull request #101 from victorfisac/develop
Redesigned physac module (IN PROGRESS)
This commit is contained in:
commit
893facdf6d
@ -1,8 +1,8 @@
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/*******************************************************************************************
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*
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* raylib [physac] physics example - Basic rigidbody
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* raylib [physac] example - Basic rigidbody
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*
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* This example has been created using raylib 1.4 (www.raylib.com)
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* This example has been created using raylib 1.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2016 Victor Fisac and Ramon Santamaria (@raysan5)
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@ -11,8 +11,8 @@
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#include "raylib.h"
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#define OBJECT_SIZE 50
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#define PLAYER_INDEX 0
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#define MOVE_VELOCITY 5
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#define JUMP_VELOCITY 35
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int main()
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{
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@ -20,28 +20,45 @@ int main()
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [physics] example - basic rigidbody");
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InitPhysics(3); // Initialize physics system with maximum physic objects
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// Object initialization
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Transform player = (Transform){(Vector2){(screenWidth - OBJECT_SIZE) / 2, (screenHeight - OBJECT_SIZE) / 2}, 0.0f, (Vector2){OBJECT_SIZE, OBJECT_SIZE}};
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AddCollider(PLAYER_INDEX, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){player.position.x, player.position.y, player.scale.x, player.scale.y}, 0});
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AddRigidbody(PLAYER_INDEX, (Rigidbody){true, 1.0f, (Vector2){0, 0}, (Vector2){0, 0}, false, false, true, 0.5f, 1.0f});
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// Floor initialization
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// NOTE: floor doesn't need a rigidbody because it's a static physic object, just a collider to collide with other dynamic colliders (with rigidbody)
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Transform floor = (Transform){(Vector2){0, screenHeight * 0.8f}, 0.0f, (Vector2){screenWidth, screenHeight * 0.2f}};
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AddCollider(PLAYER_INDEX + 1, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0});
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// Object properties initialization
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float moveSpeed = 6.0f;
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float jumpForce = 5.0f;
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bool physicsDebug = false;
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InitWindow(screenWidth, screenHeight, "raylib [physac] example - basic rigidbody");
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InitPhysics(); // Initialize physics module
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SetTargetFPS(60);
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// Debug variables
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bool isDebug = false;
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// Player physic object
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PhysicObject *player = CreatePhysicObject((Vector2){ screenWidth*0.25f, screenHeight/2 }, 0.0f, (Vector2){ 50, 50 });
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player->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
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player->rigidbody.applyGravity = true;
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player->rigidbody.friction = 0.3f;
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player->collider.enabled = true; // Enable physic object collisions detection
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// Player physic object
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PhysicObject *player2 = CreatePhysicObject((Vector2){ screenWidth*0.75f, screenHeight/2 }, 0.0f, (Vector2){ 50, 50 });
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player2->rigidbody.enabled = true;
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player2->rigidbody.applyGravity = true;
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player2->rigidbody.friction = 0.1f;
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player2->collider.enabled = true;
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// Floor physic object
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PhysicObject *floor = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.95f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 });
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floor->collider.enabled = true; // Enable just physic object collisions detection
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// Left wall physic object
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PhysicObject *leftWall = CreatePhysicObject((Vector2){ 0.0f, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight });
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leftWall->collider.enabled = true;
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// Right wall physic object
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PhysicObject *rightWall = CreatePhysicObject((Vector2){ screenWidth, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight });
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rightWall->collider.enabled = true;
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// Platform physic objectdd
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PhysicObject *platform = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.7f }, 0.0f, (Vector2){ screenWidth*0.25f, 20 });
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platform->collider.enabled = true;
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//--------------------------------------------------------------------------------------
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// Main game loop
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@ -49,35 +66,22 @@ int main()
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdatePhysics(); // Update all created physic objects
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// Update object physics
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// NOTE: all physics detections and reactions are calculated in ApplyPhysics() function (You will live happier :D)
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ApplyPhysics(PLAYER_INDEX, &player.position);
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// Check debug switch input
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if (IsKeyPressed('P')) isDebug = !isDebug;
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// Check jump button input
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if (IsKeyDown(KEY_SPACE) && GetRigidbody(PLAYER_INDEX).isGrounded)
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{
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// Reset object Y velocity to avoid double jumping cases but keep the same X velocity that it already has
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SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){GetRigidbody(PLAYER_INDEX).velocity.x, 0});
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// Add jumping force in Y axis
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AddRigidbodyForce(PLAYER_INDEX, (Vector2){0, jumpForce});
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}
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// Check player movement inputs
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if (IsKeyDown('W') && player->rigidbody.isGrounded) player->rigidbody.velocity.y = JUMP_VELOCITY;
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// Check movement buttons input
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if (IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D))
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{
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// Set rigidbody velocity in X based on moveSpeed value and apply the same Y velocity that it already has
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SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){moveSpeed, GetRigidbody(PLAYER_INDEX).velocity.y});
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}
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else if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A))
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{
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// Set rigidbody velocity in X based on moveSpeed negative value and apply the same Y velocity that it already has
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SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){-moveSpeed, GetRigidbody(PLAYER_INDEX).velocity.y});
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}
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if (IsKeyDown('A')) player->rigidbody.velocity.x = -MOVE_VELOCITY;
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else if (IsKeyDown('D')) player->rigidbody.velocity.x = MOVE_VELOCITY;
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// Check debug mode toggle button input
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if (IsKeyPressed(KEY_P)) physicsDebug = !physicsDebug;
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// Check player 2 movement inputs
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if (IsKeyDown(KEY_UP) && player2->rigidbody.isGrounded) player2->rigidbody.velocity.y = JUMP_VELOCITY;
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if (IsKeyDown(KEY_LEFT)) player2->rigidbody.velocity.x = -MOVE_VELOCITY;
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else if (IsKeyDown(KEY_RIGHT)) player2->rigidbody.velocity.x = MOVE_VELOCITY;
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//----------------------------------------------------------------------------------
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// Draw
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@ -86,28 +90,28 @@ int main()
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ClearBackground(RAYWHITE);
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// Draw information
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DrawText("Use LEFT / RIGHT to MOVE and SPACE to JUMP", (screenWidth - MeasureText("Use LEFT / RIGHT to MOVE and SPACE to JUMP", 20)) / 2, screenHeight * 0.20f, 20, LIGHTGRAY);
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DrawText("Use P to switch DEBUG MODE", (screenWidth - MeasureText("Use P to switch DEBUG MODE", 20)) / 2, screenHeight * 0.3f, 20, LIGHTGRAY);
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// Check if debug mode is enabled
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if (physicsDebug)
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if (isDebug)
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{
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// Draw every internal physics stored collider if it is active
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for (int i = 0; i < 2; i++)
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{
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if (GetCollider(i).enabled)
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{
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DrawRectangleLines(GetCollider(i).bounds.x, GetCollider(i).bounds.y, GetCollider(i).bounds.width, GetCollider(i).bounds.height, GREEN);
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}
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}
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DrawRectangleLines(floor->collider.bounds.x, floor->collider.bounds.y, floor->collider.bounds.width, floor->collider.bounds.height, GREEN);
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DrawRectangleLines(leftWall->collider.bounds.x, leftWall->collider.bounds.y, leftWall->collider.bounds.width, leftWall->collider.bounds.height, GREEN);
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DrawRectangleLines(rightWall->collider.bounds.x, rightWall->collider.bounds.y, rightWall->collider.bounds.width, rightWall->collider.bounds.height, GREEN);
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DrawRectangleLines(platform->collider.bounds.x, platform->collider.bounds.y, platform->collider.bounds.width, platform->collider.bounds.height, GREEN);
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DrawRectangleLines(player->collider.bounds.x, player->collider.bounds.y, player->collider.bounds.width, player->collider.bounds.height, GREEN);
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DrawRectangleLines(player2->collider.bounds.x, player2->collider.bounds.y, player2->collider.bounds.width, player2->collider.bounds.height, GREEN);
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}
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else
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{
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// Draw player and floor
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DrawRectangleRec((Rectangle){player.position.x, player.position.y, player.scale.x, player.scale.y}, GRAY);
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DrawRectangleRec((Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, BLACK);
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// Convert transform values to rectangle data type variable
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DrawRectangleRec(TransformToRectangle(floor->transform), DARKGRAY);
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DrawRectangleRec(TransformToRectangle(leftWall->transform), DARKGRAY);
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DrawRectangleRec(TransformToRectangle(rightWall->transform), DARKGRAY);
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DrawRectangleRec(TransformToRectangle(platform->transform), DARKGRAY);
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DrawRectangleRec(TransformToRectangle(player->transform), RED);
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DrawRectangleRec(TransformToRectangle(player2->transform), BLUE);
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}
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// Draw all physic object information in specific screen position and font size
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// DrawPhysicObjectInfo(player, (Vector2){ 10.0f, 10.0f }, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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@ -115,8 +119,7 @@ int main()
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadPhysics(); // Unload physic objects
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ClosePhysics(); // Unitialize physics module
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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@ -1,135 +0,0 @@
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/*******************************************************************************************
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*
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* raylib [physac] physics example - Rigidbody forces
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*
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* This example has been created using raylib 1.4 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2016 Victor Fisac and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define MAX_OBJECTS 5
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#define OBJECTS_OFFSET 150
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#define FORCE_INTENSITY 250.0f // Customize by user
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#define FORCE_RADIUS 100 // Customize by user
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [physics] example - rigidbodies forces");
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InitPhysics(MAX_OBJECTS + 1); // Initialize physics system with maximum physic objects
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// Physic Objects initialization
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Transform objects[MAX_OBJECTS];
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for (int i = 0; i < MAX_OBJECTS; i++)
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{
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objects[i] = (Transform){(Vector2){75 + OBJECTS_OFFSET * i, (screenHeight - 50) / 2}, 0.0f, (Vector2){50, 50}};
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AddCollider(i, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){objects[i].position.x, objects[i].position.y, objects[i].scale.x, objects[i].scale.y}, 0});
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AddRigidbody(i, (Rigidbody){true, 1.0f, (Vector2){0, 0}, (Vector2){0, 0}, false, false, true, 0.5f, 0.5f});
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}
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// Floor initialization
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// NOTE: floor doesn't need a rigidbody because it's a static physic object, just a collider to collide with other dynamic colliders (with rigidbody)
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Transform floor = (Transform){(Vector2){0, screenHeight * 0.8f}, 0.0f, (Vector2){screenWidth, screenHeight * 0.2f}};
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AddCollider(MAX_OBJECTS, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0});
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bool physicsDebug = false;
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// Update object physics
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// NOTE: all physics detections and reactions are calculated in ApplyPhysics() function (You will live happier :D)
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for (int i = 0; i < MAX_OBJECTS; i++)
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{
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ApplyPhysics(i, &objects[i].position);
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}
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// Check foce button input
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
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{
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AddForceAtPosition(GetMousePosition(), FORCE_INTENSITY, FORCE_RADIUS);
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}
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// Check debug mode toggle button input
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if (IsKeyPressed(KEY_P)) physicsDebug = !physicsDebug;
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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// Check if debug mode is enabled
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if (physicsDebug)
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{
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// Draw every internal physics stored collider if it is active (floor included)
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for (int i = 0; i < MAX_OBJECTS; i++)
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{
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if (GetCollider(i).enabled)
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{
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// Draw collider bounds
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DrawRectangleLines(GetCollider(i).bounds.x, GetCollider(i).bounds.y, GetCollider(i).bounds.width, GetCollider(i).bounds.height, GREEN);
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// Check if current collider is not floor
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if (i < MAX_OBJECTS)
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{
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// Draw lines between mouse position and objects if they are in force range
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if (CheckCollisionPointCircle(GetMousePosition(), (Vector2){GetCollider(i).bounds.x + GetCollider(i).bounds.width / 2, GetCollider(i).bounds.y + GetCollider(i).bounds.height / 2}, FORCE_RADIUS))
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{
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DrawLineV(GetMousePosition(), (Vector2){GetCollider(i).bounds.x + GetCollider(i).bounds.width / 2, GetCollider(i).bounds.y + GetCollider(i).bounds.height / 2}, RED);
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}
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}
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}
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}
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// Draw radius circle
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DrawCircleLines(GetMousePosition().x, GetMousePosition().y, FORCE_RADIUS, RED);
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}
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else
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{
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// Draw objects
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for (int i = 0; i < MAX_OBJECTS; i++)
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{
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DrawRectangleRec((Rectangle){objects[i].position.x, objects[i].position.y, objects[i].scale.x, objects[i].scale.y}, GRAY);
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}
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// Draw floor
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DrawRectangleRec((Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, BLACK);
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}
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// Draw help messages
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DrawText("Use LEFT MOUSE BUTTON to create a force in mouse position", (screenWidth - MeasureText("Use LEFT MOUSE BUTTON to create a force in mouse position", 20)) / 2, screenHeight * 0.20f, 20, LIGHTGRAY);
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DrawText("Use P to switch DEBUG MODE", (screenWidth - MeasureText("Use P to switch DEBUG MODE", 20)) / 2, screenHeight * 0.3f, 20, LIGHTGRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadPhysics(); // Unload physic objects
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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Before Width: | Height: | Size: 18 KiB |
578
src/physac.c
578
src/physac.c
@ -1,6 +1,6 @@
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/**********************************************************************************************
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*
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* [physac] raylib physics engine module - Basic functions to apply physics to 2D objects
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* [physac] raylib physics module - Basic functions to apply physics to 2D objects
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*
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* Copyright (c) 2015 Victor Fisac and Ramon Santamaria
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*
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@ -29,329 +29,343 @@
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#include "raylib.h"
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#endif
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#include <math.h>
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#include <stdlib.h> // Required for: malloc(), free()
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#include <stdlib.h> // Declares malloc() and free() for memory management
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#include <math.h> // abs() and fminf()
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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#define DECIMAL_FIX 0.26f // Decimal margin for collision checks (avoid rigidbodies shake)
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#define MAX_PHYSIC_OBJECTS 256
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#define PHYSICS_GRAVITY -9.81f/2
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#define PHYSICS_STEPS 450
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#define PHYSICS_ACCURACY 0.0001f // Velocity subtract operations round filter (friction)
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#define PHYSICS_ERRORPERCENT 0.001f // Collision resolve position fix
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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// NOTE: Below types are required for PHYSAC_STANDALONE usage
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//----------------------------------------------------------------------------------
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// ...
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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static Collider *colliders; // Colliders array, dynamically allocated at runtime
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static Rigidbody *rigidbodies; // Rigitbody array, dynamically allocated at runtime
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static bool collisionChecker;
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static int maxElements; // Max physic elements to compute
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static bool enabled; // Physics enabled? (true by default)
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static Vector2 gravity; // Gravity value used for physic calculations
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static PhysicObject *physicObjects[MAX_PHYSIC_OBJECTS]; // Physic objects pool
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static int physicObjectsCount; // Counts current enabled physic objects
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//----------------------------------------------------------------------------------
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// Module specific Functions Declarations
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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static float Vector2Length(Vector2 vector);
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static float Vector2Distance(Vector2 a, Vector2 b);
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static void Vector2Normalize(Vector2 *vector);
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static float Vector2DotProduct(Vector2 v1, Vector2 v2); // Returns the dot product of two Vector2
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//----------------------------------------------------------------------------------
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// Module Functions Definitions
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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void InitPhysics(int maxPhysicElements)
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// Initializes pointers array (just pointers, fixed size)
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void InitPhysics()
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{
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maxElements = maxPhysicElements;
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colliders = (Collider *)malloc(maxElements*sizeof(Collider));
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rigidbodies = (Rigidbody *)malloc(maxElements*sizeof(Rigidbody));
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for (int i = 0; i < maxElements; i++)
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// Initialize physics variables
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physicObjectsCount = 0;
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}
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// Update physic objects, calculating physic behaviours and collisions detection
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void UpdatePhysics()
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{
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// Reset all physic objects is grounded state
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for(int i = 0; i < physicObjectsCount; i++)
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{
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colliders[i].enabled = false;
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colliders[i].bounds = (Rectangle){ 0, 0, 0, 0 };
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colliders[i].radius = 0;
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rigidbodies[i].enabled = false;
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rigidbodies[i].mass = 0.0f;
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rigidbodies[i].velocity = (Vector2){ 0.0f, 0.0f };
|
||||
rigidbodies[i].acceleration = (Vector2){ 0.0f, 0.0f };
|
||||
rigidbodies[i].isGrounded = false;
|
||||
rigidbodies[i].isContact = false;
|
||||
rigidbodies[i].friction = 0.0f;
|
||||
if(physicObjects[i]->rigidbody.enabled) physicObjects[i]->rigidbody.isGrounded = false;
|
||||
}
|
||||
|
||||
collisionChecker = false;
|
||||
enabled = true;
|
||||
|
||||
// NOTE: To get better results, gravity needs to be 1:10 from original parameter
|
||||
gravity = (Vector2){ 0.0f, -9.81f/10.0f }; // By default, standard gravity
|
||||
}
|
||||
|
||||
void UnloadPhysics()
|
||||
{
|
||||
free(colliders);
|
||||
free(rigidbodies);
|
||||
}
|
||||
|
||||
void AddCollider(int index, Collider collider)
|
||||
{
|
||||
colliders[index] = collider;
|
||||
}
|
||||
|
||||
void AddRigidbody(int index, Rigidbody rigidbody)
|
||||
{
|
||||
rigidbodies[index] = rigidbody;
|
||||
}
|
||||
|
||||
void ApplyPhysics(int index, Vector2 *position)
|
||||
{
|
||||
if (rigidbodies[index].enabled)
|
||||
for(int steps = 0; steps < PHYSICS_STEPS; steps++)
|
||||
{
|
||||
// Apply friction to acceleration
|
||||
if (rigidbodies[index].acceleration.x > DECIMAL_FIX)
|
||||
for(int i = 0; i < physicObjectsCount; i++)
|
||||
{
|
||||
rigidbodies[index].acceleration.x -= rigidbodies[index].friction;
|
||||
}
|
||||
else if (rigidbodies[index].acceleration.x < -DECIMAL_FIX)
|
||||
{
|
||||
rigidbodies[index].acceleration.x += rigidbodies[index].friction;
|
||||
}
|
||||
else
|
||||
{
|
||||
rigidbodies[index].acceleration.x = 0;
|
||||
}
|
||||
|
||||
if (rigidbodies[index].acceleration.y > DECIMAL_FIX / 2)
|
||||
{
|
||||
rigidbodies[index].acceleration.y -= rigidbodies[index].friction;
|
||||
}
|
||||
else if (rigidbodies[index].acceleration.y < -DECIMAL_FIX / 2)
|
||||
{
|
||||
rigidbodies[index].acceleration.y += rigidbodies[index].friction;
|
||||
}
|
||||
else
|
||||
{
|
||||
rigidbodies[index].acceleration.y = 0;
|
||||
}
|
||||
|
||||
// Apply friction to velocity
|
||||
if (rigidbodies[index].isGrounded)
|
||||
{
|
||||
if (rigidbodies[index].velocity.x > DECIMAL_FIX)
|
||||
if(physicObjects[i]->enabled)
|
||||
{
|
||||
rigidbodies[index].velocity.x -= rigidbodies[index].friction;
|
||||
}
|
||||
else if (rigidbodies[index].velocity.x < -DECIMAL_FIX)
|
||||
{
|
||||
rigidbodies[index].velocity.x += rigidbodies[index].friction;
|
||||
}
|
||||
else
|
||||
{
|
||||
rigidbodies[index].velocity.x = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (rigidbodies[index].velocity.y > DECIMAL_FIX / 2)
|
||||
{
|
||||
rigidbodies[index].velocity.y -= rigidbodies[index].friction;
|
||||
}
|
||||
else if (rigidbodies[index].velocity.y < -DECIMAL_FIX / 2)
|
||||
{
|
||||
rigidbodies[index].velocity.y += rigidbodies[index].friction;
|
||||
}
|
||||
else
|
||||
{
|
||||
rigidbodies[index].velocity.y = 0;
|
||||
}
|
||||
|
||||
// Apply gravity
|
||||
rigidbodies[index].velocity.y += gravity.y;
|
||||
rigidbodies[index].velocity.x += gravity.x;
|
||||
|
||||
// Apply acceleration
|
||||
rigidbodies[index].velocity.y += rigidbodies[index].acceleration.y;
|
||||
rigidbodies[index].velocity.x += rigidbodies[index].acceleration.x;
|
||||
|
||||
// Update position vector
|
||||
position->x += rigidbodies[index].velocity.x;
|
||||
position->y -= rigidbodies[index].velocity.y;
|
||||
|
||||
// Update collider bounds
|
||||
colliders[index].bounds.x = position->x;
|
||||
colliders[index].bounds.y = position->y;
|
||||
|
||||
// Check collision with other colliders
|
||||
collisionChecker = false;
|
||||
rigidbodies[index].isContact = false;
|
||||
for (int j = 0; j < maxElements; j++)
|
||||
{
|
||||
if (index != j)
|
||||
{
|
||||
if (colliders[index].enabled && colliders[j].enabled)
|
||||
// Update physic behaviour
|
||||
if(physicObjects[i]->rigidbody.enabled)
|
||||
{
|
||||
if (colliders[index].type == COLLIDER_RECTANGLE)
|
||||
// Apply friction to acceleration in X axis
|
||||
if (physicObjects[i]->rigidbody.acceleration.x > PHYSICS_ACCURACY) physicObjects[i]->rigidbody.acceleration.x -= physicObjects[i]->rigidbody.friction/PHYSICS_STEPS;
|
||||
else if (physicObjects[i]->rigidbody.acceleration.x < PHYSICS_ACCURACY) physicObjects[i]->rigidbody.acceleration.x += physicObjects[i]->rigidbody.friction/PHYSICS_STEPS;
|
||||
else physicObjects[i]->rigidbody.acceleration.x = 0.0f;
|
||||
|
||||
// Apply friction to velocity in X axis
|
||||
if (physicObjects[i]->rigidbody.velocity.x > PHYSICS_ACCURACY) physicObjects[i]->rigidbody.velocity.x -= physicObjects[i]->rigidbody.friction/PHYSICS_STEPS;
|
||||
else if (physicObjects[i]->rigidbody.velocity.x < PHYSICS_ACCURACY) physicObjects[i]->rigidbody.velocity.x += physicObjects[i]->rigidbody.friction/PHYSICS_STEPS;
|
||||
else physicObjects[i]->rigidbody.velocity.x = 0.0f;
|
||||
|
||||
// Apply gravity to velocity
|
||||
if (physicObjects[i]->rigidbody.applyGravity) physicObjects[i]->rigidbody.velocity.y += PHYSICS_GRAVITY/PHYSICS_STEPS;
|
||||
|
||||
// Apply acceleration to velocity
|
||||
physicObjects[i]->rigidbody.velocity.x += physicObjects[i]->rigidbody.acceleration.x/PHYSICS_STEPS;
|
||||
physicObjects[i]->rigidbody.velocity.y += physicObjects[i]->rigidbody.acceleration.y/PHYSICS_STEPS;
|
||||
|
||||
// Apply velocity to position
|
||||
physicObjects[i]->transform.position.x += physicObjects[i]->rigidbody.velocity.x/PHYSICS_STEPS;
|
||||
physicObjects[i]->transform.position.y -= physicObjects[i]->rigidbody.velocity.y/PHYSICS_STEPS;
|
||||
}
|
||||
|
||||
// Update collision detection
|
||||
if (physicObjects[i]->collider.enabled)
|
||||
{
|
||||
// Update collider bounds
|
||||
physicObjects[i]->collider.bounds = TransformToRectangle(physicObjects[i]->transform);
|
||||
|
||||
// Check collision with other colliders
|
||||
for (int k = 0; k < physicObjectsCount; k++)
|
||||
{
|
||||
if (colliders[j].type == COLLIDER_RECTANGLE)
|
||||
if (physicObjects[k]->collider.enabled && i != k)
|
||||
{
|
||||
if (CheckCollisionRecs(colliders[index].bounds, colliders[j].bounds))
|
||||
// Check if colliders are overlapped
|
||||
if (CheckCollisionRecs(physicObjects[i]->collider.bounds, physicObjects[k]->collider.bounds))
|
||||
{
|
||||
collisionChecker = true;
|
||||
// Resolve physic collision
|
||||
// NOTE: collision resolve is generic for all directions and conditions (no axis separated cases behaviours)
|
||||
// and it is separated in rigidbody attributes resolve (velocity changes by impulse) and position correction (position overlap)
|
||||
|
||||
if ((colliders[index].bounds.y + colliders[index].bounds.height <= colliders[j].bounds.y) == false)
|
||||
// 1. Calculate collision normal
|
||||
// -------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
// Define collision ontact normal
|
||||
Vector2 contactNormal = { 0.0f, 0.0f };
|
||||
|
||||
// Calculate direction vector from i to k
|
||||
Vector2 direction;
|
||||
direction.x = (physicObjects[k]->transform.position.x + physicObjects[k]->transform.scale.x/2) - (physicObjects[i]->transform.position.x + physicObjects[i]->transform.scale.x/2);
|
||||
direction.y = (physicObjects[k]->transform.position.y + physicObjects[k]->transform.scale.y/2) - (physicObjects[i]->transform.position.y + physicObjects[i]->transform.scale.y/2);
|
||||
|
||||
// Define overlapping and penetration attributes
|
||||
Vector2 overlap;
|
||||
float penetrationDepth = 0.0f;
|
||||
|
||||
// Calculate overlap on X axis
|
||||
overlap.x = (physicObjects[i]->transform.scale.x + physicObjects[k]->transform.scale.x)/2 - abs(direction.x);
|
||||
|
||||
// SAT test on X axis
|
||||
if (overlap.x > 0.0f)
|
||||
{
|
||||
rigidbodies[index].isContact = true;
|
||||
// Calculate overlap on Y axis
|
||||
overlap.y = (physicObjects[i]->transform.scale.y + physicObjects[k]->transform.scale.y)/2 - abs(direction.y);
|
||||
|
||||
// SAT test on Y axis
|
||||
if (overlap.y > 0.0f)
|
||||
{
|
||||
// Find out which axis is axis of least penetration
|
||||
if (overlap.y > overlap.x)
|
||||
{
|
||||
// Point towards k knowing that direction points from i to k
|
||||
if (direction.x < 0.0f) contactNormal = (Vector2){ -1.0f, 0.0f };
|
||||
else contactNormal = (Vector2){ 1.0f, 0.0f };
|
||||
|
||||
// Update penetration depth for position correction
|
||||
penetrationDepth = overlap.x;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Point towards k knowing that direction points from i to k
|
||||
if (direction.y < 0.0f) contactNormal = (Vector2){ 0.0f, 1.0f };
|
||||
else contactNormal = (Vector2){ 0.0f, -1.0f };
|
||||
|
||||
// Update penetration depth for position correction
|
||||
penetrationDepth = overlap.y;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Update rigidbody grounded state
|
||||
if (physicObjects[i]->rigidbody.enabled)
|
||||
{
|
||||
if (contactNormal.y < 0.0f) physicObjects[i]->rigidbody.isGrounded = true;
|
||||
}
|
||||
|
||||
// 2. Calculate collision impulse
|
||||
// -------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
// Calculate relative velocity
|
||||
Vector2 relVelocity = { physicObjects[k]->rigidbody.velocity.x - physicObjects[i]->rigidbody.velocity.x, physicObjects[k]->rigidbody.velocity.y - physicObjects[i]->rigidbody.velocity.y };
|
||||
|
||||
// Calculate relative velocity in terms of the normal direction
|
||||
float velAlongNormal = Vector2DotProduct(relVelocity, contactNormal);
|
||||
|
||||
// Dot not resolve if velocities are separating
|
||||
if (velAlongNormal <= 0.0f)
|
||||
{
|
||||
// Calculate minimum bounciness value from both objects
|
||||
float e = fminf(physicObjects[i]->rigidbody.bounciness, physicObjects[k]->rigidbody.bounciness);
|
||||
|
||||
// Calculate impulse scalar value
|
||||
float j = -(1.0f + e) * velAlongNormal;
|
||||
j /= 1.0f/physicObjects[i]->rigidbody.mass + 1.0f/physicObjects[k]->rigidbody.mass;
|
||||
|
||||
// Calculate final impulse vector
|
||||
Vector2 impulse = { j*contactNormal.x, j*contactNormal.y };
|
||||
|
||||
// Calculate collision mass ration
|
||||
float massSum = physicObjects[i]->rigidbody.mass + physicObjects[k]->rigidbody.mass;
|
||||
float ratio = 0.0f;
|
||||
|
||||
// Apply impulse to current rigidbodies velocities if they are enabled
|
||||
if (physicObjects[i]->rigidbody.enabled)
|
||||
{
|
||||
// Calculate inverted mass ration
|
||||
ratio = physicObjects[i]->rigidbody.mass/massSum;
|
||||
|
||||
// Apply impulse direction to velocity
|
||||
physicObjects[i]->rigidbody.velocity.x -= impulse.x*ratio;
|
||||
physicObjects[i]->rigidbody.velocity.y -= impulse.y*ratio;
|
||||
}
|
||||
|
||||
if (physicObjects[k]->rigidbody.enabled)
|
||||
{
|
||||
// Calculate inverted mass ration
|
||||
ratio = physicObjects[k]->rigidbody.mass/massSum;
|
||||
|
||||
// Apply impulse direction to velocity
|
||||
physicObjects[k]->rigidbody.velocity.x += impulse.x*ratio;
|
||||
physicObjects[k]->rigidbody.velocity.y += impulse.y*ratio;
|
||||
}
|
||||
|
||||
// 3. Correct colliders overlaping (transform position)
|
||||
// ---------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
// Calculate transform position penetration correction
|
||||
Vector2 posCorrection;
|
||||
posCorrection.x = penetrationDepth/((1.0f/physicObjects[i]->rigidbody.mass) + (1.0f/physicObjects[k]->rigidbody.mass))*PHYSICS_ERRORPERCENT*contactNormal.x;
|
||||
posCorrection.y = penetrationDepth/((1.0f/physicObjects[i]->rigidbody.mass) + (1.0f/physicObjects[k]->rigidbody.mass))*PHYSICS_ERRORPERCENT*contactNormal.y;
|
||||
|
||||
// Fix transform positions
|
||||
if (physicObjects[i]->rigidbody.enabled)
|
||||
{
|
||||
// Fix physic objects transform position
|
||||
physicObjects[i]->transform.position.x -= 1.0f/physicObjects[i]->rigidbody.mass*posCorrection.x;
|
||||
physicObjects[i]->transform.position.y += 1.0f/physicObjects[i]->rigidbody.mass*posCorrection.y;
|
||||
|
||||
// Update collider bounds
|
||||
physicObjects[i]->collider.bounds = TransformToRectangle(physicObjects[i]->transform);
|
||||
|
||||
if (physicObjects[k]->rigidbody.enabled)
|
||||
{
|
||||
// Fix physic objects transform position
|
||||
physicObjects[k]->transform.position.x += 1.0f/physicObjects[k]->rigidbody.mass*posCorrection.x;
|
||||
physicObjects[k]->transform.position.y -= 1.0f/physicObjects[k]->rigidbody.mass*posCorrection.y;
|
||||
|
||||
// Update collider bounds
|
||||
physicObjects[k]->collider.bounds = TransformToRectangle(physicObjects[k]->transform);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (CheckCollisionCircleRec((Vector2){colliders[j].bounds.x, colliders[j].bounds.y}, colliders[j].radius, colliders[index].bounds))
|
||||
{
|
||||
collisionChecker = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (colliders[j].type == COLLIDER_RECTANGLE)
|
||||
{
|
||||
if (CheckCollisionCircleRec((Vector2){colliders[index].bounds.x, colliders[index].bounds.y}, colliders[index].radius, colliders[j].bounds))
|
||||
{
|
||||
collisionChecker = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (CheckCollisionCircles((Vector2){colliders[j].bounds.x, colliders[j].bounds.y}, colliders[j].radius, (Vector2){colliders[index].bounds.x, colliders[index].bounds.y}, colliders[index].radius))
|
||||
{
|
||||
collisionChecker = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Update grounded rigidbody state
|
||||
rigidbodies[index].isGrounded = collisionChecker;
|
||||
|
||||
// Set grounded state if needed (fix overlap and set y velocity)
|
||||
if (collisionChecker && rigidbodies[index].velocity.y != 0)
|
||||
{
|
||||
position->y += rigidbodies[index].velocity.y;
|
||||
rigidbodies[index].velocity.y = -rigidbodies[index].velocity.y * rigidbodies[index].bounciness;
|
||||
}
|
||||
|
||||
if (rigidbodies[index].isContact)
|
||||
{
|
||||
position->x -= rigidbodies[index].velocity.x;
|
||||
rigidbodies[index].velocity.x = rigidbodies[index].velocity.x;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SetRigidbodyEnabled(int index, bool state)
|
||||
// Unitialize all physic objects and empty the objects pool
|
||||
void ClosePhysics()
|
||||
{
|
||||
rigidbodies[index].enabled = state;
|
||||
}
|
||||
|
||||
void SetRigidbodyVelocity(int index, Vector2 velocity)
|
||||
{
|
||||
rigidbodies[index].velocity.x = velocity.x;
|
||||
rigidbodies[index].velocity.y = velocity.y;
|
||||
}
|
||||
|
||||
void SetRigidbodyAcceleration(int index, Vector2 acceleration)
|
||||
{
|
||||
rigidbodies[index].acceleration.x = acceleration.x;
|
||||
rigidbodies[index].acceleration.y = acceleration.y;
|
||||
}
|
||||
|
||||
void AddRigidbodyForce(int index, Vector2 force)
|
||||
{
|
||||
rigidbodies[index].acceleration.x = force.x / rigidbodies[index].mass;
|
||||
rigidbodies[index].acceleration.y = force.y / rigidbodies[index].mass;
|
||||
}
|
||||
|
||||
void AddForceAtPosition(Vector2 position, float intensity, float radius)
|
||||
{
|
||||
for(int i = 0; i < maxElements; i++)
|
||||
{
|
||||
if(rigidbodies[i].enabled)
|
||||
{
|
||||
// Get position from its collider
|
||||
Vector2 pos = {colliders[i].bounds.x, colliders[i].bounds.y};
|
||||
|
||||
// Get distance between rigidbody position and target position
|
||||
float distance = Vector2Distance(position, pos);
|
||||
|
||||
if(distance <= radius)
|
||||
{
|
||||
// Calculate force based on direction
|
||||
Vector2 force = {colliders[i].bounds.x - position.x, colliders[i].bounds.y - position.y};
|
||||
|
||||
// Normalize the direction vector
|
||||
Vector2Normalize(&force);
|
||||
|
||||
// Invert y value
|
||||
force.y *= -1;
|
||||
|
||||
// Apply intensity and distance
|
||||
force = (Vector2){force.x * intensity / distance, force.y * intensity / distance};
|
||||
|
||||
// Add calculated force to the rigidbodies
|
||||
AddRigidbodyForce(i, force);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SetColliderEnabled(int index, bool state)
|
||||
{
|
||||
colliders[index].enabled = state;
|
||||
}
|
||||
|
||||
Collider GetCollider(int index)
|
||||
{
|
||||
return colliders[index];
|
||||
}
|
||||
|
||||
Rigidbody GetRigidbody(int index)
|
||||
{
|
||||
return rigidbodies[index];
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module specific Functions Definitions
|
||||
//----------------------------------------------------------------------------------
|
||||
static float Vector2Length(Vector2 vector)
|
||||
{
|
||||
return sqrt((vector.x * vector.x) + (vector.y * vector.y));
|
||||
}
|
||||
|
||||
static float Vector2Distance(Vector2 a, Vector2 b)
|
||||
{
|
||||
Vector2 vector = {b.x - a.x, b.y - a.y};
|
||||
return sqrt((vector.x * vector.x) + (vector.y * vector.y));
|
||||
}
|
||||
|
||||
static void Vector2Normalize(Vector2 *vector)
|
||||
{
|
||||
float length = Vector2Length(*vector);
|
||||
// Free all dynamic memory allocations
|
||||
for (int i = 0; i < physicObjectsCount; i++) free(physicObjects[i]);
|
||||
|
||||
if (length != 0.0f)
|
||||
{
|
||||
vector->x /= length;
|
||||
vector->y /= length;
|
||||
}
|
||||
else
|
||||
{
|
||||
vector->x = 0.0f;
|
||||
vector->y = 0.0f;
|
||||
}
|
||||
// Reset enabled physic objects count
|
||||
physicObjectsCount = 0;
|
||||
}
|
||||
|
||||
// Create a new physic object dinamically, initialize it and add to pool
|
||||
PhysicObject *CreatePhysicObject(Vector2 position, float rotation, Vector2 scale)
|
||||
{
|
||||
// Allocate dynamic memory
|
||||
PhysicObject *obj = (PhysicObject *)malloc(sizeof(PhysicObject));
|
||||
|
||||
// Initialize physic object values with generic values
|
||||
obj->id = physicObjectsCount;
|
||||
obj->enabled = true;
|
||||
|
||||
obj->transform = (Transform){ (Vector2){ position.x - scale.x/2, position.y - scale.y/2 }, rotation, scale };
|
||||
|
||||
obj->rigidbody.enabled = false;
|
||||
obj->rigidbody.mass = 1.0f;
|
||||
obj->rigidbody.acceleration = (Vector2){ 0.0f, 0.0f };
|
||||
obj->rigidbody.velocity = (Vector2){ 0.0f, 0.0f };
|
||||
obj->rigidbody.applyGravity = false;
|
||||
obj->rigidbody.isGrounded = false;
|
||||
obj->rigidbody.friction = 0.0f;
|
||||
obj->rigidbody.bounciness = 0.0f;
|
||||
|
||||
obj->collider.enabled = false;
|
||||
obj->collider.type = COLLIDER_RECTANGLE;
|
||||
obj->collider.bounds = TransformToRectangle(obj->transform);
|
||||
obj->collider.radius = 0.0f;
|
||||
|
||||
// Add new physic object to the pointers array
|
||||
physicObjects[physicObjectsCount] = obj;
|
||||
|
||||
// Increase enabled physic objects count
|
||||
physicObjectsCount++;
|
||||
|
||||
return obj;
|
||||
}
|
||||
|
||||
// Destroy a specific physic object and take it out of the list
|
||||
void DestroyPhysicObject(PhysicObject *pObj)
|
||||
{
|
||||
// Free dynamic memory allocation
|
||||
free(physicObjects[pObj->id]);
|
||||
|
||||
// Remove *obj from the pointers array
|
||||
for (int i = pObj->id; i < physicObjectsCount; i++)
|
||||
{
|
||||
// Resort all the following pointers of the array
|
||||
if ((i + 1) < physicObjectsCount)
|
||||
{
|
||||
physicObjects[i] = physicObjects[i + 1];
|
||||
physicObjects[i]->id = physicObjects[i + 1]->id;
|
||||
}
|
||||
else free(physicObjects[i]);
|
||||
}
|
||||
|
||||
// Decrease enabled physic objects count
|
||||
physicObjectsCount--;
|
||||
}
|
||||
|
||||
// Convert Transform data type to Rectangle (position and scale)
|
||||
Rectangle TransformToRectangle(Transform transform)
|
||||
{
|
||||
return (Rectangle){transform.position.x, transform.position.y, transform.scale.x, transform.scale.y};
|
||||
}
|
||||
|
||||
// Draw physic object information at screen position
|
||||
void DrawPhysicObjectInfo(PhysicObject *pObj, Vector2 position, int fontSize)
|
||||
{
|
||||
// Draw physic object ID
|
||||
DrawText(FormatText("PhysicObject ID: %i - Enabled: %i", pObj->id, pObj->enabled), position.x, position.y, fontSize, BLACK);
|
||||
|
||||
// Draw physic object transform values
|
||||
DrawText(FormatText("\nTRANSFORM\nPosition: %f, %f\nRotation: %f\nScale: %f, %f", pObj->transform.position.x, pObj->transform.position.y, pObj->transform.rotation, pObj->transform.scale.x, pObj->transform.scale.y), position.x, position.y, fontSize, BLACK);
|
||||
|
||||
// Draw physic object rigidbody values
|
||||
DrawText(FormatText("\n\n\n\n\n\nRIGIDBODY\nEnabled: %i\nMass: %f\nAcceleration: %f, %f\nVelocity: %f, %f\nApplyGravity: %i\nIsGrounded: %i\nFriction: %f\nBounciness: %f", pObj->rigidbody.enabled, pObj->rigidbody.mass, pObj->rigidbody.acceleration.x, pObj->rigidbody.acceleration.y,
|
||||
pObj->rigidbody.velocity.x, pObj->rigidbody.velocity.y, pObj->rigidbody.applyGravity, pObj->rigidbody.isGrounded, pObj->rigidbody.friction, pObj->rigidbody.bounciness), position.x, position.y, fontSize, BLACK);
|
||||
|
||||
DrawText(FormatText("\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nCOLLIDER\nEnabled: %i\nBounds: %i, %i, %i, %i\nRadius: %i", pObj->collider.enabled, pObj->collider.bounds.x, pObj->collider.bounds.y, pObj->collider.bounds.width, pObj->collider.bounds.height, pObj->collider.radius), position.x, position.y, fontSize, BLACK);
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module specific Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
59
src/physac.h
59
src/physac.h
@ -1,6 +1,6 @@
|
||||
/**********************************************************************************************
|
||||
*
|
||||
* [physac] raylib physics engine module - Basic functions to apply physics to 2D objects
|
||||
* [physac] raylib physics module - Basic functions to apply physics to 2D objects
|
||||
*
|
||||
* Copyright (c) 2015 Victor Fisac and Ramon Santamaria
|
||||
*
|
||||
@ -31,62 +31,65 @@
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
// NOTE: Below types are required for PHYSAC_STANDALONE usage
|
||||
//----------------------------------------------------------------------------------
|
||||
// Collider types
|
||||
|
||||
// Vector2 type
|
||||
typedef struct Vector2 {
|
||||
float x;
|
||||
float y;
|
||||
} Vector2;
|
||||
|
||||
typedef enum { COLLIDER_CIRCLE, COLLIDER_RECTANGLE, COLLIDER_CAPSULE } ColliderType;
|
||||
|
||||
// Transform struct
|
||||
typedef struct Transform {
|
||||
Vector2 position;
|
||||
float rotation;
|
||||
Vector2 scale;
|
||||
} Transform;
|
||||
|
||||
// Rigidbody struct
|
||||
typedef struct Rigidbody {
|
||||
bool enabled;
|
||||
bool enabled; // Acts as kinematic state (collisions are calculated anyway)
|
||||
float mass;
|
||||
Vector2 acceleration;
|
||||
Vector2 velocity;
|
||||
bool isGrounded;
|
||||
bool isContact; // Avoid freeze player when touching floor
|
||||
bool applyGravity;
|
||||
float friction; // 0.0f to 1.0f
|
||||
float bounciness; // 0.0f to 1.0f
|
||||
bool isGrounded;
|
||||
float friction; // Normalized value
|
||||
float bounciness; // Normalized value
|
||||
} Rigidbody;
|
||||
|
||||
// Collider struct
|
||||
typedef struct Collider {
|
||||
bool enabled;
|
||||
ColliderType type;
|
||||
Rectangle bounds; // Used for COLLIDER_RECTANGLE and COLLIDER_CAPSULE
|
||||
int radius; // Used for COLLIDER_CIRCLE and COLLIDER_CAPSULE
|
||||
Rectangle bounds; // Used for COLLIDER_RECTANGLE and COLLIDER_CAPSULE
|
||||
int radius; // Used for COLLIDER_CIRCLE and COLLIDER_CAPSULE
|
||||
} Collider;
|
||||
|
||||
typedef struct PhysicObject {
|
||||
unsigned int id;
|
||||
Transform transform;
|
||||
Rigidbody rigidbody;
|
||||
Collider collider;
|
||||
bool enabled;
|
||||
} PhysicObject;
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" { // Prevents name mangling of functions
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Declarations
|
||||
// Module Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
void InitPhysics(int maxPhysicElements); // Initialize all internal physics values
|
||||
void UnloadPhysics(); // Unload physic elements arrays
|
||||
void InitPhysics(); // Initializes pointers array (just pointers, fixed size)
|
||||
void UpdatePhysics(); // Update physic objects, calculating physic behaviours and collisions detection
|
||||
void ClosePhysics(); // Unitialize all physic objects and empty the objects pool
|
||||
|
||||
void AddRigidbody(int index, Rigidbody rigidbody); // Initialize a new rigidbody with parameters to internal index slot
|
||||
void AddCollider(int index, Collider collider); // Initialize a new Collider with parameters to internal index slot
|
||||
PhysicObject *CreatePhysicObject(Vector2 position, float rotation, Vector2 scale); // Create a new physic object dinamically, initialize it and add to pool
|
||||
void DestroyPhysicObject(PhysicObject *pObj); // Destroy a specific physic object and take it out of the list
|
||||
|
||||
void ApplyPhysics(int index, Vector2 *position); // Apply physics to internal rigidbody, physics calculations are applied to position pointer parameter
|
||||
void SetRigidbodyEnabled(int index, bool state); // Set enabled state to a defined rigidbody
|
||||
void SetRigidbodyVelocity(int index, Vector2 velocity); // Set velocity of rigidbody (without considering of mass value)
|
||||
void SetRigidbodyAcceleration(int index, Vector2 acceleration); // Set acceleration of rigidbody (without considering of mass value)
|
||||
void AddRigidbodyForce(int index, Vector2 force); // Set rigidbody force (considering mass value)
|
||||
void AddForceAtPosition(Vector2 position, float intensity, float radius); // Add a force to all enabled rigidbodies at a position
|
||||
|
||||
void SetColliderEnabled(int index, bool state); // Set enabled state to a defined collider
|
||||
|
||||
Rigidbody GetRigidbody(int index); // Returns the internal rigidbody data defined by index parameter
|
||||
Collider GetCollider(int index); // Returns the internal collider data defined by index parameter
|
||||
Rectangle TransformToRectangle(Transform transform); // Convert Transform data type to Rectangle (position and scale)
|
||||
void DrawPhysicObjectInfo(PhysicObject *pObj, Vector2 position, int fontSize); // Draw physic object information at screen position
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
|
49
src/raylib.h
49
src/raylib.h
@ -474,37 +474,40 @@ typedef struct {
|
||||
// Camera system modes
|
||||
typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
|
||||
|
||||
// Collider types
|
||||
typedef enum { COLLIDER_CIRCLE, COLLIDER_RECTANGLE, COLLIDER_CAPSULE } ColliderType;
|
||||
|
||||
// Transform struct
|
||||
typedef struct Transform {
|
||||
Vector2 position;
|
||||
float rotation;
|
||||
Vector2 scale;
|
||||
} Transform;
|
||||
|
||||
// Rigidbody struct
|
||||
typedef struct Rigidbody {
|
||||
bool enabled;
|
||||
bool enabled; // Acts as kinematic state (collisions are calculated anyway)
|
||||
float mass;
|
||||
Vector2 acceleration;
|
||||
Vector2 velocity;
|
||||
bool isGrounded;
|
||||
bool isContact; // Avoid freeze player when touching floor
|
||||
bool applyGravity;
|
||||
float friction; // 0.0f to 1.0f
|
||||
float bounciness; // 0.0f to 1.0f
|
||||
bool isGrounded;
|
||||
float friction; // Normalized value
|
||||
float bounciness; // Normalized value
|
||||
} Rigidbody;
|
||||
|
||||
// Collider struct
|
||||
typedef struct Collider {
|
||||
bool enabled;
|
||||
ColliderType type;
|
||||
Rectangle bounds; // Used for COLLIDER_RECTANGLE and COLLIDER_CAPSULE
|
||||
int radius; // Used for COLLIDER_CIRCLE and COLLIDER_CAPSULE
|
||||
Rectangle bounds; // Used for COLLIDER_RECTANGLE and COLLIDER_CAPSULE
|
||||
int radius; // Used for COLLIDER_CIRCLE and COLLIDER_CAPSULE
|
||||
} Collider;
|
||||
|
||||
typedef struct PhysicObject {
|
||||
unsigned int id;
|
||||
Transform transform;
|
||||
Rigidbody rigidbody;
|
||||
Collider collider;
|
||||
bool enabled;
|
||||
} PhysicObject;
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" { // Prevents name mangling of functions
|
||||
#endif
|
||||
@ -811,25 +814,17 @@ void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textur
|
||||
void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Physics System Functions (engine-module: physac)
|
||||
// Physics System Functions (Module: physac)
|
||||
//----------------------------------------------------------------------------------
|
||||
void InitPhysics(int maxPhysicElements); // Initialize all internal physics values
|
||||
void UnloadPhysics(); // Unload physic elements arrays
|
||||
void InitPhysics(); // Initializes pointers array (just pointers, fixed size)
|
||||
void UpdatePhysics(); // Update physic objects, calculating physic behaviours and collisions detection
|
||||
void ClosePhysics(); // Unitialize all physic objects and empty the objects pool
|
||||
|
||||
void AddRigidbody(int index, Rigidbody rigidbody); // Initialize a new rigidbody with parameters to internal index slot
|
||||
void AddCollider(int index, Collider collider); // Initialize a new Collider with parameters to internal index slot
|
||||
PhysicObject *CreatePhysicObject(Vector2 position, float rotation, Vector2 scale); // Create a new physic object dinamically, initialize it and add to pool
|
||||
void DestroyPhysicObject(PhysicObject *pObj); // Destroy a specific physic object and take it out of the list
|
||||
|
||||
void ApplyPhysics(int index, Vector2 *position); // Apply physics to internal rigidbody, physics calculations are applied to position pointer parameter
|
||||
void SetRigidbodyEnabled(int index, bool state); // Set enabled state to a defined rigidbody
|
||||
void SetRigidbodyVelocity(int index, Vector2 velocity); // Set velocity of rigidbody (without considering of mass value)
|
||||
void SetRigidbodyAcceleration(int index, Vector2 acceleration); // Set acceleration of rigidbody (without considering of mass value)
|
||||
void AddRigidbodyForce(int index, Vector2 force); // Set rigidbody force (considering mass value)
|
||||
void AddForceAtPosition(Vector2 position, float intensity, float radius); // Add a force to all enabled rigidbodies at a position
|
||||
|
||||
void SetColliderEnabled(int index, bool state); // Set enabled state to a defined collider
|
||||
|
||||
Rigidbody GetRigidbody(int index); // Returns the internal rigidbody data defined by index parameter
|
||||
Collider GetCollider(int index); // Returns the internal collider data defined by index parameter
|
||||
Rectangle TransformToRectangle(Transform transform); // Convert Transform data type to Rectangle (position and scale)
|
||||
void DrawPhysicObjectInfo(PhysicObject *pObj, Vector2 position, int fontSize); // Draw physic object information at screen position
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Audio Loading and Playing Functions (Module: audio)
|
||||
|
Loading…
Reference in New Issue
Block a user