Merge pull request #103 from victorfisac/develop
physac module redesign (2/3)
This commit is contained in:
commit
d0e26247f4
@ -12,7 +12,7 @@
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#include "raylib.h"
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#include "raylib.h"
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#define MOVE_VELOCITY 5
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#define MOVE_VELOCITY 5
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#define JUMP_VELOCITY 35
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#define JUMP_VELOCITY 30
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int main()
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int main()
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{
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{
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@ -22,42 +22,34 @@ int main()
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int screenHeight = 450;
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [physac] example - basic rigidbody");
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InitWindow(screenWidth, screenHeight, "raylib [physac] example - basic rigidbody");
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InitPhysics(); // Initialize physics module
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InitPhysics((Vector2){ 0.0f, -9.81f/2 }); // Initialize physics module
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SetTargetFPS(60);
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SetTargetFPS(60);
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// Debug variables
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// Debug variables
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bool isDebug = false;
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bool isDebug = false;
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// Player physic object
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// Create rectangle physic object
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PhysicObject *player = CreatePhysicObject((Vector2){ screenWidth*0.25f, screenHeight/2 }, 0.0f, (Vector2){ 50, 50 });
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PhysicObject *rectangle = CreatePhysicObject((Vector2){ screenWidth*0.25f, screenHeight/2 }, 0.0f, (Vector2){ 75, 50 });
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player->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
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rectangle->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
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player->rigidbody.applyGravity = true;
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rectangle->rigidbody.applyGravity = true;
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player->rigidbody.friction = 0.3f;
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rectangle->rigidbody.friction = 0.1f;
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player->collider.enabled = true; // Enable physic object collisions detection
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rectangle->rigidbody.bounciness = 6.0f;
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// Player physic object
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// Create square physic object
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PhysicObject *player2 = CreatePhysicObject((Vector2){ screenWidth*0.75f, screenHeight/2 }, 0.0f, (Vector2){ 50, 50 });
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PhysicObject *square = CreatePhysicObject((Vector2){ screenWidth*0.75f, screenHeight/2 }, 0.0f, (Vector2){ 50, 50 });
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player2->rigidbody.enabled = true;
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square->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
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player2->rigidbody.applyGravity = true;
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square->rigidbody.applyGravity = true;
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player2->rigidbody.friction = 0.1f;
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square->rigidbody.friction = 0.1f;
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player2->collider.enabled = true;
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// Floor physic object
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// Create walls physic objects
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PhysicObject *floor = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.95f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 });
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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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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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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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PhysicObject *roof = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.05f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 });
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// Platform physic objectdd
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// Create pplatform physic object
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PhysicObject *platform = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.7f }, 0.0f, (Vector2){ screenWidth*0.25f, 20 });
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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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//--------------------------------------------------------------------------------------
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@ -68,20 +60,18 @@ int main()
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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UpdatePhysics(); // Update all created physic objects
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UpdatePhysics(); // Update all created physic objects
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// Check debug switch input
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// Check rectangle movement inputs
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if (IsKeyPressed('P')) isDebug = !isDebug;
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if (IsKeyDown('W') && rectangle->rigidbody.isGrounded) rectangle->rigidbody.velocity.y = JUMP_VELOCITY;
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if (IsKeyDown('A')) rectangle->rigidbody.velocity.x = -MOVE_VELOCITY;
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// Check player movement inputs
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else if (IsKeyDown('D')) rectangle->rigidbody.velocity.x = MOVE_VELOCITY;
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if (IsKeyDown('W') && player->rigidbody.isGrounded) player->rigidbody.velocity.y = JUMP_VELOCITY;
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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 player 2 movement inputs
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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_UP) && square->rigidbody.isGrounded) square->rigidbody.velocity.y = JUMP_VELOCITY;
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if (IsKeyDown(KEY_LEFT)) square->rigidbody.velocity.x = -MOVE_VELOCITY;
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else if (IsKeyDown(KEY_RIGHT)) square->rigidbody.velocity.x = MOVE_VELOCITY;
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if (IsKeyDown(KEY_LEFT)) player2->rigidbody.velocity.x = -MOVE_VELOCITY;
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// Check debug switch input
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else if (IsKeyDown(KEY_RIGHT)) player2->rigidbody.velocity.x = MOVE_VELOCITY;
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if (IsKeyPressed('P')) isDebug = !isDebug;
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Draw
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// Draw
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@ -89,29 +79,31 @@ int main()
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BeginDrawing();
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BeginDrawing();
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ClearBackground(RAYWHITE);
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ClearBackground(RAYWHITE);
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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(roof->transform), DARKGRAY);
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DrawRectangleRec(TransformToRectangle(platform->transform), DARKGRAY);
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DrawRectangleRec(TransformToRectangle(rectangle->transform), RED);
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DrawRectangleRec(TransformToRectangle(square->transform), BLUE);
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if (isDebug)
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if (isDebug)
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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(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(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(rightWall->collider.bounds.x, rightWall->collider.bounds.y, rightWall->collider.bounds.width, rightWall->collider.bounds.height, GREEN);
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DrawRectangleLines(roof->collider.bounds.x, roof->collider.bounds.y, roof->collider.bounds.width, roof->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(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(rectangle->collider.bounds.x, rectangle->collider.bounds.y, rectangle->collider.bounds.width, rectangle->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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DrawRectangleLines(square->collider.bounds.x, square->collider.bounds.y, square->collider.bounds.width, square->collider.bounds.height, GREEN);
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}
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else
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{
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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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}
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// Draw all physic object information in specific screen position and font size
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// Draw help message
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// DrawPhysicObjectInfo(player, (Vector2){ 10.0f, 10.0f }, 10);
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DrawText("Use WASD to move rectangle and ARROWS to move square", screenWidth/2 - MeasureText("Use WASD to move rectangle and ARROWS to move square", 20)/2, screenHeight*0.075f, 20, LIGHTGRAY);
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EndDrawing();
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EndDrawing();
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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160
examples/physics_forces.c
Normal file
160
examples/physics_forces.c
Normal file
@ -0,0 +1,160 @@
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/*******************************************************************************************
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*
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* raylib [physac] example - Forces
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*
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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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*
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********************************************************************************************/
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#include "raylib.h"
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#include "math.h"
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#define FORCE_AMOUNT 5.0f
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#define FORCE_RADIUS 150
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#define LINE_LENGTH 100
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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 [physac] example - forces");
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InitPhysics((Vector2){ 0.0f, -9.81f/2 }); // Initialize physics module
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SetTargetFPS(60);
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// Global variables
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Vector2 mousePosition;
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bool isDebug = false;
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// Create rectangle physic objects
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PhysicObject *rectangles[3];
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for (int i = 0; i < 3; i++)
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{
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rectangles[i] = CreatePhysicObject((Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/3) : (screenHeight/1.5f)) }, 0.0f, (Vector2){ 50, 50 });
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rectangles[i]->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
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rectangles[i]->rigidbody.friction = 0.1f;
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}
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// Create circles physic objects
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PhysicObject *circles[3];
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for (int i = 0; i < 3; i++)
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{
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circles[i] = CreatePhysicObject((Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/1.5f) : (screenHeight/4)) }, 0.0f, (Vector2){ 0, 0 });
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circles[i]->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
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circles[i]->rigidbody.friction = 0.1f;
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circles[i]->collider.type = COLLIDER_CIRCLE;
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circles[i]->collider.radius = 25;
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}
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// Create walls physic objects
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PhysicObject *leftWall = CreatePhysicObject((Vector2){ -25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight });
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PhysicObject *rightWall = CreatePhysicObject((Vector2){ screenWidth + 25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight });
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PhysicObject *topWall = CreatePhysicObject((Vector2){ screenWidth/2, -25 }, 0.0f, (Vector2){ screenWidth, 50 });
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PhysicObject *bottomWall = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight + 25 }, 0.0f, (Vector2){ screenWidth, 50 });
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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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UpdatePhysics(); // Update all created physic objects
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// Update mouse position value
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mousePosition = GetMousePosition();
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// Check force input
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) ApplyForceAtPosition(mousePosition, FORCE_AMOUNT, FORCE_RADIUS);
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// Check reset input
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if (IsKeyPressed('R'))
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{
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// Reset rectangle physic objects positions
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for (int i = 0; i < 3; i++)
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{
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rectangles[i]->transform.position = (Vector2){ screenWidth/4*(i+1) - rectangles[i]->transform.scale.x/2, (((i % 2) == 0) ? (screenHeight/3) : (screenHeight/1.5f)) - rectangles[i]->transform.scale.y/2 };
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rectangles[i]->rigidbody.velocity =(Vector2){ 0.0f, 0.0f };
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}
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// Reset circles physic objects positions
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for (int i = 0; i < 3; i++)
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{
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circles[i]->transform.position = (Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/1.5f) : (screenHeight/4)) };
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circles[i]->rigidbody.velocity =(Vector2){ 0.0f, 0.0f };
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}
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}
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// Check debug switch input
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if (IsKeyPressed('P')) isDebug = !isDebug;
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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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// Draw rectangles
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for (int i = 0; i < 3; i++)
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{
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// Convert transform values to rectangle data type variable
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DrawRectangleRec(TransformToRectangle(rectangles[i]->transform), RED);
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if (isDebug) DrawRectangleLines(rectangles[i]->collider.bounds.x, rectangles[i]->collider.bounds.y, rectangles[i]->collider.bounds.width, rectangles[i]->collider.bounds.height, GREEN);
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// Draw force radius
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DrawCircleLines(mousePosition.x, mousePosition.y, FORCE_RADIUS, BLACK);
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// Draw direction line
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if (CheckCollisionPointCircle((Vector2){ rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2, rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 }, mousePosition, FORCE_RADIUS))
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{
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Vector2 direction = { rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2 - mousePosition.x, rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 - mousePosition.y };
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float angle = atan2l(direction.y, direction.x);
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DrawLineV((Vector2){ rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2, rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 },
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(Vector2){ rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2 + (cos(angle)*LINE_LENGTH), rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 + (sin(angle)*LINE_LENGTH) }, BLACK);
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}
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}
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// Draw circles
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for (int i = 0; i < 3; i++)
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{
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DrawCircleV(circles[i]->transform.position, circles[i]->collider.radius, BLUE);
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if (isDebug) DrawCircleLines(circles[i]->transform.position.x, circles[i]->transform.position.y, circles[i]->collider.radius, GREEN);
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// Draw force radius
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DrawCircleLines(mousePosition.x, mousePosition.y, FORCE_RADIUS, BLACK);
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// Draw direction line
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if (CheckCollisionPointCircle((Vector2){ circles[i]->transform.position.x, circles[i]->transform.position.y }, mousePosition, FORCE_RADIUS))
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{
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Vector2 direction = { circles[i]->transform.position.x - mousePosition.x, circles[i]->transform.position.y - mousePosition.y };
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float angle = atan2l(direction.y, direction.x);
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DrawLineV((Vector2){ circles[i]->transform.position.x, circles[i]->transform.position.y },
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(Vector2){ circles[i]->transform.position.x + (cos(angle)*LINE_LENGTH), circles[i]->transform.position.y + (sin(angle)*LINE_LENGTH) }, BLACK);
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}
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}
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// Draw help messages
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DrawText("Use LEFT MOUSE BUTTON to apply a force", screenWidth/2 - MeasureText("Use LEFT MOUSE BUTTON to apply a force", 20)/2, screenHeight*0.075f, 20, LIGHTGRAY);
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DrawText("Use R to reset objects position", screenWidth/2 - MeasureText("Use R to reset objects position", 20)/2, screenHeight*0.875f, 20, GRAY);
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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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ClosePhysics(); // Unitialize physics module
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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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508
src/physac.c
508
src/physac.c
@ -36,10 +36,9 @@
|
|||||||
// Defines and Macros
|
// Defines and Macros
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
#define MAX_PHYSIC_OBJECTS 256
|
#define MAX_PHYSIC_OBJECTS 256
|
||||||
#define PHYSICS_GRAVITY -9.81f/2
|
|
||||||
#define PHYSICS_STEPS 450
|
#define PHYSICS_STEPS 450
|
||||||
#define PHYSICS_ACCURACY 0.0001f // Velocity subtract operations round filter (friction)
|
#define PHYSICS_ACCURACY 0.0001f // Velocity subtract operations round filter (friction)
|
||||||
#define PHYSICS_ERRORPERCENT 0.001f // Collision resolve position fix
|
#define PHYSICS_ERRORPERCENT 0.001f // Collision resolve position fix
|
||||||
|
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
// Types and Structures Definition
|
// Types and Structures Definition
|
||||||
@ -52,53 +51,70 @@
|
|||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
static PhysicObject *physicObjects[MAX_PHYSIC_OBJECTS]; // Physic objects pool
|
static PhysicObject *physicObjects[MAX_PHYSIC_OBJECTS]; // Physic objects pool
|
||||||
static int physicObjectsCount; // Counts current enabled physic objects
|
static int physicObjectsCount; // Counts current enabled physic objects
|
||||||
|
static Vector2 gravityForce; // Gravity force
|
||||||
|
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
// Module specific Functions Declaration
|
// Module specific Functions Declaration
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
static float Vector2DotProduct(Vector2 v1, Vector2 v2); // Returns the dot product of two Vector2
|
static float Vector2DotProduct(Vector2 v1, Vector2 v2); // Returns the dot product of two Vector2
|
||||||
|
static float Vector2Length(Vector2 v); // Returns the length of a Vector2
|
||||||
|
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
// Module Functions Definition
|
// Module Functions Definition
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Initializes pointers array (just pointers, fixed size)
|
// Initializes pointers array (just pointers, fixed size)
|
||||||
void InitPhysics()
|
void InitPhysics(Vector2 gravity)
|
||||||
{
|
{
|
||||||
// Initialize physics variables
|
// Initialize physics variables
|
||||||
physicObjectsCount = 0;
|
physicObjectsCount = 0;
|
||||||
|
gravityForce = gravity;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update physic objects, calculating physic behaviours and collisions detection
|
// Update physic objects, calculating physic behaviours and collisions detection
|
||||||
void UpdatePhysics()
|
void UpdatePhysics()
|
||||||
{
|
{
|
||||||
// Reset all physic objects is grounded state
|
// Reset all physic objects is grounded state
|
||||||
for(int i = 0; i < physicObjectsCount; i++)
|
for (int i = 0; i < physicObjectsCount; i++)
|
||||||
{
|
{
|
||||||
if(physicObjects[i]->rigidbody.enabled) physicObjects[i]->rigidbody.isGrounded = false;
|
if (physicObjects[i]->rigidbody.enabled) physicObjects[i]->rigidbody.isGrounded = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
for(int steps = 0; steps < PHYSICS_STEPS; steps++)
|
for (int steps = 0; steps < PHYSICS_STEPS; steps++)
|
||||||
{
|
{
|
||||||
for(int i = 0; i < physicObjectsCount; i++)
|
for (int i = 0; i < physicObjectsCount; i++)
|
||||||
{
|
{
|
||||||
if(physicObjects[i]->enabled)
|
if (physicObjects[i]->enabled)
|
||||||
{
|
{
|
||||||
// Update physic behaviour
|
// Update physic behaviour
|
||||||
if(physicObjects[i]->rigidbody.enabled)
|
if (physicObjects[i]->rigidbody.enabled)
|
||||||
{
|
{
|
||||||
// Apply friction to acceleration in X axis
|
// 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;
|
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 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;
|
else physicObjects[i]->rigidbody.acceleration.x = 0.0f;
|
||||||
|
|
||||||
|
// Apply friction to acceleration in Y axis
|
||||||
|
if (physicObjects[i]->rigidbody.acceleration.y > PHYSICS_ACCURACY) physicObjects[i]->rigidbody.acceleration.y -= physicObjects[i]->rigidbody.friction/PHYSICS_STEPS;
|
||||||
|
else if (physicObjects[i]->rigidbody.acceleration.y < PHYSICS_ACCURACY) physicObjects[i]->rigidbody.acceleration.y += physicObjects[i]->rigidbody.friction/PHYSICS_STEPS;
|
||||||
|
else physicObjects[i]->rigidbody.acceleration.y = 0.0f;
|
||||||
|
|
||||||
// Apply friction to velocity in X axis
|
// 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;
|
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 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;
|
else physicObjects[i]->rigidbody.velocity.x = 0.0f;
|
||||||
|
|
||||||
|
// Apply friction to velocity in Y axis
|
||||||
|
if (physicObjects[i]->rigidbody.velocity.y > PHYSICS_ACCURACY) physicObjects[i]->rigidbody.velocity.y -= physicObjects[i]->rigidbody.friction/PHYSICS_STEPS;
|
||||||
|
else if (physicObjects[i]->rigidbody.velocity.y < PHYSICS_ACCURACY) physicObjects[i]->rigidbody.velocity.y += physicObjects[i]->rigidbody.friction/PHYSICS_STEPS;
|
||||||
|
else physicObjects[i]->rigidbody.velocity.y = 0.0f;
|
||||||
|
|
||||||
// Apply gravity to velocity
|
// Apply gravity to velocity
|
||||||
if (physicObjects[i]->rigidbody.applyGravity) physicObjects[i]->rigidbody.velocity.y += PHYSICS_GRAVITY/PHYSICS_STEPS;
|
if (physicObjects[i]->rigidbody.applyGravity)
|
||||||
|
{
|
||||||
|
physicObjects[i]->rigidbody.velocity.x += gravityForce.x/PHYSICS_STEPS;
|
||||||
|
physicObjects[i]->rigidbody.velocity.y += gravityForce.y/PHYSICS_STEPS;
|
||||||
|
}
|
||||||
|
|
||||||
// Apply acceleration to velocity
|
// Apply acceleration to velocity
|
||||||
physicObjects[i]->rigidbody.velocity.x += physicObjects[i]->rigidbody.acceleration.x/PHYSICS_STEPS;
|
physicObjects[i]->rigidbody.velocity.x += physicObjects[i]->rigidbody.acceleration.x/PHYSICS_STEPS;
|
||||||
@ -120,142 +136,314 @@ void UpdatePhysics()
|
|||||||
{
|
{
|
||||||
if (physicObjects[k]->collider.enabled && i != k)
|
if (physicObjects[k]->collider.enabled && i != k)
|
||||||
{
|
{
|
||||||
// Check if colliders are overlapped
|
// Resolve physic collision
|
||||||
if (CheckCollisionRecs(physicObjects[i]->collider.bounds, physicObjects[k]->collider.bounds))
|
// 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)
|
||||||
// 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)
|
|
||||||
|
|
||||||
// 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)
|
|
||||||
{
|
|
||||||
// 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
|
// 1. Calculate collision normal
|
||||||
if (velAlongNormal <= 0.0f)
|
// -------------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Define collision contact normal, direction and penetration depth
|
||||||
|
Vector2 contactNormal = { 0.0f, 0.0f };
|
||||||
|
Vector2 direction = { 0.0f, 0.0f };
|
||||||
|
float penetrationDepth = 0.0f;
|
||||||
|
|
||||||
|
switch(physicObjects[i]->collider.type)
|
||||||
|
{
|
||||||
|
case COLLIDER_RECTANGLE:
|
||||||
{
|
{
|
||||||
// Calculate minimum bounciness value from both objects
|
switch(physicObjects[k]->collider.type)
|
||||||
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
|
case COLLIDER_RECTANGLE:
|
||||||
ratio = physicObjects[i]->rigidbody.mass/massSum;
|
{
|
||||||
|
// Check if colliders are overlapped
|
||||||
// Apply impulse direction to velocity
|
if (CheckCollisionRecs(physicObjects[i]->collider.bounds, physicObjects[k]->collider.bounds))
|
||||||
physicObjects[i]->rigidbody.velocity.x -= impulse.x*ratio;
|
{
|
||||||
physicObjects[i]->rigidbody.velocity.y -= impulse.y*ratio;
|
// Calculate direction vector from i to k
|
||||||
|
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;
|
||||||
|
|
||||||
|
// 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)
|
||||||
|
{
|
||||||
|
// 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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
} break;
|
||||||
|
case COLLIDER_CIRCLE:
|
||||||
|
{
|
||||||
|
if (CheckCollisionCircleRec(physicObjects[k]->transform.position, physicObjects[k]->collider.radius, physicObjects[i]->collider.bounds))
|
||||||
|
{
|
||||||
|
// Calculate direction vector between circles
|
||||||
|
direction.x = physicObjects[k]->transform.position.x - physicObjects[i]->transform.position.x + physicObjects[i]->transform.scale.x/2;
|
||||||
|
direction.y = physicObjects[k]->transform.position.y - physicObjects[i]->transform.position.y + physicObjects[i]->transform.scale.y/2;
|
||||||
|
|
||||||
|
// Calculate closest point on rectangle to circle
|
||||||
|
Vector2 closestPoint = { 0.0f, 0.0f };
|
||||||
|
if (direction.x > 0.0f) closestPoint.x = physicObjects[i]->collider.bounds.x + physicObjects[i]->collider.bounds.width;
|
||||||
|
else closestPoint.x = physicObjects[i]->collider.bounds.x;
|
||||||
|
|
||||||
|
if (direction.y > 0.0f) closestPoint.y = physicObjects[i]->collider.bounds.y + physicObjects[i]->collider.bounds.height;
|
||||||
|
else closestPoint.y = physicObjects[i]->collider.bounds.y;
|
||||||
|
|
||||||
|
// Check if the closest point is inside the circle
|
||||||
|
if (CheckCollisionPointCircle(closestPoint, physicObjects[k]->transform.position, physicObjects[k]->collider.radius))
|
||||||
|
{
|
||||||
|
// Recalculate direction based on closest point position
|
||||||
|
direction.x = physicObjects[k]->transform.position.x - closestPoint.x;
|
||||||
|
direction.y = physicObjects[k]->transform.position.y - closestPoint.y;
|
||||||
|
float distance = Vector2Length(direction);
|
||||||
|
|
||||||
|
// Calculate final contact normal
|
||||||
|
contactNormal.x = direction.x/distance;
|
||||||
|
contactNormal.y = -direction.y/distance;
|
||||||
|
|
||||||
|
// Calculate penetration depth
|
||||||
|
penetrationDepth = physicObjects[k]->collider.radius - distance;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (abs(direction.y) < abs(direction.x))
|
||||||
|
{
|
||||||
|
// Calculate final contact normal
|
||||||
|
if (direction.y > 0.0f)
|
||||||
|
{
|
||||||
|
contactNormal = (Vector2){ 0.0f, -1.0f };
|
||||||
|
penetrationDepth = fabs(physicObjects[i]->collider.bounds.y - physicObjects[k]->transform.position.y - physicObjects[k]->collider.radius);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
contactNormal = (Vector2){ 0.0f, 1.0f };
|
||||||
|
penetrationDepth = fabs(physicObjects[i]->collider.bounds.y - physicObjects[k]->transform.position.y + physicObjects[k]->collider.radius);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Calculate final contact normal
|
||||||
|
if (direction.x > 0.0f)
|
||||||
|
{
|
||||||
|
contactNormal = (Vector2){ 1.0f, 0.0f };
|
||||||
|
penetrationDepth = fabs(physicObjects[k]->transform.position.x + physicObjects[k]->collider.radius - physicObjects[i]->collider.bounds.x);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
contactNormal = (Vector2){ -1.0f, 0.0f };
|
||||||
|
penetrationDepth = fabs(physicObjects[i]->collider.bounds.x + physicObjects[i]->collider.bounds.width - physicObjects[k]->transform.position.x - physicObjects[k]->collider.radius);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
} break;
|
||||||
}
|
}
|
||||||
|
} break;
|
||||||
if (physicObjects[k]->rigidbody.enabled)
|
case COLLIDER_CIRCLE:
|
||||||
|
{
|
||||||
|
switch(physicObjects[k]->collider.type)
|
||||||
{
|
{
|
||||||
// Calculate inverted mass ration
|
case COLLIDER_RECTANGLE:
|
||||||
ratio = physicObjects[k]->rigidbody.mass/massSum;
|
{
|
||||||
|
if (CheckCollisionCircleRec(physicObjects[i]->transform.position, physicObjects[i]->collider.radius, physicObjects[k]->collider.bounds))
|
||||||
// Apply impulse direction to velocity
|
{
|
||||||
physicObjects[k]->rigidbody.velocity.x += impulse.x*ratio;
|
// Calculate direction vector between circles
|
||||||
physicObjects[k]->rigidbody.velocity.y += impulse.y*ratio;
|
direction.x = physicObjects[k]->transform.position.x + physicObjects[i]->transform.scale.x/2 - physicObjects[i]->transform.position.x;
|
||||||
|
direction.y = physicObjects[k]->transform.position.y + physicObjects[i]->transform.scale.y/2 - physicObjects[i]->transform.position.y;
|
||||||
|
|
||||||
|
// Calculate closest point on rectangle to circle
|
||||||
|
Vector2 closestPoint = { 0.0f, 0.0f };
|
||||||
|
if (direction.x > 0.0f) closestPoint.x = physicObjects[k]->collider.bounds.x + physicObjects[k]->collider.bounds.width;
|
||||||
|
else closestPoint.x = physicObjects[k]->collider.bounds.x;
|
||||||
|
|
||||||
|
if (direction.y > 0.0f) closestPoint.y = physicObjects[k]->collider.bounds.y + physicObjects[k]->collider.bounds.height;
|
||||||
|
else closestPoint.y = physicObjects[k]->collider.bounds.y;
|
||||||
|
|
||||||
|
// Check if the closest point is inside the circle
|
||||||
|
if (CheckCollisionPointCircle(closestPoint, physicObjects[i]->transform.position, physicObjects[i]->collider.radius))
|
||||||
|
{
|
||||||
|
// Recalculate direction based on closest point position
|
||||||
|
direction.x = physicObjects[i]->transform.position.x - closestPoint.x;
|
||||||
|
direction.y = physicObjects[i]->transform.position.y - closestPoint.y;
|
||||||
|
float distance = Vector2Length(direction);
|
||||||
|
|
||||||
|
// Calculate final contact normal
|
||||||
|
contactNormal.x = direction.x/distance;
|
||||||
|
contactNormal.y = -direction.y/distance;
|
||||||
|
|
||||||
|
// Calculate penetration depth
|
||||||
|
penetrationDepth = physicObjects[k]->collider.radius - distance;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (abs(direction.y) < abs(direction.x))
|
||||||
|
{
|
||||||
|
// Calculate final contact normal
|
||||||
|
if (direction.y > 0.0f)
|
||||||
|
{
|
||||||
|
contactNormal = (Vector2){ 0.0f, -1.0f };
|
||||||
|
penetrationDepth = fabs(physicObjects[k]->collider.bounds.y - physicObjects[i]->transform.position.y - physicObjects[i]->collider.radius);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
contactNormal = (Vector2){ 0.0f, 1.0f };
|
||||||
|
penetrationDepth = fabs(physicObjects[k]->collider.bounds.y - physicObjects[i]->transform.position.y + physicObjects[i]->collider.radius);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Calculate final contact normal and penetration depth
|
||||||
|
if (direction.x > 0.0f)
|
||||||
|
{
|
||||||
|
contactNormal = (Vector2){ 1.0f, 0.0f };
|
||||||
|
penetrationDepth = fabs(physicObjects[i]->transform.position.x + physicObjects[i]->collider.radius - physicObjects[k]->collider.bounds.x);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
contactNormal = (Vector2){ -1.0f, 0.0f };
|
||||||
|
penetrationDepth = fabs(physicObjects[k]->collider.bounds.x + physicObjects[k]->collider.bounds.width - physicObjects[i]->transform.position.x - physicObjects[i]->collider.radius);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
} break;
|
||||||
|
case COLLIDER_CIRCLE:
|
||||||
|
{
|
||||||
|
// Check if colliders are overlapped
|
||||||
|
if (CheckCollisionCircles(physicObjects[i]->transform.position, physicObjects[i]->collider.radius, physicObjects[k]->transform.position, physicObjects[k]->collider.radius))
|
||||||
|
{
|
||||||
|
// Calculate direction vector between circles
|
||||||
|
direction.x = physicObjects[k]->transform.position.x - physicObjects[i]->transform.position.x;
|
||||||
|
direction.y = physicObjects[k]->transform.position.y - physicObjects[i]->transform.position.y;
|
||||||
|
|
||||||
|
// Calculate distance between circles
|
||||||
|
float distance = Vector2Length(direction);
|
||||||
|
|
||||||
|
// Check if circles are not completely overlapped
|
||||||
|
if (distance != 0.0f)
|
||||||
|
{
|
||||||
|
// Calculate contact normal direction (Y axis needs to be flipped)
|
||||||
|
contactNormal.x = direction.x/distance;
|
||||||
|
contactNormal.y = -direction.y/distance;
|
||||||
|
}
|
||||||
|
else contactNormal = (Vector2){ 1.0f, 0.0f }; // Choose random (but consistent) values
|
||||||
|
}
|
||||||
|
} break;
|
||||||
|
default: break;
|
||||||
}
|
}
|
||||||
|
} break;
|
||||||
|
default: break;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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 = { 0.0f, 0.0f };
|
||||||
|
relVelocity.x = physicObjects[k]->rigidbody.velocity.x - physicObjects[i]->rigidbody.velocity.x;
|
||||||
|
relVelocity.y = 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;
|
||||||
|
|
||||||
// 3. Correct colliders overlaping (transform position)
|
// Apply impulse direction to velocity
|
||||||
// ---------------------------------------------------------------------------------------------------------------------------------
|
physicObjects[i]->rigidbody.velocity.x -= impulse.x*ratio*(1.0f+physicObjects[i]->rigidbody.bounciness);
|
||||||
|
physicObjects[i]->rigidbody.velocity.y -= impulse.y*ratio*(1.0f+physicObjects[i]->rigidbody.bounciness);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (physicObjects[k]->rigidbody.enabled)
|
||||||
|
{
|
||||||
|
// Calculate inverted mass ration
|
||||||
|
ratio = physicObjects[k]->rigidbody.mass/massSum;
|
||||||
|
|
||||||
// Calculate transform position penetration correction
|
// Apply impulse direction to velocity
|
||||||
Vector2 posCorrection;
|
physicObjects[k]->rigidbody.velocity.x += impulse.x*ratio*(1.0f+physicObjects[i]->rigidbody.bounciness);
|
||||||
posCorrection.x = penetrationDepth/((1.0f/physicObjects[i]->rigidbody.mass) + (1.0f/physicObjects[k]->rigidbody.mass))*PHYSICS_ERRORPERCENT*contactNormal.x;
|
physicObjects[k]->rigidbody.velocity.y += impulse.y*ratio*(1.0f+physicObjects[i]->rigidbody.bounciness);
|
||||||
posCorrection.y = penetrationDepth/((1.0f/physicObjects[i]->rigidbody.mass) + (1.0f/physicObjects[k]->rigidbody.mass))*PHYSICS_ERRORPERCENT*contactNormal.y;
|
}
|
||||||
|
|
||||||
|
// 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;
|
||||||
|
|
||||||
// Fix transform positions
|
// Update collider bounds
|
||||||
if (physicObjects[i]->rigidbody.enabled)
|
physicObjects[i]->collider.bounds = TransformToRectangle(physicObjects[i]->transform);
|
||||||
{
|
|
||||||
|
if (physicObjects[k]->rigidbody.enabled)
|
||||||
|
{
|
||||||
// Fix physic objects transform position
|
// Fix physic objects transform position
|
||||||
physicObjects[i]->transform.position.x -= 1.0f/physicObjects[i]->rigidbody.mass*posCorrection.x;
|
physicObjects[k]->transform.position.x += 1.0f/physicObjects[k]->rigidbody.mass*posCorrection.x;
|
||||||
physicObjects[i]->transform.position.y += 1.0f/physicObjects[i]->rigidbody.mass*posCorrection.y;
|
physicObjects[k]->transform.position.y -= 1.0f/physicObjects[k]->rigidbody.mass*posCorrection.y;
|
||||||
|
|
||||||
// Update collider bounds
|
// Update collider bounds
|
||||||
physicObjects[i]->collider.bounds = TransformToRectangle(physicObjects[i]->transform);
|
physicObjects[k]->collider.bounds = TransformToRectangle(physicObjects[k]->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);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -298,7 +486,7 @@ PhysicObject *CreatePhysicObject(Vector2 position, float rotation, Vector2 scale
|
|||||||
obj->rigidbody.friction = 0.0f;
|
obj->rigidbody.friction = 0.0f;
|
||||||
obj->rigidbody.bounciness = 0.0f;
|
obj->rigidbody.bounciness = 0.0f;
|
||||||
|
|
||||||
obj->collider.enabled = false;
|
obj->collider.enabled = true;
|
||||||
obj->collider.type = COLLIDER_RECTANGLE;
|
obj->collider.type = COLLIDER_RECTANGLE;
|
||||||
obj->collider.bounds = TransformToRectangle(obj->transform);
|
obj->collider.bounds = TransformToRectangle(obj->transform);
|
||||||
obj->collider.radius = 0.0f;
|
obj->collider.radius = 0.0f;
|
||||||
@ -334,6 +522,45 @@ void DestroyPhysicObject(PhysicObject *pObj)
|
|||||||
physicObjectsCount--;
|
physicObjectsCount--;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Apply directional force to a physic object
|
||||||
|
void ApplyForce(PhysicObject *pObj, Vector2 force)
|
||||||
|
{
|
||||||
|
if (pObj->rigidbody.enabled)
|
||||||
|
{
|
||||||
|
pObj->rigidbody.velocity.x += force.x/pObj->rigidbody.mass;
|
||||||
|
pObj->rigidbody.velocity.y += force.y/pObj->rigidbody.mass;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Apply radial force to all physic objects in range
|
||||||
|
void ApplyForceAtPosition(Vector2 position, float force, float radius)
|
||||||
|
{
|
||||||
|
for(int i = 0; i < physicObjectsCount; i++)
|
||||||
|
{
|
||||||
|
// Calculate direction and distance between force and physic object pposition
|
||||||
|
Vector2 distance = (Vector2){ physicObjects[i]->transform.position.x - position.x, physicObjects[i]->transform.position.y - position.y };
|
||||||
|
|
||||||
|
if(physicObjects[i]->collider.type == COLLIDER_RECTANGLE)
|
||||||
|
{
|
||||||
|
distance.x += physicObjects[i]->transform.scale.x/2;
|
||||||
|
distance.y += physicObjects[i]->transform.scale.y/2;
|
||||||
|
}
|
||||||
|
|
||||||
|
float distanceLength = Vector2Length(distance);
|
||||||
|
|
||||||
|
// Check if physic object is in force range
|
||||||
|
if(distanceLength <= radius)
|
||||||
|
{
|
||||||
|
// Normalize force direction
|
||||||
|
distance.x /= distanceLength;
|
||||||
|
distance.y /= -distanceLength;
|
||||||
|
|
||||||
|
// Apply force to the physic object
|
||||||
|
ApplyForce(physicObjects[i], (Vector2){ distance.x*force, distance.y*force });
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// Convert Transform data type to Rectangle (position and scale)
|
// Convert Transform data type to Rectangle (position and scale)
|
||||||
Rectangle TransformToRectangle(Transform transform)
|
Rectangle TransformToRectangle(Transform transform)
|
||||||
{
|
{
|
||||||
@ -369,3 +596,12 @@ static float Vector2DotProduct(Vector2 v1, Vector2 v2)
|
|||||||
|
|
||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static float Vector2Length(Vector2 v)
|
||||||
|
{
|
||||||
|
float result;
|
||||||
|
|
||||||
|
result = sqrt(v.x*v.x + v.y*v.y);
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
13
src/physac.h
13
src/physac.h
@ -40,7 +40,7 @@ typedef struct Vector2 {
|
|||||||
float y;
|
float y;
|
||||||
} Vector2;
|
} Vector2;
|
||||||
|
|
||||||
typedef enum { COLLIDER_CIRCLE, COLLIDER_RECTANGLE, COLLIDER_CAPSULE } ColliderType;
|
typedef enum { COLLIDER_CIRCLE, COLLIDER_RECTANGLE } ColliderType;
|
||||||
|
|
||||||
typedef struct Transform {
|
typedef struct Transform {
|
||||||
Vector2 position;
|
Vector2 position;
|
||||||
@ -56,14 +56,14 @@ typedef struct Rigidbody {
|
|||||||
bool applyGravity;
|
bool applyGravity;
|
||||||
bool isGrounded;
|
bool isGrounded;
|
||||||
float friction; // Normalized value
|
float friction; // Normalized value
|
||||||
float bounciness; // Normalized value
|
float bounciness;
|
||||||
} Rigidbody;
|
} Rigidbody;
|
||||||
|
|
||||||
typedef struct Collider {
|
typedef struct Collider {
|
||||||
bool enabled;
|
bool enabled;
|
||||||
ColliderType type;
|
ColliderType type;
|
||||||
Rectangle bounds; // Used for COLLIDER_RECTANGLE and COLLIDER_CAPSULE
|
Rectangle bounds; // Used for COLLIDER_RECTANGLE
|
||||||
int radius; // Used for COLLIDER_CIRCLE and COLLIDER_CAPSULE
|
int radius; // Used for COLLIDER_CIRCLE
|
||||||
} Collider;
|
} Collider;
|
||||||
|
|
||||||
typedef struct PhysicObject {
|
typedef struct PhysicObject {
|
||||||
@ -81,13 +81,16 @@ extern "C" { // Prevents name mangling of functions
|
|||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
// Module Functions Declaration
|
// Module Functions Declaration
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
void InitPhysics(); // Initializes pointers array (just pointers, fixed size)
|
void InitPhysics(Vector2 gravity); // Initializes pointers array (just pointers, fixed size)
|
||||||
void UpdatePhysics(); // Update physic objects, calculating physic behaviours and collisions detection
|
void UpdatePhysics(); // Update physic objects, calculating physic behaviours and collisions detection
|
||||||
void ClosePhysics(); // Unitialize all physic objects and empty the objects pool
|
void ClosePhysics(); // Unitialize all physic objects and empty the objects pool
|
||||||
|
|
||||||
PhysicObject *CreatePhysicObject(Vector2 position, float rotation, Vector2 scale); // Create a new physic object dinamically, initialize it and add to pool
|
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 DestroyPhysicObject(PhysicObject *pObj); // Destroy a specific physic object and take it out of the list
|
||||||
|
|
||||||
|
void ApplyForce(PhysicObject *pObj, Vector2 force); // Apply directional force to a physic object
|
||||||
|
void ApplyForceAtPosition(Vector2 position, float force, float radius); // Apply radial force to all physic objects in range
|
||||||
|
|
||||||
Rectangle TransformToRectangle(Transform transform); // Convert Transform data type to Rectangle (position and scale)
|
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
|
void DrawPhysicObjectInfo(PhysicObject *pObj, Vector2 position, int fontSize); // Draw physic object information at screen position
|
||||||
|
|
||||||
|
13
src/raylib.h
13
src/raylib.h
@ -466,7 +466,7 @@ typedef struct {
|
|||||||
// Camera system modes
|
// Camera system modes
|
||||||
typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
|
typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
|
||||||
|
|
||||||
typedef enum { COLLIDER_CIRCLE, COLLIDER_RECTANGLE, COLLIDER_CAPSULE } ColliderType;
|
typedef enum { COLLIDER_CIRCLE, COLLIDER_RECTANGLE } ColliderType;
|
||||||
|
|
||||||
typedef struct Transform {
|
typedef struct Transform {
|
||||||
Vector2 position;
|
Vector2 position;
|
||||||
@ -482,14 +482,14 @@ typedef struct Rigidbody {
|
|||||||
bool applyGravity;
|
bool applyGravity;
|
||||||
bool isGrounded;
|
bool isGrounded;
|
||||||
float friction; // Normalized value
|
float friction; // Normalized value
|
||||||
float bounciness; // Normalized value
|
float bounciness;
|
||||||
} Rigidbody;
|
} Rigidbody;
|
||||||
|
|
||||||
typedef struct Collider {
|
typedef struct Collider {
|
||||||
bool enabled;
|
bool enabled;
|
||||||
ColliderType type;
|
ColliderType type;
|
||||||
Rectangle bounds; // Used for COLLIDER_RECTANGLE and COLLIDER_CAPSULE
|
Rectangle bounds; // Used for COLLIDER_RECTANGLE
|
||||||
int radius; // Used for COLLIDER_CIRCLE and COLLIDER_CAPSULE
|
int radius; // Used for COLLIDER_CIRCLE
|
||||||
} Collider;
|
} Collider;
|
||||||
|
|
||||||
typedef struct PhysicObject {
|
typedef struct PhysicObject {
|
||||||
@ -810,13 +810,16 @@ void SetBlendMode(int mode); // Set blend
|
|||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
// Physics System Functions (Module: physac)
|
// Physics System Functions (Module: physac)
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
void InitPhysics(); // Initializes pointers array (just pointers, fixed size)
|
void InitPhysics(Vector2 gravity); // Initializes pointers array (just pointers, fixed size)
|
||||||
void UpdatePhysics(); // Update physic objects, calculating physic behaviours and collisions detection
|
void UpdatePhysics(); // Update physic objects, calculating physic behaviours and collisions detection
|
||||||
void ClosePhysics(); // Unitialize all physic objects and empty the objects pool
|
void ClosePhysics(); // Unitialize all physic objects and empty the objects pool
|
||||||
|
|
||||||
PhysicObject *CreatePhysicObject(Vector2 position, float rotation, Vector2 scale); // Create a new physic object dinamically, initialize it and add to pool
|
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 DestroyPhysicObject(PhysicObject *pObj); // Destroy a specific physic object and take it out of the list
|
||||||
|
|
||||||
|
void ApplyForce(PhysicObject *pObj, Vector2 force); // Apply directional force to a physic object
|
||||||
|
void ApplyForceAtPosition(Vector2 position, float force, float radius); // Apply radial force to all physic objects in range
|
||||||
|
|
||||||
Rectangle TransformToRectangle(Transform transform); // Convert Transform data type to Rectangle (position and scale)
|
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
|
void DrawPhysicObjectInfo(PhysicObject *pObj, Vector2 position, int fontSize); // Draw physic object information at screen position
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user