Added physics engine-module and example
- Added new physics engine-module with four new data types: Physics, Transform, Rigidbody and Collider. This library contains functions to apply physics calculations to a position vector calculating collisions automatically. - Fixed some writing mistakes of lighting module.
This commit is contained in:
parent
1bcb5ddd50
commit
e683fe88b9
@ -1,11 +1,21 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib - Phong lighting shader example
|
||||
* raylib [lighting] example - Basic Phong lighting
|
||||
*
|
||||
* This example has been created using raylib v1.3.0 (www.raylib.com)
|
||||
* Welcome to raylib!
|
||||
*
|
||||
* To test examples, just press F6 and execute raylib_compile_execute script
|
||||
* Note that compiled executable is placed in the same folder as .c file
|
||||
*
|
||||
* You can find all basic examples on C:\raylib\raylib\examples folder or
|
||||
* raylib official webpage: www.raylib.com
|
||||
*
|
||||
* Enjoy using raylib. :)
|
||||
*
|
||||
* This example has been created using raylib 1.3 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2015 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
||||
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
@ -22,7 +32,7 @@ int main()
|
||||
const int screenHeight = 450;
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [lighting] example - basic blinn-phong lighting");
|
||||
InitWindow(screenWidth, screenHeight, "raylib [lighting] example - blinn phong lighting");
|
||||
SetTargetFPS(60);
|
||||
|
||||
// Camera initialization
|
||||
|
144
examples/physics_basic_rigidbody.c
Normal file
144
examples/physics_basic_rigidbody.c
Normal file
@ -0,0 +1,144 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [physics] example - Basic rigidbody
|
||||
*
|
||||
* Welcome to raylib!
|
||||
*
|
||||
* To test examples, just press F6 and execute raylib_compile_execute script
|
||||
* Note that compiled executable is placed in the same folder as .c file
|
||||
*
|
||||
* You can find all basic examples on C:\raylib\raylib\examples folder or
|
||||
* raylib official webpage: www.raylib.com
|
||||
*
|
||||
* Enjoy using raylib. :)
|
||||
*
|
||||
* This example has been created using raylib 1.3 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define OBJECT_SIZE 50
|
||||
#define PLAYER_INDEX 0
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [physics] example - basic rigidbody");
|
||||
SetTargetFPS(60); // Enable v-sync
|
||||
InitPhysics(); // Initialize internal physics values (max rigidbodies/colliders available: 1024)
|
||||
|
||||
// Physics initialization
|
||||
Physics worldPhysics = {true, false, (Vector2){0, -9.81f}};
|
||||
|
||||
// Set internal physics settings
|
||||
SetPhysics(worldPhysics);
|
||||
|
||||
// Object initialization
|
||||
Transform player = (Transform){(Vector2){(screenWidth - OBJECT_SIZE) / 2, (screenHeight - OBJECT_SIZE) / 2}, 0.0f, (Vector2){OBJECT_SIZE, OBJECT_SIZE}};
|
||||
AddCollider(PLAYER_INDEX, (Collider){true, RectangleCollider, (Rectangle){player.position.x, player.position.y, player.scale.x, player.scale.y}, 0});
|
||||
AddRigidbody(PLAYER_INDEX, (Rigidbody){true, 1.0f, (Vector2){0, 0}, (Vector2){0, 0}, false, false, true, 0.5f, 1.0f});
|
||||
|
||||
// Floor initialization
|
||||
// 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)
|
||||
Transform floor = (Transform){(Vector2){0, screenHeight * 0.8f}, 0.0f, (Vector2){screenWidth, screenHeight * 0.2f}};
|
||||
AddCollider(PLAYER_INDEX + 1, (Collider){true, RectangleCollider, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0});
|
||||
|
||||
// Object properties initialization
|
||||
float moveSpeed = 6.0f;
|
||||
float jumpForce = 4.5f;
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Update object physics
|
||||
// NOTE: all physics detections and reactions are calculated in ApplyPhysics() function (You will live happier :D)
|
||||
ApplyPhysics(PLAYER_INDEX, &player.position);
|
||||
|
||||
// Check jump button input
|
||||
if(IsKeyDown(KEY_SPACE) && GetRigidbody(PLAYER_INDEX).isGrounded)
|
||||
{
|
||||
// Reset object Y velocity to avoid double jumping cases but keep the same X velocity that it already has
|
||||
SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){GetRigidbody(PLAYER_INDEX).velocity.x, 0});
|
||||
|
||||
// Add jumping force in Y axis
|
||||
AddRigidbodyForce(PLAYER_INDEX, (Vector2){0, jumpForce});
|
||||
}
|
||||
|
||||
// Check movement buttons input
|
||||
if(IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D))
|
||||
{
|
||||
// Set rigidbody velocity in X based on moveSpeed value and apply the same Y velocity that it already has
|
||||
SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){moveSpeed, GetRigidbody(PLAYER_INDEX).velocity.y});
|
||||
}
|
||||
else if(IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A))
|
||||
{
|
||||
// Set rigidbody velocity in X based on moveSpeed negative value and apply the same Y velocity that it already has
|
||||
SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){-moveSpeed, GetRigidbody(PLAYER_INDEX).velocity.y});
|
||||
}
|
||||
|
||||
// Check debug mode toggle button input
|
||||
if(IsKeyPressed(KEY_P))
|
||||
{
|
||||
// Update program physics value
|
||||
worldPhysics.debug = !worldPhysics.debug;
|
||||
|
||||
// Update internal physics value
|
||||
SetPhysics(worldPhysics);
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
// Draw information
|
||||
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);
|
||||
DrawText("Use P to switch DEBUG MODE", (screenWidth - MeasureText("Use P to switch DEBUG MODE", 20)) / 2, screenHeight * 0.3f, 20, LIGHTGRAY);
|
||||
|
||||
// Check if debug mode is enabled
|
||||
if(worldPhysics.debug)
|
||||
{
|
||||
// Draw every internal physics stored collider if it is active
|
||||
for(int i = 0; i < 2; i++)
|
||||
{
|
||||
if(GetCollider(i).enabled)
|
||||
{
|
||||
DrawRectangleLines(GetCollider(i).bounds.x, GetCollider(i).bounds.y, GetCollider(i).bounds.width, GetCollider(i).bounds.height, GREEN);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
// Draw player
|
||||
DrawRectangleRec((Rectangle){player.position.x, player.position.y, player.scale.x, player.scale.y}, GRAY);
|
||||
|
||||
// Draw floor
|
||||
DrawRectangleRec((Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, BLACK);
|
||||
}
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
examples/physics_basic_rigidbody.png
Normal file
BIN
examples/physics_basic_rigidbody.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 18 KiB |
BIN
src/libraylib.a
Normal file
BIN
src/libraylib.a
Normal file
Binary file not shown.
@ -42,7 +42,7 @@
|
||||
//...
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Definition
|
||||
// Module Functions Declarations
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Lights functions
|
||||
|
@ -61,7 +61,7 @@ typedef struct Material {
|
||||
} Material;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Declaration
|
||||
// Module Functions Definitions
|
||||
// NOTE: light and material structs uses float pointers instead of vectors to be compatible with SetShaderValue()
|
||||
//----------------------------------------------------------------------------------
|
||||
// Lights functions
|
||||
|
272
src/physics.c
Normal file
272
src/physics.c
Normal file
@ -0,0 +1,272 @@
|
||||
/**********************************************************************************************
|
||||
*
|
||||
* raylib physics engine module - Basic functions to apply physics to 2D objects
|
||||
*
|
||||
* Copyright (c) 2015 Victor Fisac and Ramon Santamaria
|
||||
*
|
||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||
* will the authors be held liable for any damages arising from the use of this software.
|
||||
*
|
||||
* Permission is granted to anyone to use this software for any purpose, including commercial
|
||||
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
|
||||
*
|
||||
* 1. The origin of this software must not be misrepresented; you must not claim that you
|
||||
* wrote the original software. If you use this software in a product, an acknowledgment
|
||||
* in the product documentation would be appreciated but is not required.
|
||||
*
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
|
||||
* as being the original software.
|
||||
*
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*
|
||||
**********************************************************************************************/
|
||||
|
||||
//#define PHYSICS_STANDALONE // NOTE: To use the physics module as standalone lib, just uncomment this line
|
||||
|
||||
#if defined(PHYSICS_STANDALONE)
|
||||
#include "physics.h"
|
||||
#else
|
||||
#include "raylib.h"
|
||||
#endif
|
||||
|
||||
#include <math.h>
|
||||
#include <stdio.h>
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Defines and Macros
|
||||
//----------------------------------------------------------------------------------
|
||||
#define MAX_ELEMENTS 1024 // Stored rigidbodies and colliders array length
|
||||
#define DECIMAL_FIX 0.01f // Decimal margin for collision checks (avoid rigidbodies shake)
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
// ...
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Global Variables Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
static Physics physics;
|
||||
static Collider colliders[MAX_ELEMENTS];
|
||||
static Rigidbody rigidbodies[MAX_ELEMENTS];
|
||||
static bool collisionChecker = false;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
void InitPhysics()
|
||||
{
|
||||
for (int i = 0; i < MAX_ELEMENTS; i++)
|
||||
{
|
||||
rigidbodies[i].enabled = false;
|
||||
rigidbodies[i].mass = 0.0f;
|
||||
rigidbodies[i].velocity = (Vector2){0, 0};
|
||||
rigidbodies[i].acceleration = (Vector2){0, 0};
|
||||
rigidbodies[i].isGrounded = false;
|
||||
rigidbodies[i].isContact = false;
|
||||
rigidbodies[i].friction = 0.0f;
|
||||
|
||||
colliders[i].enabled = false;
|
||||
colliders[i].bounds = (Rectangle){0, 0, 0, 0};
|
||||
colliders[i].radius = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void SetPhysics(Physics settings)
|
||||
{
|
||||
physics = settings;
|
||||
|
||||
// To get good results, gravity needs to be 1:10 from original parameter
|
||||
physics.gravity = (Vector2){physics.gravity.x / 10, physics.gravity.y / 10};
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
// Apply gravity
|
||||
rigidbodies[index].velocity.y += rigidbodies[index].acceleration.y;
|
||||
rigidbodies[index].velocity.x += rigidbodies[index].acceleration.x;
|
||||
|
||||
rigidbodies[index].velocity.y += physics.gravity.y;
|
||||
rigidbodies[index].velocity.x += physics.gravity.x;
|
||||
|
||||
// Apply friction to velocity
|
||||
if (rigidbodies[index].isGrounded)
|
||||
{
|
||||
if (rigidbodies[index].velocity.x > DECIMAL_FIX)
|
||||
{
|
||||
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)
|
||||
{
|
||||
rigidbodies[index].velocity.y -= rigidbodies[index].friction;
|
||||
}
|
||||
else if (rigidbodies[index].velocity.y < -DECIMAL_FIX)
|
||||
{
|
||||
rigidbodies[index].velocity.y += rigidbodies[index].friction;
|
||||
}
|
||||
else
|
||||
{
|
||||
rigidbodies[index].velocity.y = 0;
|
||||
}
|
||||
|
||||
// Apply friction to acceleration
|
||||
if (rigidbodies[index].isGrounded)
|
||||
{
|
||||
if (rigidbodies[index].acceleration.x > DECIMAL_FIX)
|
||||
{
|
||||
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)
|
||||
{
|
||||
rigidbodies[index].acceleration.y -= rigidbodies[index].friction;
|
||||
}
|
||||
else if (rigidbodies[index].acceleration.y < -DECIMAL_FIX)
|
||||
{
|
||||
rigidbodies[index].acceleration.y += rigidbodies[index].friction;
|
||||
}
|
||||
else
|
||||
{
|
||||
rigidbodies[index].acceleration.y = 0;
|
||||
}
|
||||
|
||||
// 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 < MAX_ELEMENTS; j++)
|
||||
{
|
||||
if (index != j)
|
||||
{
|
||||
if (colliders[index].enabled && colliders[j].enabled)
|
||||
{
|
||||
if (colliders[index].type == RectangleCollider)
|
||||
{
|
||||
if (colliders[j].type == RectangleCollider)
|
||||
{
|
||||
if (CheckCollisionRecs(colliders[index].bounds, colliders[j].bounds))
|
||||
{
|
||||
collisionChecker = true;
|
||||
|
||||
if ((colliders[index].bounds.y + colliders[index].bounds.height <= colliders[j].bounds.y) == false)
|
||||
{
|
||||
rigidbodies[index].isContact = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
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 == RectangleCollider)
|
||||
{
|
||||
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)
|
||||
{
|
||||
rigidbodies[index].enabled = state;
|
||||
}
|
||||
|
||||
void SetRigidbodyVelocity(int index, Vector2 velocity)
|
||||
{
|
||||
rigidbodies[index].velocity.x = velocity.x;
|
||||
rigidbodies[index].velocity.y = velocity.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 SetColliderEnabled(int index, bool state)
|
||||
{
|
||||
colliders[index].enabled = state;
|
||||
}
|
||||
|
||||
Collider GetCollider(int index)
|
||||
{
|
||||
return colliders[index];
|
||||
}
|
||||
|
||||
Rigidbody GetRigidbody(int index)
|
||||
{
|
||||
return rigidbodies[index];
|
||||
}
|
99
src/physics.h
Normal file
99
src/physics.h
Normal file
@ -0,0 +1,99 @@
|
||||
/**********************************************************************************************
|
||||
*
|
||||
* raylib physics engine module - Basic functions to apply physics to 2D objects
|
||||
*
|
||||
* Copyright (c) 2015 Victor Fisac and Ramon Santamaria
|
||||
*
|
||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||
* will the authors be held liable for any damages arising from the use of this software.
|
||||
*
|
||||
* Permission is granted to anyone to use this software for any purpose, including commercial
|
||||
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
|
||||
*
|
||||
* 1. The origin of this software must not be misrepresented; you must not claim that you
|
||||
* wrote the original software. If you use this software in a product, an acknowledgment
|
||||
* in the product documentation would be appreciated but is not required.
|
||||
*
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
|
||||
* as being the original software.
|
||||
*
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*
|
||||
**********************************************************************************************/
|
||||
|
||||
#ifndef PHYSICS_H
|
||||
#define PHYSICS_H
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Defines and Macros
|
||||
//----------------------------------------------------------------------------------
|
||||
// ...
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
typedef enum { RectangleCollider, CircleCollider } ColliderType;
|
||||
|
||||
// Physics struct
|
||||
typedef struct Physics {
|
||||
bool enabled;
|
||||
bool debug; // Should be used by programmer for testing purposes
|
||||
Vector2 gravity;
|
||||
} Physics;
|
||||
|
||||
// Transform struct
|
||||
typedef struct Transform {
|
||||
Vector2 position;
|
||||
float rotation;
|
||||
Vector2 scale;
|
||||
} Transform;
|
||||
|
||||
// Rigidbody struct
|
||||
typedef struct Rigidbody {
|
||||
bool enabled;
|
||||
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
|
||||
} Rigidbody;
|
||||
|
||||
// Collider struct
|
||||
typedef struct Collider {
|
||||
bool enabled;
|
||||
ColliderType type;
|
||||
Rectangle bounds; // Just used for RectangleCollider type
|
||||
int radius; // Just used for CircleCollider type
|
||||
} Collider;
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" { // Prevents name mangling of functions
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
void InitPhysics(); // Initialize all internal physics values
|
||||
void SetPhysics(Physics settings); // Set physics settings values using Physics data type to overwrite internal physics settings
|
||||
|
||||
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
|
||||
|
||||
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 AddRigidbodyForce(int index, Vector2 force); // Set rigidbody force (considering mass value)
|
||||
|
||||
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
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif // PHYSICS_H
|
57
src/raylib.h
57
src/raylib.h
@ -433,6 +433,44 @@ typedef enum {
|
||||
// Camera system modes
|
||||
typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
|
||||
|
||||
// Collider types
|
||||
typedef enum { RectangleCollider, CircleCollider } ColliderType;
|
||||
|
||||
// Physics struct
|
||||
typedef struct Physics {
|
||||
bool enabled;
|
||||
bool debug; // Should be used by programmer for testing purposes
|
||||
Vector2 gravity;
|
||||
} Physics;
|
||||
|
||||
// Transform struct
|
||||
typedef struct Transform {
|
||||
Vector2 position;
|
||||
float rotation;
|
||||
Vector2 scale;
|
||||
} Transform;
|
||||
|
||||
// Rigidbody struct
|
||||
typedef struct Rigidbody {
|
||||
bool enabled;
|
||||
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
|
||||
} Rigidbody;
|
||||
|
||||
// Collider struct
|
||||
typedef struct Collider {
|
||||
bool enabled;
|
||||
ColliderType type;
|
||||
Rectangle bounds; // Just used for RectangleCollider type
|
||||
int radius; // Just used for CircleCollider type
|
||||
} Collider;
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" { // Prevents name mangling of functions
|
||||
#endif
|
||||
@ -742,6 +780,25 @@ void SetMaterialSpecularColor(Material *material, Vector3 color); // Set m
|
||||
void SetMaterialGlossiness(Material *material, float glossiness); // Set material glossiness value (recommended values: 0 - 100)
|
||||
void SetMaterialNormalDepth(Material *material, float depth); // Set normal map depth (B component from RGB type map scalar multiplier)
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Physics System Functions (engine-module: physics)
|
||||
//----------------------------------------------------------------------------------
|
||||
void InitPhysics(); // Initialize all internal physics values
|
||||
void SetPhysics(Physics settings); // Set physics settings values using Physics data type to overwrite internal physics settings
|
||||
|
||||
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
|
||||
|
||||
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 AddRigidbodyForce(int index, Vector2 force); // Set rigidbody force (considering mass value)
|
||||
|
||||
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
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Audio Loading and Playing Functions (Module: audio)
|
||||
//------------------------------------------------------------------------------------
|
||||
|
Loading…
Reference in New Issue
Block a user