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:
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@ -1,11 +1,21 @@
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/*******************************************************************************************
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/*******************************************************************************************
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*
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*
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* raylib - Phong lighting shader example
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* raylib [lighting] example - Basic Phong lighting
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*
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*
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* This example has been created using raylib v1.3.0 (www.raylib.com)
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* Welcome to raylib!
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*
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* To test examples, just press F6 and execute raylib_compile_execute script
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* Note that compiled executable is placed in the same folder as .c file
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*
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* You can find all basic examples on C:\raylib\raylib\examples folder or
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* raylib official webpage: www.raylib.com
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*
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* Enjoy using raylib. :)
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*
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* This example has been created using raylib 1.3 (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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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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*
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* Copyright (c) 2015 Ramon Santamaria (Ray San - raysan@raysanweb.com)
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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*
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*
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********************************************************************************************/
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********************************************************************************************/
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@ -22,7 +32,7 @@ int main()
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const int screenHeight = 450;
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const int screenHeight = 450;
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SetConfigFlags(FLAG_MSAA_4X_HINT);
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SetConfigFlags(FLAG_MSAA_4X_HINT);
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InitWindow(screenWidth, screenHeight, "raylib [lighting] example - basic blinn-phong lighting");
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InitWindow(screenWidth, screenHeight, "raylib [lighting] example - blinn phong lighting");
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SetTargetFPS(60);
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SetTargetFPS(60);
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// Camera initialization
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// Camera initialization
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144
examples/physics_basic_rigidbody.c
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144
examples/physics_basic_rigidbody.c
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/*******************************************************************************************
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*
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* raylib [physics] example - Basic rigidbody
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*
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* Welcome to raylib!
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*
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* To test examples, just press F6 and execute raylib_compile_execute script
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* Note that compiled executable is placed in the same folder as .c file
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*
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* You can find all basic examples on C:\raylib\raylib\examples folder or
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* raylib official webpage: www.raylib.com
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*
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* Enjoy using raylib. :)
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*
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* This example has been created using raylib 1.3 (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) 2015 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define OBJECT_SIZE 50
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#define PLAYER_INDEX 0
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [physics] example - basic rigidbody");
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SetTargetFPS(60); // Enable v-sync
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InitPhysics(); // Initialize internal physics values (max rigidbodies/colliders available: 1024)
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// Physics initialization
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Physics worldPhysics = {true, false, (Vector2){0, -9.81f}};
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// Set internal physics settings
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SetPhysics(worldPhysics);
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// Object initialization
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Transform player = (Transform){(Vector2){(screenWidth - OBJECT_SIZE) / 2, (screenHeight - OBJECT_SIZE) / 2}, 0.0f, (Vector2){OBJECT_SIZE, OBJECT_SIZE}};
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AddCollider(PLAYER_INDEX, (Collider){true, RectangleCollider, (Rectangle){player.position.x, player.position.y, player.scale.x, player.scale.y}, 0});
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AddRigidbody(PLAYER_INDEX, (Rigidbody){true, 1.0f, (Vector2){0, 0}, (Vector2){0, 0}, false, false, true, 0.5f, 1.0f});
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// Floor initialization
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// NOTE: floor doesn't need a rigidbody because it's a static physic object, just a collider to collide with other dynamic colliders (with rigidbody)
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Transform floor = (Transform){(Vector2){0, screenHeight * 0.8f}, 0.0f, (Vector2){screenWidth, screenHeight * 0.2f}};
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AddCollider(PLAYER_INDEX + 1, (Collider){true, RectangleCollider, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0});
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// Object properties initialization
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float moveSpeed = 6.0f;
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float jumpForce = 4.5f;
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// Update object physics
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// NOTE: all physics detections and reactions are calculated in ApplyPhysics() function (You will live happier :D)
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ApplyPhysics(PLAYER_INDEX, &player.position);
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// Check jump button input
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if(IsKeyDown(KEY_SPACE) && GetRigidbody(PLAYER_INDEX).isGrounded)
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{
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// Reset object Y velocity to avoid double jumping cases but keep the same X velocity that it already has
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SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){GetRigidbody(PLAYER_INDEX).velocity.x, 0});
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// Add jumping force in Y axis
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AddRigidbodyForce(PLAYER_INDEX, (Vector2){0, jumpForce});
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}
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// Check movement buttons input
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if(IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D))
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{
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// Set rigidbody velocity in X based on moveSpeed value and apply the same Y velocity that it already has
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SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){moveSpeed, GetRigidbody(PLAYER_INDEX).velocity.y});
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}
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else if(IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A))
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{
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// Set rigidbody velocity in X based on moveSpeed negative value and apply the same Y velocity that it already has
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SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){-moveSpeed, GetRigidbody(PLAYER_INDEX).velocity.y});
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}
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// Check debug mode toggle button input
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if(IsKeyPressed(KEY_P))
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{
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// Update program physics value
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worldPhysics.debug = !worldPhysics.debug;
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// Update internal physics value
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SetPhysics(worldPhysics);
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}
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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 information
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DrawText("Use LEFT / RIGHT to MOVE and SPACE to JUMP", (screenWidth - MeasureText("Use LEFT / RIGHT to MOVE and SPACE to JUMP", 20)) / 2, screenHeight * 0.20f, 20, LIGHTGRAY);
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DrawText("Use P to switch DEBUG MODE", (screenWidth - MeasureText("Use P to switch DEBUG MODE", 20)) / 2, screenHeight * 0.3f, 20, LIGHTGRAY);
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// Check if debug mode is enabled
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if(worldPhysics.debug)
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{
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// Draw every internal physics stored collider if it is active
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for(int i = 0; i < 2; i++)
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{
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if(GetCollider(i).enabled)
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{
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DrawRectangleLines(GetCollider(i).bounds.x, GetCollider(i).bounds.y, GetCollider(i).bounds.width, GetCollider(i).bounds.height, GREEN);
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}
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}
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}
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else
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{
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// Draw player
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DrawRectangleRec((Rectangle){player.position.x, player.position.y, player.scale.x, player.scale.y}, GRAY);
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// Draw floor
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DrawRectangleRec((Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, BLACK);
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}
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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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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BIN
examples/physics_basic_rigidbody.png
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BIN
examples/physics_basic_rigidbody.png
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Binary file not shown.
After Width: | Height: | Size: 18 KiB |
BIN
src/libraylib.a
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BIN
src/libraylib.a
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Binary file not shown.
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//...
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//...
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Module Functions Definition
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// Module Functions Declarations
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Lights functions
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// Lights functions
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@ -61,7 +61,7 @@ typedef struct Material {
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} Material;
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} Material;
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Module Functions Declaration
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// Module Functions Definitions
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// NOTE: light and material structs uses float pointers instead of vectors to be compatible with SetShaderValue()
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// NOTE: light and material structs uses float pointers instead of vectors to be compatible with SetShaderValue()
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Lights functions
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// Lights functions
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272
src/physics.c
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272
src/physics.c
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/**********************************************************************************************
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*
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* raylib physics engine module - Basic functions to apply physics to 2D objects
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*
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* Copyright (c) 2015 Victor Fisac and Ramon Santamaria
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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//#define PHYSICS_STANDALONE // NOTE: To use the physics module as standalone lib, just uncomment this line
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#if defined(PHYSICS_STANDALONE)
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#include "physics.h"
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#else
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#include "raylib.h"
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#endif
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#include <math.h>
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#include <stdio.h>
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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#define MAX_ELEMENTS 1024 // Stored rigidbodies and colliders array length
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#define DECIMAL_FIX 0.01f // Decimal margin for collision checks (avoid rigidbodies shake)
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// ...
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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static Physics physics;
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static Collider colliders[MAX_ELEMENTS];
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static Rigidbody rigidbodies[MAX_ELEMENTS];
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static bool collisionChecker = false;
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//----------------------------------------------------------------------------------
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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void InitPhysics()
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{
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for (int i = 0; i < MAX_ELEMENTS; i++)
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{
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rigidbodies[i].enabled = false;
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rigidbodies[i].mass = 0.0f;
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rigidbodies[i].velocity = (Vector2){0, 0};
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rigidbodies[i].acceleration = (Vector2){0, 0};
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rigidbodies[i].isGrounded = false;
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rigidbodies[i].isContact = false;
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rigidbodies[i].friction = 0.0f;
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colliders[i].enabled = false;
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colliders[i].bounds = (Rectangle){0, 0, 0, 0};
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colliders[i].radius = 0;
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}
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}
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void SetPhysics(Physics settings)
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{
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physics = settings;
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// To get good results, gravity needs to be 1:10 from original parameter
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physics.gravity = (Vector2){physics.gravity.x / 10, physics.gravity.y / 10};
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}
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void AddCollider(int index, Collider collider)
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{
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colliders[index] = collider;
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}
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void AddRigidbody(int index, Rigidbody rigidbody)
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{
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rigidbodies[index] = rigidbody;
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}
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void ApplyPhysics(int index, Vector2 *position)
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{
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if (rigidbodies[index].enabled)
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{
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// Apply gravity
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rigidbodies[index].velocity.y += rigidbodies[index].acceleration.y;
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rigidbodies[index].velocity.x += rigidbodies[index].acceleration.x;
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rigidbodies[index].velocity.y += physics.gravity.y;
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rigidbodies[index].velocity.x += physics.gravity.x;
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// Apply friction to velocity
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if (rigidbodies[index].isGrounded)
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{
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if (rigidbodies[index].velocity.x > DECIMAL_FIX)
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{
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rigidbodies[index].velocity.x -= rigidbodies[index].friction;
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}
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else if (rigidbodies[index].velocity.x < -DECIMAL_FIX)
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{
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rigidbodies[index].velocity.x += rigidbodies[index].friction;
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}
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else
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{
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rigidbodies[index].velocity.x = 0;
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}
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}
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if (rigidbodies[index].velocity.y > DECIMAL_FIX)
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{
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rigidbodies[index].velocity.y -= rigidbodies[index].friction;
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}
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else if (rigidbodies[index].velocity.y < -DECIMAL_FIX)
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{
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rigidbodies[index].velocity.y += rigidbodies[index].friction;
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}
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else
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{
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rigidbodies[index].velocity.y = 0;
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}
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// Apply friction to acceleration
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if (rigidbodies[index].isGrounded)
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{
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if (rigidbodies[index].acceleration.x > DECIMAL_FIX)
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{
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rigidbodies[index].acceleration.x -= rigidbodies[index].friction;
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}
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else if (rigidbodies[index].acceleration.x < -DECIMAL_FIX)
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{
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rigidbodies[index].acceleration.x += rigidbodies[index].friction;
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}
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else
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{
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rigidbodies[index].acceleration.x = 0;
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}
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}
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if (rigidbodies[index].acceleration.y > DECIMAL_FIX)
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{
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rigidbodies[index].acceleration.y -= rigidbodies[index].friction;
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}
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else if (rigidbodies[index].acceleration.y < -DECIMAL_FIX)
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{
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rigidbodies[index].acceleration.y += rigidbodies[index].friction;
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}
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else
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{
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rigidbodies[index].acceleration.y = 0;
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}
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// Update position vector
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position->x += rigidbodies[index].velocity.x;
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position->y -= rigidbodies[index].velocity.y;
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// Update collider bounds
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colliders[index].bounds.x = position->x;
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colliders[index].bounds.y = position->y;
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// Check collision with other colliders
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collisionChecker = false;
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||||||
|
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
|
// 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;
|
||||||
|
|
||||||
|
// 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
|
#ifdef __cplusplus
|
||||||
extern "C" { // Prevents name mangling of functions
|
extern "C" { // Prevents name mangling of functions
|
||||||
#endif
|
#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 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)
|
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)
|
// Audio Loading and Playing Functions (Module: audio)
|
||||||
//------------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------------
|
||||||
|
Loading…
Reference in New Issue
Block a user