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:
victorfisac 2015-12-21 21:12:35 +01:00
parent 1bcb5ddd50
commit e683fe88b9
9 changed files with 588 additions and 6 deletions

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@ -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) * 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; const int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT); 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); SetTargetFPS(60);
// Camera initialization // Camera initialization

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@ -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;
}

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@ -42,7 +42,7 @@
//... //...
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Module Functions Definition // Module Functions Declarations
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Lights functions // Lights functions

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@ -61,7 +61,7 @@ typedef struct Material {
} Material; } Material;
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Module Functions Declaration // Module Functions Definitions
// NOTE: light and material structs uses float pointers instead of vectors to be compatible with SetShaderValue() // NOTE: light and material structs uses float pointers instead of vectors to be compatible with SetShaderValue()
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Lights functions // Lights functions

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src/physics.c Normal file
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/**********************************************************************************************
*
* 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
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@ -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

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@ -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)
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------