Fix bug in isGrounded state calculations

This commit is contained in:
victorfisac 2017-03-06 09:58:28 +01:00
parent 9261c3b8dc
commit f88a943418

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@ -361,70 +361,6 @@ PHYSACDEF PhysicsBody CreatePhysicsBodyCircle(Vector2 pos, float radius, float d
{
PhysicsBody newBody = CreatePhysicsBodyPolygon(pos, radius, PHYSAC_CIRCLE_VERTICES, density);
return newBody;
/*PhysicsBody newBody = (PhysicsBody)PHYSAC_MALLOC(sizeof(PhysicsBodyData));
usedMemory += sizeof(PhysicsBodyData);
int newId = -1;
for (int i = 0; i < PHYSAC_MAX_BODIES; i++)
{
int currentId = i;
// Check if current id already exist in other physics body
for (int k = 0; k < physicsBodiesCount; k++)
{
if (bodies[k]->id == currentId)
{
currentId++;
break;
}
}
// If it is not used, use it as new physics body id
if (currentId == i)
{
newId = i;
break;
}
}
if (newId != -1)
{
// Initialize new body with generic values
newBody->id = newId;
newBody->enabled = true;
newBody->position = pos;
newBody->velocity = (Vector2){ 0 };
newBody->force = (Vector2){ 0 };
newBody->angularVelocity = 0;
newBody->torque = 0;
newBody->orient = 0;
newBody->mass = PHYSAC_PI*radius*radius*density;
newBody->inverseMass = ((newBody->mass != 0.0f) ? 1.0f/newBody->mass : 0.0f);
newBody->inertia = newBody->mass*radius*radius;
newBody->inverseInertia = ((newBody->inertia != 0.0f) ? 1.0f/newBody->inertia : 0.0f);
newBody->staticFriction = 0;
newBody->dynamicFriction = 0;
newBody->restitution = 0;
newBody->useGravity = true;
newBody->freezeOrient = false;
newBody->shape.type = PHYSICS_CIRCLE;
newBody->shape.body = newBody;
newBody->shape.radius = radius;
// Add new body to bodies pointers array and update bodies count
bodies[physicsBodiesCount] = newBody;
physicsBodiesCount++;
#if defined(PHYSAC_DEBUG)
printf("[PHYSAC] created circle physics body id %i\n", newBody->id);
#endif
}
#if defined(PHYSAC_DEBUG)
else printf("[PHYSAC] new physics body creation failed because there is any available id to use\n");
#endif
return newBody;*/
}
// Creates a new rectangle physics body with generic parameters
@ -1130,6 +1066,7 @@ static void *PhysicsLoop(void *arg)
// Physics steps calculations (dynamics, collisions and position corrections)
static void PhysicsStep(void)
{
// Update current steps count
stepsCount++;
// Clear previous generated collisions information
@ -1138,6 +1075,13 @@ static void PhysicsStep(void)
PhysicsManifold manifold = contacts[i];
if (manifold != NULL) DestroyPhysicsManifold(manifold);
}
// Reset physics bodies grounded state
for (int i = 0; i < physicsBodiesCount; i++)
{
PhysicsBody body = bodies[i];
body->isGrounded = false;
}
// Generate new collision information
for (int i = 0; i < physicsBodiesCount; i++)
@ -1347,9 +1291,9 @@ static void SolvePhysicsManifold(PhysicsManifold manifold)
} break;
default: break;
}
// Update physics body grounded state if normal direction is downside
manifold->bodyB->isGrounded = (manifold->normal.y < 0);
// Update physics body grounded state if normal direction is down and grounded state is not set yet in previous manifolds
if (!manifold->bodyB->isGrounded) manifold->bodyB->isGrounded = (manifold->normal.y < 0);
}
// Solves collision between two circle shape physics bodies
@ -1388,7 +1332,7 @@ static void SolveCircleToCircle(PhysicsManifold manifold)
}
// Update physics body grounded state if normal direction is down
if (manifold->normal.y < 0) bodyA->isGrounded = true;
if (!bodyA->isGrounded) bodyA->isGrounded = (manifold->normal.y < 0);
}
// Solves collision between a circle to a polygon shape physics bodies