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Redesigned physics module (IN PROGRESS)
physac modules is being redesigned. Physics base behaviour is done and it is composed by three steps: apply physics, resolve collisions and fix overlapping. A basic example is currently in progress. The next steps are try to add torque and unoriented physic collisions and implement physics basic functions to add forces. Rigidbody grounding state is automatically calculated and has a perfect result. Rigidbodies interacts well with each others. To achieve physics accuracy, UpdatePhysics() is called a number of times per frame. In a future, it should be changed to another thread and call it without any target frame restriction. Basic physics example has been redone (not finished) using the new module functions. Forces examples will be redone so I removed it from branch.
This commit is contained in:
578
src/physac.c
578
src/physac.c
@@ -1,6 +1,6 @@
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/**********************************************************************************************
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*
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* [physac] raylib physics engine module - Basic functions to apply physics to 2D objects
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* [physac] raylib physics 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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@@ -29,329 +29,343 @@
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#include "raylib.h"
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#endif
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#include <math.h>
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#include <stdlib.h> // Required for: malloc(), free()
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#include <stdlib.h> // Declares malloc() and free() for memory management
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#include <math.h> // abs() and fminf()
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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#define DECIMAL_FIX 0.26f // Decimal margin for collision checks (avoid rigidbodies shake)
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#define MAX_PHYSIC_OBJECTS 256
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#define PHYSICS_GRAVITY -9.81f/2
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#define PHYSICS_STEPS 450
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#define PHYSICS_ACCURACY 0.0001f // Velocity subtract operations round filter (friction)
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#define PHYSICS_ERRORPERCENT 0.001f // Collision resolve position fix
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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// NOTE: Below types are required for PHYSAC_STANDALONE usage
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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 Collider *colliders; // Colliders array, dynamically allocated at runtime
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static Rigidbody *rigidbodies; // Rigitbody array, dynamically allocated at runtime
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static bool collisionChecker;
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static int maxElements; // Max physic elements to compute
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static bool enabled; // Physics enabled? (true by default)
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static Vector2 gravity; // Gravity value used for physic calculations
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static PhysicObject *physicObjects[MAX_PHYSIC_OBJECTS]; // Physic objects pool
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static int physicObjectsCount; // Counts current enabled physic objects
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//----------------------------------------------------------------------------------
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// Module specific Functions Declarations
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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static float Vector2Length(Vector2 vector);
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static float Vector2Distance(Vector2 a, Vector2 b);
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static void Vector2Normalize(Vector2 *vector);
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static float Vector2DotProduct(Vector2 v1, Vector2 v2); // Returns the dot product of two Vector2
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//----------------------------------------------------------------------------------
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// Module Functions Definitions
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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void InitPhysics(int maxPhysicElements)
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// Initializes pointers array (just pointers, fixed size)
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void InitPhysics()
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{
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maxElements = maxPhysicElements;
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colliders = (Collider *)malloc(maxElements*sizeof(Collider));
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rigidbodies = (Rigidbody *)malloc(maxElements*sizeof(Rigidbody));
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for (int i = 0; i < maxElements; i++)
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// Initialize physics variables
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physicObjectsCount = 0;
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}
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// Update physic objects, calculating physic behaviours and collisions detection
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void UpdatePhysics()
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{
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// Reset all physic objects is grounded state
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for(int i = 0; i < physicObjectsCount; i++)
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{
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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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rigidbodies[i].enabled = false;
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rigidbodies[i].mass = 0.0f;
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rigidbodies[i].velocity = (Vector2){ 0.0f, 0.0f };
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rigidbodies[i].acceleration = (Vector2){ 0.0f, 0.0f };
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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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if(physicObjects[i]->rigidbody.enabled) physicObjects[i]->rigidbody.isGrounded = false;
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}
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collisionChecker = false;
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enabled = true;
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// NOTE: To get better results, gravity needs to be 1:10 from original parameter
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gravity = (Vector2){ 0.0f, -9.81f/10.0f }; // By default, standard gravity
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}
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void UnloadPhysics()
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{
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free(colliders);
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free(rigidbodies);
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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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for(int steps = 0; steps < PHYSICS_STEPS; steps++)
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{
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// Apply friction to acceleration
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if (rigidbodies[index].acceleration.x > DECIMAL_FIX)
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for(int i = 0; i < physicObjectsCount; i++)
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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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if (rigidbodies[index].acceleration.y > DECIMAL_FIX / 2)
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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 / 2)
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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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// 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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if(physicObjects[i]->enabled)
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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 / 2)
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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 / 2)
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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 gravity
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rigidbodies[index].velocity.y += gravity.y;
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rigidbodies[index].velocity.x += gravity.x;
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// Apply acceleration
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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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// 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;
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for (int j = 0; j < maxElements; j++)
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{
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if (index != j)
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{
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if (colliders[index].enabled && colliders[j].enabled)
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// Update physic behaviour
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if(physicObjects[i]->rigidbody.enabled)
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{
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if (colliders[index].type == COLLIDER_RECTANGLE)
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// Apply friction to acceleration in X axis
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if (physicObjects[i]->rigidbody.acceleration.x > PHYSICS_ACCURACY) physicObjects[i]->rigidbody.acceleration.x -= physicObjects[i]->rigidbody.friction/PHYSICS_STEPS;
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else if (physicObjects[i]->rigidbody.acceleration.x < PHYSICS_ACCURACY) physicObjects[i]->rigidbody.acceleration.x += physicObjects[i]->rigidbody.friction/PHYSICS_STEPS;
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else physicObjects[i]->rigidbody.acceleration.x = 0.0f;
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// Apply friction to velocity in X axis
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if (physicObjects[i]->rigidbody.velocity.x > PHYSICS_ACCURACY) physicObjects[i]->rigidbody.velocity.x -= physicObjects[i]->rigidbody.friction/PHYSICS_STEPS;
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else if (physicObjects[i]->rigidbody.velocity.x < PHYSICS_ACCURACY) physicObjects[i]->rigidbody.velocity.x += physicObjects[i]->rigidbody.friction/PHYSICS_STEPS;
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else physicObjects[i]->rigidbody.velocity.x = 0.0f;
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// Apply gravity to velocity
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if (physicObjects[i]->rigidbody.applyGravity) physicObjects[i]->rigidbody.velocity.y += PHYSICS_GRAVITY/PHYSICS_STEPS;
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// Apply acceleration to velocity
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physicObjects[i]->rigidbody.velocity.x += physicObjects[i]->rigidbody.acceleration.x/PHYSICS_STEPS;
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physicObjects[i]->rigidbody.velocity.y += physicObjects[i]->rigidbody.acceleration.y/PHYSICS_STEPS;
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// Apply velocity to position
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physicObjects[i]->transform.position.x += physicObjects[i]->rigidbody.velocity.x/PHYSICS_STEPS;
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physicObjects[i]->transform.position.y -= physicObjects[i]->rigidbody.velocity.y/PHYSICS_STEPS;
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}
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// Update collision detection
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if (physicObjects[i]->collider.enabled)
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{
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// Update collider bounds
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physicObjects[i]->collider.bounds = TransformToRectangle(physicObjects[i]->transform);
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// Check collision with other colliders
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for (int k = 0; k < physicObjectsCount; k++)
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{
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if (colliders[j].type == COLLIDER_RECTANGLE)
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if (physicObjects[k]->collider.enabled && i != k)
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{
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if (CheckCollisionRecs(colliders[index].bounds, colliders[j].bounds))
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// Check if colliders are overlapped
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if (CheckCollisionRecs(physicObjects[i]->collider.bounds, physicObjects[k]->collider.bounds))
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{
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collisionChecker = true;
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// Resolve physic collision
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// NOTE: collision resolve is generic for all directions and conditions (no axis separated cases behaviours)
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// and it is separated in rigidbody attributes resolve (velocity changes by impulse) and position correction (position overlap)
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if ((colliders[index].bounds.y + colliders[index].bounds.height <= colliders[j].bounds.y) == false)
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// 1. Calculate collision normal
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// -------------------------------------------------------------------------------------------------------------------------------------
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// Define collision ontact normal
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Vector2 contactNormal = { 0.0f, 0.0f };
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// Calculate direction vector from i to k
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Vector2 direction;
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direction.x = (physicObjects[k]->transform.position.x + physicObjects[k]->transform.scale.x/2) - (physicObjects[i]->transform.position.x + physicObjects[i]->transform.scale.x/2);
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direction.y = (physicObjects[k]->transform.position.y + physicObjects[k]->transform.scale.y/2) - (physicObjects[i]->transform.position.y + physicObjects[i]->transform.scale.y/2);
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// Define overlapping and penetration attributes
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Vector2 overlap;
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float penetrationDepth = 0.0f;
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// Calculate overlap on X axis
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overlap.x = (physicObjects[i]->transform.scale.x + physicObjects[k]->transform.scale.x)/2 - abs(direction.x);
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// SAT test on X axis
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if (overlap.x > 0.0f)
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{
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rigidbodies[index].isContact = true;
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// Calculate overlap on Y axis
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overlap.y = (physicObjects[i]->transform.scale.y + physicObjects[k]->transform.scale.y)/2 - abs(direction.y);
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// SAT test on Y axis
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if (overlap.y > 0.0f)
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{
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// Find out which axis is axis of least penetration
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if (overlap.y > overlap.x)
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{
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// Point towards k knowing that direction points from i to k
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if (direction.x < 0.0f) contactNormal = (Vector2){ -1.0f, 0.0f };
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else contactNormal = (Vector2){ 1.0f, 0.0f };
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// Update penetration depth for position correction
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penetrationDepth = overlap.x;
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}
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else
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{
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// Point towards k knowing that direction points from i to k
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if (direction.y < 0.0f) contactNormal = (Vector2){ 0.0f, 1.0f };
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else contactNormal = (Vector2){ 0.0f, -1.0f };
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// Update penetration depth for position correction
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penetrationDepth = overlap.y;
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}
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}
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}
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// Update rigidbody grounded state
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if (physicObjects[i]->rigidbody.enabled)
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{
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if (contactNormal.y < 0.0f) physicObjects[i]->rigidbody.isGrounded = true;
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}
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// 2. Calculate collision impulse
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// -------------------------------------------------------------------------------------------------------------------------------------
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// Calculate relative velocity
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Vector2 relVelocity = { physicObjects[k]->rigidbody.velocity.x - physicObjects[i]->rigidbody.velocity.x, physicObjects[k]->rigidbody.velocity.y - physicObjects[i]->rigidbody.velocity.y };
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// Calculate relative velocity in terms of the normal direction
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float velAlongNormal = Vector2DotProduct(relVelocity, contactNormal);
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// Dot not resolve if velocities are separating
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if (velAlongNormal <= 0.0f)
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{
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// Calculate minimum bounciness value from both objects
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float e = fminf(physicObjects[i]->rigidbody.bounciness, physicObjects[k]->rigidbody.bounciness);
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// Calculate impulse scalar value
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float j = -(1.0f + e) * velAlongNormal;
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j /= 1.0f/physicObjects[i]->rigidbody.mass + 1.0f/physicObjects[k]->rigidbody.mass;
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// Calculate final impulse vector
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Vector2 impulse = { j*contactNormal.x, j*contactNormal.y };
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// Calculate collision mass ration
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float massSum = physicObjects[i]->rigidbody.mass + physicObjects[k]->rigidbody.mass;
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float ratio = 0.0f;
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// Apply impulse to current rigidbodies velocities if they are enabled
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if (physicObjects[i]->rigidbody.enabled)
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{
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// Calculate inverted mass ration
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ratio = physicObjects[i]->rigidbody.mass/massSum;
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// Apply impulse direction to velocity
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physicObjects[i]->rigidbody.velocity.x -= impulse.x*ratio;
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physicObjects[i]->rigidbody.velocity.y -= impulse.y*ratio;
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}
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if (physicObjects[k]->rigidbody.enabled)
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{
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// Calculate inverted mass ration
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ratio = physicObjects[k]->rigidbody.mass/massSum;
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// Apply impulse direction to velocity
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physicObjects[k]->rigidbody.velocity.x += impulse.x*ratio;
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physicObjects[k]->rigidbody.velocity.y += impulse.y*ratio;
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}
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// 3. Correct colliders overlaping (transform position)
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// ---------------------------------------------------------------------------------------------------------------------------------
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// Calculate transform position penetration correction
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Vector2 posCorrection;
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posCorrection.x = penetrationDepth/((1.0f/physicObjects[i]->rigidbody.mass) + (1.0f/physicObjects[k]->rigidbody.mass))*PHYSICS_ERRORPERCENT*contactNormal.x;
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posCorrection.y = penetrationDepth/((1.0f/physicObjects[i]->rigidbody.mass) + (1.0f/physicObjects[k]->rigidbody.mass))*PHYSICS_ERRORPERCENT*contactNormal.y;
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// Fix transform positions
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if (physicObjects[i]->rigidbody.enabled)
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{
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// Fix physic objects transform position
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physicObjects[i]->transform.position.x -= 1.0f/physicObjects[i]->rigidbody.mass*posCorrection.x;
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physicObjects[i]->transform.position.y += 1.0f/physicObjects[i]->rigidbody.mass*posCorrection.y;
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// Update collider bounds
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physicObjects[i]->collider.bounds = TransformToRectangle(physicObjects[i]->transform);
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if (physicObjects[k]->rigidbody.enabled)
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{
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// Fix physic objects transform position
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physicObjects[k]->transform.position.x += 1.0f/physicObjects[k]->rigidbody.mass*posCorrection.x;
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physicObjects[k]->transform.position.y -= 1.0f/physicObjects[k]->rigidbody.mass*posCorrection.y;
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// Update collider bounds
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physicObjects[k]->collider.bounds = TransformToRectangle(physicObjects[k]->transform);
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}
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}
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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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if (CheckCollisionCircleRec((Vector2){colliders[j].bounds.x, colliders[j].bounds.y}, colliders[j].radius, colliders[index].bounds))
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{
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collisionChecker = true;
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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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if (colliders[j].type == COLLIDER_RECTANGLE)
|
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{
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if (CheckCollisionCircleRec((Vector2){colliders[index].bounds.x, colliders[index].bounds.y}, colliders[index].radius, colliders[j].bounds))
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{
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collisionChecker = true;
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}
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}
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else
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{
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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))
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{
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collisionChecker = true;
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}
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}
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}
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}
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}
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}
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// Update grounded rigidbody state
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rigidbodies[index].isGrounded = collisionChecker;
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// Set grounded state if needed (fix overlap and set y velocity)
|
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if (collisionChecker && rigidbodies[index].velocity.y != 0)
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{
|
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position->y += rigidbodies[index].velocity.y;
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rigidbodies[index].velocity.y = -rigidbodies[index].velocity.y * rigidbodies[index].bounciness;
|
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}
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if (rigidbodies[index].isContact)
|
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{
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position->x -= rigidbodies[index].velocity.x;
|
||||
rigidbodies[index].velocity.x = rigidbodies[index].velocity.x;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SetRigidbodyEnabled(int index, bool state)
|
||||
// Unitialize all physic objects and empty the objects pool
|
||||
void ClosePhysics()
|
||||
{
|
||||
rigidbodies[index].enabled = state;
|
||||
}
|
||||
|
||||
void SetRigidbodyVelocity(int index, Vector2 velocity)
|
||||
{
|
||||
rigidbodies[index].velocity.x = velocity.x;
|
||||
rigidbodies[index].velocity.y = velocity.y;
|
||||
}
|
||||
|
||||
void SetRigidbodyAcceleration(int index, Vector2 acceleration)
|
||||
{
|
||||
rigidbodies[index].acceleration.x = acceleration.x;
|
||||
rigidbodies[index].acceleration.y = acceleration.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 AddForceAtPosition(Vector2 position, float intensity, float radius)
|
||||
{
|
||||
for(int i = 0; i < maxElements; i++)
|
||||
{
|
||||
if(rigidbodies[i].enabled)
|
||||
{
|
||||
// Get position from its collider
|
||||
Vector2 pos = {colliders[i].bounds.x, colliders[i].bounds.y};
|
||||
|
||||
// Get distance between rigidbody position and target position
|
||||
float distance = Vector2Distance(position, pos);
|
||||
|
||||
if(distance <= radius)
|
||||
{
|
||||
// Calculate force based on direction
|
||||
Vector2 force = {colliders[i].bounds.x - position.x, colliders[i].bounds.y - position.y};
|
||||
|
||||
// Normalize the direction vector
|
||||
Vector2Normalize(&force);
|
||||
|
||||
// Invert y value
|
||||
force.y *= -1;
|
||||
|
||||
// Apply intensity and distance
|
||||
force = (Vector2){force.x * intensity / distance, force.y * intensity / distance};
|
||||
|
||||
// Add calculated force to the rigidbodies
|
||||
AddRigidbodyForce(i, force);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SetColliderEnabled(int index, bool state)
|
||||
{
|
||||
colliders[index].enabled = state;
|
||||
}
|
||||
|
||||
Collider GetCollider(int index)
|
||||
{
|
||||
return colliders[index];
|
||||
}
|
||||
|
||||
Rigidbody GetRigidbody(int index)
|
||||
{
|
||||
return rigidbodies[index];
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module specific Functions Definitions
|
||||
//----------------------------------------------------------------------------------
|
||||
static float Vector2Length(Vector2 vector)
|
||||
{
|
||||
return sqrt((vector.x * vector.x) + (vector.y * vector.y));
|
||||
}
|
||||
|
||||
static float Vector2Distance(Vector2 a, Vector2 b)
|
||||
{
|
||||
Vector2 vector = {b.x - a.x, b.y - a.y};
|
||||
return sqrt((vector.x * vector.x) + (vector.y * vector.y));
|
||||
}
|
||||
|
||||
static void Vector2Normalize(Vector2 *vector)
|
||||
{
|
||||
float length = Vector2Length(*vector);
|
||||
// Free all dynamic memory allocations
|
||||
for (int i = 0; i < physicObjectsCount; i++) free(physicObjects[i]);
|
||||
|
||||
if (length != 0.0f)
|
||||
{
|
||||
vector->x /= length;
|
||||
vector->y /= length;
|
||||
}
|
||||
else
|
||||
{
|
||||
vector->x = 0.0f;
|
||||
vector->y = 0.0f;
|
||||
}
|
||||
// Reset enabled physic objects count
|
||||
physicObjectsCount = 0;
|
||||
}
|
||||
|
||||
// Create a new physic object dinamically, initialize it and add to pool
|
||||
PhysicObject *CreatePhysicObject(Vector2 position, float rotation, Vector2 scale)
|
||||
{
|
||||
// Allocate dynamic memory
|
||||
PhysicObject *obj = (PhysicObject *)malloc(sizeof(PhysicObject));
|
||||
|
||||
// Initialize physic object values with generic values
|
||||
obj->id = physicObjectsCount;
|
||||
obj->enabled = true;
|
||||
|
||||
obj->transform = (Transform){ (Vector2){ position.x - scale.x/2, position.y - scale.y/2 }, rotation, scale };
|
||||
|
||||
obj->rigidbody.enabled = false;
|
||||
obj->rigidbody.mass = 1.0f;
|
||||
obj->rigidbody.acceleration = (Vector2){ 0.0f, 0.0f };
|
||||
obj->rigidbody.velocity = (Vector2){ 0.0f, 0.0f };
|
||||
obj->rigidbody.applyGravity = false;
|
||||
obj->rigidbody.isGrounded = false;
|
||||
obj->rigidbody.friction = 0.0f;
|
||||
obj->rigidbody.bounciness = 0.0f;
|
||||
|
||||
obj->collider.enabled = false;
|
||||
obj->collider.type = COLLIDER_RECTANGLE;
|
||||
obj->collider.bounds = TransformToRectangle(obj->transform);
|
||||
obj->collider.radius = 0.0f;
|
||||
|
||||
// Add new physic object to the pointers array
|
||||
physicObjects[physicObjectsCount] = obj;
|
||||
|
||||
// Increase enabled physic objects count
|
||||
physicObjectsCount++;
|
||||
|
||||
return obj;
|
||||
}
|
||||
|
||||
// Destroy a specific physic object and take it out of the list
|
||||
void DestroyPhysicObject(PhysicObject *pObj)
|
||||
{
|
||||
// Free dynamic memory allocation
|
||||
free(physicObjects[pObj->id]);
|
||||
|
||||
// Remove *obj from the pointers array
|
||||
for (int i = pObj->id; i < physicObjectsCount; i++)
|
||||
{
|
||||
// Resort all the following pointers of the array
|
||||
if ((i + 1) < physicObjectsCount)
|
||||
{
|
||||
physicObjects[i] = physicObjects[i + 1];
|
||||
physicObjects[i]->id = physicObjects[i + 1]->id;
|
||||
}
|
||||
else free(physicObjects[i]);
|
||||
}
|
||||
|
||||
// Decrease enabled physic objects count
|
||||
physicObjectsCount--;
|
||||
}
|
||||
|
||||
// Convert Transform data type to Rectangle (position and scale)
|
||||
Rectangle TransformToRectangle(Transform transform)
|
||||
{
|
||||
return (Rectangle){transform.position.x, transform.position.y, transform.scale.x, transform.scale.y};
|
||||
}
|
||||
|
||||
// Draw physic object information at screen position
|
||||
void DrawPhysicObjectInfo(PhysicObject *pObj, Vector2 position, int fontSize)
|
||||
{
|
||||
// Draw physic object ID
|
||||
DrawText(FormatText("PhysicObject ID: %i - Enabled: %i", pObj->id, pObj->enabled), position.x, position.y, fontSize, BLACK);
|
||||
|
||||
// Draw physic object transform values
|
||||
DrawText(FormatText("\nTRANSFORM\nPosition: %f, %f\nRotation: %f\nScale: %f, %f", pObj->transform.position.x, pObj->transform.position.y, pObj->transform.rotation, pObj->transform.scale.x, pObj->transform.scale.y), position.x, position.y, fontSize, BLACK);
|
||||
|
||||
// Draw physic object rigidbody values
|
||||
DrawText(FormatText("\n\n\n\n\n\nRIGIDBODY\nEnabled: %i\nMass: %f\nAcceleration: %f, %f\nVelocity: %f, %f\nApplyGravity: %i\nIsGrounded: %i\nFriction: %f\nBounciness: %f", pObj->rigidbody.enabled, pObj->rigidbody.mass, pObj->rigidbody.acceleration.x, pObj->rigidbody.acceleration.y,
|
||||
pObj->rigidbody.velocity.x, pObj->rigidbody.velocity.y, pObj->rigidbody.applyGravity, pObj->rigidbody.isGrounded, pObj->rigidbody.friction, pObj->rigidbody.bounciness), position.x, position.y, fontSize, BLACK);
|
||||
|
||||
DrawText(FormatText("\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nCOLLIDER\nEnabled: %i\nBounds: %i, %i, %i, %i\nRadius: %i", pObj->collider.enabled, pObj->collider.bounds.x, pObj->collider.bounds.y, pObj->collider.bounds.width, pObj->collider.bounds.height, pObj->collider.radius), position.x, position.y, fontSize, BLACK);
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module specific Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Returns the dot product of two Vector2
|
||||
static float Vector2DotProduct(Vector2 v1, Vector2 v2)
|
||||
{
|
||||
float result;
|
||||
|
||||
result = v1.x*v2.x + v1.y*v2.y;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
Reference in New Issue
Block a user