Files
raylib/src/physac.c
2016-01-05 13:58:20 +01:00

343 lines
12 KiB
C

/**********************************************************************************************
*
* [physac] 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 PHYSAC_STANDALONE // NOTE: To use the physics module as standalone lib, just uncomment this line
#if defined(PHYSAC_STANDALONE)
#include "physac.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 0.26f // 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 specific Functions Declarations
//----------------------------------------------------------------------------------
static float Vector2Length(Vector2 vector);
static float Vector2LengthPoints(Vector2 a, Vector2 b);
static Vector2 Vector2Normalize(Vector2 vector);
//----------------------------------------------------------------------------------
// Module Functions Definitions
//----------------------------------------------------------------------------------
void InitPhysics(void)
{
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 friction to acceleration
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 / 2)
{
rigidbodies[index].acceleration.y -= rigidbodies[index].friction;
}
else if (rigidbodies[index].acceleration.y < -DECIMAL_FIX / 2)
{
rigidbodies[index].acceleration.y += rigidbodies[index].friction;
}
else
{
rigidbodies[index].acceleration.y = 0;
}
// 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 / 2)
{
rigidbodies[index].velocity.y -= rigidbodies[index].friction;
}
else if (rigidbodies[index].velocity.y < -DECIMAL_FIX / 2)
{
rigidbodies[index].velocity.y += rigidbodies[index].friction;
}
else
{
rigidbodies[index].velocity.y = 0;
}
// Apply gravity
rigidbodies[index].velocity.y += physics.gravity.y;
rigidbodies[index].velocity.x += physics.gravity.x;
// Apply acceleration
rigidbodies[index].velocity.y += rigidbodies[index].acceleration.y;
rigidbodies[index].velocity.x += rigidbodies[index].acceleration.x;
// 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 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 < MAX_ELEMENTS; 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 = Vector2LengthPoints(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
force = 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 Vector2LengthPoints(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 Vector2 Vector2Normalize(Vector2 vector)
{
float length = Vector2Length(vector);
if(length != 0)
{
return (Vector2){vector.x / length, vector.y / length};
}
return (Vector2){0, 0};
}