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@@ -112,7 +112,7 @@
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#define PHYSAC_PENETRATION_ALLOWANCE 0.05f
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#define PHYSAC_PENETRATION_CORRECTION 0.4f
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-#define PHYSAC_PI 3.14159265358979323846
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+#define PHYSAC_PI 3.14159265358979323846f
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#define PHYSAC_DEG2RAD (PHYSAC_PI/180.0f)
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//----------------------------------------------------------------------------------
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@@ -412,11 +412,11 @@ PHYSACDEF PhysicsBody CreatePhysicsBodyRectangle(Vector2 pos, float width, float
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float area = 0.0f;
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float inertia = 0.0f;
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- for (int i = 0; i < body->shape.vertexData.vertexCount; i++)
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+ for (unsigned int i = 0; i < body->shape.vertexData.vertexCount; i++)
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{
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// Triangle vertices, third vertex implied as (0, 0)
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Vector2 p1 = body->shape.vertexData.positions[i];
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- int nextIndex = (((i + 1) < body->shape.vertexData.vertexCount) ? (i + 1) : 0);
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+ unsigned int nextIndex = (((i + 1) < body->shape.vertexData.vertexCount) ? (i + 1) : 0);
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Vector2 p2 = body->shape.vertexData.positions[nextIndex];
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float D = MathVector2CrossProduct(p1, p2);
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@@ -438,7 +438,7 @@ PHYSACDEF PhysicsBody CreatePhysicsBodyRectangle(Vector2 pos, float width, float
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// Translate vertices to centroid (make the centroid (0, 0) for the polygon in model space)
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// Note: this is not really necessary
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- for (int i = 0; i < body->shape.vertexData.vertexCount; i++)
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+ for (unsigned int i = 0; i < body->shape.vertexData.vertexCount; i++)
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{
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body->shape.vertexData.positions[i].x -= center.x;
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body->shape.vertexData.positions[i].y -= center.y;
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@@ -494,11 +494,11 @@ PHYSACDEF PhysicsBody CreatePhysicsBodyPolygon(Vector2 pos, float radius, int si
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float area = 0.0f;
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float inertia = 0.0f;
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- for (int i = 0; i < body->shape.vertexData.vertexCount; i++)
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+ for (unsigned int i = 0; i < body->shape.vertexData.vertexCount; i++)
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{
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// Triangle vertices, third vertex implied as (0, 0)
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Vector2 position1 = body->shape.vertexData.positions[i];
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- int nextIndex = (((i + 1) < body->shape.vertexData.vertexCount) ? (i + 1) : 0);
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+ unsigned int nextIndex = (((i + 1) < body->shape.vertexData.vertexCount) ? (i + 1) : 0);
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Vector2 position2 = body->shape.vertexData.positions[nextIndex];
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float cross = MathVector2CrossProduct(position1, position2);
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@@ -520,7 +520,7 @@ PHYSACDEF PhysicsBody CreatePhysicsBodyPolygon(Vector2 pos, float radius, int si
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// Translate vertices to centroid (make the centroid (0, 0) for the polygon in model space)
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// Note: this is not really necessary
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- for (int i = 0; i < body->shape.vertexData.vertexCount; i++)
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+ for (unsigned int i = 0; i < body->shape.vertexData.vertexCount; i++)
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{
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body->shape.vertexData.positions[i].x -= center.x;
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body->shape.vertexData.positions[i].y -= center.y;
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@@ -570,11 +570,11 @@ PHYSACDEF void PhysicsShatter(PhysicsBody body, Vector2 position, float force)
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PhysicsVertexData vertexData = body->shape.vertexData;
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bool collision = false;
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- for (int i = 0; i < vertexData.vertexCount; i++)
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+ for (unsigned int i = 0; i < vertexData.vertexCount; i++)
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{
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Vector2 positionA = body->position;
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Vector2 positionB = MathMatVector2Product(body->shape.transform, MathVector2Add(body->position, vertexData.positions[i]));
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- int nextIndex = (((i + 1) < vertexData.vertexCount) ? (i + 1) : 0);
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+ unsigned int nextIndex = (((i + 1) < vertexData.vertexCount) ? (i + 1) : 0);
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Vector2 positionC = MathMatVector2Product(body->shape.transform, MathVector2Add(body->position, vertexData.positions[nextIndex]));
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// Check collision between each triangle
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@@ -629,9 +629,9 @@ PHYSACDEF void PhysicsShatter(PhysicsBody body, Vector2 position, float force)
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vertexData.positions[2].y *= 0.95f;
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// Calculate polygon faces normals
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- for (int j = 0; j < vertexData.vertexCount; j++)
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+ for (unsigned int j = 0; j < vertexData.vertexCount; j++)
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{
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- int nextVertex = (((j + 1) < vertexData.vertexCount) ? (j + 1) : 0);
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+ unsigned int nextVertex = (((j + 1) < vertexData.vertexCount) ? (j + 1) : 0);
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Vector2 face = MathVector2Subtract(vertexData.positions[nextVertex], vertexData.positions[j]);
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vertexData.normals[j] = CLITERAL(Vector2){ face.y, -face.x };
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@@ -647,11 +647,11 @@ PHYSACDEF void PhysicsShatter(PhysicsBody body, Vector2 position, float force)
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float area = 0.0f;
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float inertia = 0.0f;
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- for (int j = 0; j < body->shape.vertexData.vertexCount; j++)
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+ for (unsigned int j = 0; j < body->shape.vertexData.vertexCount; j++)
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{
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// Triangle vertices, third vertex implied as (0, 0)
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Vector2 p1 = body->shape.vertexData.positions[j];
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- int nextVertex = (((j + 1) < body->shape.vertexData.vertexCount) ? (j + 1) : 0);
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+ unsigned int nextVertex = (((j + 1) < body->shape.vertexData.vertexCount) ? (j + 1) : 0);
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Vector2 p2 = body->shape.vertexData.positions[nextVertex];
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float D = MathVector2CrossProduct(p1, p2);
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@@ -708,7 +708,7 @@ PHYSACDEF PhysicsBody GetPhysicsBody(int index)
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{
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PhysicsBody body = NULL;
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- if (index < physicsBodiesCount)
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+ if (index < (int)physicsBodiesCount)
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{
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body = bodies[index];
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@@ -724,7 +724,7 @@ PHYSACDEF int GetPhysicsShapeType(int index)
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{
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int result = -1;
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- if (index < physicsBodiesCount)
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+ if (index < (int)physicsBodiesCount)
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{
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PhysicsBody body = bodies[index];
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@@ -741,7 +741,7 @@ PHYSACDEF int GetPhysicsShapeVerticesCount(int index)
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{
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int result = 0;
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- if (index < physicsBodiesCount)
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+ if (index < (int)physicsBodiesCount)
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{
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PhysicsBody body = bodies[index];
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@@ -807,7 +807,7 @@ PHYSACDEF void DestroyPhysicsBody(PhysicsBody body)
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int id = body->id;
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int index = -1;
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- for (int i = 0; i < physicsBodiesCount; i++)
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+ for (unsigned int i = 0; i < physicsBodiesCount; i++)
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{
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if (bodies[i]->id == id)
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{
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@@ -828,7 +828,7 @@ PHYSACDEF void DestroyPhysicsBody(PhysicsBody body)
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bodies[index] = NULL;
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// Reorder physics bodies pointers array and its catched index
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- for (int i = index; i < physicsBodiesCount; i++)
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+ for (unsigned int i = index; i < physicsBodiesCount; i++)
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{
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if ((i + 1) < physicsBodiesCount) bodies[i] = bodies[i + 1];
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}
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@@ -844,35 +844,41 @@ PHYSACDEF void DestroyPhysicsBody(PhysicsBody body)
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// Destroys created physics bodies and manifolds and resets global values
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PHYSACDEF void ResetPhysics(void)
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{
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- // Unitialize physics bodies dynamic memory allocations
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- for (int i = physicsBodiesCount - 1; i >= 0; i--)
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+ if (physicsBodiesCount > 0)
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{
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- PhysicsBody body = bodies[i];
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-
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- if (body != NULL)
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+ // Unitialize physics bodies dynamic memory allocations
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+ for (unsigned int i = physicsBodiesCount - 1; i >= 0; i--)
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{
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- PHYSAC_FREE(body);
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- bodies[i] = NULL;
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- usedMemory -= sizeof(PhysicsBodyData);
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+ PhysicsBody body = bodies[i];
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+
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+ if (body != NULL)
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+ {
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+ PHYSAC_FREE(body);
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+ bodies[i] = NULL;
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+ usedMemory -= sizeof(PhysicsBodyData);
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+ }
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}
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- }
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- physicsBodiesCount = 0;
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+ physicsBodiesCount = 0;
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+ }
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- // Unitialize physics manifolds dynamic memory allocations
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- for (int i = physicsManifoldsCount - 1; i >= 0; i--)
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+ if (physicsManifoldsCount > 0)
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{
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- PhysicsManifold manifold = contacts[i];
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-
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- if (manifold != NULL)
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+ // Unitialize physics manifolds dynamic memory allocations
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+ for (unsigned int i = physicsManifoldsCount - 1; i >= 0; i--)
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{
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- PHYSAC_FREE(manifold);
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- contacts[i] = NULL;
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- usedMemory -= sizeof(PhysicsManifoldData);
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+ PhysicsManifold manifold = contacts[i];
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+
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+ if (manifold != NULL)
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+ {
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+ PHYSAC_FREE(manifold);
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+ contacts[i] = NULL;
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+ usedMemory -= sizeof(PhysicsManifoldData);
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+ }
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}
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- }
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- physicsManifoldsCount = 0;
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+ physicsManifoldsCount = 0;
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+ }
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TRACELOG("[PHYSAC] Physics module reseted successfully\n");
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}
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@@ -881,10 +887,18 @@ PHYSACDEF void ResetPhysics(void)
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PHYSACDEF void ClosePhysics(void)
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{
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// Unitialize physics manifolds dynamic memory allocations
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- for (int i = physicsManifoldsCount - 1; i >= 0; i--) DestroyPhysicsManifold(contacts[i]);
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-
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+ if (physicsManifoldsCount > 0)
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+ {
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+ for (unsigned int i = physicsManifoldsCount - 1; i >= 0; i--)
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+ DestroyPhysicsManifold(contacts[i]);
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+ }
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+
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// Unitialize physics bodies dynamic memory allocations
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- for (int i = physicsBodiesCount - 1; i >= 0; i--) DestroyPhysicsBody(bodies[i]);
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+ if (physicsBodiesCount > 0)
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+ {
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+ for (unsigned int i = physicsBodiesCount - 1; i >= 0; i--)
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+ DestroyPhysicsBody(bodies[i]);
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+ }
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// Trace log info
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if ((physicsBodiesCount > 0) || (usedMemory != 0))
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@@ -910,7 +924,7 @@ static int FindAvailableBodyIndex()
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int currentId = i;
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// Check if current id already exist in other physics body
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- for (int k = 0; k < physicsBodiesCount; k++)
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+ for (unsigned int k = 0; k < physicsBodiesCount; k++)
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{
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if (bodies[k]->id == currentId)
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{
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@@ -920,9 +934,9 @@ static int FindAvailableBodyIndex()
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}
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// If it is not used, use it as new physics body id
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- if (currentId == i)
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+ if (currentId == (int)i)
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{
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- index = i;
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+ index = (int)i;
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break;
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}
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}
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@@ -937,14 +951,14 @@ static PhysicsVertexData CreateDefaultPolygon(float radius, int sides)
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data.vertexCount = sides;
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// Calculate polygon vertices positions
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- for (int i = 0; i < data.vertexCount; i++)
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+ for (unsigned int i = 0; i < data.vertexCount; i++)
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{
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- data.positions[i].x = cosf(360.0f/sides*i*PHYSAC_DEG2RAD)*radius;
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- data.positions[i].y = sinf(360.0f/sides*i*PHYSAC_DEG2RAD)*radius;
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+ data.positions[i].x = (float)cosf(360.0f/sides*i*PHYSAC_DEG2RAD)*radius;
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+ data.positions[i].y = (float)sinf(360.0f/sides*i*PHYSAC_DEG2RAD)*radius;
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}
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// Calculate polygon faces normals
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- for (int i = 0; i < data.vertexCount; i++)
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+ for (int i = 0; i < (int)data.vertexCount; i++)
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{
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int nextIndex = (((i + 1) < sides) ? (i + 1) : 0);
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Vector2 face = MathVector2Subtract(data.positions[nextIndex], data.positions[i]);
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@@ -969,7 +983,7 @@ static PhysicsVertexData CreateRectanglePolygon(Vector2 pos, Vector2 size)
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data.positions[3] = CLITERAL(Vector2){ pos.x - size.x/2, pos.y - size.y/2 };
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// Calculate polygon faces normals
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- for (int i = 0; i < data.vertexCount; i++)
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+ for (unsigned int i = 0; i < data.vertexCount; i++)
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{
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int nextIndex = (((i + 1) < data.vertexCount) ? (i + 1) : 0);
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Vector2 face = MathVector2Subtract(data.positions[nextIndex], data.positions[i]);
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@@ -985,27 +999,27 @@ static PhysicsVertexData CreateRectanglePolygon(Vector2 pos, Vector2 size)
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void UpdatePhysicsStep(void)
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{
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// Clear previous generated collisions information
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- for (int i = physicsManifoldsCount - 1; i >= 0; i--)
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+ for (int i = (int)physicsManifoldsCount - 1; i >= 0; i--)
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{
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PhysicsManifold manifold = contacts[i];
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if (manifold != NULL) DestroyPhysicsManifold(manifold);
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}
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// Reset physics bodies grounded state
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- for (int i = 0; i < physicsBodiesCount; i++)
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+ for (unsigned int i = 0; i < physicsBodiesCount; i++)
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{
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PhysicsBody body = bodies[i];
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body->isGrounded = false;
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}
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-
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+
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// Generate new collision information
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- for (int i = 0; i < physicsBodiesCount; i++)
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+ for (unsigned int i = 0; i < physicsBodiesCount; i++)
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{
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PhysicsBody bodyA = bodies[i];
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if (bodyA != NULL)
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{
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- for (int j = i + 1; j < physicsBodiesCount; j++)
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+ for (unsigned int j = i + 1; j < physicsBodiesCount; j++)
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{
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PhysicsBody bodyB = bodies[j];
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@@ -1035,23 +1049,23 @@ void UpdatePhysicsStep(void)
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}
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// Integrate forces to physics bodies
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- for (int i = 0; i < physicsBodiesCount; i++)
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+ for (unsigned int i = 0; i < physicsBodiesCount; i++)
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{
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PhysicsBody body = bodies[i];
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if (body != NULL) IntegratePhysicsForces(body);
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}
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// Initialize physics manifolds to solve collisions
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- for (int i = 0; i < physicsManifoldsCount; i++)
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+ for (unsigned int i = 0; i < physicsManifoldsCount; i++)
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{
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PhysicsManifold manifold = contacts[i];
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if (manifold != NULL) InitializePhysicsManifolds(manifold);
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}
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// Integrate physics collisions impulses to solve collisions
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- for (int i = 0; i < PHYSAC_COLLISION_ITERATIONS; i++)
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+ for (unsigned int i = 0; i < PHYSAC_COLLISION_ITERATIONS; i++)
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{
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- for (int j = 0; j < physicsManifoldsCount; j++)
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+ for (unsigned int j = 0; j < physicsManifoldsCount; j++)
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{
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PhysicsManifold manifold = contacts[i];
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if (manifold != NULL) IntegratePhysicsImpulses(manifold);
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@@ -1059,21 +1073,21 @@ void UpdatePhysicsStep(void)
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}
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// Integrate velocity to physics bodies
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- for (int i = 0; i < physicsBodiesCount; i++)
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+ for (unsigned int i = 0; i < physicsBodiesCount; i++)
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{
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PhysicsBody body = bodies[i];
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if (body != NULL) IntegratePhysicsVelocity(body);
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}
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// Correct physics bodies positions based on manifolds collision information
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- for (int i = 0; i < physicsManifoldsCount; i++)
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+ for (unsigned int i = 0; i < physicsManifoldsCount; i++)
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{
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PhysicsManifold manifold = contacts[i];
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if (manifold != NULL) CorrectPhysicsPositions(manifold);
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}
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// Clear physics bodies forces
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- for (int i = 0; i < physicsBodiesCount; i++)
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+ for (unsigned int i = 0; i < physicsBodiesCount; i++)
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{
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PhysicsBody body = bodies[i];
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if (body != NULL)
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@@ -1128,7 +1142,7 @@ static int FindAvailableManifoldIndex()
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int currentId = i;
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// Check if current id already exist in other physics body
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- for (int k = 0; k < physicsManifoldsCount; k++)
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+ for (unsigned int k = 0; k < physicsManifoldsCount; k++)
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{
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if (contacts[k]->id == currentId)
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{
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@@ -1187,7 +1201,7 @@ static void DestroyPhysicsManifold(PhysicsManifold manifold)
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int id = manifold->id;
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int index = -1;
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- for (int i = 0; i < physicsManifoldsCount; i++)
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+ for (unsigned int i = 0; i < physicsManifoldsCount; i++)
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{
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if (contacts[i]->id == id)
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{
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@@ -1204,7 +1218,7 @@ static void DestroyPhysicsManifold(PhysicsManifold manifold)
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contacts[index] = NULL;
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// Reorder physics manifolds pointers array and its catched index
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- for (int i = index; i < physicsManifoldsCount; i++)
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+ for (unsigned int i = index; i < physicsManifoldsCount; i++)
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{
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if ((i + 1) < physicsManifoldsCount) contacts[i] = contacts[i + 1];
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}
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@@ -1306,7 +1320,7 @@ static void SolveCircleToPolygon(PhysicsManifold manifold)
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int faceNormal = 0;
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PhysicsVertexData vertexData = bodyB->shape.vertexData;
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- for (int i = 0; i < vertexData.vertexCount; i++)
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+ for (unsigned int i = 0; i < vertexData.vertexCount; i++)
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{
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float currentSeparation = MathVector2DotProduct(vertexData.normals[i], MathVector2Subtract(center, vertexData.positions[i]));
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@@ -1321,7 +1335,7 @@ static void SolveCircleToPolygon(PhysicsManifold manifold)
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// Grab face's vertices
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Vector2 v1 = vertexData.positions[faceNormal];
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- int nextIndex = (((faceNormal + 1) < vertexData.vertexCount) ? (faceNormal + 1) : 0);
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+ int nextIndex = (((faceNormal + 1) < (int)vertexData.vertexCount) ? (faceNormal + 1) : 0);
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Vector2 v2 = vertexData.positions[nextIndex];
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// Check to see if center is within polygon
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@@ -1443,7 +1457,7 @@ static void SolvePolygonToPolygon(PhysicsManifold manifold)
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// Setup reference face vertices
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PhysicsVertexData refData = refPoly.vertexData;
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Vector2 v1 = refData.positions[referenceIndex];
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- referenceIndex = (((referenceIndex + 1) < refData.vertexCount) ? (referenceIndex + 1) : 0);
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+ referenceIndex = (((referenceIndex + 1) < (int)refData.vertexCount) ? (referenceIndex + 1) : 0);
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Vector2 v2 = refData.positions[referenceIndex];
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// Transform vertices to world space
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@@ -1500,16 +1514,16 @@ static void IntegratePhysicsForces(PhysicsBody body)
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{
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if ((body == NULL) || (body->inverseMass == 0.0f) || !body->enabled) return;
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- body->velocity.x += (body->force.x*body->inverseMass)*(deltaTime/2.0);
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- body->velocity.y += (body->force.y*body->inverseMass)*(deltaTime/2.0);
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+ body->velocity.x += (float)((body->force.x*body->inverseMass)*(deltaTime/2.0));
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+ body->velocity.y += (float)((body->force.y*body->inverseMass)*(deltaTime/2.0));
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if (body->useGravity)
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{
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- body->velocity.x += gravityForce.x*(deltaTime/1000/2.0);
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- body->velocity.y += gravityForce.y*(deltaTime/1000/2.0);
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+ body->velocity.x += (float)(gravityForce.x*(deltaTime/1000/2.0));
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+ body->velocity.y += (float)(gravityForce.y*(deltaTime/1000/2.0));
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}
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- if (!body->freezeOrient) body->angularVelocity += body->torque*body->inverseInertia*(deltaTime/2.0);
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+ if (!body->freezeOrient) body->angularVelocity += (float)(body->torque*body->inverseInertia*(deltaTime/2.0));
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}
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// Initializes physics manifolds to solve collisions
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@@ -1525,7 +1539,7 @@ static void InitializePhysicsManifolds(PhysicsManifold manifold)
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manifold->staticFriction = sqrtf(bodyA->staticFriction*bodyB->staticFriction);
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manifold->dynamicFriction = sqrtf(bodyA->dynamicFriction*bodyB->dynamicFriction);
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- for (int i = 0; i < manifold->contactsCount; i++)
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+ for (unsigned int i = 0; i < manifold->contactsCount; i++)
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{
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// Caculate radius from center of mass to contact
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Vector2 radiusA = MathVector2Subtract(manifold->contacts[i], bodyA->position);
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@@ -1540,7 +1554,7 @@ static void InitializePhysicsManifolds(PhysicsManifold manifold)
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// Determine if we should perform a resting collision or not;
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// The idea is if the only thing moving this object is gravity, then the collision should be performed without any restitution
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- if (MathVector2SqrLen(radiusV) < (MathVector2SqrLen(CLITERAL(Vector2){ gravityForce.x*deltaTime/1000, gravityForce.y*deltaTime/1000 }) + PHYSAC_EPSILON)) manifold->restitution = 0;
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+ if (MathVector2SqrLen(radiusV) < (MathVector2SqrLen(CLITERAL(Vector2){ (float)(gravityForce.x*deltaTime/1000), (float)(gravityForce.y*deltaTime/1000) }) + PHYSAC_EPSILON)) manifold->restitution = 0;
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}
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}
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@@ -1560,7 +1574,7 @@ static void IntegratePhysicsImpulses(PhysicsManifold manifold)
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return;
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}
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- for (int i = 0; i < manifold->contactsCount; i++)
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+ for (unsigned int i = 0; i < manifold->contactsCount; i++)
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{
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// Calculate radius from center of mass to contact
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Vector2 radiusA = MathVector2Subtract(manifold->contacts[i], bodyA->position);
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@@ -1616,7 +1630,7 @@ static void IntegratePhysicsImpulses(PhysicsManifold manifold)
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impulseTangent /= inverseMassSum;
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impulseTangent /= (float)manifold->contactsCount;
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- float absImpulseTangent = fabs(impulseTangent);
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+ float absImpulseTangent = (float)fabs(impulseTangent);
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// Don't apply tiny friction impulses
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if (absImpulseTangent <= PHYSAC_EPSILON) return;
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@@ -1650,10 +1664,10 @@ static void IntegratePhysicsVelocity(PhysicsBody body)
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{
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if ((body == NULL) ||!body->enabled) return;
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- body->position.x += body->velocity.x*deltaTime;
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- body->position.y += body->velocity.y*deltaTime;
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+ body->position.x += (float)(body->velocity.x*deltaTime);
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+ body->position.y += (float)(body->velocity.y*deltaTime);
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- if (!body->freezeOrient) body->orient += body->angularVelocity*deltaTime;
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+ if (!body->freezeOrient) body->orient += (float)(body->angularVelocity*deltaTime);
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body->shape.transform = MathMatFromRadians(body->orient);
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IntegratePhysicsForces(body);
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@@ -1691,7 +1705,7 @@ static Vector2 GetSupport(PhysicsShape shape, Vector2 dir)
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Vector2 bestVertex = { 0.0f, 0.0f };
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PhysicsVertexData data = shape.vertexData;
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- for (int i = 0; i < data.vertexCount; i++)
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+ for (unsigned int i = 0; i < data.vertexCount; i++)
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{
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Vector2 vertex = data.positions[i];
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float projection = MathVector2DotProduct(vertex, dir);
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@@ -1715,7 +1729,7 @@ static float FindAxisLeastPenetration(int *faceIndex, PhysicsShape shapeA, Physi
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PhysicsVertexData dataA = shapeA.vertexData;
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//PhysicsVertexData dataB = shapeB.vertexData;
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- for (int i = 0; i < dataA.vertexCount; i++)
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+ for (unsigned int i = 0; i < dataA.vertexCount; i++)
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{
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// Retrieve a face normal from A shape
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Vector2 normal = dataA.normals[i];
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@@ -1766,7 +1780,7 @@ static void FindIncidentFace(Vector2 *v0, Vector2 *v1, PhysicsShape ref, Physics
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int incidentFace = 0;
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float minDot = PHYSAC_FLT_MAX;
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- for (int i = 0; i < incData.vertexCount; i++)
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+ for (unsigned int i = 0; i < incData.vertexCount; i++)
|
|
|
{
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float dot = MathVector2DotProduct(referenceNormal, incData.normals[i]);
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@@ -1780,7 +1794,7 @@ static void FindIncidentFace(Vector2 *v0, Vector2 *v1, PhysicsShape ref, Physics
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|
// Assign face vertices for incident face
|
|
|
*v0 = MathMatVector2Product(inc.transform, incData.positions[incidentFace]);
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|
|
*v0 = MathVector2Add(*v0, inc.body->position);
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|
- incidentFace = (((incidentFace + 1) < incData.vertexCount) ? (incidentFace + 1) : 0);
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|
+ incidentFace = (((incidentFace + 1) < (int)incData.vertexCount) ? (incidentFace + 1) : 0);
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|
*v1 = MathMatVector2Product(inc.transform, incData.positions[incidentFace]);
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|
|
*v1 = MathVector2Add(*v1, inc.body->position);
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|
}
|
|
@@ -1849,8 +1863,8 @@ static void InitTimer(void)
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|
|
frequency = (timebase.denom*1e9)/timebase.numer;
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|
#endif
|
|
|
|
|
|
- baseClockTicks = GetClockTicks(); // Get MONOTONIC clock time offset
|
|
|
- startTime = GetCurrentTime(); // Get current time in milliseconds
|
|
|
+ baseClockTicks = (double)GetClockTicks(); // Get MONOTONIC clock time offset
|
|
|
+ startTime = GetCurrentTime(); // Get current time in milliseconds
|
|
|
}
|
|
|
|
|
|
// Get hi-res MONOTONIC time measure in clock ticks
|