|
@@ -1,6 +1,6 @@
|
|
|
/**********************************************************************************************
|
|
|
*
|
|
|
-* [physac] raylib physics engine module - Basic functions to apply physics to 2D objects
|
|
|
+* [physac] raylib physics module - Basic functions to apply physics to 2D objects
|
|
|
*
|
|
|
* Copyright (c) 2015 Victor Fisac and Ramon Santamaria
|
|
|
*
|
|
@@ -29,329 +29,343 @@
|
|
|
#include "raylib.h"
|
|
|
#endif
|
|
|
|
|
|
-#include <math.h>
|
|
|
-#include <stdlib.h> // Required for: malloc(), free()
|
|
|
+#include <stdlib.h> // Declares malloc() and free() for memory management
|
|
|
+#include <math.h> // abs() and fminf()
|
|
|
|
|
|
//----------------------------------------------------------------------------------
|
|
|
// Defines and Macros
|
|
|
//----------------------------------------------------------------------------------
|
|
|
-#define DECIMAL_FIX 0.26f // Decimal margin for collision checks (avoid rigidbodies shake)
|
|
|
+#define MAX_PHYSIC_OBJECTS 256
|
|
|
+#define PHYSICS_GRAVITY -9.81f/2
|
|
|
+#define PHYSICS_STEPS 450
|
|
|
+#define PHYSICS_ACCURACY 0.0001f // Velocity subtract operations round filter (friction)
|
|
|
+#define PHYSICS_ERRORPERCENT 0.001f // Collision resolve position fix
|
|
|
|
|
|
//----------------------------------------------------------------------------------
|
|
|
// Types and Structures Definition
|
|
|
+// NOTE: Below types are required for PHYSAC_STANDALONE usage
|
|
|
//----------------------------------------------------------------------------------
|
|
|
// ...
|
|
|
|
|
|
//----------------------------------------------------------------------------------
|
|
|
// Global Variables Definition
|
|
|
//----------------------------------------------------------------------------------
|
|
|
-static Collider *colliders; // Colliders array, dynamically allocated at runtime
|
|
|
-static Rigidbody *rigidbodies; // Rigitbody array, dynamically allocated at runtime
|
|
|
-static bool collisionChecker;
|
|
|
-
|
|
|
-static int maxElements; // Max physic elements to compute
|
|
|
-static bool enabled; // Physics enabled? (true by default)
|
|
|
-static Vector2 gravity; // Gravity value used for physic calculations
|
|
|
+static PhysicObject *physicObjects[MAX_PHYSIC_OBJECTS]; // Physic objects pool
|
|
|
+static int physicObjectsCount; // Counts current enabled physic objects
|
|
|
|
|
|
//----------------------------------------------------------------------------------
|
|
|
-// Module specific Functions Declarations
|
|
|
+// Module specific Functions Declaration
|
|
|
//----------------------------------------------------------------------------------
|
|
|
-static float Vector2Length(Vector2 vector);
|
|
|
-static float Vector2Distance(Vector2 a, Vector2 b);
|
|
|
-static void Vector2Normalize(Vector2 *vector);
|
|
|
+static float Vector2DotProduct(Vector2 v1, Vector2 v2); // Returns the dot product of two Vector2
|
|
|
|
|
|
//----------------------------------------------------------------------------------
|
|
|
-// Module Functions Definitions
|
|
|
+// Module Functions Definition
|
|
|
//----------------------------------------------------------------------------------
|
|
|
-void InitPhysics(int maxPhysicElements)
|
|
|
-{
|
|
|
- maxElements = maxPhysicElements;
|
|
|
-
|
|
|
- colliders = (Collider *)malloc(maxElements*sizeof(Collider));
|
|
|
- rigidbodies = (Rigidbody *)malloc(maxElements*sizeof(Rigidbody));
|
|
|
-
|
|
|
- for (int i = 0; i < maxElements; i++)
|
|
|
- {
|
|
|
- colliders[i].enabled = false;
|
|
|
- colliders[i].bounds = (Rectangle){ 0, 0, 0, 0 };
|
|
|
- colliders[i].radius = 0;
|
|
|
-
|
|
|
- rigidbodies[i].enabled = false;
|
|
|
- rigidbodies[i].mass = 0.0f;
|
|
|
- rigidbodies[i].velocity = (Vector2){ 0.0f, 0.0f };
|
|
|
- rigidbodies[i].acceleration = (Vector2){ 0.0f, 0.0f };
|
|
|
- rigidbodies[i].isGrounded = false;
|
|
|
- rigidbodies[i].isContact = false;
|
|
|
- rigidbodies[i].friction = 0.0f;
|
|
|
- }
|
|
|
-
|
|
|
- collisionChecker = false;
|
|
|
- enabled = true;
|
|
|
-
|
|
|
- // NOTE: To get better results, gravity needs to be 1:10 from original parameter
|
|
|
- gravity = (Vector2){ 0.0f, -9.81f/10.0f }; // By default, standard gravity
|
|
|
-}
|
|
|
-
|
|
|
-void UnloadPhysics()
|
|
|
-{
|
|
|
- free(colliders);
|
|
|
- free(rigidbodies);
|
|
|
-}
|
|
|
-
|
|
|
-void AddCollider(int index, Collider collider)
|
|
|
-{
|
|
|
- colliders[index] = collider;
|
|
|
-}
|
|
|
|
|
|
-void AddRigidbody(int index, Rigidbody rigidbody)
|
|
|
+// Initializes pointers array (just pointers, fixed size)
|
|
|
+void InitPhysics()
|
|
|
{
|
|
|
- rigidbodies[index] = rigidbody;
|
|
|
+ // Initialize physics variables
|
|
|
+ physicObjectsCount = 0;
|
|
|
}
|
|
|
|
|
|
-void ApplyPhysics(int index, Vector2 *position)
|
|
|
+// Update physic objects, calculating physic behaviours and collisions detection
|
|
|
+void UpdatePhysics()
|
|
|
{
|
|
|
- if (rigidbodies[index].enabled)
|
|
|
+ // Reset all physic objects is grounded state
|
|
|
+ for(int i = 0; i < physicObjectsCount; i++)
|
|
|
{
|
|
|
- // 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 += gravity.y;
|
|
|
- rigidbodies[index].velocity.x += 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 < maxElements; j++)
|
|
|
+ if(physicObjects[i]->rigidbody.enabled) physicObjects[i]->rigidbody.isGrounded = false;
|
|
|
+ }
|
|
|
+
|
|
|
+ for(int steps = 0; steps < PHYSICS_STEPS; steps++)
|
|
|
+ {
|
|
|
+ for(int i = 0; i < physicObjectsCount; i++)
|
|
|
{
|
|
|
- if (index != j)
|
|
|
+ if(physicObjects[i]->enabled)
|
|
|
{
|
|
|
- if (colliders[index].enabled && colliders[j].enabled)
|
|
|
+ // Update physic behaviour
|
|
|
+ if(physicObjects[i]->rigidbody.enabled)
|
|
|
{
|
|
|
- if (colliders[index].type == COLLIDER_RECTANGLE)
|
|
|
+ // Apply friction to acceleration in X axis
|
|
|
+ if (physicObjects[i]->rigidbody.acceleration.x > PHYSICS_ACCURACY) physicObjects[i]->rigidbody.acceleration.x -= physicObjects[i]->rigidbody.friction/PHYSICS_STEPS;
|
|
|
+ else if (physicObjects[i]->rigidbody.acceleration.x < PHYSICS_ACCURACY) physicObjects[i]->rigidbody.acceleration.x += physicObjects[i]->rigidbody.friction/PHYSICS_STEPS;
|
|
|
+ else physicObjects[i]->rigidbody.acceleration.x = 0.0f;
|
|
|
+
|
|
|
+ // Apply friction to velocity in X axis
|
|
|
+ if (physicObjects[i]->rigidbody.velocity.x > PHYSICS_ACCURACY) physicObjects[i]->rigidbody.velocity.x -= physicObjects[i]->rigidbody.friction/PHYSICS_STEPS;
|
|
|
+ else if (physicObjects[i]->rigidbody.velocity.x < PHYSICS_ACCURACY) physicObjects[i]->rigidbody.velocity.x += physicObjects[i]->rigidbody.friction/PHYSICS_STEPS;
|
|
|
+ else physicObjects[i]->rigidbody.velocity.x = 0.0f;
|
|
|
+
|
|
|
+ // Apply gravity to velocity
|
|
|
+ if (physicObjects[i]->rigidbody.applyGravity) physicObjects[i]->rigidbody.velocity.y += PHYSICS_GRAVITY/PHYSICS_STEPS;
|
|
|
+
|
|
|
+ // Apply acceleration to velocity
|
|
|
+ physicObjects[i]->rigidbody.velocity.x += physicObjects[i]->rigidbody.acceleration.x/PHYSICS_STEPS;
|
|
|
+ physicObjects[i]->rigidbody.velocity.y += physicObjects[i]->rigidbody.acceleration.y/PHYSICS_STEPS;
|
|
|
+
|
|
|
+ // Apply velocity to position
|
|
|
+ physicObjects[i]->transform.position.x += physicObjects[i]->rigidbody.velocity.x/PHYSICS_STEPS;
|
|
|
+ physicObjects[i]->transform.position.y -= physicObjects[i]->rigidbody.velocity.y/PHYSICS_STEPS;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Update collision detection
|
|
|
+ if (physicObjects[i]->collider.enabled)
|
|
|
+ {
|
|
|
+ // Update collider bounds
|
|
|
+ physicObjects[i]->collider.bounds = TransformToRectangle(physicObjects[i]->transform);
|
|
|
+
|
|
|
+ // Check collision with other colliders
|
|
|
+ for (int k = 0; k < physicObjectsCount; k++)
|
|
|
{
|
|
|
- if (colliders[j].type == COLLIDER_RECTANGLE)
|
|
|
+ if (physicObjects[k]->collider.enabled && i != k)
|
|
|
{
|
|
|
- if (CheckCollisionRecs(colliders[index].bounds, colliders[j].bounds))
|
|
|
+ // Check if colliders are overlapped
|
|
|
+ if (CheckCollisionRecs(physicObjects[i]->collider.bounds, physicObjects[k]->collider.bounds))
|
|
|
{
|
|
|
- collisionChecker = true;
|
|
|
+ // Resolve physic collision
|
|
|
+ // NOTE: collision resolve is generic for all directions and conditions (no axis separated cases behaviours)
|
|
|
+ // and it is separated in rigidbody attributes resolve (velocity changes by impulse) and position correction (position overlap)
|
|
|
+
|
|
|
+ // 1. Calculate collision normal
|
|
|
+ // -------------------------------------------------------------------------------------------------------------------------------------
|
|
|
+
|
|
|
+ // Define collision ontact normal
|
|
|
+ Vector2 contactNormal = { 0.0f, 0.0f };
|
|
|
+
|
|
|
+ // Calculate direction vector from i to k
|
|
|
+ Vector2 direction;
|
|
|
+ direction.x = (physicObjects[k]->transform.position.x + physicObjects[k]->transform.scale.x/2) - (physicObjects[i]->transform.position.x + physicObjects[i]->transform.scale.x/2);
|
|
|
+ direction.y = (physicObjects[k]->transform.position.y + physicObjects[k]->transform.scale.y/2) - (physicObjects[i]->transform.position.y + physicObjects[i]->transform.scale.y/2);
|
|
|
+
|
|
|
+ // Define overlapping and penetration attributes
|
|
|
+ Vector2 overlap;
|
|
|
+ float penetrationDepth = 0.0f;
|
|
|
|
|
|
- if ((colliders[index].bounds.y + colliders[index].bounds.height <= colliders[j].bounds.y) == false)
|
|
|
+ // Calculate overlap on X axis
|
|
|
+ overlap.x = (physicObjects[i]->transform.scale.x + physicObjects[k]->transform.scale.x)/2 - abs(direction.x);
|
|
|
+
|
|
|
+ // SAT test on X axis
|
|
|
+ if (overlap.x > 0.0f)
|
|
|
{
|
|
|
- rigidbodies[index].isContact = true;
|
|
|
+ // Calculate overlap on Y axis
|
|
|
+ overlap.y = (physicObjects[i]->transform.scale.y + physicObjects[k]->transform.scale.y)/2 - abs(direction.y);
|
|
|
+
|
|
|
+ // SAT test on Y axis
|
|
|
+ if (overlap.y > 0.0f)
|
|
|
+ {
|
|
|
+ // Find out which axis is axis of least penetration
|
|
|
+ if (overlap.y > overlap.x)
|
|
|
+ {
|
|
|
+ // Point towards k knowing that direction points from i to k
|
|
|
+ if (direction.x < 0.0f) contactNormal = (Vector2){ -1.0f, 0.0f };
|
|
|
+ else contactNormal = (Vector2){ 1.0f, 0.0f };
|
|
|
+
|
|
|
+ // Update penetration depth for position correction
|
|
|
+ penetrationDepth = overlap.x;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ // Point towards k knowing that direction points from i to k
|
|
|
+ if (direction.y < 0.0f) contactNormal = (Vector2){ 0.0f, 1.0f };
|
|
|
+ else contactNormal = (Vector2){ 0.0f, -1.0f };
|
|
|
+
|
|
|
+ // Update penetration depth for position correction
|
|
|
+ penetrationDepth = overlap.y;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // Update rigidbody grounded state
|
|
|
+ if (physicObjects[i]->rigidbody.enabled)
|
|
|
+ {
|
|
|
+ if (contactNormal.y < 0.0f) physicObjects[i]->rigidbody.isGrounded = true;
|
|
|
+ }
|
|
|
+
|
|
|
+ // 2. Calculate collision impulse
|
|
|
+ // -------------------------------------------------------------------------------------------------------------------------------------
|
|
|
+
|
|
|
+ // Calculate relative velocity
|
|
|
+ Vector2 relVelocity = { physicObjects[k]->rigidbody.velocity.x - physicObjects[i]->rigidbody.velocity.x, physicObjects[k]->rigidbody.velocity.y - physicObjects[i]->rigidbody.velocity.y };
|
|
|
+
|
|
|
+ // Calculate relative velocity in terms of the normal direction
|
|
|
+ float velAlongNormal = Vector2DotProduct(relVelocity, contactNormal);
|
|
|
+
|
|
|
+ // Dot not resolve if velocities are separating
|
|
|
+ if (velAlongNormal <= 0.0f)
|
|
|
+ {
|
|
|
+ // Calculate minimum bounciness value from both objects
|
|
|
+ float e = fminf(physicObjects[i]->rigidbody.bounciness, physicObjects[k]->rigidbody.bounciness);
|
|
|
+
|
|
|
+ // Calculate impulse scalar value
|
|
|
+ float j = -(1.0f + e) * velAlongNormal;
|
|
|
+ j /= 1.0f/physicObjects[i]->rigidbody.mass + 1.0f/physicObjects[k]->rigidbody.mass;
|
|
|
+
|
|
|
+ // Calculate final impulse vector
|
|
|
+ Vector2 impulse = { j*contactNormal.x, j*contactNormal.y };
|
|
|
+
|
|
|
+ // Calculate collision mass ration
|
|
|
+ float massSum = physicObjects[i]->rigidbody.mass + physicObjects[k]->rigidbody.mass;
|
|
|
+ float ratio = 0.0f;
|
|
|
+
|
|
|
+ // Apply impulse to current rigidbodies velocities if they are enabled
|
|
|
+ if (physicObjects[i]->rigidbody.enabled)
|
|
|
+ {
|
|
|
+ // Calculate inverted mass ration
|
|
|
+ ratio = physicObjects[i]->rigidbody.mass/massSum;
|
|
|
+
|
|
|
+ // Apply impulse direction to velocity
|
|
|
+ physicObjects[i]->rigidbody.velocity.x -= impulse.x*ratio;
|
|
|
+ physicObjects[i]->rigidbody.velocity.y -= impulse.y*ratio;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (physicObjects[k]->rigidbody.enabled)
|
|
|
+ {
|
|
|
+ // Calculate inverted mass ration
|
|
|
+ ratio = physicObjects[k]->rigidbody.mass/massSum;
|
|
|
+
|
|
|
+ // Apply impulse direction to velocity
|
|
|
+ physicObjects[k]->rigidbody.velocity.x += impulse.x*ratio;
|
|
|
+ physicObjects[k]->rigidbody.velocity.y += impulse.y*ratio;
|
|
|
+ }
|
|
|
+
|
|
|
+ // 3. Correct colliders overlaping (transform position)
|
|
|
+ // ---------------------------------------------------------------------------------------------------------------------------------
|
|
|
+
|
|
|
+ // Calculate transform position penetration correction
|
|
|
+ Vector2 posCorrection;
|
|
|
+ posCorrection.x = penetrationDepth/((1.0f/physicObjects[i]->rigidbody.mass) + (1.0f/physicObjects[k]->rigidbody.mass))*PHYSICS_ERRORPERCENT*contactNormal.x;
|
|
|
+ posCorrection.y = penetrationDepth/((1.0f/physicObjects[i]->rigidbody.mass) + (1.0f/physicObjects[k]->rigidbody.mass))*PHYSICS_ERRORPERCENT*contactNormal.y;
|
|
|
+
|
|
|
+ // Fix transform positions
|
|
|
+ if (physicObjects[i]->rigidbody.enabled)
|
|
|
+ {
|
|
|
+ // Fix physic objects transform position
|
|
|
+ physicObjects[i]->transform.position.x -= 1.0f/physicObjects[i]->rigidbody.mass*posCorrection.x;
|
|
|
+ physicObjects[i]->transform.position.y += 1.0f/physicObjects[i]->rigidbody.mass*posCorrection.y;
|
|
|
+
|
|
|
+ // Update collider bounds
|
|
|
+ physicObjects[i]->collider.bounds = TransformToRectangle(physicObjects[i]->transform);
|
|
|
+
|
|
|
+ if (physicObjects[k]->rigidbody.enabled)
|
|
|
+ {
|
|
|
+ // Fix physic objects transform position
|
|
|
+ physicObjects[k]->transform.position.x += 1.0f/physicObjects[k]->rigidbody.mass*posCorrection.x;
|
|
|
+ physicObjects[k]->transform.position.y -= 1.0f/physicObjects[k]->rigidbody.mass*posCorrection.y;
|
|
|
+
|
|
|
+ // Update collider bounds
|
|
|
+ physicObjects[k]->collider.bounds = TransformToRectangle(physicObjects[k]->transform);
|
|
|
+ }
|
|
|
+ }
|
|
|
}
|
|
|
- }
|
|
|
- }
|
|
|
- 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 == COLLIDER_RECTANGLE)
|
|
|
- {
|
|
|
- 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)
|
|
|
+// Unitialize all physic objects and empty the objects pool
|
|
|
+void ClosePhysics()
|
|
|
{
|
|
|
- rigidbodies[index].acceleration.x = acceleration.x;
|
|
|
- rigidbodies[index].acceleration.y = acceleration.y;
|
|
|
+ // Free all dynamic memory allocations
|
|
|
+ for (int i = 0; i < physicObjectsCount; i++) free(physicObjects[i]);
|
|
|
+
|
|
|
+ // Reset enabled physic objects count
|
|
|
+ physicObjectsCount = 0;
|
|
|
}
|
|
|
|
|
|
-void AddRigidbodyForce(int index, Vector2 force)
|
|
|
+// Create a new physic object dinamically, initialize it and add to pool
|
|
|
+PhysicObject *CreatePhysicObject(Vector2 position, float rotation, Vector2 scale)
|
|
|
{
|
|
|
- rigidbodies[index].acceleration.x = force.x / rigidbodies[index].mass;
|
|
|
- rigidbodies[index].acceleration.y = force.y / rigidbodies[index].mass;
|
|
|
+ // 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;
|
|
|
}
|
|
|
|
|
|
-void AddForceAtPosition(Vector2 position, float intensity, float radius)
|
|
|
+// Destroy a specific physic object and take it out of the list
|
|
|
+void DestroyPhysicObject(PhysicObject *pObj)
|
|
|
{
|
|
|
- for(int i = 0; i < maxElements; i++)
|
|
|
+ // Free dynamic memory allocation
|
|
|
+ free(physicObjects[pObj->id]);
|
|
|
+
|
|
|
+ // Remove *obj from the pointers array
|
|
|
+ for (int i = pObj->id; i < physicObjectsCount; i++)
|
|
|
{
|
|
|
- if(rigidbodies[i].enabled)
|
|
|
+ // Resort all the following pointers of the array
|
|
|
+ if ((i + 1) < physicObjectsCount)
|
|
|
{
|
|
|
- // 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);
|
|
|
- }
|
|
|
+ physicObjects[i] = physicObjects[i + 1];
|
|
|
+ physicObjects[i]->id = physicObjects[i + 1]->id;
|
|
|
}
|
|
|
+ else free(physicObjects[i]);
|
|
|
}
|
|
|
+
|
|
|
+ // Decrease enabled physic objects count
|
|
|
+ physicObjectsCount--;
|
|
|
}
|
|
|
|
|
|
-void SetColliderEnabled(int index, bool state)
|
|
|
-{
|
|
|
- colliders[index].enabled = state;
|
|
|
-}
|
|
|
-
|
|
|
-Collider GetCollider(int index)
|
|
|
+// Convert Transform data type to Rectangle (position and scale)
|
|
|
+Rectangle TransformToRectangle(Transform transform)
|
|
|
{
|
|
|
- return colliders[index];
|
|
|
+ return (Rectangle){transform.position.x, transform.position.y, transform.scale.x, transform.scale.y};
|
|
|
}
|
|
|
|
|
|
-Rigidbody GetRigidbody(int index)
|
|
|
+// Draw physic object information at screen position
|
|
|
+void DrawPhysicObjectInfo(PhysicObject *pObj, Vector2 position, int fontSize)
|
|
|
{
|
|
|
- return rigidbodies[index];
|
|
|
+ // 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 Definitions
|
|
|
+// Module specific Functions Definition
|
|
|
//----------------------------------------------------------------------------------
|
|
|
-static float Vector2Length(Vector2 vector)
|
|
|
-{
|
|
|
- return sqrt((vector.x * vector.x) + (vector.y * vector.y));
|
|
|
-}
|
|
|
|
|
|
-static float Vector2Distance(Vector2 a, Vector2 b)
|
|
|
+// Returns the dot product of two Vector2
|
|
|
+static float Vector2DotProduct(Vector2 v1, Vector2 v2)
|
|
|
{
|
|
|
- Vector2 vector = {b.x - a.x, b.y - a.y};
|
|
|
- return sqrt((vector.x * vector.x) + (vector.y * vector.y));
|
|
|
-}
|
|
|
+ float result;
|
|
|
|
|
|
-static void Vector2Normalize(Vector2 *vector)
|
|
|
-{
|
|
|
- float length = Vector2Length(*vector);
|
|
|
-
|
|
|
- if (length != 0.0f)
|
|
|
- {
|
|
|
- vector->x /= length;
|
|
|
- vector->y /= length;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- vector->x = 0.0f;
|
|
|
- vector->y = 0.0f;
|
|
|
- }
|
|
|
+ result = v1.x*v2.x + v1.y*v2.y;
|
|
|
+
|
|
|
+ return result;
|
|
|
}
|