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@@ -96,8 +96,6 @@
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#define PHYSAC_MAX_VERTICES 24
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#define PHYSAC_CIRCLE_VERTICES 24
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-#define PHYSAC_DESIRED_DELTATIME 1.0/60.0
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-#define PHYSAC_MAX_TIMESTEP 0.02
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#define PHYSAC_COLLISION_ITERATIONS 100
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#define PHYSAC_PENETRATION_ALLOWANCE 0.05f
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#define PHYSAC_PENETRATION_CORRECTION 0.4f
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@@ -197,6 +195,7 @@ extern "C" { // Prevents name mangling of fun
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//----------------------------------------------------------------------------------
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PHYSACDEF void InitPhysics(void); // Initializes physics values, pointers and creates physics loop thread
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PHYSACDEF void RunPhysicsStep(void); // Run physics step, to be used if PHYSICS_NO_THREADS is set in your main loop
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+PHYSACDEF void SetPhysicsTimeStep(double delta); // Sets physics fixed time step in milliseconds. 1.666666 by default
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PHYSACDEF bool IsPhysicsEnabled(void); // Returns true if physics thread is currently enabled
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PHYSACDEF void SetPhysicsGravity(float x, float y); // Sets physics global gravity force
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PHYSACDEF PhysicsBody CreatePhysicsBodyCircle(Vector2 pos, float radius, float density); // Creates a new circle physics body with generic parameters
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@@ -279,16 +278,15 @@ static pthread_t physicsThreadId; // Physics thread id
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#endif
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static unsigned int usedMemory = 0; // Total allocated dynamic memory
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static bool physicsThreadEnabled = false; // Physics thread enabled state
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-
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static double baseTime = 0.0; // Offset time for MONOTONIC clock
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static double startTime = 0.0; // Start time in milliseconds
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-static double deltaTime = 0.0; // Delta time used for physics steps
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+static double deltaTime = 1.0/60.0/10.0 * 1000; // Delta time used for physics steps, in milliseconds
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static double currentTime = 0.0; // Current time in milliseconds
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static uint64_t frequency = 0; // Hi-res clock frequency
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static double accumulator = 0.0; // Physics time step delta time accumulator
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static unsigned int stepsCount = 0; // Total physics steps processed
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-static Vector2 gravityForce = { 0.0f, 9.81f/1000 }; // Physics world gravity force
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+static Vector2 gravityForce = { 0.0f, 9.81f }; // Physics world gravity force
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static PhysicsBody bodies[PHYSAC_MAX_BODIES]; // Physics bodies pointers array
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static unsigned int physicsBodiesCount = 0; // Physics world current bodies counter
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static PhysicsManifold contacts[PHYSAC_MAX_MANIFOLDS]; // Physics bodies pointers array
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@@ -322,13 +320,12 @@ static bool BiasGreaterThan(float valueA, float valueB);
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static Vector2 TriangleBarycenter(Vector2 v1, Vector2 v2, Vector2 v3); // Returns the barycenter of a triangle given by 3 points
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static void InitTimer(void); // Initializes hi-resolution MONOTONIC timer
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-static uint64_t GetTimeCount(void); // Get hi-res MONOTONIC time measure in seconds
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-static double GetCurrentTime(void); // // Get hi-res MONOTONIC time measure in seconds
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+static uint64_t GetTimeCount(void); // Get hi-res MONOTONIC time measure in mseconds
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+static double GetCurrentTime(void); // Get current time measure in milliseconds
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static int GetRandomNumber(int min, int max); // Returns a random number between min and max (both included)
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// Math functions
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-static void MathClamp(double *value, double min, double max); // Clamp a value in a range
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static Vector2 MathCross(float value, Vector2 vector); // Returns the cross product of a vector and a value
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static float MathCrossVector2(Vector2 v1, Vector2 v2); // Returns the cross product of two vectors
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static float MathLenSqr(Vector2 vector); // Returns the len square root of a vector
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@@ -363,6 +360,8 @@ PHYSACDEF void InitPhysics(void)
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#if defined(PHYSAC_DEBUG)
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printf("[PHYSAC] physics module initialized successfully\n");
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#endif
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+
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+ accumulator = 0.0;
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}
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// Returns true if physics thread is currently enabled
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@@ -917,6 +916,18 @@ PHYSACDEF void ClosePhysics(void)
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#if !defined(PHYSAC_NO_THREADS)
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pthread_join(physicsThreadId, NULL);
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#endif
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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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+ // 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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+
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+ #if defined(PHYSAC_DEBUG)
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+ if (physicsBodiesCount > 0 || usedMemory != 0) printf("[PHYSAC] physics module closed with %i still allocated bodies [MEMORY: %i bytes]\n", physicsBodiesCount, usedMemory);
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+ else if (physicsManifoldsCount > 0 || usedMemory != 0) printf("[PHYSAC] physics module closed with %i still allocated manifolds [MEMORY: %i bytes]\n", physicsManifoldsCount, usedMemory);
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+ else printf("[PHYSAC] physics module closed successfully\n");
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+ #endif
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}
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//----------------------------------------------------------------------------------
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@@ -1011,7 +1022,6 @@ static void *PhysicsLoop(void *arg)
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// Initialize physics loop thread values
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physicsThreadEnabled = true;
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- accumulator = 0;
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// Physics update loop
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while (physicsThreadEnabled)
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@@ -1019,18 +1029,6 @@ static void *PhysicsLoop(void *arg)
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RunPhysicsStep();
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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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- // 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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-
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- #if defined(PHYSAC_DEBUG)
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- if (physicsBodiesCount > 0 || usedMemory != 0) printf("[PHYSAC] physics module closed with %i still allocated bodies [MEMORY: %i bytes]\n", physicsBodiesCount, usedMemory);
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- else if (physicsManifoldsCount > 0 || usedMemory != 0) printf("[PHYSAC] physics module closed with %i still allocated manifolds [MEMORY: %i bytes]\n", physicsManifoldsCount, usedMemory);
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- else printf("[PHYSAC] physics module closed successfully\n");
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- #endif
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-
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return NULL;
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}
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@@ -1147,17 +1145,18 @@ PHYSACDEF void RunPhysicsStep(void)
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currentTime = GetCurrentTime();
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// Calculate current delta time
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- deltaTime = currentTime - startTime;
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+ const double delta = currentTime - startTime;
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// Store the time elapsed since the last frame began
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- accumulator += deltaTime;
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-
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- // Clamp accumulator to max time step to avoid bad performance
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- MathClamp(&accumulator, 0.0, PHYSAC_MAX_TIMESTEP);
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+ accumulator += delta;
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// Fixed time stepping loop
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- while (accumulator >= PHYSAC_DESIRED_DELTATIME)
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+ while (accumulator >= deltaTime)
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{
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+#ifdef PHYSAC_DEBUG
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+ //printf("currentTime %f, startTime %f, accumulator-pre %f, accumulator-post %f, delta %f, deltaTime %f\n",
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+ // currentTime, startTime, accumulator, accumulator-deltaTime, delta, deltaTime);
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+#endif
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PhysicsStep();
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accumulator -= deltaTime;
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}
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@@ -1166,6 +1165,11 @@ PHYSACDEF void RunPhysicsStep(void)
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startTime = currentTime;
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}
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+PHYSACDEF void SetPhysicsTimeStep(double delta)
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+{
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+ deltaTime = delta;
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+}
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+
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// Finds a valid index for a new manifold initialization
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static int FindAvailableManifoldIndex()
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{
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@@ -1557,8 +1561,8 @@ static void IntegratePhysicsForces(PhysicsBody body)
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if (body->useGravity)
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{
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- body->velocity.x += gravityForce.x*(deltaTime/2.0);
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- body->velocity.y += gravityForce.y*(deltaTime/2.0);
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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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}
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if (!body->freezeOrient) body->angularVelocity += body->torque*body->inverseInertia*(deltaTime/2.0);
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@@ -1592,7 +1596,7 @@ 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 (MathLenSqr(radiusV) < (MathLenSqr((Vector2){ gravityForce.x*deltaTime, gravityForce.y*deltaTime }) + PHYSAC_EPSILON)) manifold->restitution = 0;
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+ if (MathLenSqr(radiusV) < (MathLenSqr((Vector2){ gravityForce.x*deltaTime/1000, gravityForce.y*deltaTime/1000 }) + PHYSAC_EPSILON)) manifold->restitution = 0;
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}
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}
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@@ -1953,13 +1957,6 @@ static int GetRandomNumber(int min, int max)
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return (rand()%(abs(max - min) + 1) + min);
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}
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-// Clamp a value in a range
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-static inline void MathClamp(double *value, double min, double max)
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-{
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- if (*value < min) *value = min;
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- else if (*value > max) *value = max;
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-}
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-
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// Returns the cross product of a vector and a value
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static inline Vector2 MathCross(float value, Vector2 vector)
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{
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