|
@@ -146,7 +146,7 @@ typedef struct PhysicBodyData {
|
|
// Module Functions Declaration
|
|
// Module Functions Declaration
|
|
//----------------------------------------------------------------------------------
|
|
//----------------------------------------------------------------------------------
|
|
PHYSACDEF void InitPhysics(Vector2 gravity); // Initializes pointers array (just pointers, fixed size)
|
|
PHYSACDEF void InitPhysics(Vector2 gravity); // Initializes pointers array (just pointers, fixed size)
|
|
-PHYSACDEF void UpdatePhysics(); // Update physic objects, calculating physic behaviours and collisions detection
|
|
|
|
|
|
+PHYSACDEF void UpdatePhysics(double deltaTime); // Update physic objects, calculating physic behaviours and collisions detection
|
|
PHYSACDEF void ClosePhysics(); // Unitialize all physic objects and empty the objects pool
|
|
PHYSACDEF void ClosePhysics(); // Unitialize all physic objects and empty the objects pool
|
|
|
|
|
|
PHYSACDEF PhysicBody CreatePhysicBody(Vector2 position, float rotation, Vector2 scale); // Create a new physic body dinamically, initialize it and add to pool
|
|
PHYSACDEF PhysicBody CreatePhysicBody(Vector2 position, float rotation, Vector2 scale); // Create a new physic body dinamically, initialize it and add to pool
|
|
@@ -182,7 +182,7 @@ PHYSACDEF Rectangle TransformToRectangle(Transform transform);
|
|
// Defines and Macros
|
|
// Defines and Macros
|
|
//----------------------------------------------------------------------------------
|
|
//----------------------------------------------------------------------------------
|
|
#define MAX_PHYSIC_BODIES 256 // Maximum available physic bodies slots in bodies pool
|
|
#define MAX_PHYSIC_BODIES 256 // Maximum available physic bodies slots in bodies pool
|
|
-#define PHYSICS_STEPS 64 // Physics update steps per frame for improved collision-detection
|
|
|
|
|
|
+#define PHYSICS_TIMESTEP 0.016666 // Physics fixed time step (1/fps)
|
|
#define PHYSICS_ACCURACY 0.0001f // Velocity subtract operations round filter (friction)
|
|
#define PHYSICS_ACCURACY 0.0001f // Velocity subtract operations round filter (friction)
|
|
#define PHYSICS_ERRORPERCENT 0.001f // Collision resolve position fix
|
|
#define PHYSICS_ERRORPERCENT 0.001f // Collision resolve position fix
|
|
|
|
|
|
@@ -218,376 +218,367 @@ PHYSACDEF void InitPhysics(Vector2 gravity)
|
|
}
|
|
}
|
|
|
|
|
|
// Update physic objects, calculating physic behaviours and collisions detection
|
|
// Update physic objects, calculating physic behaviours and collisions detection
|
|
-PHYSACDEF void UpdatePhysics()
|
|
|
|
|
|
+PHYSACDEF void UpdatePhysics(double deltaTime)
|
|
{
|
|
{
|
|
- // Reset all physic objects is grounded state
|
|
|
|
- for (int i = 0; i < physicBodiesCount; i++) physicBodies[i]->rigidbody.isGrounded = false;
|
|
|
|
-
|
|
|
|
- for (int steps = 0; steps < PHYSICS_STEPS; steps++)
|
|
|
|
|
|
+ for (int i = 0; i < physicBodiesCount; i++)
|
|
{
|
|
{
|
|
- for (int i = 0; i < physicBodiesCount; i++)
|
|
|
|
|
|
+ if (physicBodies[i]->enabled)
|
|
{
|
|
{
|
|
- if (physicBodies[i]->enabled)
|
|
|
|
|
|
+ // Update physic behaviour
|
|
|
|
+ if (physicBodies[i]->rigidbody.enabled)
|
|
{
|
|
{
|
|
- // Update physic behaviour
|
|
|
|
- if (physicBodies[i]->rigidbody.enabled)
|
|
|
|
|
|
+ // Apply friction to acceleration in X axis
|
|
|
|
+ if (physicBodies[i]->rigidbody.acceleration.x > PHYSICS_ACCURACY) physicBodies[i]->rigidbody.acceleration.x -= physicBodies[i]->rigidbody.friction*deltaTime;
|
|
|
|
+ else if (physicBodies[i]->rigidbody.acceleration.x < PHYSICS_ACCURACY) physicBodies[i]->rigidbody.acceleration.x += physicBodies[i]->rigidbody.friction*deltaTime;
|
|
|
|
+ else physicBodies[i]->rigidbody.acceleration.x = 0.0f;
|
|
|
|
+
|
|
|
|
+ // Apply friction to acceleration in Y axis
|
|
|
|
+ if (physicBodies[i]->rigidbody.acceleration.y > PHYSICS_ACCURACY) physicBodies[i]->rigidbody.acceleration.y -= physicBodies[i]->rigidbody.friction*deltaTime;
|
|
|
|
+ else if (physicBodies[i]->rigidbody.acceleration.y < PHYSICS_ACCURACY) physicBodies[i]->rigidbody.acceleration.y += physicBodies[i]->rigidbody.friction*deltaTime;
|
|
|
|
+ else physicBodies[i]->rigidbody.acceleration.y = 0.0f;
|
|
|
|
+
|
|
|
|
+ // Apply friction to velocity in X axis
|
|
|
|
+ if (physicBodies[i]->rigidbody.velocity.x > PHYSICS_ACCURACY) physicBodies[i]->rigidbody.velocity.x -= physicBodies[i]->rigidbody.friction*deltaTime;
|
|
|
|
+ else if (physicBodies[i]->rigidbody.velocity.x < PHYSICS_ACCURACY) physicBodies[i]->rigidbody.velocity.x += physicBodies[i]->rigidbody.friction*deltaTime;
|
|
|
|
+ else physicBodies[i]->rigidbody.velocity.x = 0.0f;
|
|
|
|
+
|
|
|
|
+ // Apply friction to velocity in Y axis
|
|
|
|
+ if (physicBodies[i]->rigidbody.velocity.y > PHYSICS_ACCURACY) physicBodies[i]->rigidbody.velocity.y -= physicBodies[i]->rigidbody.friction*deltaTime;
|
|
|
|
+ else if (physicBodies[i]->rigidbody.velocity.y < PHYSICS_ACCURACY) physicBodies[i]->rigidbody.velocity.y += physicBodies[i]->rigidbody.friction*deltaTime;
|
|
|
|
+ else physicBodies[i]->rigidbody.velocity.y = 0.0f;
|
|
|
|
+
|
|
|
|
+ // Apply gravity to velocity
|
|
|
|
+ if (physicBodies[i]->rigidbody.applyGravity)
|
|
{
|
|
{
|
|
- // Apply friction to acceleration in X axis
|
|
|
|
- if (physicBodies[i]->rigidbody.acceleration.x > PHYSICS_ACCURACY) physicBodies[i]->rigidbody.acceleration.x -= physicBodies[i]->rigidbody.friction/PHYSICS_STEPS;
|
|
|
|
- else if (physicBodies[i]->rigidbody.acceleration.x < PHYSICS_ACCURACY) physicBodies[i]->rigidbody.acceleration.x += physicBodies[i]->rigidbody.friction/PHYSICS_STEPS;
|
|
|
|
- else physicBodies[i]->rigidbody.acceleration.x = 0.0f;
|
|
|
|
-
|
|
|
|
- // Apply friction to acceleration in Y axis
|
|
|
|
- if (physicBodies[i]->rigidbody.acceleration.y > PHYSICS_ACCURACY) physicBodies[i]->rigidbody.acceleration.y -= physicBodies[i]->rigidbody.friction/PHYSICS_STEPS;
|
|
|
|
- else if (physicBodies[i]->rigidbody.acceleration.y < PHYSICS_ACCURACY) physicBodies[i]->rigidbody.acceleration.y += physicBodies[i]->rigidbody.friction/PHYSICS_STEPS;
|
|
|
|
- else physicBodies[i]->rigidbody.acceleration.y = 0.0f;
|
|
|
|
-
|
|
|
|
- // Apply friction to velocity in X axis
|
|
|
|
- if (physicBodies[i]->rigidbody.velocity.x > PHYSICS_ACCURACY) physicBodies[i]->rigidbody.velocity.x -= physicBodies[i]->rigidbody.friction/PHYSICS_STEPS;
|
|
|
|
- else if (physicBodies[i]->rigidbody.velocity.x < PHYSICS_ACCURACY) physicBodies[i]->rigidbody.velocity.x += physicBodies[i]->rigidbody.friction/PHYSICS_STEPS;
|
|
|
|
- else physicBodies[i]->rigidbody.velocity.x = 0.0f;
|
|
|
|
-
|
|
|
|
- // Apply friction to velocity in Y axis
|
|
|
|
- if (physicBodies[i]->rigidbody.velocity.y > PHYSICS_ACCURACY) physicBodies[i]->rigidbody.velocity.y -= physicBodies[i]->rigidbody.friction/PHYSICS_STEPS;
|
|
|
|
- else if (physicBodies[i]->rigidbody.velocity.y < PHYSICS_ACCURACY) physicBodies[i]->rigidbody.velocity.y += physicBodies[i]->rigidbody.friction/PHYSICS_STEPS;
|
|
|
|
- else physicBodies[i]->rigidbody.velocity.y = 0.0f;
|
|
|
|
-
|
|
|
|
- // Apply gravity to velocity
|
|
|
|
- if (physicBodies[i]->rigidbody.applyGravity)
|
|
|
|
- {
|
|
|
|
- physicBodies[i]->rigidbody.velocity.x += gravityForce.x/PHYSICS_STEPS;
|
|
|
|
- physicBodies[i]->rigidbody.velocity.y += gravityForce.y/PHYSICS_STEPS;
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- // Apply acceleration to velocity
|
|
|
|
- physicBodies[i]->rigidbody.velocity.x += physicBodies[i]->rigidbody.acceleration.x/PHYSICS_STEPS;
|
|
|
|
- physicBodies[i]->rigidbody.velocity.y += physicBodies[i]->rigidbody.acceleration.y/PHYSICS_STEPS;
|
|
|
|
-
|
|
|
|
- // Apply velocity to position
|
|
|
|
- physicBodies[i]->transform.position.x += physicBodies[i]->rigidbody.velocity.x/PHYSICS_STEPS;
|
|
|
|
- physicBodies[i]->transform.position.y -= physicBodies[i]->rigidbody.velocity.y/PHYSICS_STEPS;
|
|
|
|
|
|
+ physicBodies[i]->rigidbody.velocity.x += gravityForce.x*deltaTime;
|
|
|
|
+ physicBodies[i]->rigidbody.velocity.y += gravityForce.y*deltaTime;
|
|
}
|
|
}
|
|
|
|
|
|
- // Update collision detection
|
|
|
|
- if (physicBodies[i]->collider.enabled)
|
|
|
|
|
|
+ // Apply acceleration to velocity
|
|
|
|
+ physicBodies[i]->rigidbody.velocity.x += physicBodies[i]->rigidbody.acceleration.x*deltaTime;
|
|
|
|
+ physicBodies[i]->rigidbody.velocity.y += physicBodies[i]->rigidbody.acceleration.y*deltaTime;
|
|
|
|
+
|
|
|
|
+ // Apply velocity to position
|
|
|
|
+ physicBodies[i]->transform.position.x += physicBodies[i]->rigidbody.velocity.x*deltaTime;
|
|
|
|
+ physicBodies[i]->transform.position.y -= physicBodies[i]->rigidbody.velocity.y*deltaTime;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Update collision detection
|
|
|
|
+ if (physicBodies[i]->collider.enabled)
|
|
|
|
+ {
|
|
|
|
+ // Update collider bounds
|
|
|
|
+ physicBodies[i]->collider.bounds = TransformToRectangle(physicBodies[i]->transform);
|
|
|
|
+
|
|
|
|
+ // Check collision with other colliders
|
|
|
|
+ for (int k = 0; k < physicBodiesCount; k++)
|
|
{
|
|
{
|
|
- // Update collider bounds
|
|
|
|
- physicBodies[i]->collider.bounds = TransformToRectangle(physicBodies[i]->transform);
|
|
|
|
-
|
|
|
|
- // Check collision with other colliders
|
|
|
|
- for (int k = 0; k < physicBodiesCount; k++)
|
|
|
|
|
|
+ if (physicBodies[k]->collider.enabled && i != k)
|
|
{
|
|
{
|
|
- if (physicBodies[k]->collider.enabled && i != k)
|
|
|
|
|
|
+ // 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 contact normal, direction and penetration depth
|
|
|
|
+ Vector2 contactNormal = { 0.0f, 0.0f };
|
|
|
|
+ Vector2 direction = { 0.0f, 0.0f };
|
|
|
|
+ float penetrationDepth = 0.0f;
|
|
|
|
+
|
|
|
|
+ switch (physicBodies[i]->collider.type)
|
|
{
|
|
{
|
|
- // 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 contact normal, direction and penetration depth
|
|
|
|
- Vector2 contactNormal = { 0.0f, 0.0f };
|
|
|
|
- Vector2 direction = { 0.0f, 0.0f };
|
|
|
|
- float penetrationDepth = 0.0f;
|
|
|
|
-
|
|
|
|
- switch (physicBodies[i]->collider.type)
|
|
|
|
|
|
+ case COLLIDER_RECTANGLE:
|
|
{
|
|
{
|
|
- case COLLIDER_RECTANGLE:
|
|
|
|
|
|
+ switch (physicBodies[k]->collider.type)
|
|
{
|
|
{
|
|
- switch (physicBodies[k]->collider.type)
|
|
|
|
|
|
+ case COLLIDER_RECTANGLE:
|
|
{
|
|
{
|
|
- case COLLIDER_RECTANGLE:
|
|
|
|
|
|
+ // Check if colliders are overlapped
|
|
|
|
+ if (CheckCollisionRecs(physicBodies[i]->collider.bounds, physicBodies[k]->collider.bounds))
|
|
{
|
|
{
|
|
- // Check if colliders are overlapped
|
|
|
|
- if (CheckCollisionRecs(physicBodies[i]->collider.bounds, physicBodies[k]->collider.bounds))
|
|
|
|
|
|
+ // Calculate direction vector from i to k
|
|
|
|
+ direction.x = (physicBodies[k]->transform.position.x + physicBodies[k]->transform.scale.x/2) - (physicBodies[i]->transform.position.x + physicBodies[i]->transform.scale.x/2);
|
|
|
|
+ direction.y = (physicBodies[k]->transform.position.y + physicBodies[k]->transform.scale.y/2) - (physicBodies[i]->transform.position.y + physicBodies[i]->transform.scale.y/2);
|
|
|
|
+
|
|
|
|
+ // Define overlapping and penetration attributes
|
|
|
|
+ Vector2 overlap;
|
|
|
|
+
|
|
|
|
+ // Calculate overlap on X axis
|
|
|
|
+ overlap.x = (physicBodies[i]->transform.scale.x + physicBodies[k]->transform.scale.x)/2 - abs(direction.x);
|
|
|
|
+
|
|
|
|
+ // SAT test on X axis
|
|
|
|
+ if (overlap.x > 0.0f)
|
|
{
|
|
{
|
|
- // Calculate direction vector from i to k
|
|
|
|
- direction.x = (physicBodies[k]->transform.position.x + physicBodies[k]->transform.scale.x/2) - (physicBodies[i]->transform.position.x + physicBodies[i]->transform.scale.x/2);
|
|
|
|
- direction.y = (physicBodies[k]->transform.position.y + physicBodies[k]->transform.scale.y/2) - (physicBodies[i]->transform.position.y + physicBodies[i]->transform.scale.y/2);
|
|
|
|
-
|
|
|
|
- // Define overlapping and penetration attributes
|
|
|
|
- Vector2 overlap;
|
|
|
|
-
|
|
|
|
- // Calculate overlap on X axis
|
|
|
|
- overlap.x = (physicBodies[i]->transform.scale.x + physicBodies[k]->transform.scale.x)/2 - abs(direction.x);
|
|
|
|
|
|
+ // Calculate overlap on Y axis
|
|
|
|
+ overlap.y = (physicBodies[i]->transform.scale.y + physicBodies[k]->transform.scale.y)/2 - abs(direction.y);
|
|
|
|
|
|
- // SAT test on X axis
|
|
|
|
- if (overlap.x > 0.0f)
|
|
|
|
|
|
+ // SAT test on Y axis
|
|
|
|
+ if (overlap.y > 0.0f)
|
|
{
|
|
{
|
|
- // Calculate overlap on Y axis
|
|
|
|
- overlap.y = (physicBodies[i]->transform.scale.y + physicBodies[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
|
|
{
|
|
{
|
|
- // 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;
|
|
|
|
- }
|
|
|
|
|
|
+ // 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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
- } break;
|
|
|
|
- case COLLIDER_CIRCLE:
|
|
|
|
|
|
+ }
|
|
|
|
+ } break;
|
|
|
|
+ case COLLIDER_CIRCLE:
|
|
|
|
+ {
|
|
|
|
+ if (CheckCollisionCircleRec(physicBodies[k]->transform.position, physicBodies[k]->collider.radius, physicBodies[i]->collider.bounds))
|
|
{
|
|
{
|
|
- if (CheckCollisionCircleRec(physicBodies[k]->transform.position, physicBodies[k]->collider.radius, physicBodies[i]->collider.bounds))
|
|
|
|
|
|
+ // Calculate direction vector between circles
|
|
|
|
+ direction.x = physicBodies[k]->transform.position.x - physicBodies[i]->transform.position.x + physicBodies[i]->transform.scale.x/2;
|
|
|
|
+ direction.y = physicBodies[k]->transform.position.y - physicBodies[i]->transform.position.y + physicBodies[i]->transform.scale.y/2;
|
|
|
|
+
|
|
|
|
+ // Calculate closest point on rectangle to circle
|
|
|
|
+ Vector2 closestPoint = { 0.0f, 0.0f };
|
|
|
|
+ if (direction.x > 0.0f) closestPoint.x = physicBodies[i]->collider.bounds.x + physicBodies[i]->collider.bounds.width;
|
|
|
|
+ else closestPoint.x = physicBodies[i]->collider.bounds.x;
|
|
|
|
+
|
|
|
|
+ if (direction.y > 0.0f) closestPoint.y = physicBodies[i]->collider.bounds.y + physicBodies[i]->collider.bounds.height;
|
|
|
|
+ else closestPoint.y = physicBodies[i]->collider.bounds.y;
|
|
|
|
+
|
|
|
|
+ // Check if the closest point is inside the circle
|
|
|
|
+ if (CheckCollisionPointCircle(closestPoint, physicBodies[k]->transform.position, physicBodies[k]->collider.radius))
|
|
{
|
|
{
|
|
- // Calculate direction vector between circles
|
|
|
|
- direction.x = physicBodies[k]->transform.position.x - physicBodies[i]->transform.position.x + physicBodies[i]->transform.scale.x/2;
|
|
|
|
- direction.y = physicBodies[k]->transform.position.y - physicBodies[i]->transform.position.y + physicBodies[i]->transform.scale.y/2;
|
|
|
|
-
|
|
|
|
- // Calculate closest point on rectangle to circle
|
|
|
|
- Vector2 closestPoint = { 0.0f, 0.0f };
|
|
|
|
- if (direction.x > 0.0f) closestPoint.x = physicBodies[i]->collider.bounds.x + physicBodies[i]->collider.bounds.width;
|
|
|
|
- else closestPoint.x = physicBodies[i]->collider.bounds.x;
|
|
|
|
|
|
+ // Recalculate direction based on closest point position
|
|
|
|
+ direction.x = physicBodies[k]->transform.position.x - closestPoint.x;
|
|
|
|
+ direction.y = physicBodies[k]->transform.position.y - closestPoint.y;
|
|
|
|
+ float distance = Vector2Length(direction);
|
|
|
|
|
|
- if (direction.y > 0.0f) closestPoint.y = physicBodies[i]->collider.bounds.y + physicBodies[i]->collider.bounds.height;
|
|
|
|
- else closestPoint.y = physicBodies[i]->collider.bounds.y;
|
|
|
|
|
|
+ // Calculate final contact normal
|
|
|
|
+ contactNormal.x = direction.x/distance;
|
|
|
|
+ contactNormal.y = -direction.y/distance;
|
|
|
|
|
|
- // Check if the closest point is inside the circle
|
|
|
|
- if (CheckCollisionPointCircle(closestPoint, physicBodies[k]->transform.position, physicBodies[k]->collider.radius))
|
|
|
|
|
|
+ // Calculate penetration depth
|
|
|
|
+ penetrationDepth = physicBodies[k]->collider.radius - distance;
|
|
|
|
+ }
|
|
|
|
+ else
|
|
|
|
+ {
|
|
|
|
+ if (abs(direction.y) < abs(direction.x))
|
|
{
|
|
{
|
|
- // Recalculate direction based on closest point position
|
|
|
|
- direction.x = physicBodies[k]->transform.position.x - closestPoint.x;
|
|
|
|
- direction.y = physicBodies[k]->transform.position.y - closestPoint.y;
|
|
|
|
- float distance = Vector2Length(direction);
|
|
|
|
-
|
|
|
|
// Calculate final contact normal
|
|
// Calculate final contact normal
|
|
- contactNormal.x = direction.x/distance;
|
|
|
|
- contactNormal.y = -direction.y/distance;
|
|
|
|
-
|
|
|
|
- // Calculate penetration depth
|
|
|
|
- penetrationDepth = physicBodies[k]->collider.radius - distance;
|
|
|
|
|
|
+ if (direction.y > 0.0f)
|
|
|
|
+ {
|
|
|
|
+ contactNormal = (Vector2){ 0.0f, -1.0f };
|
|
|
|
+ penetrationDepth = fabs(physicBodies[i]->collider.bounds.y - physicBodies[k]->transform.position.y - physicBodies[k]->collider.radius);
|
|
|
|
+ }
|
|
|
|
+ else
|
|
|
|
+ {
|
|
|
|
+ contactNormal = (Vector2){ 0.0f, 1.0f };
|
|
|
|
+ penetrationDepth = fabs(physicBodies[i]->collider.bounds.y - physicBodies[k]->transform.position.y + physicBodies[k]->collider.radius);
|
|
|
|
+ }
|
|
}
|
|
}
|
|
else
|
|
else
|
|
{
|
|
{
|
|
- if (abs(direction.y) < abs(direction.x))
|
|
|
|
|
|
+ // Calculate final contact normal
|
|
|
|
+ if (direction.x > 0.0f)
|
|
{
|
|
{
|
|
- // Calculate final contact normal
|
|
|
|
- if (direction.y > 0.0f)
|
|
|
|
- {
|
|
|
|
- contactNormal = (Vector2){ 0.0f, -1.0f };
|
|
|
|
- penetrationDepth = fabs(physicBodies[i]->collider.bounds.y - physicBodies[k]->transform.position.y - physicBodies[k]->collider.radius);
|
|
|
|
- }
|
|
|
|
- else
|
|
|
|
- {
|
|
|
|
- contactNormal = (Vector2){ 0.0f, 1.0f };
|
|
|
|
- penetrationDepth = fabs(physicBodies[i]->collider.bounds.y - physicBodies[k]->transform.position.y + physicBodies[k]->collider.radius);
|
|
|
|
- }
|
|
|
|
|
|
+ contactNormal = (Vector2){ 1.0f, 0.0f };
|
|
|
|
+ penetrationDepth = fabs(physicBodies[k]->transform.position.x + physicBodies[k]->collider.radius - physicBodies[i]->collider.bounds.x);
|
|
}
|
|
}
|
|
- else
|
|
|
|
|
|
+ else
|
|
{
|
|
{
|
|
- // Calculate final contact normal
|
|
|
|
- if (direction.x > 0.0f)
|
|
|
|
- {
|
|
|
|
- contactNormal = (Vector2){ 1.0f, 0.0f };
|
|
|
|
- penetrationDepth = fabs(physicBodies[k]->transform.position.x + physicBodies[k]->collider.radius - physicBodies[i]->collider.bounds.x);
|
|
|
|
- }
|
|
|
|
- else
|
|
|
|
- {
|
|
|
|
- contactNormal = (Vector2){ -1.0f, 0.0f };
|
|
|
|
- penetrationDepth = fabs(physicBodies[i]->collider.bounds.x + physicBodies[i]->collider.bounds.width - physicBodies[k]->transform.position.x - physicBodies[k]->collider.radius);
|
|
|
|
- }
|
|
|
|
|
|
+ contactNormal = (Vector2){ -1.0f, 0.0f };
|
|
|
|
+ penetrationDepth = fabs(physicBodies[i]->collider.bounds.x + physicBodies[i]->collider.bounds.width - physicBodies[k]->transform.position.x - physicBodies[k]->collider.radius);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
- } break;
|
|
|
|
- }
|
|
|
|
- } break;
|
|
|
|
- case COLLIDER_CIRCLE:
|
|
|
|
|
|
+ }
|
|
|
|
+ } break;
|
|
|
|
+ }
|
|
|
|
+ } break;
|
|
|
|
+ case COLLIDER_CIRCLE:
|
|
|
|
+ {
|
|
|
|
+ switch (physicBodies[k]->collider.type)
|
|
{
|
|
{
|
|
- switch (physicBodies[k]->collider.type)
|
|
|
|
|
|
+ case COLLIDER_RECTANGLE:
|
|
{
|
|
{
|
|
- case COLLIDER_RECTANGLE:
|
|
|
|
|
|
+ if (CheckCollisionCircleRec(physicBodies[i]->transform.position, physicBodies[i]->collider.radius, physicBodies[k]->collider.bounds))
|
|
{
|
|
{
|
|
- if (CheckCollisionCircleRec(physicBodies[i]->transform.position, physicBodies[i]->collider.radius, physicBodies[k]->collider.bounds))
|
|
|
|
|
|
+ // Calculate direction vector between circles
|
|
|
|
+ direction.x = physicBodies[k]->transform.position.x + physicBodies[i]->transform.scale.x/2 - physicBodies[i]->transform.position.x;
|
|
|
|
+ direction.y = physicBodies[k]->transform.position.y + physicBodies[i]->transform.scale.y/2 - physicBodies[i]->transform.position.y;
|
|
|
|
+
|
|
|
|
+ // Calculate closest point on rectangle to circle
|
|
|
|
+ Vector2 closestPoint = { 0.0f, 0.0f };
|
|
|
|
+ if (direction.x > 0.0f) closestPoint.x = physicBodies[k]->collider.bounds.x + physicBodies[k]->collider.bounds.width;
|
|
|
|
+ else closestPoint.x = physicBodies[k]->collider.bounds.x;
|
|
|
|
+
|
|
|
|
+ if (direction.y > 0.0f) closestPoint.y = physicBodies[k]->collider.bounds.y + physicBodies[k]->collider.bounds.height;
|
|
|
|
+ else closestPoint.y = physicBodies[k]->collider.bounds.y;
|
|
|
|
+
|
|
|
|
+ // Check if the closest point is inside the circle
|
|
|
|
+ if (CheckCollisionPointCircle(closestPoint, physicBodies[i]->transform.position, physicBodies[i]->collider.radius))
|
|
{
|
|
{
|
|
- // Calculate direction vector between circles
|
|
|
|
- direction.x = physicBodies[k]->transform.position.x + physicBodies[i]->transform.scale.x/2 - physicBodies[i]->transform.position.x;
|
|
|
|
- direction.y = physicBodies[k]->transform.position.y + physicBodies[i]->transform.scale.y/2 - physicBodies[i]->transform.position.y;
|
|
|
|
-
|
|
|
|
- // Calculate closest point on rectangle to circle
|
|
|
|
- Vector2 closestPoint = { 0.0f, 0.0f };
|
|
|
|
- if (direction.x > 0.0f) closestPoint.x = physicBodies[k]->collider.bounds.x + physicBodies[k]->collider.bounds.width;
|
|
|
|
- else closestPoint.x = physicBodies[k]->collider.bounds.x;
|
|
|
|
|
|
+ // Recalculate direction based on closest point position
|
|
|
|
+ direction.x = physicBodies[i]->transform.position.x - closestPoint.x;
|
|
|
|
+ direction.y = physicBodies[i]->transform.position.y - closestPoint.y;
|
|
|
|
+ float distance = Vector2Length(direction);
|
|
|
|
|
|
- if (direction.y > 0.0f) closestPoint.y = physicBodies[k]->collider.bounds.y + physicBodies[k]->collider.bounds.height;
|
|
|
|
- else closestPoint.y = physicBodies[k]->collider.bounds.y;
|
|
|
|
|
|
+ // Calculate final contact normal
|
|
|
|
+ contactNormal.x = direction.x/distance;
|
|
|
|
+ contactNormal.y = -direction.y/distance;
|
|
|
|
|
|
- // Check if the closest point is inside the circle
|
|
|
|
- if (CheckCollisionPointCircle(closestPoint, physicBodies[i]->transform.position, physicBodies[i]->collider.radius))
|
|
|
|
|
|
+ // Calculate penetration depth
|
|
|
|
+ penetrationDepth = physicBodies[k]->collider.radius - distance;
|
|
|
|
+ }
|
|
|
|
+ else
|
|
|
|
+ {
|
|
|
|
+ if (abs(direction.y) < abs(direction.x))
|
|
{
|
|
{
|
|
- // Recalculate direction based on closest point position
|
|
|
|
- direction.x = physicBodies[i]->transform.position.x - closestPoint.x;
|
|
|
|
- direction.y = physicBodies[i]->transform.position.y - closestPoint.y;
|
|
|
|
- float distance = Vector2Length(direction);
|
|
|
|
-
|
|
|
|
// Calculate final contact normal
|
|
// Calculate final contact normal
|
|
- contactNormal.x = direction.x/distance;
|
|
|
|
- contactNormal.y = -direction.y/distance;
|
|
|
|
-
|
|
|
|
- // Calculate penetration depth
|
|
|
|
- penetrationDepth = physicBodies[k]->collider.radius - distance;
|
|
|
|
|
|
+ if (direction.y > 0.0f)
|
|
|
|
+ {
|
|
|
|
+ contactNormal = (Vector2){ 0.0f, -1.0f };
|
|
|
|
+ penetrationDepth = fabs(physicBodies[k]->collider.bounds.y - physicBodies[i]->transform.position.y - physicBodies[i]->collider.radius);
|
|
|
|
+ }
|
|
|
|
+ else
|
|
|
|
+ {
|
|
|
|
+ contactNormal = (Vector2){ 0.0f, 1.0f };
|
|
|
|
+ penetrationDepth = fabs(physicBodies[k]->collider.bounds.y - physicBodies[i]->transform.position.y + physicBodies[i]->collider.radius);
|
|
|
|
+ }
|
|
}
|
|
}
|
|
else
|
|
else
|
|
{
|
|
{
|
|
- if (abs(direction.y) < abs(direction.x))
|
|
|
|
|
|
+ // Calculate final contact normal and penetration depth
|
|
|
|
+ if (direction.x > 0.0f)
|
|
{
|
|
{
|
|
- // Calculate final contact normal
|
|
|
|
- if (direction.y > 0.0f)
|
|
|
|
- {
|
|
|
|
- contactNormal = (Vector2){ 0.0f, -1.0f };
|
|
|
|
- penetrationDepth = fabs(physicBodies[k]->collider.bounds.y - physicBodies[i]->transform.position.y - physicBodies[i]->collider.radius);
|
|
|
|
- }
|
|
|
|
- else
|
|
|
|
- {
|
|
|
|
- contactNormal = (Vector2){ 0.0f, 1.0f };
|
|
|
|
- penetrationDepth = fabs(physicBodies[k]->collider.bounds.y - physicBodies[i]->transform.position.y + physicBodies[i]->collider.radius);
|
|
|
|
- }
|
|
|
|
|
|
+ contactNormal = (Vector2){ 1.0f, 0.0f };
|
|
|
|
+ penetrationDepth = fabs(physicBodies[i]->transform.position.x + physicBodies[i]->collider.radius - physicBodies[k]->collider.bounds.x);
|
|
}
|
|
}
|
|
- else
|
|
|
|
|
|
+ else
|
|
{
|
|
{
|
|
- // Calculate final contact normal and penetration depth
|
|
|
|
- if (direction.x > 0.0f)
|
|
|
|
- {
|
|
|
|
- contactNormal = (Vector2){ 1.0f, 0.0f };
|
|
|
|
- penetrationDepth = fabs(physicBodies[i]->transform.position.x + physicBodies[i]->collider.radius - physicBodies[k]->collider.bounds.x);
|
|
|
|
- }
|
|
|
|
- else
|
|
|
|
- {
|
|
|
|
- contactNormal = (Vector2){ -1.0f, 0.0f };
|
|
|
|
- penetrationDepth = fabs(physicBodies[k]->collider.bounds.x + physicBodies[k]->collider.bounds.width - physicBodies[i]->transform.position.x - physicBodies[i]->collider.radius);
|
|
|
|
- }
|
|
|
|
|
|
+ contactNormal = (Vector2){ -1.0f, 0.0f };
|
|
|
|
+ penetrationDepth = fabs(physicBodies[k]->collider.bounds.x + physicBodies[k]->collider.bounds.width - physicBodies[i]->transform.position.x - physicBodies[i]->collider.radius);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
- } break;
|
|
|
|
- case COLLIDER_CIRCLE:
|
|
|
|
|
|
+ }
|
|
|
|
+ } break;
|
|
|
|
+ case COLLIDER_CIRCLE:
|
|
|
|
+ {
|
|
|
|
+ // Check if colliders are overlapped
|
|
|
|
+ if (CheckCollisionCircles(physicBodies[i]->transform.position, physicBodies[i]->collider.radius, physicBodies[k]->transform.position, physicBodies[k]->collider.radius))
|
|
{
|
|
{
|
|
- // Check if colliders are overlapped
|
|
|
|
- if (CheckCollisionCircles(physicBodies[i]->transform.position, physicBodies[i]->collider.radius, physicBodies[k]->transform.position, physicBodies[k]->collider.radius))
|
|
|
|
- {
|
|
|
|
- // Calculate direction vector between circles
|
|
|
|
- direction.x = physicBodies[k]->transform.position.x - physicBodies[i]->transform.position.x;
|
|
|
|
- direction.y = physicBodies[k]->transform.position.y - physicBodies[i]->transform.position.y;
|
|
|
|
-
|
|
|
|
- // Calculate distance between circles
|
|
|
|
- float distance = Vector2Length(direction);
|
|
|
|
-
|
|
|
|
- // Check if circles are not completely overlapped
|
|
|
|
- if (distance != 0.0f)
|
|
|
|
- {
|
|
|
|
- // Calculate contact normal direction (Y axis needs to be flipped)
|
|
|
|
- contactNormal.x = direction.x/distance;
|
|
|
|
- contactNormal.y = -direction.y/distance;
|
|
|
|
- }
|
|
|
|
- else contactNormal = (Vector2){ 1.0f, 0.0f }; // Choose random (but consistent) values
|
|
|
|
|
|
+ // Calculate direction vector between circles
|
|
|
|
+ direction.x = physicBodies[k]->transform.position.x - physicBodies[i]->transform.position.x;
|
|
|
|
+ direction.y = physicBodies[k]->transform.position.y - physicBodies[i]->transform.position.y;
|
|
|
|
+
|
|
|
|
+ // Calculate distance between circles
|
|
|
|
+ float distance = Vector2Length(direction);
|
|
|
|
+
|
|
|
|
+ // Check if circles are not completely overlapped
|
|
|
|
+ if (distance != 0.0f)
|
|
|
|
+ {
|
|
|
|
+ // Calculate contact normal direction (Y axis needs to be flipped)
|
|
|
|
+ contactNormal.x = direction.x/distance;
|
|
|
|
+ contactNormal.y = -direction.y/distance;
|
|
}
|
|
}
|
|
- } break;
|
|
|
|
- default: break;
|
|
|
|
- }
|
|
|
|
- } break;
|
|
|
|
- default: break;
|
|
|
|
- }
|
|
|
|
|
|
+ else contactNormal = (Vector2){ 1.0f, 0.0f }; // Choose random (but consistent) values
|
|
|
|
+ }
|
|
|
|
+ } break;
|
|
|
|
+ default: break;
|
|
|
|
+ }
|
|
|
|
+ } break;
|
|
|
|
+ default: break;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Update rigidbody grounded state
|
|
|
|
+ if (physicBodies[i]->rigidbody.enabled) physicBodies[i]->rigidbody.isGrounded = (contactNormal.y < 0.0f);
|
|
|
|
+
|
|
|
|
+ // 2. Calculate collision impulse
|
|
|
|
+ // -------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
+
|
|
|
|
+ // Calculate relative velocity
|
|
|
|
+ Vector2 relVelocity = { 0.0f, 0.0f };
|
|
|
|
+ relVelocity.x = physicBodies[k]->rigidbody.velocity.x - physicBodies[i]->rigidbody.velocity.x;
|
|
|
|
+ relVelocity.y = physicBodies[k]->rigidbody.velocity.y - physicBodies[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(physicBodies[i]->rigidbody.bounciness, physicBodies[k]->rigidbody.bounciness);
|
|
|
|
|
|
- // Update rigidbody grounded state
|
|
|
|
- if (physicBodies[i]->rigidbody.enabled)
|
|
|
|
- {
|
|
|
|
- if (contactNormal.y < 0.0f) physicBodies[i]->rigidbody.isGrounded = true;
|
|
|
|
- }
|
|
|
|
|
|
+ // Calculate impulse scalar value
|
|
|
|
+ float j = -(1.0f + e)*velAlongNormal;
|
|
|
|
+ j /= 1.0f/physicBodies[i]->rigidbody.mass + 1.0f/physicBodies[k]->rigidbody.mass;
|
|
|
|
|
|
- // 2. Calculate collision impulse
|
|
|
|
- // -------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
|
|
+ // Calculate final impulse vector
|
|
|
|
+ Vector2 impulse = { j*contactNormal.x, j*contactNormal.y };
|
|
|
|
|
|
- // Calculate relative velocity
|
|
|
|
- Vector2 relVelocity = { 0.0f, 0.0f };
|
|
|
|
- relVelocity.x = physicBodies[k]->rigidbody.velocity.x - physicBodies[i]->rigidbody.velocity.x;
|
|
|
|
- relVelocity.y = physicBodies[k]->rigidbody.velocity.y - physicBodies[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 collision mass ration
|
|
|
|
+ float massSum = physicBodies[i]->rigidbody.mass + physicBodies[k]->rigidbody.mass;
|
|
|
|
+ float ratio = 0.0f;
|
|
|
|
+
|
|
|
|
+ // Apply impulse to current rigidbodies velocities if they are enabled
|
|
|
|
+ if (physicBodies[i]->rigidbody.enabled)
|
|
{
|
|
{
|
|
- // Calculate minimum bounciness value from both objects
|
|
|
|
- float e = fminf(physicBodies[i]->rigidbody.bounciness, physicBodies[k]->rigidbody.bounciness);
|
|
|
|
-
|
|
|
|
- // Calculate impulse scalar value
|
|
|
|
- float j = -(1.0f + e)*velAlongNormal;
|
|
|
|
- j /= 1.0f/physicBodies[i]->rigidbody.mass + 1.0f/physicBodies[k]->rigidbody.mass;
|
|
|
|
|
|
+ // Calculate inverted mass ration
|
|
|
|
+ ratio = physicBodies[i]->rigidbody.mass/massSum;
|
|
|
|
|
|
- // Calculate final impulse vector
|
|
|
|
- Vector2 impulse = { j*contactNormal.x, j*contactNormal.y };
|
|
|
|
|
|
+ // Apply impulse direction to velocity
|
|
|
|
+ physicBodies[i]->rigidbody.velocity.x -= impulse.x*ratio*(1.0f+physicBodies[i]->rigidbody.bounciness);
|
|
|
|
+ physicBodies[i]->rigidbody.velocity.y -= impulse.y*ratio*(1.0f+physicBodies[i]->rigidbody.bounciness);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (physicBodies[k]->rigidbody.enabled)
|
|
|
|
+ {
|
|
|
|
+ // Calculate inverted mass ration
|
|
|
|
+ ratio = physicBodies[k]->rigidbody.mass/massSum;
|
|
|
|
|
|
- // Calculate collision mass ration
|
|
|
|
- float massSum = physicBodies[i]->rigidbody.mass + physicBodies[k]->rigidbody.mass;
|
|
|
|
- float ratio = 0.0f;
|
|
|
|
|
|
+ // Apply impulse direction to velocity
|
|
|
|
+ physicBodies[k]->rigidbody.velocity.x += impulse.x*ratio*(1.0f+physicBodies[i]->rigidbody.bounciness);
|
|
|
|
+ physicBodies[k]->rigidbody.velocity.y += impulse.y*ratio*(1.0f+physicBodies[i]->rigidbody.bounciness);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // 3. Correct colliders overlaping (transform position)
|
|
|
|
+ // ---------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
+
|
|
|
|
+ // Calculate transform position penetration correction
|
|
|
|
+ Vector2 posCorrection;
|
|
|
|
+ posCorrection.x = penetrationDepth/((1.0f/physicBodies[i]->rigidbody.mass) + (1.0f/physicBodies[k]->rigidbody.mass))*PHYSICS_ERRORPERCENT*contactNormal.x;
|
|
|
|
+ posCorrection.y = penetrationDepth/((1.0f/physicBodies[i]->rigidbody.mass) + (1.0f/physicBodies[k]->rigidbody.mass))*PHYSICS_ERRORPERCENT*contactNormal.y;
|
|
|
|
+
|
|
|
|
+ // Fix transform positions
|
|
|
|
+ if (physicBodies[i]->rigidbody.enabled)
|
|
|
|
+ {
|
|
|
|
+ // Fix physic objects transform position
|
|
|
|
+ physicBodies[i]->transform.position.x -= 1.0f/physicBodies[i]->rigidbody.mass*posCorrection.x;
|
|
|
|
+ physicBodies[i]->transform.position.y += 1.0f/physicBodies[i]->rigidbody.mass*posCorrection.y;
|
|
|
|
|
|
- // Apply impulse to current rigidbodies velocities if they are enabled
|
|
|
|
- if (physicBodies[i]->rigidbody.enabled)
|
|
|
|
- {
|
|
|
|
- // Calculate inverted mass ration
|
|
|
|
- ratio = physicBodies[i]->rigidbody.mass/massSum;
|
|
|
|
-
|
|
|
|
- // Apply impulse direction to velocity
|
|
|
|
- physicBodies[i]->rigidbody.velocity.x -= impulse.x*ratio*(1.0f+physicBodies[i]->rigidbody.bounciness);
|
|
|
|
- physicBodies[i]->rigidbody.velocity.y -= impulse.y*ratio*(1.0f+physicBodies[i]->rigidbody.bounciness);
|
|
|
|
- }
|
|
|
|
|
|
+ // Update collider bounds
|
|
|
|
+ physicBodies[i]->collider.bounds = TransformToRectangle(physicBodies[i]->transform);
|
|
|
|
|
|
- if (physicBodies[k]->rigidbody.enabled)
|
|
|
|
|
|
+ if (physicBodies[k]->rigidbody.enabled)
|
|
{
|
|
{
|
|
- // Calculate inverted mass ration
|
|
|
|
- ratio = physicBodies[k]->rigidbody.mass/massSum;
|
|
|
|
-
|
|
|
|
- // Apply impulse direction to velocity
|
|
|
|
- physicBodies[k]->rigidbody.velocity.x += impulse.x*ratio*(1.0f+physicBodies[i]->rigidbody.bounciness);
|
|
|
|
- physicBodies[k]->rigidbody.velocity.y += impulse.y*ratio*(1.0f+physicBodies[i]->rigidbody.bounciness);
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- // 3. Correct colliders overlaping (transform position)
|
|
|
|
- // ---------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
-
|
|
|
|
- // Calculate transform position penetration correction
|
|
|
|
- Vector2 posCorrection;
|
|
|
|
- posCorrection.x = penetrationDepth/((1.0f/physicBodies[i]->rigidbody.mass) + (1.0f/physicBodies[k]->rigidbody.mass))*PHYSICS_ERRORPERCENT*contactNormal.x;
|
|
|
|
- posCorrection.y = penetrationDepth/((1.0f/physicBodies[i]->rigidbody.mass) + (1.0f/physicBodies[k]->rigidbody.mass))*PHYSICS_ERRORPERCENT*contactNormal.y;
|
|
|
|
-
|
|
|
|
- // Fix transform positions
|
|
|
|
- if (physicBodies[i]->rigidbody.enabled)
|
|
|
|
- {
|
|
|
|
// Fix physic objects transform position
|
|
// Fix physic objects transform position
|
|
- physicBodies[i]->transform.position.x -= 1.0f/physicBodies[i]->rigidbody.mass*posCorrection.x;
|
|
|
|
- physicBodies[i]->transform.position.y += 1.0f/physicBodies[i]->rigidbody.mass*posCorrection.y;
|
|
|
|
|
|
+ physicBodies[k]->transform.position.x += 1.0f/physicBodies[k]->rigidbody.mass*posCorrection.x;
|
|
|
|
+ physicBodies[k]->transform.position.y -= 1.0f/physicBodies[k]->rigidbody.mass*posCorrection.y;
|
|
|
|
|
|
// Update collider bounds
|
|
// Update collider bounds
|
|
- physicBodies[i]->collider.bounds = TransformToRectangle(physicBodies[i]->transform);
|
|
|
|
-
|
|
|
|
- if (physicBodies[k]->rigidbody.enabled)
|
|
|
|
- {
|
|
|
|
- // Fix physic objects transform position
|
|
|
|
- physicBodies[k]->transform.position.x += 1.0f/physicBodies[k]->rigidbody.mass*posCorrection.x;
|
|
|
|
- physicBodies[k]->transform.position.y -= 1.0f/physicBodies[k]->rigidbody.mass*posCorrection.y;
|
|
|
|
-
|
|
|
|
- // Update collider bounds
|
|
|
|
- physicBodies[k]->collider.bounds = TransformToRectangle(physicBodies[k]->transform);
|
|
|
|
- }
|
|
|
|
|
|
+ physicBodies[k]->collider.bounds = TransformToRectangle(physicBodies[k]->transform);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|