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+/**********************************************************************************************
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+*
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+* raylib physics engine module - Basic functions to apply physics to 2D objects
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+*
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+* Copyright (c) 2015 Victor Fisac and Ramon Santamaria
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+*
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+* This software is provided "as-is", without any express or implied warranty. In no event
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+* will the authors be held liable for any damages arising from the use of this software.
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+*
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+* Permission is granted to anyone to use this software for any purpose, including commercial
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+* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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+*
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+* 1. The origin of this software must not be misrepresented; you must not claim that you
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+* wrote the original software. If you use this software in a product, an acknowledgment
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+* in the product documentation would be appreciated but is not required.
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+*
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+* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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+* as being the original software.
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+*
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+* 3. This notice may not be removed or altered from any source distribution.
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+*
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+**********************************************************************************************/
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+
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+//#define PHYSICS_STANDALONE // NOTE: To use the physics module as standalone lib, just uncomment this line
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+
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+#if defined(PHYSICS_STANDALONE)
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+ #include "physics.h"
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+#else
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+ #include "raylib.h"
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+#endif
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+
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+#include <math.h>
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+#include <stdio.h>
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+
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+//----------------------------------------------------------------------------------
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+// Defines and Macros
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+//----------------------------------------------------------------------------------
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+#define MAX_ELEMENTS 1024 // Stored rigidbodies and colliders array length
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+#define DECIMAL_FIX 0.01f // Decimal margin for collision checks (avoid rigidbodies shake)
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+
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+//----------------------------------------------------------------------------------
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+// Types and Structures Definition
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+//----------------------------------------------------------------------------------
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+// ...
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+
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+//----------------------------------------------------------------------------------
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+// Global Variables Definition
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+//----------------------------------------------------------------------------------
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+static Physics physics;
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+static Collider colliders[MAX_ELEMENTS];
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+static Rigidbody rigidbodies[MAX_ELEMENTS];
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+static bool collisionChecker = false;
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+
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+//----------------------------------------------------------------------------------
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+// Module Functions Definition
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+//----------------------------------------------------------------------------------
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+void InitPhysics()
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+{
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+ for (int i = 0; i < MAX_ELEMENTS; i++)
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+ {
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+ rigidbodies[i].enabled = false;
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+ rigidbodies[i].mass = 0.0f;
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+ rigidbodies[i].velocity = (Vector2){0, 0};
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+ rigidbodies[i].acceleration = (Vector2){0, 0};
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+ rigidbodies[i].isGrounded = false;
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+ rigidbodies[i].isContact = false;
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+ rigidbodies[i].friction = 0.0f;
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+
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+ colliders[i].enabled = false;
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+ colliders[i].bounds = (Rectangle){0, 0, 0, 0};
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+ colliders[i].radius = 0;
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+ }
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+}
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+
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+void SetPhysics(Physics settings)
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+{
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+ physics = settings;
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+
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+ // To get good results, gravity needs to be 1:10 from original parameter
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+ physics.gravity = (Vector2){physics.gravity.x / 10, physics.gravity.y / 10};
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+}
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+
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+void AddCollider(int index, Collider collider)
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+{
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+ colliders[index] = collider;
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+}
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+
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+void AddRigidbody(int index, Rigidbody rigidbody)
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+{
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+ rigidbodies[index] = rigidbody;
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+}
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+
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+void ApplyPhysics(int index, Vector2 *position)
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+{
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+ if (rigidbodies[index].enabled)
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+ {
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+ // Apply gravity
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+ rigidbodies[index].velocity.y += rigidbodies[index].acceleration.y;
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+ rigidbodies[index].velocity.x += rigidbodies[index].acceleration.x;
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+
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+ rigidbodies[index].velocity.y += physics.gravity.y;
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+ rigidbodies[index].velocity.x += physics.gravity.x;
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+
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+ // Apply friction to velocity
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+ if (rigidbodies[index].isGrounded)
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+ {
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+ if (rigidbodies[index].velocity.x > DECIMAL_FIX)
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+ {
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+ rigidbodies[index].velocity.x -= rigidbodies[index].friction;
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+ }
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+ else if (rigidbodies[index].velocity.x < -DECIMAL_FIX)
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+ {
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+ rigidbodies[index].velocity.x += rigidbodies[index].friction;
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+ }
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+ else
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+ {
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+ rigidbodies[index].velocity.x = 0;
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+ }
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+ }
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+
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+ if (rigidbodies[index].velocity.y > DECIMAL_FIX)
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+ {
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+ rigidbodies[index].velocity.y -= rigidbodies[index].friction;
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+ }
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+ else if (rigidbodies[index].velocity.y < -DECIMAL_FIX)
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+ {
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+ rigidbodies[index].velocity.y += rigidbodies[index].friction;
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+ }
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+ else
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+ {
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+ rigidbodies[index].velocity.y = 0;
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+ }
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+
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+ // Apply friction to acceleration
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+ if (rigidbodies[index].isGrounded)
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+ {
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+ if (rigidbodies[index].acceleration.x > DECIMAL_FIX)
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+ {
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+ rigidbodies[index].acceleration.x -= rigidbodies[index].friction;
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+ }
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+ else if (rigidbodies[index].acceleration.x < -DECIMAL_FIX)
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+ {
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+ rigidbodies[index].acceleration.x += rigidbodies[index].friction;
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+ }
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+ else
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+ {
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+ rigidbodies[index].acceleration.x = 0;
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+ }
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+ }
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+
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+ if (rigidbodies[index].acceleration.y > DECIMAL_FIX)
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+ {
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+ rigidbodies[index].acceleration.y -= rigidbodies[index].friction;
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+ }
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+ else if (rigidbodies[index].acceleration.y < -DECIMAL_FIX)
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+ {
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+ rigidbodies[index].acceleration.y += rigidbodies[index].friction;
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+ }
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+ else
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+ {
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+ rigidbodies[index].acceleration.y = 0;
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+ }
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+
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+ // Update position vector
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+ position->x += rigidbodies[index].velocity.x;
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+ position->y -= rigidbodies[index].velocity.y;
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+
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+ // Update collider bounds
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+ colliders[index].bounds.x = position->x;
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+ colliders[index].bounds.y = position->y;
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+
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+ // Check collision with other colliders
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+ collisionChecker = false;
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+ rigidbodies[index].isContact = false;
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+ for (int j = 0; j < MAX_ELEMENTS; j++)
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+ {
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+ if (index != j)
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+ {
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+ if (colliders[index].enabled && colliders[j].enabled)
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+ {
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+ if (colliders[index].type == RectangleCollider)
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+ {
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+ if (colliders[j].type == RectangleCollider)
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+ {
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+ if (CheckCollisionRecs(colliders[index].bounds, colliders[j].bounds))
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+ {
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+ collisionChecker = true;
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+
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+ if ((colliders[index].bounds.y + colliders[index].bounds.height <= colliders[j].bounds.y) == false)
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+ {
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+ rigidbodies[index].isContact = true;
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+ }
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+ }
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+ }
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+ else
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+ {
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+ if (CheckCollisionCircleRec((Vector2){colliders[j].bounds.x, colliders[j].bounds.y}, colliders[j].radius, colliders[index].bounds))
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+ {
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+ collisionChecker = true;
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+ }
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+ }
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+ }
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+ else
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+ {
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+ if (colliders[j].type == RectangleCollider)
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+ {
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+ if (CheckCollisionCircleRec((Vector2){colliders[index].bounds.x, colliders[index].bounds.y}, colliders[index].radius, colliders[j].bounds))
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+ {
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+ collisionChecker = true;
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+ }
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+ }
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+ else
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+ {
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+ 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))
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+ {
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+ collisionChecker = true;
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+ }
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+ }
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+ }
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+ }
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+ }
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+ }
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+
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+ // Update grounded rigidbody state
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+ rigidbodies[index].isGrounded = collisionChecker;
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+
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+ // Set grounded state if needed (fix overlap and set y velocity)
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+ if (collisionChecker && rigidbodies[index].velocity.y != 0)
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+ {
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+ position->y += rigidbodies[index].velocity.y;
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+ rigidbodies[index].velocity.y = -rigidbodies[index].velocity.y * rigidbodies[index].bounciness;
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+ }
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+
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+ if (rigidbodies[index].isContact)
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+ {
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+ position->x -= rigidbodies[index].velocity.x;
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+ rigidbodies[index].velocity.x = rigidbodies[index].velocity.x;
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+ }
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+ }
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+}
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+
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+void SetRigidbodyEnabled(int index, bool state)
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+{
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+ rigidbodies[index].enabled = state;
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+}
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+
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+void SetRigidbodyVelocity(int index, Vector2 velocity)
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+{
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+ rigidbodies[index].velocity.x = velocity.x;
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+ rigidbodies[index].velocity.y = velocity.y;
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+}
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+
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+void AddRigidbodyForce(int index, Vector2 force)
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+{
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+ rigidbodies[index].acceleration.x = force.x * rigidbodies[index].mass;
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+ rigidbodies[index].acceleration.y = force.y * rigidbodies[index].mass;
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+}
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+
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+void SetColliderEnabled(int index, bool state)
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+{
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+ colliders[index].enabled = state;
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+}
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+
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+Collider GetCollider(int index)
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+{
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+ return colliders[index];
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+}
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+
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+Rigidbody GetRigidbody(int index)
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+{
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+ return rigidbodies[index];
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+}
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