|
@@ -361,70 +361,6 @@ PHYSACDEF PhysicsBody CreatePhysicsBodyCircle(Vector2 pos, float radius, float d
|
|
{
|
|
{
|
|
PhysicsBody newBody = CreatePhysicsBodyPolygon(pos, radius, PHYSAC_CIRCLE_VERTICES, density);
|
|
PhysicsBody newBody = CreatePhysicsBodyPolygon(pos, radius, PHYSAC_CIRCLE_VERTICES, density);
|
|
return newBody;
|
|
return newBody;
|
|
-
|
|
|
|
- /*PhysicsBody newBody = (PhysicsBody)PHYSAC_MALLOC(sizeof(PhysicsBodyData));
|
|
|
|
- usedMemory += sizeof(PhysicsBodyData);
|
|
|
|
-
|
|
|
|
- int newId = -1;
|
|
|
|
- for (int i = 0; i < PHYSAC_MAX_BODIES; i++)
|
|
|
|
- {
|
|
|
|
- int currentId = i;
|
|
|
|
-
|
|
|
|
- // Check if current id already exist in other physics body
|
|
|
|
- for (int k = 0; k < physicsBodiesCount; k++)
|
|
|
|
- {
|
|
|
|
- if (bodies[k]->id == currentId)
|
|
|
|
- {
|
|
|
|
- currentId++;
|
|
|
|
- break;
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- // If it is not used, use it as new physics body id
|
|
|
|
- if (currentId == i)
|
|
|
|
- {
|
|
|
|
- newId = i;
|
|
|
|
- break;
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- if (newId != -1)
|
|
|
|
- {
|
|
|
|
- // Initialize new body with generic values
|
|
|
|
- newBody->id = newId;
|
|
|
|
- newBody->enabled = true;
|
|
|
|
- newBody->position = pos;
|
|
|
|
- newBody->velocity = (Vector2){ 0 };
|
|
|
|
- newBody->force = (Vector2){ 0 };
|
|
|
|
- newBody->angularVelocity = 0;
|
|
|
|
- newBody->torque = 0;
|
|
|
|
- newBody->orient = 0;
|
|
|
|
- newBody->mass = PHYSAC_PI*radius*radius*density;
|
|
|
|
- newBody->inverseMass = ((newBody->mass != 0.0f) ? 1.0f/newBody->mass : 0.0f);
|
|
|
|
- newBody->inertia = newBody->mass*radius*radius;
|
|
|
|
- newBody->inverseInertia = ((newBody->inertia != 0.0f) ? 1.0f/newBody->inertia : 0.0f);
|
|
|
|
- newBody->staticFriction = 0;
|
|
|
|
- newBody->dynamicFriction = 0;
|
|
|
|
- newBody->restitution = 0;
|
|
|
|
- newBody->useGravity = true;
|
|
|
|
- newBody->freezeOrient = false;
|
|
|
|
- newBody->shape.type = PHYSICS_CIRCLE;
|
|
|
|
- newBody->shape.body = newBody;
|
|
|
|
- newBody->shape.radius = radius;
|
|
|
|
-
|
|
|
|
- // Add new body to bodies pointers array and update bodies count
|
|
|
|
- bodies[physicsBodiesCount] = newBody;
|
|
|
|
- physicsBodiesCount++;
|
|
|
|
-
|
|
|
|
- #if defined(PHYSAC_DEBUG)
|
|
|
|
- printf("[PHYSAC] created circle physics body id %i\n", newBody->id);
|
|
|
|
- #endif
|
|
|
|
- }
|
|
|
|
- #if defined(PHYSAC_DEBUG)
|
|
|
|
- else printf("[PHYSAC] new physics body creation failed because there is any available id to use\n");
|
|
|
|
- #endif
|
|
|
|
-
|
|
|
|
- return newBody;*/
|
|
|
|
}
|
|
}
|
|
|
|
|
|
// Creates a new rectangle physics body with generic parameters
|
|
// Creates a new rectangle physics body with generic parameters
|
|
@@ -1130,6 +1066,7 @@ static void *PhysicsLoop(void *arg)
|
|
// Physics steps calculations (dynamics, collisions and position corrections)
|
|
// Physics steps calculations (dynamics, collisions and position corrections)
|
|
static void PhysicsStep(void)
|
|
static void PhysicsStep(void)
|
|
{
|
|
{
|
|
|
|
+ // Update current steps count
|
|
stepsCount++;
|
|
stepsCount++;
|
|
|
|
|
|
// Clear previous generated collisions information
|
|
// Clear previous generated collisions information
|
|
@@ -1138,6 +1075,13 @@ static void PhysicsStep(void)
|
|
PhysicsManifold manifold = contacts[i];
|
|
PhysicsManifold manifold = contacts[i];
|
|
if (manifold != NULL) DestroyPhysicsManifold(manifold);
|
|
if (manifold != NULL) DestroyPhysicsManifold(manifold);
|
|
}
|
|
}
|
|
|
|
+
|
|
|
|
+ // Reset physics bodies grounded state
|
|
|
|
+ for (int i = 0; i < physicsBodiesCount; i++)
|
|
|
|
+ {
|
|
|
|
+ PhysicsBody body = bodies[i];
|
|
|
|
+ body->isGrounded = false;
|
|
|
|
+ }
|
|
|
|
|
|
// Generate new collision information
|
|
// Generate new collision information
|
|
for (int i = 0; i < physicsBodiesCount; i++)
|
|
for (int i = 0; i < physicsBodiesCount; i++)
|
|
@@ -1347,9 +1291,9 @@ static void SolvePhysicsManifold(PhysicsManifold manifold)
|
|
} break;
|
|
} break;
|
|
default: break;
|
|
default: break;
|
|
}
|
|
}
|
|
-
|
|
|
|
- // Update physics body grounded state if normal direction is downside
|
|
|
|
- manifold->bodyB->isGrounded = (manifold->normal.y < 0);
|
|
|
|
|
|
+
|
|
|
|
+ // Update physics body grounded state if normal direction is down and grounded state is not set yet in previous manifolds
|
|
|
|
+ if (!manifold->bodyB->isGrounded) manifold->bodyB->isGrounded = (manifold->normal.y < 0);
|
|
}
|
|
}
|
|
|
|
|
|
// Solves collision between two circle shape physics bodies
|
|
// Solves collision between two circle shape physics bodies
|
|
@@ -1388,7 +1332,7 @@ static void SolveCircleToCircle(PhysicsManifold manifold)
|
|
}
|
|
}
|
|
|
|
|
|
// Update physics body grounded state if normal direction is down
|
|
// Update physics body grounded state if normal direction is down
|
|
- if (manifold->normal.y < 0) bodyA->isGrounded = true;
|
|
|
|
|
|
+ if (!bodyA->isGrounded) bodyA->isGrounded = (manifold->normal.y < 0);
|
|
}
|
|
}
|
|
|
|
|
|
// Solves collision between a circle to a polygon shape physics bodies
|
|
// Solves collision between a circle to a polygon shape physics bodies
|