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authorRay <raysan5@gmail.com>2017-03-06 16:24:03 +0100
committerGitHub <noreply@github.com>2017-03-06 16:24:03 +0100
commitcb463a37ef1bc8c0cedd823dfeae0d53cfc57710 (patch)
tree55964a945e0965eb804b3d1126c725d9bc9ade43
parentb734802743f2089c8d649b27aea48ab71fa653b3 (diff)
parentf88a94341891b1969ba58dd7ab88e6b3c69cabf2 (diff)
downloadraylib-cb463a37ef1bc8c0cedd823dfeae0d53cfc57710.tar.gz
raylib-cb463a37ef1bc8c0cedd823dfeae0d53cfc57710.zip
Merge pull request #239 from victorfisac/develop
Fix bug in isGrounded state calculations
-rw-r--r--src/physac.h80
1 files changed, 12 insertions, 68 deletions
diff --git a/src/physac.h b/src/physac.h
index cb0e3f3c..a6b529bc 100644
--- a/src/physac.h
+++ b/src/physac.h
@@ -361,70 +361,6 @@ PHYSACDEF PhysicsBody CreatePhysicsBodyCircle(Vector2 pos, float radius, float d
{
PhysicsBody newBody = CreatePhysicsBodyPolygon(pos, radius, PHYSAC_CIRCLE_VERTICES, density);
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
@@ -1130,6 +1066,7 @@ static void *PhysicsLoop(void *arg)
// Physics steps calculations (dynamics, collisions and position corrections)
static void PhysicsStep(void)
{
+ // Update current steps count
stepsCount++;
// Clear previous generated collisions information
@@ -1138,6 +1075,13 @@ static void PhysicsStep(void)
PhysicsManifold manifold = contacts[i];
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
for (int i = 0; i < physicsBodiesCount; i++)
@@ -1347,9 +1291,9 @@ static void SolvePhysicsManifold(PhysicsManifold manifold)
} 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
@@ -1388,7 +1332,7 @@ static void SolveCircleToCircle(PhysicsManifold manifold)
}
// 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