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| author | Ray <raysan5@gmail.com> | 2016-06-06 20:46:06 +0200 |
|---|---|---|
| committer | Ray <raysan5@gmail.com> | 2016-06-06 20:46:06 +0200 |
| commit | 1c98e6b698b8002e0c6c769c6d9f23a6e15f3bdf (patch) | |
| tree | 0aba231bb77034cae38dc44e39d53b63197c6a2c /src/physac.c | |
| parent | 75a73d94171051037fcf670852877977d9251520 (diff) | |
| parent | 4dada3269374a82fa2c4a06bd29dfc0f37a64380 (diff) | |
| download | raylib-1c98e6b698b8002e0c6c769c6d9f23a6e15f3bdf.tar.gz raylib-1c98e6b698b8002e0c6c769c6d9f23a6e15f3bdf.zip | |
Merge pull request #125 from raysan5/develop
Develop branch integration
Diffstat (limited to 'src/physac.c')
| -rw-r--r-- | src/physac.c | 729 |
1 files changed, 483 insertions, 246 deletions
diff --git a/src/physac.c b/src/physac.c index 4c50dd41..1d577d3d 100644 --- a/src/physac.c +++ b/src/physac.c @@ -1,8 +1,8 @@ /********************************************************************************************** * -* [physac] raylib physics engine module - Basic functions to apply physics to 2D objects +* [physac] raylib physics module - Basic functions to apply physics to 2D objects * -* Copyright (c) 2015 Victor Fisac and Ramon Santamaria +* Copyright (c) 2016 Victor Fisac and Ramon Santamaria * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. @@ -29,329 +29,566 @@ #include "raylib.h" #endif -#include <math.h> -#include <stdlib.h> // Required for: malloc(), free() +#include <stdlib.h> // Required for: malloc(), free() +#include <math.h> // Required for: cos(), sin(), abs(), fminf() //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- -#define DECIMAL_FIX 0.26f // Decimal margin for collision checks (avoid rigidbodies shake) +#define MAX_PHYSIC_OBJECTS 256 // Maximum available physic object slots in objects pool +#define PHYSICS_STEPS 450 // Physics update steps number (divided calculations in steps per frame) to get more accurately collisions detections +#define PHYSICS_ACCURACY 0.0001f // Velocity subtract operations round filter (friction) +#define PHYSICS_ERRORPERCENT 0.001f // Collision resolve position fix //---------------------------------------------------------------------------------- // Types and Structures Definition +// NOTE: Below types are required for PHYSAC_STANDALONE usage //---------------------------------------------------------------------------------- // ... //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- -static Collider *colliders; // Colliders array, dynamically allocated at runtime -static Rigidbody *rigidbodies; // Rigitbody array, dynamically allocated at runtime -static bool collisionChecker; - -static int maxElements; // Max physic elements to compute -static bool enabled; // Physics enabled? (true by default) -static Vector2 gravity; // Gravity value used for physic calculations +static PhysicObject physicObjects[MAX_PHYSIC_OBJECTS]; // Physic objects pool +static int physicObjectsCount; // Counts current enabled physic objects +static Vector2 gravityForce; // Gravity force //---------------------------------------------------------------------------------- -// Module specific Functions Declarations +// Module specific Functions Declaration //---------------------------------------------------------------------------------- -static float Vector2Length(Vector2 vector); -static float Vector2Distance(Vector2 a, Vector2 b); -static void Vector2Normalize(Vector2 *vector); +static float Vector2DotProduct(Vector2 v1, Vector2 v2); // Returns the dot product of two Vector2 +static float Vector2Length(Vector2 v); // Returns the length of a Vector2 //---------------------------------------------------------------------------------- -// Module Functions Definitions +// Module Functions Definition //---------------------------------------------------------------------------------- -void InitPhysics(int maxPhysicElements) -{ - maxElements = maxPhysicElements; - - colliders = (Collider *)malloc(maxElements*sizeof(Collider)); - rigidbodies = (Rigidbody *)malloc(maxElements*sizeof(Rigidbody)); - - for (int i = 0; i < maxElements; i++) - { - colliders[i].enabled = false; - colliders[i].bounds = (Rectangle){ 0, 0, 0, 0 }; - colliders[i].radius = 0; - - rigidbodies[i].enabled = false; - rigidbodies[i].mass = 0.0f; - rigidbodies[i].velocity = (Vector2){ 0.0f, 0.0f }; - rigidbodies[i].acceleration = (Vector2){ 0.0f, 0.0f }; - rigidbodies[i].isGrounded = false; - rigidbodies[i].isContact = false; - rigidbodies[i].friction = 0.0f; - } - - collisionChecker = false; - enabled = true; - - // NOTE: To get better results, gravity needs to be 1:10 from original parameter - gravity = (Vector2){ 0.0f, -9.81f/10.0f }; // By default, standard gravity -} - -void UnloadPhysics() -{ - free(colliders); - free(rigidbodies); -} - -void AddCollider(int index, Collider collider) -{ - colliders[index] = collider; -} -void AddRigidbody(int index, Rigidbody rigidbody) +// Initializes pointers array (just pointers, fixed size) +void InitPhysics(Vector2 gravity) { - rigidbodies[index] = rigidbody; + // Initialize physics variables + physicObjectsCount = 0; + gravityForce = gravity; } -void ApplyPhysics(int index, Vector2 *position) +// Update physic objects, calculating physic behaviours and collisions detection +void UpdatePhysics() { - if (rigidbodies[index].enabled) + // Reset all physic objects is grounded state + for (int i = 0; i < physicObjectsCount; i++) physicObjects[i]->rigidbody.isGrounded = false; + + for (int steps = 0; steps < PHYSICS_STEPS; steps++) { - // Apply friction to acceleration - if (rigidbodies[index].acceleration.x > DECIMAL_FIX) - { - rigidbodies[index].acceleration.x -= rigidbodies[index].friction; - } - else if (rigidbodies[index].acceleration.x < -DECIMAL_FIX) - { - rigidbodies[index].acceleration.x += rigidbodies[index].friction; - } - else - { - rigidbodies[index].acceleration.x = 0; - } - - if (rigidbodies[index].acceleration.y > DECIMAL_FIX / 2) - { - rigidbodies[index].acceleration.y -= rigidbodies[index].friction; - } - else if (rigidbodies[index].acceleration.y < -DECIMAL_FIX / 2) - { - rigidbodies[index].acceleration.y += rigidbodies[index].friction; - } - else - { - rigidbodies[index].acceleration.y = 0; - } - - // Apply friction to velocity - if (rigidbodies[index].isGrounded) - { - if (rigidbodies[index].velocity.x > DECIMAL_FIX) - { - rigidbodies[index].velocity.x -= rigidbodies[index].friction; - } - else if (rigidbodies[index].velocity.x < -DECIMAL_FIX) - { - rigidbodies[index].velocity.x += rigidbodies[index].friction; - } - else - { - rigidbodies[index].velocity.x = 0; - } - } - - if (rigidbodies[index].velocity.y > DECIMAL_FIX / 2) + for (int i = 0; i < physicObjectsCount; i++) { - rigidbodies[index].velocity.y -= rigidbodies[index].friction; - } - else if (rigidbodies[index].velocity.y < -DECIMAL_FIX / 2) - { - rigidbodies[index].velocity.y += rigidbodies[index].friction; - } - else - { - rigidbodies[index].velocity.y = 0; - } - - // Apply gravity - rigidbodies[index].velocity.y += gravity.y; - rigidbodies[index].velocity.x += gravity.x; - - // Apply acceleration - rigidbodies[index].velocity.y += rigidbodies[index].acceleration.y; - rigidbodies[index].velocity.x += rigidbodies[index].acceleration.x; - - // Update position vector - position->x += rigidbodies[index].velocity.x; - position->y -= rigidbodies[index].velocity.y; - - // Update collider bounds - colliders[index].bounds.x = position->x; - colliders[index].bounds.y = position->y; - - // Check collision with other colliders - collisionChecker = false; - rigidbodies[index].isContact = false; - for (int j = 0; j < maxElements; j++) - { - if (index != j) + if (physicObjects[i]->enabled) { - if (colliders[index].enabled && colliders[j].enabled) + // Update physic behaviour + if (physicObjects[i]->rigidbody.enabled) { - if (colliders[index].type == COLLIDER_RECTANGLE) + // Apply friction to acceleration in X axis + if (physicObjects[i]->rigidbody.acceleration.x > PHYSICS_ACCURACY) physicObjects[i]->rigidbody.acceleration.x -= physicObjects[i]->rigidbody.friction/PHYSICS_STEPS; + else if (physicObjects[i]->rigidbody.acceleration.x < PHYSICS_ACCURACY) physicObjects[i]->rigidbody.acceleration.x += physicObjects[i]->rigidbody.friction/PHYSICS_STEPS; + else physicObjects[i]->rigidbody.acceleration.x = 0.0f; + + // Apply friction to acceleration in Y axis + if (physicObjects[i]->rigidbody.acceleration.y > PHYSICS_ACCURACY) physicObjects[i]->rigidbody.acceleration.y -= physicObjects[i]->rigidbody.friction/PHYSICS_STEPS; + else if (physicObjects[i]->rigidbody.acceleration.y < PHYSICS_ACCURACY) physicObjects[i]->rigidbody.acceleration.y += physicObjects[i]->rigidbody.friction/PHYSICS_STEPS; + else physicObjects[i]->rigidbody.acceleration.y = 0.0f; + + // Apply friction to velocity in X axis + if (physicObjects[i]->rigidbody.velocity.x > PHYSICS_ACCURACY) physicObjects[i]->rigidbody.velocity.x -= physicObjects[i]->rigidbody.friction/PHYSICS_STEPS; + else if (physicObjects[i]->rigidbody.velocity.x < PHYSICS_ACCURACY) physicObjects[i]->rigidbody.velocity.x += physicObjects[i]->rigidbody.friction/PHYSICS_STEPS; + else physicObjects[i]->rigidbody.velocity.x = 0.0f; + + // Apply friction to velocity in Y axis + if (physicObjects[i]->rigidbody.velocity.y > PHYSICS_ACCURACY) physicObjects[i]->rigidbody.velocity.y -= physicObjects[i]->rigidbody.friction/PHYSICS_STEPS; + else if (physicObjects[i]->rigidbody.velocity.y < PHYSICS_ACCURACY) physicObjects[i]->rigidbody.velocity.y += physicObjects[i]->rigidbody.friction/PHYSICS_STEPS; + else physicObjects[i]->rigidbody.velocity.y = 0.0f; + + // Apply gravity to velocity + if (physicObjects[i]->rigidbody.applyGravity) { - if (colliders[j].type == COLLIDER_RECTANGLE) + physicObjects[i]->rigidbody.velocity.x += gravityForce.x/PHYSICS_STEPS; + physicObjects[i]->rigidbody.velocity.y += gravityForce.y/PHYSICS_STEPS; + } + + // Apply acceleration to velocity + physicObjects[i]->rigidbody.velocity.x += physicObjects[i]->rigidbody.acceleration.x/PHYSICS_STEPS; + physicObjects[i]->rigidbody.velocity.y += physicObjects[i]->rigidbody.acceleration.y/PHYSICS_STEPS; + + // Apply velocity to position + physicObjects[i]->transform.position.x += physicObjects[i]->rigidbody.velocity.x/PHYSICS_STEPS; + physicObjects[i]->transform.position.y -= physicObjects[i]->rigidbody.velocity.y/PHYSICS_STEPS; + } + + // Update collision detection + if (physicObjects[i]->collider.enabled) + { + // Update collider bounds + physicObjects[i]->collider.bounds = TransformToRectangle(physicObjects[i]->transform); + + // Check collision with other colliders + for (int k = 0; k < physicObjectsCount; k++) + { + if (physicObjects[k]->collider.enabled && i != k) { - if (CheckCollisionRecs(colliders[index].bounds, colliders[j].bounds)) + // 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 (physicObjects[i]->collider.type) { - collisionChecker = true; - - if ((colliders[index].bounds.y + colliders[index].bounds.height <= colliders[j].bounds.y) == false) + case COLLIDER_RECTANGLE: { - rigidbodies[index].isContact = true; - } + switch (physicObjects[k]->collider.type) + { + case COLLIDER_RECTANGLE: + { + // Check if colliders are overlapped + if (CheckCollisionRecs(physicObjects[i]->collider.bounds, physicObjects[k]->collider.bounds)) + { + // Calculate direction vector from i to k + direction.x = (physicObjects[k]->transform.position.x + physicObjects[k]->transform.scale.x/2) - (physicObjects[i]->transform.position.x + physicObjects[i]->transform.scale.x/2); + direction.y = (physicObjects[k]->transform.position.y + physicObjects[k]->transform.scale.y/2) - (physicObjects[i]->transform.position.y + physicObjects[i]->transform.scale.y/2); + + // Define overlapping and penetration attributes + Vector2 overlap; + + // Calculate overlap on X axis + overlap.x = (physicObjects[i]->transform.scale.x + physicObjects[k]->transform.scale.x)/2 - abs(direction.x); + + // SAT test on X axis + if (overlap.x > 0.0f) + { + // Calculate overlap on Y axis + overlap.y = (physicObjects[i]->transform.scale.y + physicObjects[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 + { + // 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: + { + if (CheckCollisionCircleRec(physicObjects[k]->transform.position, physicObjects[k]->collider.radius, physicObjects[i]->collider.bounds)) + { + // Calculate direction vector between circles + direction.x = physicObjects[k]->transform.position.x - physicObjects[i]->transform.position.x + physicObjects[i]->transform.scale.x/2; + direction.y = physicObjects[k]->transform.position.y - physicObjects[i]->transform.position.y + physicObjects[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 = physicObjects[i]->collider.bounds.x + physicObjects[i]->collider.bounds.width; + else closestPoint.x = physicObjects[i]->collider.bounds.x; + + if (direction.y > 0.0f) closestPoint.y = physicObjects[i]->collider.bounds.y + physicObjects[i]->collider.bounds.height; + else closestPoint.y = physicObjects[i]->collider.bounds.y; + + // Check if the closest point is inside the circle + if (CheckCollisionPointCircle(closestPoint, physicObjects[k]->transform.position, physicObjects[k]->collider.radius)) + { + // Recalculate direction based on closest point position + direction.x = physicObjects[k]->transform.position.x - closestPoint.x; + direction.y = physicObjects[k]->transform.position.y - closestPoint.y; + float distance = Vector2Length(direction); + + // Calculate final contact normal + contactNormal.x = direction.x/distance; + contactNormal.y = -direction.y/distance; + + // Calculate penetration depth + penetrationDepth = physicObjects[k]->collider.radius - distance; + } + else + { + if (abs(direction.y) < abs(direction.x)) + { + // Calculate final contact normal + if (direction.y > 0.0f) + { + contactNormal = (Vector2){ 0.0f, -1.0f }; + penetrationDepth = fabs(physicObjects[i]->collider.bounds.y - physicObjects[k]->transform.position.y - physicObjects[k]->collider.radius); + } + else + { + contactNormal = (Vector2){ 0.0f, 1.0f }; + penetrationDepth = fabs(physicObjects[i]->collider.bounds.y - physicObjects[k]->transform.position.y + physicObjects[k]->collider.radius); + } + } + else + { + // Calculate final contact normal + if (direction.x > 0.0f) + { + contactNormal = (Vector2){ 1.0f, 0.0f }; + penetrationDepth = fabs(physicObjects[k]->transform.position.x + physicObjects[k]->collider.radius - physicObjects[i]->collider.bounds.x); + } + else + { + contactNormal = (Vector2){ -1.0f, 0.0f }; + penetrationDepth = fabs(physicObjects[i]->collider.bounds.x + physicObjects[i]->collider.bounds.width - physicObjects[k]->transform.position.x - physicObjects[k]->collider.radius); + } + } + } + } + } break; + } + } break; + case COLLIDER_CIRCLE: + { + switch (physicObjects[k]->collider.type) + { + case COLLIDER_RECTANGLE: + { + if (CheckCollisionCircleRec(physicObjects[i]->transform.position, physicObjects[i]->collider.radius, physicObjects[k]->collider.bounds)) + { + // Calculate direction vector between circles + direction.x = physicObjects[k]->transform.position.x + physicObjects[i]->transform.scale.x/2 - physicObjects[i]->transform.position.x; + direction.y = physicObjects[k]->transform.position.y + physicObjects[i]->transform.scale.y/2 - physicObjects[i]->transform.position.y; + + // Calculate closest point on rectangle to circle + Vector2 closestPoint = { 0.0f, 0.0f }; + if (direction.x > 0.0f) closestPoint.x = physicObjects[k]->collider.bounds.x + physicObjects[k]->collider.bounds.width; + else closestPoint.x = physicObjects[k]->collider.bounds.x; + + if (direction.y > 0.0f) closestPoint.y = physicObjects[k]->collider.bounds.y + physicObjects[k]->collider.bounds.height; + else closestPoint.y = physicObjects[k]->collider.bounds.y; + + // Check if the closest point is inside the circle + if (CheckCollisionPointCircle(closestPoint, physicObjects[i]->transform.position, physicObjects[i]->collider.radius)) + { + // Recalculate direction based on closest point position + direction.x = physicObjects[i]->transform.position.x - closestPoint.x; + direction.y = physicObjects[i]->transform.position.y - closestPoint.y; + float distance = Vector2Length(direction); + + // Calculate final contact normal + contactNormal.x = direction.x/distance; + contactNormal.y = -direction.y/distance; + + // Calculate penetration depth + penetrationDepth = physicObjects[k]->collider.radius - distance; + } + else + { + if (abs(direction.y) < abs(direction.x)) + { + // Calculate final contact normal + if (direction.y > 0.0f) + { + contactNormal = (Vector2){ 0.0f, -1.0f }; + penetrationDepth = fabs(physicObjects[k]->collider.bounds.y - physicObjects[i]->transform.position.y - physicObjects[i]->collider.radius); + } + else + { + contactNormal = (Vector2){ 0.0f, 1.0f }; + penetrationDepth = fabs(physicObjects[k]->collider.bounds.y - physicObjects[i]->transform.position.y + physicObjects[i]->collider.radius); + } + } + else + { + // Calculate final contact normal and penetration depth + if (direction.x > 0.0f) + { + contactNormal = (Vector2){ 1.0f, 0.0f }; + penetrationDepth = fabs(physicObjects[i]->transform.position.x + physicObjects[i]->collider.radius - physicObjects[k]->collider.bounds.x); + } + else + { + contactNormal = (Vector2){ -1.0f, 0.0f }; + penetrationDepth = fabs(physicObjects[k]->collider.bounds.x + physicObjects[k]->collider.bounds.width - physicObjects[i]->transform.position.x - physicObjects[i]->collider.radius); + } + } + } + } + } break; + case COLLIDER_CIRCLE: + { + // Check if colliders are overlapped + if (CheckCollisionCircles(physicObjects[i]->transform.position, physicObjects[i]->collider.radius, physicObjects[k]->transform.position, physicObjects[k]->collider.radius)) + { + // Calculate direction vector between circles + direction.x = physicObjects[k]->transform.position.x - physicObjects[i]->transform.position.x; + direction.y = physicObjects[k]->transform.position.y - physicObjects[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 + } + } break; + default: break; + } + } break; + default: break; } - } - else - { - if (CheckCollisionCircleRec((Vector2){colliders[j].bounds.x, colliders[j].bounds.y}, colliders[j].radius, colliders[index].bounds)) + + // Update rigidbody grounded state + if (physicObjects[i]->rigidbody.enabled) { - collisionChecker = true; + if (contactNormal.y < 0.0f) physicObjects[i]->rigidbody.isGrounded = true; } - } - } - else - { - if (colliders[j].type == COLLIDER_RECTANGLE) - { - if (CheckCollisionCircleRec((Vector2){colliders[index].bounds.x, colliders[index].bounds.y}, colliders[index].radius, colliders[j].bounds)) - { - collisionChecker = true; - } - } - else - { - 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)) + + // 2. Calculate collision impulse + // ------------------------------------------------------------------------------------------------------------------------------------- + + // Calculate relative velocity + Vector2 relVelocity = { 0.0f, 0.0f }; + relVelocity.x = physicObjects[k]->rigidbody.velocity.x - physicObjects[i]->rigidbody.velocity.x; + relVelocity.y = physicObjects[k]->rigidbody.velocity.y - physicObjects[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) { - collisionChecker = true; + // Calculate minimum bounciness value from both objects + float e = fminf(physicObjects[i]->rigidbody.bounciness, physicObjects[k]->rigidbody.bounciness); + + // Calculate impulse scalar value + float j = -(1.0f + e)*velAlongNormal; + j /= 1.0f/physicObjects[i]->rigidbody.mass + 1.0f/physicObjects[k]->rigidbody.mass; + + // Calculate final impulse vector + Vector2 impulse = { j*contactNormal.x, j*contactNormal.y }; + + // Calculate collision mass ration + float massSum = physicObjects[i]->rigidbody.mass + physicObjects[k]->rigidbody.mass; + float ratio = 0.0f; + + // Apply impulse to current rigidbodies velocities if they are enabled + if (physicObjects[i]->rigidbody.enabled) + { + // Calculate inverted mass ration + ratio = physicObjects[i]->rigidbody.mass/massSum; + + // Apply impulse direction to velocity + physicObjects[i]->rigidbody.velocity.x -= impulse.x*ratio*(1.0f+physicObjects[i]->rigidbody.bounciness); + physicObjects[i]->rigidbody.velocity.y -= impulse.y*ratio*(1.0f+physicObjects[i]->rigidbody.bounciness); + } + + if (physicObjects[k]->rigidbody.enabled) + { + // Calculate inverted mass ration + ratio = physicObjects[k]->rigidbody.mass/massSum; + + // Apply impulse direction to velocity + physicObjects[k]->rigidbody.velocity.x += impulse.x*ratio*(1.0f+physicObjects[i]->rigidbody.bounciness); + physicObjects[k]->rigidbody.velocity.y += impulse.y*ratio*(1.0f+physicObjects[i]->rigidbody.bounciness); + } + + // 3. Correct colliders overlaping (transform position) + // --------------------------------------------------------------------------------------------------------------------------------- + + // Calculate transform position penetration correction + Vector2 posCorrection; + posCorrection.x = penetrationDepth/((1.0f/physicObjects[i]->rigidbody.mass) + (1.0f/physicObjects[k]->rigidbody.mass))*PHYSICS_ERRORPERCENT*contactNormal.x; + posCorrection.y = penetrationDepth/((1.0f/physicObjects[i]->rigidbody.mass) + (1.0f/physicObjects[k]->rigidbody.mass))*PHYSICS_ERRORPERCENT*contactNormal.y; + + // Fix transform positions + if (physicObjects[i]->rigidbody.enabled) + { + // Fix physic objects transform position + physicObjects[i]->transform.position.x -= 1.0f/physicObjects[i]->rigidbody.mass*posCorrection.x; + physicObjects[i]->transform.position.y += 1.0f/physicObjects[i]->rigidbody.mass*posCorrection.y; + + // Update collider bounds + physicObjects[i]->collider.bounds = TransformToRectangle(physicObjects[i]->transform); + + if (physicObjects[k]->rigidbody.enabled) + { + // Fix physic objects transform position + physicObjects[k]->transform.position.x += 1.0f/physicObjects[k]->rigidbody.mass*posCorrection.x; + physicObjects[k]->transform.position.y -= 1.0f/physicObjects[k]->rigidbody.mass*posCorrection.y; + + // Update collider bounds + physicObjects[k]->collider.bounds = TransformToRectangle(physicObjects[k]->transform); + } + } } } } } } } - - // Update grounded rigidbody state - rigidbodies[index].isGrounded = collisionChecker; - - // Set grounded state if needed (fix overlap and set y velocity) - if (collisionChecker && rigidbodies[index].velocity.y != 0) - { - position->y += rigidbodies[index].velocity.y; - rigidbodies[index].velocity.y = -rigidbodies[index].velocity.y * rigidbodies[index].bounciness; - } - - if (rigidbodies[index].isContact) - { - position->x -= rigidbodies[index].velocity.x; - rigidbodies[index].velocity.x = rigidbodies[index].velocity.x; - } } } -void SetRigidbodyEnabled(int index, bool state) +// Unitialize all physic objects and empty the objects pool +void ClosePhysics() { - rigidbodies[index].enabled = state; + // Free all dynamic memory allocations + for (int i = 0; i < physicObjectsCount; i++) free(physicObjects[i]); + + // Reset enabled physic objects count + physicObjectsCount = 0; } -void SetRigidbodyVelocity(int index, Vector2 velocity) +// Create a new physic object dinamically, initialize it and add to pool +PhysicObject CreatePhysicObject(Vector2 position, float rotation, Vector2 scale) { - rigidbodies[index].velocity.x = velocity.x; - rigidbodies[index].velocity.y = velocity.y; + // Allocate dynamic memory + PhysicObject obj = (PhysicObject)malloc(sizeof(PhysicObjectData)); + + // Initialize physic object values with generic values + obj->id = physicObjectsCount; + obj->enabled = true; + + obj->transform = (Transform){ (Vector2){ position.x - scale.x/2, position.y - scale.y/2 }, rotation, scale }; + + obj->rigidbody.enabled = false; + obj->rigidbody.mass = 1.0f; + obj->rigidbody.acceleration = (Vector2){ 0.0f, 0.0f }; + obj->rigidbody.velocity = (Vector2){ 0.0f, 0.0f }; + obj->rigidbody.applyGravity = false; + obj->rigidbody.isGrounded = false; + obj->rigidbody.friction = 0.0f; + obj->rigidbody.bounciness = 0.0f; + + obj->collider.enabled = true; + obj->collider.type = COLLIDER_RECTANGLE; + obj->collider.bounds = TransformToRectangle(obj->transform); + obj->collider.radius = 0.0f; + + // Add new physic object to the pointers array + physicObjects[physicObjectsCount] = obj; + + // Increase enabled physic objects count + physicObjectsCount++; + + return obj; } -void SetRigidbodyAcceleration(int index, Vector2 acceleration) +// Destroy a specific physic object and take it out of the list +void DestroyPhysicObject(PhysicObject pObj) { - rigidbodies[index].acceleration.x = acceleration.x; - rigidbodies[index].acceleration.y = acceleration.y; + // Free dynamic memory allocation + free(physicObjects[pObj->id]); + + // Remove *obj from the pointers array + for (int i = pObj->id; i < physicObjectsCount; i++) + { + // Resort all the following pointers of the array + if ((i + 1) < physicObjectsCount) + { + physicObjects[i] = physicObjects[i + 1]; + physicObjects[i]->id = physicObjects[i + 1]->id; + } + else free(physicObjects[i]); + } + + // Decrease enabled physic objects count + physicObjectsCount--; } -void AddRigidbodyForce(int index, Vector2 force) +// Apply directional force to a physic object +void ApplyForce(PhysicObject pObj, Vector2 force) { - rigidbodies[index].acceleration.x = force.x / rigidbodies[index].mass; - rigidbodies[index].acceleration.y = force.y / rigidbodies[index].mass; + if (pObj->rigidbody.enabled) + { + pObj->rigidbody.velocity.x += force.x/pObj->rigidbody.mass; + pObj->rigidbody.velocity.y += force.y/pObj->rigidbody.mass; + } } -void AddForceAtPosition(Vector2 position, float intensity, float radius) +// Apply radial force to all physic objects in range +void ApplyForceAtPosition(Vector2 position, float force, float radius) { - for(int i = 0; i < maxElements; i++) + for (int i = 0; i < physicObjectsCount; i++) { - if(rigidbodies[i].enabled) + if (physicObjects[i]->rigidbody.enabled) { - // Get position from its collider - Vector2 pos = {colliders[i].bounds.x, colliders[i].bounds.y}; + // Calculate direction and distance between force and physic object pposition + Vector2 distance = (Vector2){ physicObjects[i]->transform.position.x - position.x, physicObjects[i]->transform.position.y - position.y }; + + if (physicObjects[i]->collider.type == COLLIDER_RECTANGLE) + { + distance.x += physicObjects[i]->transform.scale.x/2; + distance.y += physicObjects[i]->transform.scale.y/2; + } - // Get distance between rigidbody position and target position - float distance = Vector2Distance(position, pos); + float distanceLength = Vector2Length(distance); - if(distance <= radius) + // Check if physic object is in force range + if (distanceLength <= radius) { - // Calculate force based on direction - Vector2 force = {colliders[i].bounds.x - position.x, colliders[i].bounds.y - position.y}; + // Normalize force direction + distance.x /= distanceLength; + distance.y /= -distanceLength; - // Normalize the direction vector - Vector2Normalize(&force); + // Calculate final force + Vector2 finalForce = { distance.x*force, distance.y*force }; - // Invert y value - force.y *= -1; - - // Apply intensity and distance - force = (Vector2){force.x * intensity / distance, force.y * intensity / distance}; - - // Add calculated force to the rigidbodies - AddRigidbodyForce(i, force); + // Apply force to the physic object + ApplyForce(physicObjects[i], finalForce); } } } } -void SetColliderEnabled(int index, bool state) -{ - colliders[index].enabled = state; -} - -Collider GetCollider(int index) +// Convert Transform data type to Rectangle (position and scale) +Rectangle TransformToRectangle(Transform transform) { - return colliders[index]; -} - -Rigidbody GetRigidbody(int index) -{ - return rigidbodies[index]; + return (Rectangle){transform.position.x, transform.position.y, transform.scale.x, transform.scale.y}; } //---------------------------------------------------------------------------------- -// Module specific Functions Definitions +// Module specific Functions Definition //---------------------------------------------------------------------------------- -static float Vector2Length(Vector2 vector) -{ - return sqrt((vector.x * vector.x) + (vector.y * vector.y)); -} -static float Vector2Distance(Vector2 a, Vector2 b) +// Returns the dot product of two Vector2 +static float Vector2DotProduct(Vector2 v1, Vector2 v2) { - Vector2 vector = {b.x - a.x, b.y - a.y}; - return sqrt((vector.x * vector.x) + (vector.y * vector.y)); + float result; + + result = v1.x*v2.x + v1.y*v2.y; + + return result; } -static void Vector2Normalize(Vector2 *vector) +static float Vector2Length(Vector2 v) { - float length = Vector2Length(*vector); + float result; - if (length != 0.0f) - { - vector->x /= length; - vector->y /= length; - } - else - { - vector->x = 0.0f; - vector->y = 0.0f; - } + result = sqrt(v.x*v.x + v.y*v.y); + + return result; } |
