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authorraysan5 <raysan5@gmail.com>2016-06-09 20:01:59 +0200
committerraysan5 <raysan5@gmail.com>2016-06-09 20:01:59 +0200
commit558ec3891bc620d1481557ae291a9524e588b31e (patch)
tree86ded1a558e4fcdce4147cc01fd107b65e769db5 /src/physac.c
parentdcbfb83031fb4158699efa8127930fb6de967d11 (diff)
downloadraylib-558ec3891bc620d1481557ae291a9524e588b31e.tar.gz
raylib-558ec3891bc620d1481557ae291a9524e588b31e.zip
Converted physac module to header only
Diffstat (limited to 'src/physac.c')
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diff --git a/src/physac.c b/src/physac.c
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-/**********************************************************************************************
-*
-* [physac] raylib physics module - Basic functions to apply physics to 2D objects
-*
-* 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.
-*
-* Permission is granted to anyone to use this software for any purpose, including commercial
-* applications, and to alter it and redistribute it freely, subject to the following restrictions:
-*
-* 1. The origin of this software must not be misrepresented; you must not claim that you
-* wrote the original software. If you use this software in a product, an acknowledgment
-* in the product documentation would be appreciated but is not required.
-*
-* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
-* as being the original software.
-*
-* 3. This notice may not be removed or altered from any source distribution.
-*
-**********************************************************************************************/
-
-//#define PHYSAC_STANDALONE // NOTE: To use the physics module as standalone lib, just uncomment this line
-
-#if defined(PHYSAC_STANDALONE)
- #include "physac.h"
-#else
- #include "raylib.h"
-#endif
-
-#include <stdlib.h> // Required for: malloc(), free()
-#include <math.h> // Required for: cos(), sin(), abs(), fminf()
-
-//----------------------------------------------------------------------------------
-// Defines and Macros
-//----------------------------------------------------------------------------------
-#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 PhysicObject physicObjects[MAX_PHYSIC_OBJECTS]; // Physic objects pool
-static int physicObjectsCount; // Counts current enabled physic objects
-static Vector2 gravityForce; // Gravity force
-
-//----------------------------------------------------------------------------------
-// Module specific Functions Declaration
-//----------------------------------------------------------------------------------
-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 Definition
-//----------------------------------------------------------------------------------
-
-// Initializes pointers array (just pointers, fixed size)
-void InitPhysics(Vector2 gravity)
-{
- // Initialize physics variables
- physicObjectsCount = 0;
- gravityForce = gravity;
-}
-
-// Update physic objects, calculating physic behaviours and collisions detection
-void UpdatePhysics()
-{
- // 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++)
- {
- for (int i = 0; i < physicObjectsCount; i++)
- {
- if (physicObjects[i]->enabled)
- {
- // Update physic behaviour
- if (physicObjects[i]->rigidbody.enabled)
- {
- // 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)
- {
- 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)
- {
- // 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)
- {
- case COLLIDER_RECTANGLE:
- {
- 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;
- }
-
- // Update rigidbody grounded state
- if (physicObjects[i]->rigidbody.enabled)
- {
- if (contactNormal.y < 0.0f) physicObjects[i]->rigidbody.isGrounded = true;
- }
-
- // 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)
- {
- // 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);
- }
- }
- }
- }
- }
- }
- }
- }
- }
-}
-
-// Unitialize all physic objects and empty the objects pool
-void ClosePhysics()
-{
- // Free all dynamic memory allocations
- for (int i = 0; i < physicObjectsCount; i++) free(physicObjects[i]);
-
- // Reset enabled physic objects count
- physicObjectsCount = 0;
-}
-
-// Create a new physic object dinamically, initialize it and add to pool
-PhysicObject CreatePhysicObject(Vector2 position, float rotation, Vector2 scale)
-{
- // 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;
-}
-
-// Destroy a specific physic object and take it out of the list
-void DestroyPhysicObject(PhysicObject pObj)
-{
- // 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--;
-}
-
-// Apply directional force to a physic object
-void ApplyForce(PhysicObject pObj, Vector2 force)
-{
- if (pObj->rigidbody.enabled)
- {
- pObj->rigidbody.velocity.x += force.x/pObj->rigidbody.mass;
- pObj->rigidbody.velocity.y += force.y/pObj->rigidbody.mass;
- }
-}
-
-// Apply radial force to all physic objects in range
-void ApplyForceAtPosition(Vector2 position, float force, float radius)
-{
- for (int i = 0; i < physicObjectsCount; i++)
- {
- if (physicObjects[i]->rigidbody.enabled)
- {
- // 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;
- }
-
- float distanceLength = Vector2Length(distance);
-
- // Check if physic object is in force range
- if (distanceLength <= radius)
- {
- // Normalize force direction
- distance.x /= distanceLength;
- distance.y /= -distanceLength;
-
- // Calculate final force
- Vector2 finalForce = { distance.x*force, distance.y*force };
-
- // Apply force to the physic object
- ApplyForce(physicObjects[i], finalForce);
- }
- }
- }
-}
-
-// Convert Transform data type to Rectangle (position and scale)
-Rectangle TransformToRectangle(Transform transform)
-{
- return (Rectangle){transform.position.x, transform.position.y, transform.scale.x, transform.scale.y};
-}
-
-//----------------------------------------------------------------------------------
-// Module specific Functions Definition
-//----------------------------------------------------------------------------------
-
-// Returns the dot product of two Vector2
-static float Vector2DotProduct(Vector2 v1, Vector2 v2)
-{
- float result;
-
- result = v1.x*v2.x + v1.y*v2.y;
-
- return result;
-}
-
-static float Vector2Length(Vector2 v)
-{
- float result;
-
- result = sqrt(v.x*v.x + v.y*v.y);
-
- return result;
-}