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| author | Ray <raysan5@gmail.com> | 2016-11-24 17:26:07 +0100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2016-11-24 17:26:07 +0100 |
| commit | 17f09cb03484a408cdd50a3d2e4d6604bb1f4c70 (patch) | |
| tree | 51e909c419de9625f1beaaca44696857a600e8d5 /src | |
| parent | 05f68c22d5c8d8f7c4254ae47700318e21709887 (diff) | |
| parent | a81dfabf863c512044b246e23aaf43489d2fa1ac (diff) | |
| download | raylib-17f09cb03484a408cdd50a3d2e4d6604bb1f4c70.tar.gz raylib-17f09cb03484a408cdd50a3d2e4d6604bb1f4c70.zip | |
Merge pull request #198 from raysan5/develop
Develop branch integration
Diffstat (limited to 'src')
| -rw-r--r-- | src/CMakeLists.txt | 32 | ||||
| -rw-r--r-- | src/Makefile | 28 | ||||
| -rw-r--r-- | src/audio.c | 31 | ||||
| -rw-r--r-- | src/audio.h | 55 | ||||
| -rw-r--r-- | src/core.c | 43 | ||||
| -rw-r--r-- | src/external/stb_image.h | 4 | ||||
| -rw-r--r-- | src/models.c | 42 | ||||
| -rw-r--r-- | src/physac.h | 2509 | ||||
| -rw-r--r-- | src/raylib.h | 55 | ||||
| -rw-r--r-- | src/resources | bin | 107204 -> 107212 bytes | |||
| -rw-r--r-- | src/rlgl.c | 63 | ||||
| -rw-r--r-- | src/rlgl.h | 36 | ||||
| -rw-r--r-- | src/rlua.h | 276 | ||||
| -rw-r--r-- | src/shapes.c | 10 | ||||
| -rw-r--r-- | src/text.c | 22 | ||||
| -rw-r--r-- | src/textures.c | 18 | ||||
| -rw-r--r-- | src/utils.c | 14 | ||||
| -rw-r--r-- | src/utils.h | 6 |
18 files changed, 2311 insertions, 933 deletions
diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt deleted file mode 100644 index c094ad96..00000000 --- a/src/CMakeLists.txt +++ /dev/null @@ -1,32 +0,0 @@ -cmake_minimum_required (VERSION 3.0) -project (raylib) -SET(PLATFORM_TO_USE "PLATFORM_DESKTOP" CACHE STRING "Platform to compile for") -SET_PROPERTY(CACHE PLATFORM_TO_USE PROPERTY STRINGS PLATFORM_DESKTOP PLATFORM_RPI PLATFORM_WEB) - -set(CMAKE_C_FLAGS "-O1 -Wall -std=gnu99 -fgnu89-inline -Wno-missing-braces") - -IF(${PLATFORM_TO_USE} MATCHES "PLATFORM_DESKTOP") - - add_definitions(-DPLATFORM_DESKTOP, -DGRAPHICS_API_OPENGL_33) - include_directories("." "external/" "external/openal_soft/include" "external/glfw3/include") - -ENDIF() - -IF(${PLATFORM_TO_USE} MATCHES "PLATFORM_RPI") - - add_definitions(-DPLATFORM_RPI, -GRAPHICS_API_OPENGL_ES2) - include_directories("." "external/" "/opt/vc/include" "/opt/vc/include/interface/vmcs_host/linux" "/opt/vc/include/interface/vcos/pthreads") - -ENDIF() - -IF(${PLATFORM_TO_USE} MATCHES "PLATFORM_WEB") - - add_definitions(-DPLATFORM_WEB, -GRAPHICS_API_OPENGL_ES2) - include_directories("." "external/" "external/openal_soft/include" "external/glfw3/include") - -ENDIF() - - -file(GLOB SOURCES "*.c" "external/*.c") -add_library(raylib STATIC ${SOURCES}) -install(TARGETS raylib DESTINATION ../lib/)
\ No newline at end of file diff --git a/src/Makefile b/src/Makefile index ee3f0c12..2e263189 100644 --- a/src/Makefile +++ b/src/Makefile @@ -38,6 +38,14 @@ PLATFORM ?= PLATFORM_DESKTOP # define YES if you want shared/dynamic version of library instead of static (default) SHARED ?= NO +# define NO to use OpenAL Soft as static library (or shared by default) +SHARED_OPENAL ?= YES + +# on PLATFORM_WEB force OpenAL Soft shared library +ifeq ($(PLATFORM),PLATFORM_WEB) + SHARED_OPENAL ?= YES +endif + # determine if the file has root access (only for installing raylib) # "whoami" prints the name of the user that calls him (so, if it is the root # user, "whoami" prints "root"). @@ -99,11 +107,20 @@ CFLAGS = -O1 -Wall -std=gnu99 -fgnu89-inline -Wno-missing-braces ifeq ($(SHARED),YES) CFLAGS += -fPIC SHAREDFLAG = BUILDING_DLL - SHAREDLIBS = -Lexternal/glfw3/lib/win32 -Lexternal/openal_soft/lib/win32 -lglfw3 -lopenal32 -lgdi32 + SHAREDLIBS = -Lexternal/glfw3/lib/win32 -Lexternal/openal_soft/lib/win32 -lglfw3 -lgdi32 else SHAREDFLAG = BUILDING_STATIC endif +# if static OpenAL Soft required, define the corresponding flags +ifeq ($(SHARED_OPENAL),NO) + SHAREDLIBS += -lopenal32 -lwinmm + SHAREDOPENALFLAG = AL_LIBTYPE_STATIC +else + SHAREDLIBS += -lopenal32dll + SHAREDOPENALFLAG = SHARED_OPENAL +endif + #CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes # define any directories containing required header files @@ -165,12 +182,17 @@ else endif ifeq ($(PLATFORM_OS),WINDOWS) $(CC) -shared -o $(OUTPUT_PATH)/raylib.dll $(OBJS) $(SHAREDLIBS) -Wl,--out-implib,$(OUTPUT_PATH)/libraylibdll.a - @echo "raylib dynamic library (raylib.dll) and MSVC required import library (libraylibdll.a) generated!" + @echo "raylib dynamic library (raylib.dll) and import library (libraylibdll.a) generated!" endif else # compile raylib static library for desktop platforms. ar rcs $(OUTPUT_PATH)/libraylib.a $(OBJS) @echo "libraylib.a generated (static library)!" + ifeq ($(SHARED_OPENAL),NO) + @echo "expected OpenAL Soft static library linking" + else + @echo "expected OpenAL Soft shared library linking" + endif endif endif @@ -202,7 +224,7 @@ models.o : models.c raylib.h rlgl.h raymath.h # compile audio module audio.o : audio.c raylib.h - $(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(SHAREDFLAG) + $(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(SHAREDFLAG) -D$(SHAREDOPENALFLAG) # compile stb_vorbis library external/stb_vorbis.o: external/stb_vorbis.c external/stb_vorbis.h diff --git a/src/audio.c b/src/audio.c index 3684e10a..49aca4b0 100644 --- a/src/audio.c +++ b/src/audio.c @@ -2,18 +2,22 @@ * * raylib.audio * -* Basic functions to manage Audio: +* This module provides basic functionality to work with audio: * Manage audio device (init/close) -* Load and Unload audio files +* Load and Unload audio files (WAV, OGG, FLAC, XM, MOD) * Play/Stop/Pause/Resume loaded audio * Manage mixing channels * Manage raw audio context * -* Uses external lib: -* OpenAL Soft - Audio device management lib (http://kcat.strangesoft.net/openal.html) -* stb_vorbis - Ogg audio files loading (http://www.nothings.org/stb_vorbis/) -* jar_xm - XM module file loading -* jar_mod - MOD audio file loading +* External libs: +* OpenAL Soft - Audio device management (http://kcat.strangesoft.net/openal.html) +* stb_vorbis - OGG audio files loading (http://www.nothings.org/stb_vorbis/) +* jar_xm - XM module file loading +* jar_mod - MOD audio file loading +* dr_flac - FLAC audio file loading +* +* Module Configuration Flags: +* AUDIO_STANDALONE - Use this module as standalone library (independently of raylib) * * Many thanks to Joshua Reisenauer (github: @kd7tck) for the following additions: * XM audio module support (jar_xm) @@ -21,6 +25,7 @@ * Mixing channels support * Raw audio context support * +* * Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) * * This software is provided "as-is", without any express or implied warranty. In no event @@ -44,8 +49,11 @@ #if defined(AUDIO_STANDALONE) #include "audio.h" + #include <stdarg.h> // Required for: va_list, va_start(), vfprintf(), va_end() #else #include "raylib.h" + #include "utils.h" // Required for: DecompressData() + // NOTE: Includes Android fopen() function map #endif #include "AL/al.h" // OpenAL basic header @@ -63,13 +71,6 @@ #define AL_FORMAT_STEREO_FLOAT32 0x10011 #endif -#if defined(AUDIO_STANDALONE) - #include <stdarg.h> // Required for: va_list, va_start(), vfprintf(), va_end() -#else - #include "utils.h" // Required for: DecompressData() - // NOTE: Includes Android fopen() function map -#endif - //#define STB_VORBIS_HEADER_ONLY #include "external/stb_vorbis.h" // OGG loading functions @@ -117,7 +118,7 @@ typedef struct MusicData { bool loop; // Repeat music after finish (loop) unsigned int totalSamples; // Total number of samples unsigned int samplesLeft; // Number of samples left to end -} MusicData, *Music; +} MusicData; #if defined(AUDIO_STANDALONE) typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType; diff --git a/src/audio.h b/src/audio.h index 923492ca..2b3c5933 100644 --- a/src/audio.h +++ b/src/audio.h @@ -2,18 +2,19 @@ * * raylib.audio * -* Basic functions to manage Audio: +* This module provides basic functionality to work with audio: * Manage audio device (init/close) -* Load and Unload audio files +* Load and Unload audio files (WAV, OGG, FLAC, XM, MOD) * Play/Stop/Pause/Resume loaded audio * Manage mixing channels * Manage raw audio context * -* Uses external lib: -* OpenAL Soft - Audio device management lib (http://kcat.strangesoft.net/openal.html) -* stb_vorbis - Ogg audio files loading (http://www.nothings.org/stb_vorbis/) -* jar_xm - XM module file loading -* jar_mod - MOD audio file loading +* External libs: +* OpenAL Soft - Audio device management (http://kcat.strangesoft.net/openal.html) +* stb_vorbis - OGG audio files loading (http://www.nothings.org/stb_vorbis/) +* jar_xm - XM module file loading +* jar_mod - MOD audio file loading +* dr_flac - FLAC audio file loading * * Many thanks to Joshua Reisenauer (github: @kd7tck) for the following additions: * XM audio module support (jar_xm) @@ -21,6 +22,7 @@ * Mixing channels support * Raw audio context support * +* * Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) * * This software is provided "as-is", without any express or implied warranty. In no event @@ -60,12 +62,6 @@ #endif #endif -// Sound source type -typedef struct Sound { - unsigned int source; // Sound audio source id - unsigned int buffer; // Sound audio buffer id -} Sound; - // Wave type, defines audio wave data typedef struct Wave { unsigned int sampleCount; // Number of samples @@ -75,9 +71,16 @@ typedef struct Wave { void *data; // Buffer data pointer } Wave; +// Sound source type +typedef struct Sound { + unsigned int source; // OpenAL audio source id + unsigned int buffer; // OpenAL audio buffer id + int format; // OpenAL audio format specifier +} Sound; + // Music type (file streaming from memory) // NOTE: Anything longer than ~10 seconds should be streamed -typedef struct Music *Music; +typedef struct MusicData *Music; // Audio stream type // NOTE: Useful to create custom audio streams not bound to a specific file @@ -104,13 +107,16 @@ extern "C" { // Prevents name mangling of functions // Module Functions Declaration //---------------------------------------------------------------------------------- void InitAudioDevice(void); // Initialize audio device and context -void CloseAudioDevice(void); // Close the audio device and context (and music stream) +void CloseAudioDevice(void); // Close the audio device and context bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully -Sound LoadSound(char *fileName); // Load sound to memory +Wave LoadWave(const char *fileName); // Load wave data from file into RAM +Wave LoadWaveEx(float *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from float array data (32bit) +Sound LoadSound(const char *fileName); // Load sound to memory Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource) void UpdateSound(Sound sound, void *data, int numSamples); // Update sound buffer with new data +void UnloadWave(Wave wave); // Unload wave data void UnloadSound(Sound sound); // Unload sound void PlaySound(Sound sound); // Play a sound void PauseSound(Sound sound); // Pause a sound @@ -119,12 +125,15 @@ void StopSound(Sound sound); // Stop playing bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) - -Music LoadMusicStream(char *fileName); // Load music stream from file +void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format +Wave WaveCopy(Wave wave); // Copy a wave to a new wave +void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range +float *GetWaveData(Wave wave); // Get samples data from wave as a floats array +Music LoadMusicStream(const char *fileName); // Load music stream from file void UnloadMusicStream(Music music); // Unload music stream -void PlayMusicStream(Music music); // Start music playing (open stream) +void PlayMusicStream(Music music); // Start music playing void UpdateMusicStream(Music music); // Updates buffers for music streaming -void StopMusicStream(Music music); // Stop music playing (close stream) +void StopMusicStream(Music music); // Stop music playing void PauseMusicStream(Music music); // Pause music playing void ResumeMusicStream(Music music); // Resume playing paused music bool IsMusicPlaying(Music music); // Check if music is playing @@ -133,9 +142,9 @@ void SetMusicPitch(Music music, float pitch); // Set pitch for float GetMusicTimeLength(Music music); // Get music time length (in seconds) float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) -AudioStream InitAudioStream(unsigned int sampleRate, - unsigned int sampleSize, - unsigned int channels); // Init audio stream (to stream audio pcm data) +AudioStream InitAudioStream(unsigned int sampleRate, + unsigned int sampleSize, + unsigned int channels); // Init audio stream (to stream raw audio pcm data) void UpdateAudioStream(AudioStream stream, void *data, int numSamples); // Update audio stream buffers with data void CloseAudioStream(AudioStream stream); // Close audio stream and free memory bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill @@ -4,24 +4,25 @@ * * Basic functions to manage windows, OpenGL context and input on multiple platforms * -* The following platforms are supported: -* PLATFORM_DESKTOP - Windows, Linux, Mac (OSX) -* PLATFORM_ANDROID - Only OpenGL ES 2.0 devices -* PLATFORM_RPI - Rapsberry Pi (tested on Raspbian) -* PLATFORM_WEB - Emscripten, HTML5 -* Oculus Rift CV1 (with desktop mirror) - View [rlgl] module to enable it +* The following platforms are supported: Windows, Linux, Mac (OSX), Android, Raspberry Pi, HTML5, Oculus Rift CV1 * -* On PLATFORM_DESKTOP, the external lib GLFW3 (www.glfw.com) is used to manage graphic -* device, OpenGL context and input on multiple operating systems (Windows, Linux, OSX). -* -* On PLATFORM_ANDROID, graphic device is managed by EGL and input system by Android activity. -* -* On PLATFORM_RPI, graphic device is managed by EGL and input system is coded in raw mode. +* External libs: +* GLFW3 - Manage graphic device, OpenGL context and inputs on PLATFORM_DESKTOP (Windows, Linux, OSX) +* raymath - 3D math functionality (Vector3, Matrix, Quaternion) +* camera - Multiple 3D camera modes (free, orbital, 1st person, 3rd person) +* gestures - Gestures system for touch-ready devices (or simulated from mouse inputs) * * Module Configuration Flags: +* PLATFORM_DESKTOP - Windows, Linux, Mac (OSX) +* PLATFORM_ANDROID - Android (only OpenGL ES 2.0 devices), graphic device is managed by EGL and input system by Android activity. +* PLATFORM_RPI - Rapsberry Pi (tested on Raspbian), graphic device is managed by EGL and input system is coded in raw mode. +* PLATFORM_WEB - HTML5 (using emscripten compiler) * * RL_LOAD_DEFAULT_FONT - Use external module functions to load default raylib font (module: text) * +* NOTE: Oculus Rift CV1 requires PLATFORM_DESKTOP for render mirror - View [rlgl] module to enable it +* +* * Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) * * This software is provided "as-is", without any express or implied warranty. In no event @@ -667,7 +668,7 @@ void Begin3dMode(Camera camera) { rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) - if (IsVrDeviceReady()) BeginVrDrawing(); + if (IsVrDeviceReady() || IsVrSimulator()) BeginVrDrawing(); rlMatrixMode(RL_PROJECTION); // Switch to projection matrix @@ -697,7 +698,7 @@ void End3dMode(void) { rlglDraw(); // Process internal buffers (update + draw) - if (IsVrDeviceReady()) EndVrDrawing(); + if (IsVrDeviceReady() || IsVrSimulator()) EndVrDrawing(); rlMatrixMode(RL_PROJECTION); // Switch to projection matrix rlPopMatrix(); // Restore previous matrix (PROJECTION) from matrix stack @@ -1174,12 +1175,14 @@ bool IsGamepadAvailable(int gamepad) bool IsGamepadName(int gamepad, const char *name) { bool result = false; + +#if !defined(PLATFORM_ANDROID) const char *gamepadName = NULL; - + if (gamepadReady[gamepad]) gamepadName = GetGamepadName(gamepad); - if ((name != NULL) && (gamepadName != NULL)) result = (strcmp(name, gamepadName) == 0); - +#endif + return result; } @@ -1975,7 +1978,11 @@ static void PollInputEvents(void) previousMouseWheelY = currentMouseWheelY; currentMouseWheelY = 0; - +#endif + +// NOTE: GLFW3 joystick functionality not available in web +// TODO: Support joysticks using emscripten API +#if defined(PLATFORM_DESKTOP) // Check if gamepads are ready // NOTE: We do it here in case of disconection for (int i = 0; i < MAX_GAMEPADS; i++) diff --git a/src/external/stb_image.h b/src/external/stb_image.h index ce87646d..5572a880 100644 --- a/src/external/stb_image.h +++ b/src/external/stb_image.h @@ -390,7 +390,7 @@ publish, and distribute this file as you see fit. #define STBI_NO_HDR // RaySan: not required by raylib -#define STBI_NO_SIMD // RaySan: issues when compiling with GCC 4.7.2 +//#define STBI_NO_SIMD // RaySan: issues when compiling with GCC 4.7.2 #ifndef STBI_NO_STDIO #include <stdio.h> @@ -398,7 +398,7 @@ publish, and distribute this file as you see fit. // NOTE: Added to work with raylib on Android #if defined(PLATFORM_ANDROID) - #include "utils.h" // Android fopen function map + #include "utils.h" // RaySan: Android fopen function map #endif #define STBI_VERSION 1 diff --git a/src/models.c b/src/models.c index b7e36b8a..48f8b813 100644 --- a/src/models.c +++ b/src/models.c @@ -4,6 +4,12 @@ * * Basic functions to draw 3d shapes and load/draw 3d models (.OBJ) * +* External libs: +* rlgl - raylib OpenGL abstraction layer +* +* Module Configuration Flags: +* ... +* * Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) * * This software is provided "as-is", without any express or implied warranty. In no event @@ -34,8 +40,7 @@ #include <string.h> // Required for: strcmp() #include <math.h> // Required for: sin(), cos() -#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2 -#include "raymath.h" // Matrix data type and Matrix functions +#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 2.1, 3.3+ or ES2 //---------------------------------------------------------------------------------- // Defines and Macros @@ -76,11 +81,11 @@ void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color) } // Draw a circle in 3D world space -void DrawCircle3D(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color) +void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color) { rlPushMatrix(); rlTranslatef(center.x, center.y, center.z); - rlRotatef(rotationAngle, rotation.x, rotation.y, rotation.z); + rlRotatef(rotationAngle, rotationAxis.x, rotationAxis.y, rotationAxis.z); rlBegin(RL_LINES); for (int i = 0; i < 360; i += 10) @@ -579,9 +584,9 @@ void DrawLight(Light light) { DrawSphereWires(light->position, 0.3f*light->intensity, 8, 8, (light->enabled ? light->diffuse : GRAY)); - DrawCircle3D(light->position, light->radius, 0.0f, (Vector3){ 0, 0, 0 }, (light->enabled ? light->diffuse : GRAY)); - DrawCircle3D(light->position, light->radius, 90.0f, (Vector3){ 1, 0, 0 }, (light->enabled ? light->diffuse : GRAY)); - DrawCircle3D(light->position, light->radius, 90.0f, (Vector3){ 0, 1, 0 }, (light->enabled ? light->diffuse : GRAY)); + DrawCircle3D(light->position, light->radius, (Vector3){ 0, 0, 0 }, 0.0f, (light->enabled ? light->diffuse : GRAY)); + DrawCircle3D(light->position, light->radius, (Vector3){ 1, 0, 0 }, 90.0f, (light->enabled ? light->diffuse : GRAY)); + DrawCircle3D(light->position, light->radius, (Vector3){ 0, 1, 0 },90.0f, (light->enabled ? light->diffuse : GRAY)); } break; case LIGHT_DIRECTIONAL: { @@ -597,7 +602,7 @@ void DrawLight(Light light) Vector3 dir = VectorSubtract(light->target, light->position); VectorNormalize(&dir); - DrawCircle3D(light->position, 0.5f, 0.0f, dir, (light->enabled ? light->diffuse : GRAY)); + DrawCircle3D(light->position, 0.5f, dir, 0.0f, (light->enabled ? light->diffuse : GRAY)); //DrawCylinderWires(light->position, 0.0f, 0.3f*light->coneAngle/50, 0.6f, 5, (light->enabled ? light->diffuse : GRAY)); DrawCubeWires(light->target, 0.3f, 0.3f, 0.3f, (light->enabled ? light->diffuse : GRAY)); @@ -1812,6 +1817,7 @@ static Material LoadMTL(const char *fileName) char buffer[MAX_BUFFER_SIZE]; Vector3 color = { 1.0f, 1.0f, 1.0f }; char mapFileName[128]; + int result = 0; FILE *mtlFile; @@ -1896,13 +1902,13 @@ static Material LoadMTL(const char *fileName) { if (buffer[5] == 'd') // map_Kd string Diffuse color texture map. { - sscanf(buffer, "map_Kd %s", mapFileName); - if (mapFileName != NULL) material.texDiffuse = LoadTexture(mapFileName); + result = sscanf(buffer, "map_Kd %s", mapFileName); + if (result != EOF) material.texDiffuse = LoadTexture(mapFileName); } else if (buffer[5] == 's') // map_Ks string Specular color texture map. { - sscanf(buffer, "map_Ks %s", mapFileName); - if (mapFileName != NULL) material.texSpecular = LoadTexture(mapFileName); + result = sscanf(buffer, "map_Ks %s", mapFileName); + if (result != EOF) material.texSpecular = LoadTexture(mapFileName); } else if (buffer[5] == 'a') // map_Ka string Ambient color texture map. { @@ -1911,13 +1917,13 @@ static Material LoadMTL(const char *fileName) } break; case 'B': // map_Bump string Bump texture map. { - sscanf(buffer, "map_Bump %s", mapFileName); - if (mapFileName != NULL) material.texNormal = LoadTexture(mapFileName); + result = sscanf(buffer, "map_Bump %s", mapFileName); + if (result != EOF) material.texNormal = LoadTexture(mapFileName); } break; case 'b': // map_bump string Bump texture map. { - sscanf(buffer, "map_bump %s", mapFileName); - if (mapFileName != NULL) material.texNormal = LoadTexture(mapFileName); + result = sscanf(buffer, "map_bump %s", mapFileName); + if (result != EOF) material.texNormal = LoadTexture(mapFileName); } break; case 'd': // map_d string Opacity texture map. { @@ -1941,8 +1947,8 @@ static Material LoadMTL(const char *fileName) } break; case 'b': // bump string Bump texture map { - sscanf(buffer, "bump %s", mapFileName); - if (mapFileName != NULL) material.texNormal = LoadTexture(mapFileName); + result = sscanf(buffer, "bump %s", mapFileName); + if (result != EOF) material.texNormal = LoadTexture(mapFileName); } break; case 'T': // Tr float Transparency Tr (alpha). Tr is inverse of d { diff --git a/src/physac.h b/src/physac.h index dd4c4126..e807ffa6 100644 --- a/src/physac.h +++ b/src/physac.h @@ -1,8 +1,11 @@ /********************************************************************************************** * -* physac 1.0 - 2D Physics library for raylib (https://github.com/raysan5/raylib) +* Physac - 2D Physics library for videogames * -* // TODO: Description... +* Description: Physac is a small 2D physics engine written in pure C. The engine uses a fixed time-step thread loop +* to simluate physics. A physics step contains the following phases: get collision information, apply dynamics, +* collision solving and position correction. It uses a very simple struct for physic bodies with a position vector +* to be used in any 3D rendering API. * * CONFIGURATION: * @@ -24,30 +27,21 @@ * internally in the library and input management and drawing functions must be provided by * the user (check library implementation for further details). * +* #define PHYSAC_DEBUG +* Traces log messages when creating and destroying physics bodies and detects errors in physics +* calculations and reference exceptions; it is useful for debug purposes +* * #define PHYSAC_MALLOC() * #define PHYSAC_FREE() * You can define your own malloc/free implementation replacing stdlib.h malloc()/free() functions. * Otherwise it will include stdlib.h and use the C standard library malloc()/free() function. -* -* LIMITATIONS: -* -* - There is a limit of 256 physic objects. -* - Physics behaviour can be unexpected using bounciness or friction values out of 0.0f - 1.0f range. -* - The module is limited to 2D axis oriented physics. -* - Physics colliders must be rectangle or circle shapes (there is not a custom polygon collider type). -* -* VERSIONS: * -* 1.0 (14-Jun-2016) New module defines and fixed some delta time calculation bugs. -* 0.9 (09-Jun-2016) Module names review and converted to header-only. -* 0.8 (23-Mar-2016) Complete module redesign, steps-based for better physics resolution. -* 0.3 (13-Feb-2016) Reviewed to add PhysicObjects pool. -* 0.2 (03-Jan-2016) Improved physics calculations. -* 0.1 (30-Dec-2015) Initial release. +* VERY THANKS TO: +* - Ramón Santamaria (@raysan5) * * LICENSE: zlib/libpng * -* Copyright (c) 2016 Victor Fisac (main developer) and Ramon Santamaria +* Copyright (c) 2016 Victor Fisac * * 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. @@ -66,18 +60,18 @@ * **********************************************************************************************/ -#ifndef PHYSAC_H +#if !defined(PHYSAC_H) #define PHYSAC_H -#if !defined(RAYGUI_STANDALONE) - #include "raylib.h" -#endif - #define PHYSAC_STATIC -#ifdef PHYSAC_STATIC +// #define PHYSAC_NO_THREADS +// #define PHYSAC_STANDALONE +// #define PHYSAC_DEBUG + +#if defined(PHYSAC_STATIC) #define PHYSACDEF static // Functions just visible to module including this file #else - #ifdef __cplusplus + #if defined(__cplusplus) #define PHYSACDEF extern "C" // Functions visible from other files (no name mangling of functions in C++) #else #define PHYSACDEF extern // Functions visible from other files @@ -87,87 +81,141 @@ //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- -// ... +#define PHYSAC_MAX_BODIES 64 +#define PHYSAC_MAX_MANIFOLDS 4096 +#define PHYSAC_MAX_VERTICES 24 +#define PHYSAC_CIRCLE_VERTICES 24 + +#define PHYSAC_DESIRED_DELTATIME 1.0/60.0 +#define PHYSAC_MAX_TIMESTEP 0.02 +#define PHYSAC_COLLISION_ITERATIONS 100 +#define PHYSAC_PENETRATION_ALLOWANCE 0.05f +#define PHYSAC_PENETRATION_CORRECTION 0.4f + +#define PHYSAC_PI 3.14159265358979323846 +#define PHYSAC_DEG2RAD (PHYSAC_PI/180.0f) + +#define PHYSAC_MALLOC(size) malloc(size) +#define PHYSAC_FREE(ptr) free(ptr) //---------------------------------------------------------------------------------- // Types and Structures Definition // NOTE: Below types are required for PHYSAC_STANDALONE usage //---------------------------------------------------------------------------------- #if defined(PHYSAC_STANDALONE) - #ifndef __cplusplus - // Boolean type - #ifndef true - typedef enum { false, true } bool; - #endif - #endif - // Vector2 type typedef struct Vector2 { float x; float y; } Vector2; - // Rectangle type - typedef struct Rectangle { - int x; - int y; - int width; - int height; - } Rectangle; + // Boolean type + #if !defined(_STDBOOL_H) + typedef enum { false, true } bool; + #define _STDBOOL_H + #endif +#endif + +typedef enum PhysicsShapeType { PHYSICS_CIRCLE, PHYSICS_POLYGON } PhysicsShapeType; + +// Previously defined to be used in PhysicsShape struct as circular dependencies +typedef struct PhysicsBodyData *PhysicsBody; + +// Mat2 type (used for polygon shape rotation matrix) +typedef struct Mat2 +{ + float m00; + float m01; + float m10; + float m11; +} Mat2; + +typedef struct PolygonData { + unsigned int vertexCount; // Current used vertex and normals count + Vector2 vertices[PHYSAC_MAX_VERTICES]; // Polygon vertex positions vectors + Vector2 normals[PHYSAC_MAX_VERTICES]; // Polygon vertex normals vectors + Mat2 transform; // Vertices transform matrix 2x2 +} PolygonData; + +typedef struct PhysicsShape { + PhysicsShapeType type; // Physics shape type (circle or polygon) + PhysicsBody body; // Shape physics body reference + float radius; // Circle shape radius (used for circle shapes) + PolygonData vertexData; // Polygon shape vertices position and normals data (just used for polygon shapes) +} PhysicsShape; + +typedef struct PhysicsBodyData { + unsigned int id; // Reference unique identifier + bool enabled; // Enabled dynamics state (collisions are calculated anyway) + Vector2 position; // Physics body shape pivot + Vector2 velocity; // Current linear velocity applied to position + Vector2 force; // Current linear force (reset to 0 every step) + float angularVelocity; // Current angular velocity applied to orient + float torque; // Current angular force (reset to 0 every step) + float orient; // Rotation in radians + float inertia; // Moment of inertia + float inverseInertia; // Inverse value of inertia + float mass; // Physics body mass + float inverseMass; // Inverse value of mass + float staticFriction; // Friction when the body has not movement (0 to 1) + float dynamicFriction; // Friction when the body has movement (0 to 1) + float restitution; // Restitution coefficient of the body (0 to 1) + bool useGravity; // Apply gravity force to dynamics + bool isGrounded; // Physics grounded on other body state + bool freezeOrient; // Physics rotation constraint + PhysicsShape shape; // Physics body shape information (type, radius, vertices, normals) +} PhysicsBodyData; + +typedef struct PhysicsManifoldData { + unsigned int id; // Reference unique identifier + PhysicsBody bodyA; // Manifold first physics body reference + PhysicsBody bodyB; // Manifold second physics body reference + float penetration; // Depth of penetration from collision + Vector2 normal; // Normal direction vector from 'a' to 'b' + Vector2 contacts[2]; // Points of contact during collision + unsigned int contactsCount; // Current collision number of contacts + float restitution; // Mixed restitution during collision + float dynamicFriction; // Mixed dynamic friction during collision + float staticFriction; // Mixed static friction during collision +} PhysicsManifoldData, *PhysicsManifold; + +#if defined(__cplusplus) +extern "C" { // Prevents name mangling of functions #endif -typedef enum { COLLIDER_CIRCLE, COLLIDER_RECTANGLE } ColliderType; - -typedef struct Transform { - Vector2 position; - float rotation; // Radians (not used) - Vector2 scale; // Just for rectangle physic objects, for circle physic objects use collider radius and keep scale as { 0, 0 } -} Transform; - -typedef struct Rigidbody { - bool enabled; // Acts as kinematic state (collisions are calculated anyway) - float mass; - Vector2 acceleration; - Vector2 velocity; - bool applyGravity; - bool isGrounded; - float friction; // Normalized value - float bounciness; -} Rigidbody; - -typedef struct Collider { - bool enabled; - ColliderType type; - Rectangle bounds; // Used for COLLIDER_RECTANGLE - int radius; // Used for COLLIDER_CIRCLE -} Collider; - -typedef struct PhysicBodyData { - unsigned int id; - Transform transform; - Rigidbody rigidbody; - Collider collider; - bool enabled; -} PhysicBodyData, *PhysicBody; +//---------------------------------------------------------------------------------- +// Global Variables Definition +//---------------------------------------------------------------------------------- +//... //---------------------------------------------------------------------------------- // Module Functions Declaration //---------------------------------------------------------------------------------- -PHYSACDEF void InitPhysics(Vector2 gravity); // Initializes pointers array (just pointers, fixed size) -PHYSACDEF void* PhysicsThread(void *arg); // Physics calculations thread function -PHYSACDEF void ClosePhysics(); // Unitialize all physic objects and empty the objects pool - -PHYSACDEF PhysicBody CreatePhysicBody(Vector2 position, float rotation, Vector2 scale); // Create a new physic body dinamically, initialize it and add to pool -PHYSACDEF void DestroyPhysicBody(PhysicBody pbody); // Destroy a specific physic body and take it out of the list +PHYSACDEF void InitPhysics(void); // Initializes physics values, pointers and creates physics loop thread +PHYSACDEF bool IsPhysicsEnabled(void); // Returns true if physics thread is currently enabled +PHYSACDEF void SetPhysicsGravity(float x, float y); // Sets physics global gravity force +PHYSACDEF PhysicsBody CreatePhysicsBodyCircle(Vector2 pos, float radius, float density); // Creates a new circle physics body with generic parameters +PHYSACDEF PhysicsBody CreatePhysicsBodyRectangle(Vector2 pos, float width, float height, float density); // Creates a new rectangle physics body with generic parameters +PHYSACDEF PhysicsBody CreatePhysicsBodyPolygon(Vector2 pos, float radius, int sides, float density); // Creates a new polygon physics body with generic parameters +PHYSACDEF void PhysicsAddForce(PhysicsBody body, Vector2 force); // Adds a force to a physics body +PHYSACDEF void PhysicsAddTorque(PhysicsBody body, float amount); // Adds an angular force to a physics body +PHYSACDEF void PhysicsShatter(PhysicsBody body, Vector2 position, float force); // Shatters a polygon shape physics body to little physics bodies with explosion force +PHYSACDEF int GetPhysicsBodiesCount(void); // Returns the current amount of created physics bodies +PHYSACDEF PhysicsBody GetPhysicsBody(int index); // Returns a physics body of the bodies pool at a specific index +PHYSACDEF int GetPhysicsShapeType(int index); // Returns the physics body shape type (PHYSICS_CIRCLE or PHYSICS_POLYGON) +PHYSACDEF int GetPhysicsShapeVerticesCount(int index); // Returns the amount of vertices of a physics body shape +PHYSACDEF Vector2 GetPhysicsShapeVertex(PhysicsBody body, int vertex); // Returns transformed position of a body shape (body position + vertex transformed position) +PHYSACDEF void SetPhysicsBodyRotation(PhysicsBody body, float radians); // Sets physics body shape transform based on radians parameter +PHYSACDEF void DestroyPhysicsBody(PhysicsBody body); // Unitializes and destroy a physics body +PHYSACDEF void ResetPhysics(void); // Destroys created physics bodies and manifolds and resets global values +PHYSACDEF void ClosePhysics(void); // Unitializes physics pointers and closes physics loop thread -PHYSACDEF void ApplyForce(PhysicBody pbody, Vector2 force); // Apply directional force to a physic body -PHYSACDEF void ApplyForceAtPosition(Vector2 position, float force, float radius); // Apply radial force to all physic objects in range - -PHYSACDEF Rectangle TransformToRectangle(Transform transform); // Convert Transform data type to Rectangle (position and scale) +#if defined(__cplusplus) +} +#endif #endif // PHYSAC_H - /*********************************************************************************** * * PHYSAC IMPLEMENTATION @@ -176,657 +224,1854 @@ PHYSACDEF Rectangle TransformToRectangle(Transform transform); #if defined(PHYSAC_IMPLEMENTATION) -// Check if custom malloc/free functions defined, if not, using standard ones -#if !defined(PHYSAC_MALLOC) - #include <stdlib.h> // Required for: malloc(), free() - - #define PHYSAC_MALLOC(size) malloc(size) - #define PHYSAC_FREE(ptr) free(ptr) +#if !defined(PHYSAC_NO_THREADS) + #include <pthread.h> // Required for: pthread_t, pthread_create() #endif -#include <math.h> // Required for: cos(), sin(), abs(), fminf() -#include <stdint.h> // Required for typedef unsigned long long int uint64_t, used by hi-res timer - -#ifndef PHYSAC_NO_THREADS - #include <pthread.h> // Required for: pthread_create() +#if defined(PHYSAC_DEBUG) + #include <stdio.h> // Required for: printf() #endif -#if defined(PLATFORM_DESKTOP) +#include <stdlib.h> // Required for: malloc(), free(), srand(), rand() +#include <math.h> // Required for: cosf(), sinf(), fabs(), sqrtf() + +#if defined(_WIN32) // Functions required to query time on Windows int __stdcall QueryPerformanceCounter(unsigned long long int *lpPerformanceCount); int __stdcall QueryPerformanceFrequency(unsigned long long int *lpFrequency); -#elif defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) - #include <sys/time.h> // Required for: timespec - #include <time.h> // Required for: clock_gettime() +#elif defined(__linux) + #include <sys/time.h> // Required for: timespec + #include <time.h> // Required for: clock_gettime() #endif //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- -#define MAX_PHYSIC_BODIES 256 // Maximum available physic bodies slots in bodies pool -#define PHYSICS_TIMESTEP 0.016666 // Physics fixed time step (1/fps) -#define PHYSICS_ACCURACY 0.0001f // Velocity subtract operations round filter (friction) -#define PHYSICS_ERRORPERCENT 0.001f // Collision resolve position fix +#define min(a,b) (((a)<(b))?(a):(b)) +#define max(a,b) (((a)>(b))?(a):(b)) +#define PHYSAC_FLT_MAX 3.402823466e+38f +#define PHYSAC_EPSILON 0.000001f //---------------------------------------------------------------------------------- // Types and Structures Definition -// NOTE: Below types are required for PHYSAC_STANDALONE usage //---------------------------------------------------------------------------------- // ... //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- -static bool physicsThreadEnabled = false; // Physics calculations thread exit control -static uint64_t baseTime; // Base time measure for hi-res timer -static double currentTime, previousTime; // Used to track timmings -static PhysicBody physicBodies[MAX_PHYSIC_BODIES]; // Physic bodies pool -static int physicBodiesCount; // Counts current enabled physic bodies -static Vector2 gravityForce; // Gravity force +#if !defined(PHYSAC_NO_THREADS) + static pthread_t physicsThreadId; // Physics thread id +#endif +static unsigned int usedMemory = 0; // Total allocated dynamic memory +static bool physicsThreadEnabled = false; // Physics thread enabled state +static double currentTime = 0; // Current time in milliseconds +#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) + static double baseTime = 0; // Android and RPI platforms base time +#endif +static double startTime = 0; // Start time in milliseconds +static double deltaTime = 0; // Delta time used for physics steps +static double accumulator = 0; // Physics time step delta time accumulator +static unsigned int stepsCount = 0; // Total physics steps processed +static Vector2 gravityForce = { 0, 9.81f/1000 }; // Physics world gravity force +static PhysicsBody bodies[PHYSAC_MAX_BODIES]; // Physics bodies pointers array +static unsigned int physicsBodiesCount = 0; // Physics world current bodies counter +static PhysicsManifold contacts[PHYSAC_MAX_MANIFOLDS]; // Physics bodies pointers array +static unsigned int physicsManifoldsCount = 0; // Physics world current manifolds counter //---------------------------------------------------------------------------------- -// Module specific Functions Declaration +// Module Internal Functions Declaration //---------------------------------------------------------------------------------- -static void UpdatePhysics(double deltaTime); // Update physic objects, calculating physic behaviours and collisions detection -static void InitTimer(void); // Initialize hi-resolution timer -static double GetCurrentTime(void); // Time measure returned are microseconds -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 +static PolygonData CreateRandomPolygon(float radius, int sides); // Creates a random polygon shape with max vertex distance from polygon pivot +static PolygonData CreateRectanglePolygon(Vector2 pos, Vector2 size); // Creates a rectangle polygon shape based on a min and max positions +static void *PhysicsLoop(void *arg); // Physics loop thread function +static void PhysicsStep(void); // Physics steps calculations (dynamics, collisions and position corrections) +static PhysicsManifold CreatePhysicsManifold(PhysicsBody a, PhysicsBody b); // Creates a new physics manifold to solve collision +static void DestroyPhysicsManifold(PhysicsManifold manifold); // Unitializes and destroys a physics manifold +static void SolvePhysicsManifold(PhysicsManifold manifold); // Solves a created physics manifold between two physics bodies +static void SolveCircleToCircle(PhysicsManifold manifold); // Solves collision between two circle shape physics bodies +static void SolveCircleToPolygon(PhysicsManifold manifold); // Solves collision between a circle to a polygon shape physics bodies +static void SolvePolygonToCircle(PhysicsManifold manifold); // Solves collision between a polygon to a circle shape physics bodies +static void SolvePolygonToPolygon(PhysicsManifold manifold); // Solves collision between two polygons shape physics bodies +static void IntegratePhysicsForces(PhysicsBody body); // Integrates physics forces into velocity +static void InitializePhysicsManifolds(PhysicsManifold manifold); // Initializes physics manifolds to solve collisions +static void IntegratePhysicsImpulses(PhysicsManifold manifold); // Integrates physics collisions impulses to solve collisions +static void IntegratePhysicsVelocity(PhysicsBody body); // Integrates physics velocity into position and forces +static void CorrectPhysicsPositions(PhysicsManifold manifold); // Corrects physics bodies positions based on manifolds collision information +static float FindAxisLeastPenetration(int *faceIndex, PhysicsShape shapeA, PhysicsShape shapeB); // Finds polygon shapes axis least penetration +static void FindIncidentFace(Vector2 *v0, Vector2 *v1, PhysicsShape ref, PhysicsShape inc, int index); // Finds two polygon shapes incident face +static int Clip(Vector2 normal, float clip, Vector2 *faceA, Vector2 *faceB); // Calculates clipping based on a normal and two faces +static bool BiasGreaterThan(float valueA, float valueB); // Check if values are between bias range +static Vector2 TriangleBarycenter(Vector2 v1, Vector2 v2, Vector2 v3); // Returns the barycenter of a triangle given by 3 points +static void InitTimer(void); // Initializes hi-resolution timer +static double GetCurrentTime(void); // Get current time in milliseconds +static int GetRandomNumber(int min, int max); // Returns a random number between min and max (both included) + +static void MathClamp(double *value, double min, double max); // Clamp a value in a range +static Vector2 MathCross(float value, Vector2 vector); // Returns the cross product of a vector and a value +static float MathCrossVector2(Vector2 v1, Vector2 v2); // Returns the cross product of two vectors +static float MathLenSqr(Vector2 vector); // Returns the len square root of a vector +static float MathDot(Vector2 v1, Vector2 v2); // Returns the dot product of two vectors +static inline float DistSqr(Vector2 v1, Vector2 v2); // Returns the square root of distance between two vectors +static void MathNormalize(Vector2 *vector); // Returns the normalized values of a vector +static Vector2 Vector2Add(Vector2 v1, Vector2 v2); // Returns the sum of two given vectors +static Vector2 Vector2Subtract(Vector2 v1, Vector2 v2); // Returns the subtract of two given vectors + +static Mat2 Mat2Radians(float radians); // Creates a matrix 2x2 from a given radians value +static void Mat2Set(Mat2 *matrix, float radians); // Set values from radians to a created matrix 2x2 +static Mat2 Mat2Transpose(Mat2 matrix); // Returns the transpose of a given matrix 2x2 +static Vector2 Mat2MultiplyVector2(Mat2 matrix, Vector2 vector); // Multiplies a vector by a matrix 2x2 //---------------------------------------------------------------------------------- // Module Functions Definition //---------------------------------------------------------------------------------- +// Initializes physics values, pointers and creates physics loop thread +PHYSACDEF void InitPhysics(void) +{ + #if defined(PHYSAC_DEBUG) + printf("[PHYSAC] physics module initialized successfully\n"); + #endif -// Initializes pointers array (just pointers, fixed size) -PHYSACDEF void InitPhysics(Vector2 gravity) -{ - // Initialize physics variables - physicBodiesCount = 0; - gravityForce = gravity; - - #ifndef PHYSAC_NO_THREADS // NOTE: if defined, user will need to create a thread for PhysicsThread function manually - // Create physics thread - pthread_t tid; - pthread_create(&tid, NULL, &PhysicsThread, NULL); + #if !defined(PHYSAC_NO_THREADS) + // NOTE: if defined, user will need to create a thread for PhysicsThread function manually + // Create physics thread using POSIXS thread libraries + pthread_create(&physicsThreadId, NULL, &PhysicsLoop, NULL); #endif } -// Unitialize all physic objects and empty the objects pool -PHYSACDEF void ClosePhysics() +// Returns true if physics thread is currently enabled +PHYSACDEF bool IsPhysicsEnabled(void) { - // Exit physics thread loop - physicsThreadEnabled = false; - - // Free all dynamic memory allocations - for (int i = 0; i < physicBodiesCount; i++) PHYSAC_FREE(physicBodies[i]); - - // Reset enabled physic objects count - physicBodiesCount = 0; + return physicsThreadEnabled; } -// Create a new physic body dinamically, initialize it and add to pool -PHYSACDEF PhysicBody CreatePhysicBody(Vector2 position, float rotation, Vector2 scale) +// Sets physics global gravity force +PHYSACDEF void SetPhysicsGravity(float x, float y) { - // Allocate dynamic memory - PhysicBody obj = (PhysicBody)PHYSAC_MALLOC(sizeof(PhysicBodyData)); - - // Initialize physic body values with generic values - obj->id = physicBodiesCount; - 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 body to the pointers array - physicBodies[physicBodiesCount] = obj; - - // Increase enabled physic bodies count - physicBodiesCount++; - - return obj; + gravityForce.x = x; + gravityForce.y = y; } -// Destroy a specific physic body and take it out of the list -PHYSACDEF void DestroyPhysicBody(PhysicBody pbody) +// Creates a new circle physics body with generic parameters +PHYSACDEF PhysicsBody CreatePhysicsBodyCircle(Vector2 pos, float radius, float density) { - // Free dynamic memory allocation - PHYSAC_FREE(physicBodies[pbody->id]); - - // Remove *obj from the pointers array - for (int i = pbody->id; i < physicBodiesCount; i++) + 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++) { - // Resort all the following pointers of the array - if ((i + 1) < physicBodiesCount) + 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) { - physicBodies[i] = physicBodies[i + 1]; - physicBodies[i]->id = physicBodies[i + 1]->id; + 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 +PHYSACDEF PhysicsBody CreatePhysicsBodyRectangle(Vector2 pos, float width, float height, float density) +{ + 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->shape.type = PHYSICS_POLYGON; + newBody->shape.body = newBody; + newBody->shape.vertexData = CreateRectanglePolygon(pos, (Vector2){ width, height }); + + // Calculate centroid and moment of inertia + Vector2 center = { 0 }; + float area = 0; + float inertia = 0; + const float k = 1.0f/3.0f; + + for (int i = 0; i < newBody->shape.vertexData.vertexCount; i++) + { + // Triangle vertices, third vertex implied as (0, 0) + Vector2 p1 = newBody->shape.vertexData.vertices[i]; + int nextIndex = (((i + 1) < newBody->shape.vertexData.vertexCount) ? (i + 1) : 0); + Vector2 p2 = newBody->shape.vertexData.vertices[nextIndex]; + + float D = MathCrossVector2(p1, p2); + float triangleArea = D/2; + + area += triangleArea; + + // Use area to weight the centroid average, not just vertex position + center.x += triangleArea*k*(p1.x + p2.x); + center.y += triangleArea*k*(p1.y + p2.y); + + float intx2 = p1.x*p1.x + p2.x*p1.x + p2.x*p2.x; + float inty2 = p1.y*p1.y + p2.y*p1.y + p2.y*p2.y; + inertia += (0.25f*k*D)*(intx2 + inty2); + } + + center.x *= 1.0f/area; + center.y *= 1.0f/area; + + // Translate vertices to centroid (make the centroid (0, 0) for the polygon in model space) + // Note: this is not really necessary + for (int i = 0; i < newBody->shape.vertexData.vertexCount; i++) + { + newBody->shape.vertexData.vertices[i].x -= center.x; + newBody->shape.vertexData.vertices[i].y -= center.y; + } + + newBody->mass = density*area; + newBody->inverseMass = ((newBody->mass != 0.0f) ? 1.0f/newBody->mass : 0.0f); + newBody->inertia = density*inertia; + newBody->inverseInertia = ((newBody->inertia != 0.0f) ? 1.0f/newBody->inertia : 0.0f); + newBody->staticFriction = 0.4f; + newBody->dynamicFriction = 0.2f; + newBody->restitution = 0; + newBody->useGravity = true; + newBody->isGrounded = false; + newBody->freezeOrient = false; + + // Add new body to bodies pointers array and update bodies count + bodies[physicsBodiesCount] = newBody; + physicsBodiesCount++; + + #if defined(PHYSAC_DEBUG) + printf("[PHYSAC] created polygon 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 polygon physics body with generic parameters +PHYSACDEF PhysicsBody CreatePhysicsBodyPolygon(Vector2 pos, float radius, int sides, float density) +{ + 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->shape.type = PHYSICS_POLYGON; + newBody->shape.body = newBody; + newBody->shape.vertexData = CreateRandomPolygon(radius, sides); + + // Calculate centroid and moment of inertia + Vector2 center = { 0 }; + float area = 0; + float inertia = 0; + const float alpha = 1.0f/3.0f; + + for (int i = 0; i < newBody->shape.vertexData.vertexCount; i++) + { + // Triangle vertices, third vertex implied as (0, 0) + Vector2 position1 = newBody->shape.vertexData.vertices[i]; + int nextIndex = (((i + 1) < newBody->shape.vertexData.vertexCount) ? (i + 1) : 0); + Vector2 position2 = newBody->shape.vertexData.vertices[nextIndex]; + + float cross = MathCrossVector2(position1, position2); + float triangleArea = cross/2; + + area += triangleArea; + + // Use area to weight the centroid average, not just vertex position + center.x += triangleArea*alpha*(position1.x + position2.x); + center.y += triangleArea*alpha*(position1.y + position2.y); + + float intx2 = position1.x*position1.x + position2.x*position1.x + position2.x*position2.x; + float inty2 = position1.y*position1.y + position2.y*position1.y + position2.y*position2.y; + inertia += (0.25f*alpha*cross)*(intx2 + inty2); + } + + center.x *= 1.0f/area; + center.y *= 1.0f/area; + + // Translate vertices to centroid (make the centroid (0, 0) for the polygon in model space) + // Note: this is not really necessary + for (int i = 0; i < newBody->shape.vertexData.vertexCount; i++) + { + newBody->shape.vertexData.vertices[i].x -= center.x; + newBody->shape.vertexData.vertices[i].y -= center.y; + } + + newBody->mass = density*area; + newBody->inverseMass = ((newBody->mass != 0.0f) ? 1.0f/newBody->mass : 0.0f); + newBody->inertia = density*inertia; + newBody->inverseInertia = ((newBody->inertia != 0.0f) ? 1.0f/newBody->inertia : 0.0f); + newBody->staticFriction = 0.4f; + newBody->dynamicFriction = 0.2f; + newBody->restitution = 0; + newBody->useGravity = true; + newBody->isGrounded = false; + newBody->freezeOrient = false; + + // Add new body to bodies pointers array and update bodies count + bodies[physicsBodiesCount] = newBody; + physicsBodiesCount++; + + #if defined(PHYSAC_DEBUG) + printf("[PHYSAC] created polygon 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; +} + +// Adds a force to a physics body +PHYSACDEF void PhysicsAddForce(PhysicsBody body, Vector2 force) +{ + if (body != NULL) body->force = Vector2Add(body->force, force); +} + +// Adds an angular force to a physics body +PHYSACDEF void PhysicsAddTorque(PhysicsBody body, float amount) +{ + if (body != NULL) body->torque += amount; +} + +// Shatters a polygon shape physics body to little physics bodies with explosion force +PHYSACDEF void PhysicsShatter(PhysicsBody body, Vector2 position, float force) +{ + if (body != NULL) + { + if (body->shape.type == PHYSICS_POLYGON) + { + PolygonData vertexData = body->shape.vertexData; + bool collision = false; + + for (int i = 0; i < vertexData.vertexCount; i++) + { + Vector2 positionA = body->position; + Vector2 positionB = Mat2MultiplyVector2(vertexData.transform, Vector2Add(body->position, vertexData.vertices[i])); + int nextIndex = (((i + 1) < vertexData.vertexCount) ? (i + 1) : 0); + Vector2 positionC = Mat2MultiplyVector2(vertexData.transform, Vector2Add(body->position, vertexData.vertices[nextIndex])); + + // Check collision between each triangle + float alpha = ((positionB.y - positionC.y)*(position.x - positionC.x) + (positionC.x - positionB.x)*(position.y - positionC.y))/ + ((positionB.y - positionC.y)*(positionA.x - positionC.x) + (positionC.x - positionB.x)*(positionA.y - positionC.y)); + + float beta = ((positionC.y - positionA.y)*(position.x - positionC.x) + (positionA.x - positionC.x)*(position.y - positionC.y))/ + ((positionB.y - positionC.y)*(positionA.x - positionC.x) + (positionC.x - positionB.x)*(positionA.y - positionC.y)); + + float gamma = 1.0f - alpha - beta; + + if ((alpha > 0) && (beta > 0) & (gamma > 0)) + { + collision = true; + break; + } + } + + if (collision) + { + int count = vertexData.vertexCount; + Vector2 bodyPos = body->position; + Vector2 vertices[count]; + Mat2 trans = vertexData.transform; + for (int i = 0; i < count; i++) vertices[i] = vertexData.vertices[i]; + + // Destroy shattered physics body + DestroyPhysicsBody(body); + + for (int i = 0; i < count; i++) + { + int nextIndex = (((i + 1) < count) ? (i + 1) : 0); + Vector2 center = TriangleBarycenter(vertices[i], vertices[nextIndex], (Vector2){ 0, 0 }); + center = Vector2Add(bodyPos, center); + Vector2 offset = Vector2Subtract(center, bodyPos); + + PhysicsBody newBody = CreatePhysicsBodyPolygon(center, 10, 3, 10); // Create polygon physics body with relevant values + + PolygonData newData = { 0 }; + newData.vertexCount = 3; + newData.transform = trans; + + newData.vertices[0] = Vector2Subtract(vertices[i], offset); + newData.vertices[1] = Vector2Subtract(vertices[nextIndex], offset); + newData.vertices[2] = Vector2Subtract(position, center); + + // Separate vertices to avoid unnecessary physics collisions + newData.vertices[0].x *= 0.95f; + newData.vertices[0].y *= 0.95f; + newData.vertices[1].x *= 0.95f; + newData.vertices[1].y *= 0.95f; + newData.vertices[2].x *= 0.95f; + newData.vertices[2].y *= 0.95f; + + // Calculate polygon faces normals + for (int j = 0; j < newData.vertexCount; j++) + { + int nextVertex = (((j + 1) < newData.vertexCount) ? (j + 1) : 0); + Vector2 face = Vector2Subtract(newData.vertices[nextVertex], newData.vertices[j]); + + newData.normals[j] = (Vector2){ face.y, -face.x }; + MathNormalize(&newData.normals[j]); + } + + // Apply computed vertex data to new physics body shape + newBody->shape.vertexData = newData; + + // Calculate centroid and moment of inertia + center = (Vector2){ 0 }; + float area = 0; + float inertia = 0; + const float k = 1.0f/3.0f; + + for (int j = 0; j < newBody->shape.vertexData.vertexCount; j++) + { + // Triangle vertices, third vertex implied as (0, 0) + Vector2 p1 = newBody->shape.vertexData.vertices[j]; + int nextVertex = (((j + 1) < newBody->shape.vertexData.vertexCount) ? (j + 1) : 0); + Vector2 p2 = newBody->shape.vertexData.vertices[nextVertex]; + + float D = MathCrossVector2(p1, p2); + float triangleArea = D/2; + + area += triangleArea; + + // Use area to weight the centroid average, not just vertex position + center.x += triangleArea*k*(p1.x + p2.x); + center.y += triangleArea*k*(p1.y + p2.y); + + float intx2 = p1.x*p1.x + p2.x*p1.x + p2.x*p2.x; + float inty2 = p1.y*p1.y + p2.y*p1.y + p2.y*p2.y; + inertia += (0.25f*k*D)*(intx2 + inty2); + } + + center.x *= 1.0f/area; + center.y *= 1.0f/area; + + newBody->mass = area; + newBody->inverseMass = ((newBody->mass != 0.0f) ? 1.0f/newBody->mass : 0.0f); + newBody->inertia = inertia; + newBody->inverseInertia = ((newBody->inertia != 0.0f) ? 1.0f/newBody->inertia : 0.0f); + + // Calculate explosion force direction + Vector2 pointA = newBody->position; + Vector2 pointB = Vector2Subtract(newData.vertices[1], newData.vertices[0]); + pointB.x /= 2; + pointB.y /= 2; + Vector2 forceDirection = Vector2Subtract(Vector2Add(pointA, Vector2Add(newData.vertices[0], pointB)), newBody->position); + MathNormalize(&forceDirection); + forceDirection.x *= force; + forceDirection.y *= force; + + // Apply force to new physics body + PhysicsAddForce(newBody, forceDirection); + } + } } - else PHYSAC_FREE(physicBodies[i]); } - - // Decrease enabled physic bodies count - physicBodiesCount--; + #if defined(PHYSAC_DEBUG) + else printf("[PHYSAC] error when trying to shatter a null reference physics body"); + #endif } -// Apply directional force to a physic body -PHYSACDEF void ApplyForce(PhysicBody pbody, Vector2 force) +// Returns the current amount of created physics bodies +PHYSACDEF int GetPhysicsBodiesCount(void) { - if (pbody->rigidbody.enabled) + return physicsBodiesCount; +} + +// Returns a physics body of the bodies pool at a specific index +PHYSACDEF PhysicsBody GetPhysicsBody(int index) +{ + if (index < physicsBodiesCount) + { + PhysicsBody body = bodies[index]; + if (body != NULL) return body; + else + { + #if defined(PHYSAC_DEBUG) + printf("[PHYSAC] error when trying to get a null reference physics body"); + #endif + + return NULL; + } + } + #if defined(PHYSAC_DEBUG) + else { - pbody->rigidbody.velocity.x += force.x/pbody->rigidbody.mass; - pbody->rigidbody.velocity.y += force.y/pbody->rigidbody.mass; + printf("[PHYSAC] physics body index is out of bounds"); + return NULL; } + #endif } -// Apply radial force to all physic objects in range -PHYSACDEF void ApplyForceAtPosition(Vector2 position, float force, float radius) +// Returns the physics body shape type (PHYSICS_CIRCLE or PHYSICS_POLYGON) +PHYSACDEF int GetPhysicsShapeType(int index) { - for (int i = 0; i < physicBodiesCount; i++) + if (index < physicsBodiesCount) { - if (physicBodies[i]->rigidbody.enabled) + PhysicsBody body = bodies[index]; + if (body != NULL) return body->shape.type; + #if defined(PHYSAC_DEBUG) + else { - // Calculate direction and distance between force and physic body position - Vector2 distance = (Vector2){ physicBodies[i]->transform.position.x - position.x, physicBodies[i]->transform.position.y - position.y }; + printf("[PHYSAC] error when trying to get a null reference physics body"); + return -1; + } + #endif + } + #if defined(PHYSAC_DEBUG) + else + { + printf("[PHYSAC] physics body index is out of bounds"); + return -1; + } + #endif +} - if (physicBodies[i]->collider.type == COLLIDER_RECTANGLE) +// Returns the amount of vertices of a physics body shape +PHYSACDEF int GetPhysicsShapeVerticesCount(int index) +{ + if (index < physicsBodiesCount) + { + PhysicsBody body = bodies[index]; + if (body != NULL) + { + switch (body->shape.type) { - distance.x += physicBodies[i]->transform.scale.x/2; - distance.y += physicBodies[i]->transform.scale.y/2; + case PHYSICS_CIRCLE: return PHYSAC_CIRCLE_VERTICES; break; + case PHYSICS_POLYGON: return body->shape.vertexData.vertexCount; break; + default: break; } - - float distanceLength = Vector2Length(distance); - - // Check if physic body is in force range - if (distanceLength <= radius) + } + #if defined(PHYSAC_DEBUG) + else + { + printf("[PHYSAC] error when trying to get a null reference physics body"); + return 0; + } + #endif + } + #if defined(PHYSAC_DEBUG) + else + { + printf("[PHYSAC] physics body index is out of bounds"); + return 0; + } + #endif +} + +// Returns transformed position of a body shape (body position + vertex transformed position) +PHYSACDEF Vector2 GetPhysicsShapeVertex(PhysicsBody body, int vertex) +{ + Vector2 position = { 0 }; + + if (body != NULL) + { + switch (body->shape.type) + { + case PHYSICS_CIRCLE: + { + position.x = body->position.x + cosf(360/PHYSAC_CIRCLE_VERTICES*vertex*PHYSAC_DEG2RAD)*body->shape.radius; + position.y = body->position.y + sinf(360/PHYSAC_CIRCLE_VERTICES*vertex*PHYSAC_DEG2RAD)*body->shape.radius; + } break; + case PHYSICS_POLYGON: { - // 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 body - ApplyForce(physicBodies[i], finalForce); + PolygonData vertexData = body->shape.vertexData; + position = Vector2Add(body->position, Mat2MultiplyVector2(vertexData.transform, vertexData.vertices[vertex])); + } break; + default: break; + } + } + #if defined(PHYSAC_DEBUG) + else printf("[PHYSAC] error when trying to get a null reference physics body"); + #endif + + return position; +} + +// Sets physics body shape transform based on radians parameter +PHYSACDEF void SetPhysicsBodyRotation(PhysicsBody body, float radians) +{ + if (body != NULL) + { + body->orient = radians; + + if (body->shape.type == PHYSICS_POLYGON) body->shape.vertexData.transform = Mat2Radians(radians); + } +} + +// Unitializes and destroys a physics body +PHYSACDEF void DestroyPhysicsBody(PhysicsBody body) +{ + if (body != NULL) + { + int id = body->id; + int index = -1; + + for (int i = 0; i < physicsBodiesCount; i++) + { + if (bodies[i]->id == id) + { + index = i; + break; } } + + #if defined(PHYSAC_DEBUG) + if (index == -1) printf("[PHYSAC] cannot find body id %i in pointers array\n", id); + #endif + + // Free body allocated memory + PHYSAC_FREE(bodies[index]); + usedMemory -= sizeof(PhysicsBodyData); + bodies[index] = NULL; + + // Reorder physics bodies pointers array and its catched index + for (int i = index; i < physicsBodiesCount; i++) + { + if ((i + 1) < physicsBodiesCount) bodies[i] = bodies[i + 1]; + } + + // Update physics bodies count + physicsBodiesCount--; + + #if defined(PHYSAC_DEBUG) + printf("[PHYSAC] destroyed physics body id %i\n", id); + #endif } + #if defined(PHYSAC_DEBUG) + else printf("[PHYSAC] error trying to destroy a null referenced body\n"); + #endif } -// Convert Transform data type to Rectangle (position and scale) -PHYSACDEF Rectangle TransformToRectangle(Transform transform) +// Destroys created physics bodies and manifolds and resets global values +PHYSACDEF void ResetPhysics(void) { - return (Rectangle){transform.position.x, transform.position.y, transform.scale.x, transform.scale.y}; + // Unitialize physics bodies dynamic memory allocations + for (int i = physicsBodiesCount - 1; i >= 0; i--) + { + PhysicsBody body = bodies[i]; + + if (body != NULL) + { + PHYSAC_FREE(body); + body = NULL; + usedMemory -= sizeof(PhysicsBodyData); + } + } + + physicsBodiesCount = 0; + + // Unitialize physics manifolds dynamic memory allocations + for (int i = physicsManifoldsCount - 1; i >= 0; i--) + { + PhysicsManifold manifold = contacts[i]; + + if (manifold != NULL) + { + PHYSAC_FREE(manifold); + manifold = NULL; + usedMemory -= sizeof(PhysicsManifoldData); + } + } + + physicsManifoldsCount = 0; + + #if defined(PHYSAC_DEBUG) + printf("[PHYSAC] physics module reset successfully\n"); + #endif } -// Physics calculations thread function -PHYSACDEF void* PhysicsThread(void *arg) +// Unitializes physics pointers and exits physics loop thread +PHYSACDEF void ClosePhysics(void) { - // Initialize thread loop state + // Exit physics loop thread + physicsThreadEnabled = false; + + #if !defined(PHYSAC_NO_THREADS) + pthread_join(physicsThreadId, NULL); + #endif +} + +//---------------------------------------------------------------------------------- +// Module Internal Functions Definition +//---------------------------------------------------------------------------------- +// Creates a random polygon shape with max vertex distance from polygon pivot +static PolygonData CreateRandomPolygon(float radius, int sides) +{ + PolygonData data = { 0 }; + data.vertexCount = sides; + + float orient = GetRandomNumber(0, 360); + data.transform = Mat2Radians(orient*PHYSAC_DEG2RAD); + + // Calculate polygon vertices positions + for (int i = 0; i < data.vertexCount; i++) + { + data.vertices[i].x = cosf(360/sides*i*PHYSAC_DEG2RAD)*radius; + data.vertices[i].y = sinf(360/sides*i*PHYSAC_DEG2RAD)*radius; + } + + // Calculate polygon faces normals + for (int i = 0; i < data.vertexCount; i++) + { + int nextIndex = (((i + 1) < sides) ? (i + 1) : 0); + Vector2 face = Vector2Subtract(data.vertices[nextIndex], data.vertices[i]); + + data.normals[i] = (Vector2){ face.y, -face.x }; + MathNormalize(&data.normals[i]); + } + + return data; +} + +// Creates a rectangle polygon shape based on a min and max positions +static PolygonData CreateRectanglePolygon(Vector2 pos, Vector2 size) +{ + PolygonData data = { 0 }; + + data.vertexCount = 4; + data.transform = Mat2Radians(0); + + // Calculate polygon vertices positions + data.vertices[0] = (Vector2){ pos.x + size.x/2, pos.y - size.y/2 }; + data.vertices[1] = (Vector2){ pos.x + size.x/2, pos.y + size.y/2 }; + data.vertices[2] = (Vector2){ pos.x - size.x/2, pos.y + size.y/2 }; + data.vertices[3] = (Vector2){ pos.x - size.x/2, pos.y - size.y/2 }; + + // Calculate polygon faces normals + for (int i = 0; i < data.vertexCount; i++) + { + int nextIndex = (((i + 1) < data.vertexCount) ? (i + 1) : 0); + Vector2 face = Vector2Subtract(data.vertices[nextIndex], data.vertices[i]); + + data.normals[i] = (Vector2){ face.y, -face.x }; + MathNormalize(&data.normals[i]); + } + + return data; +} + +// Physics loop thread function +static void *PhysicsLoop(void *arg) +{ + #if defined(PHYSAC_DEBUG) + printf("[PHYSAC] physics thread created with successfully\n"); + #endif + + // Initialize physics loop thread values physicsThreadEnabled = true; - - // Initialize hi-resolution timer + accumulator = 0; + + // Initialize high resolution timer InitTimer(); - + // Physics update loop - while (physicsThreadEnabled) + while (physicsThreadEnabled) { + // Calculate current time currentTime = GetCurrentTime(); - double deltaTime = (double)(currentTime - previousTime); - previousTime = currentTime; - // Delta time value needs to be inverse multiplied by physics time step value (1/target fps) - UpdatePhysics(deltaTime/PHYSICS_TIMESTEP); + // Calculate current delta time + deltaTime = currentTime - startTime; + + // Store the time elapsed since the last frame began + accumulator += deltaTime; + + // Clamp accumulator to max time step to avoid bad performance + MathClamp(&accumulator, 0, PHYSAC_MAX_TIMESTEP); + + // Fixed time stepping loop + while (accumulator >= PHYSAC_DESIRED_DELTATIME) + { + PhysicsStep(); + accumulator -= deltaTime; + } + + // Record the starting of this frame + startTime = currentTime; } - + + // Unitialize physics manifolds dynamic memory allocations + for (int i = physicsManifoldsCount - 1; i >= 0; i--) DestroyPhysicsManifold(contacts[i]); + + // Unitialize physics bodies dynamic memory allocations + for (int i = physicsBodiesCount - 1; i >= 0; i--) DestroyPhysicsBody(bodies[i]); + + #if defined(PHYSAC_DEBUG) + if (physicsBodiesCount > 0 || usedMemory != 0) printf("[PHYSAC] physics module closed with %i still allocated bodies [MEMORY: %i bytes]\n", physicsBodiesCount, usedMemory); + else if (physicsManifoldsCount > 0 || usedMemory != 0) printf("[PHYSAC] physics module closed with %i still allocated manifolds [MEMORY: %i bytes]\n", physicsManifoldsCount, usedMemory); + else printf("[PHYSAC] physics module closed successfully\n"); + #endif + return NULL; } -//---------------------------------------------------------------------------------- -// Module specific Functions Definition -//---------------------------------------------------------------------------------- -// Initialize hi-resolution timer -static void InitTimer(void) +// Physics steps calculations (dynamics, collisions and position corrections) +static void PhysicsStep(void) { -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) - struct timespec now; + stepsCount++; - if (clock_gettime(CLOCK_MONOTONIC, &now) == 0) // Success + // Clear previous generated collisions information + for (int i = physicsManifoldsCount - 1; i >= 0; i--) { - baseTime = (uint64_t)now.tv_sec*1000000000LLU + (uint64_t)now.tv_nsec; + PhysicsManifold manifold = contacts[i]; + if (manifold != NULL) DestroyPhysicsManifold(manifold); } -#endif - previousTime = GetCurrentTime(); // Get time as double -} + // Generate new collision information + for (int i = 0; i < physicsBodiesCount; i++) + { + PhysicsBody bodyA = bodies[i]; -// Time measure returned are microseconds -static double GetCurrentTime(void) -{ - double time; - -#if defined(PLATFORM_DESKTOP) - unsigned long long int clockFrequency, currentTime; - - QueryPerformanceFrequency(&clockFrequency); - QueryPerformanceCounter(¤tTime); - - time = (double)((double)currentTime/(double)clockFrequency); -#endif + if (bodyA != NULL) + { + for (int j = i + 1; j < physicsBodiesCount; j++) + { + PhysicsBody bodyB = bodies[j]; -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) - struct timespec ts; - clock_gettime(CLOCK_MONOTONIC, &ts); - uint64_t temp = (uint64_t)ts.tv_sec*1000000000LLU + (uint64_t)ts.tv_nsec; + if (bodyB != NULL) + { + if ((bodyA->inverseMass == 0) && (bodyB->inverseMass == 0)) continue; - time = (double)(temp - baseTime)*1e-9; -#endif + PhysicsManifold manifold = NULL; + if (bodyA->shape.type == PHYSICS_POLYGON && bodyB->shape.type == PHYSICS_CIRCLE) manifold = CreatePhysicsManifold(bodyB, bodyA); + else manifold = CreatePhysicsManifold(bodyA, bodyB); + SolvePhysicsManifold(manifold); - return time; + if (manifold->contactsCount > 0) + { + // Create a new manifold with same information as previously solved manifold and add it to the manifolds pool last slot + PhysicsManifold newManifold = CreatePhysicsManifold(bodyA, bodyB); + newManifold->penetration = manifold->penetration; + newManifold->normal = manifold->normal; + newManifold->contacts[0] = manifold->contacts[0]; + newManifold->contacts[1] = manifold->contacts[1]; + newManifold->contactsCount = manifold->contactsCount; + newManifold->restitution = manifold->restitution; + newManifold->dynamicFriction = manifold->dynamicFriction; + newManifold->staticFriction = manifold->staticFriction; + } + } + } + } + } + + // Integrate forces to physics bodies + for (int i = 0; i < physicsBodiesCount; i++) + { + PhysicsBody body = bodies[i]; + if (body != NULL) IntegratePhysicsForces(body); + } + + // Initialize physics manifolds to solve collisions + for (int i = 0; i < physicsManifoldsCount; i++) + { + PhysicsManifold manifold = contacts[i]; + if (manifold != NULL) InitializePhysicsManifolds(manifold); + } + + // Integrate physics collisions impulses to solve collisions + for (int i = 0; i < PHYSAC_COLLISION_ITERATIONS; i++) + { + for (int j = 0; j < physicsManifoldsCount; j++) + { + PhysicsManifold manifold = contacts[i]; + if (manifold != NULL) IntegratePhysicsImpulses(manifold); + } + } + + // Integrate velocity to physics bodies + for (int i = 0; i < physicsBodiesCount; i++) + { + PhysicsBody body = bodies[i]; + if (body != NULL) IntegratePhysicsVelocity(body); + } + + // Correct physics bodies positions based on manifolds collision information + for (int i = 0; i < physicsManifoldsCount; i++) + { + PhysicsManifold manifold = contacts[i]; + if (manifold != NULL) CorrectPhysicsPositions(manifold); + } + + // Clear physics bodies forces + for (int i = 0; i < physicsBodiesCount; i++) + { + PhysicsBody body = bodies[i]; + if (body != NULL) + { + body->force = (Vector2){ 0 }; + body->torque = 0; + } + } } -// Returns the dot product of two Vector2 -static float Vector2DotProduct(Vector2 v1, Vector2 v2) +// Creates a new physics manifold to solve collision +static PhysicsManifold CreatePhysicsManifold(PhysicsBody a, PhysicsBody b) { - float result; + PhysicsManifold newManifold = (PhysicsManifold)PHYSAC_MALLOC(sizeof(PhysicsManifoldData)); + usedMemory += sizeof(PhysicsManifoldData); - result = v1.x*v2.x + v1.y*v2.y; + int newId = -1; + for (int i = 0; i < PHYSAC_MAX_MANIFOLDS; i++) + { + int currentId = i; - return result; + // Check if current id already exist in other physics body + for (int k = 0; k < physicsManifoldsCount; k++) + { + if (contacts[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 manifold with generic values + newManifold->id = newId; + newManifold->bodyA = a; + newManifold->bodyB = b; + newManifold->penetration = 0; + newManifold->normal = (Vector2){ 0 }; + newManifold->contacts[0] = (Vector2){ 0 }; + newManifold->contacts[1] = (Vector2){ 0 }; + newManifold->contactsCount = 0; + newManifold->restitution = 0; + newManifold->dynamicFriction = 0; + newManifold->staticFriction = 0; + + // Add new body to bodies pointers array and update bodies count + contacts[physicsManifoldsCount] = newManifold; + physicsManifoldsCount++; + } + #if defined(PHYSAC_DEBUG) + else printf("[PHYSAC] new physics manifold creation failed because there is any available id to use\n"); + #endif + + return newManifold; } -static float Vector2Length(Vector2 v) +// Unitializes and destroys a physics manifold +static void DestroyPhysicsManifold(PhysicsManifold manifold) { - float result; - - result = sqrt(v.x*v.x + v.y*v.y); - - return result; + if (manifold != NULL) + { + int id = manifold->id; + int index = -1; + + for (int i = 0; i < physicsManifoldsCount; i++) + { + if (contacts[i]->id == id) + { + index = i; + break; + } + } + + #if defined(PHYSAC_DEBUG) + if (index == -1) printf("[PHYSAC] cannot find manifold id %i in pointers array\n", id); + #endif + + // Free manifold allocated memory + PHYSAC_FREE(contacts[index]); + usedMemory -= sizeof(PhysicsManifoldData); + contacts[index] = NULL; + + // Reorder physics manifolds pointers array and its catched index + for (int i = index; i < physicsManifoldsCount; i++) + { + if ((i + 1) < physicsManifoldsCount) contacts[i] = contacts[i + 1]; + } + + // Update physics manifolds count + physicsManifoldsCount--; + } + #if defined(PHYSAC_DEBUG) + else printf("[PHYSAC] error trying to destroy a null referenced manifold\n"); + #endif } -// Update physic objects, calculating physic behaviours and collisions detection -static void UpdatePhysics(double deltaTime) +// Solves a created physics manifold between two physics bodies +static void SolvePhysicsManifold(PhysicsManifold manifold) { - for (int i = 0; i < physicBodiesCount; i++) + switch (manifold->bodyA->shape.type) { - if (physicBodies[i]->enabled) + case PHYSICS_CIRCLE: { - // Update physic behaviour - if (physicBodies[i]->rigidbody.enabled) + switch (manifold->bodyB->shape.type) { - // Apply friction to acceleration in X axis - if (physicBodies[i]->rigidbody.acceleration.x > PHYSICS_ACCURACY) physicBodies[i]->rigidbody.acceleration.x -= physicBodies[i]->rigidbody.friction*deltaTime; - else if (physicBodies[i]->rigidbody.acceleration.x < PHYSICS_ACCURACY) physicBodies[i]->rigidbody.acceleration.x += physicBodies[i]->rigidbody.friction*deltaTime; - else physicBodies[i]->rigidbody.acceleration.x = 0.0f; - - // Apply friction to acceleration in Y axis - if (physicBodies[i]->rigidbody.acceleration.y > PHYSICS_ACCURACY) physicBodies[i]->rigidbody.acceleration.y -= physicBodies[i]->rigidbody.friction*deltaTime; - else if (physicBodies[i]->rigidbody.acceleration.y < PHYSICS_ACCURACY) physicBodies[i]->rigidbody.acceleration.y += physicBodies[i]->rigidbody.friction*deltaTime; - else physicBodies[i]->rigidbody.acceleration.y = 0.0f; - - // Apply friction to velocity in X axis - if (physicBodies[i]->rigidbody.velocity.x > PHYSICS_ACCURACY) physicBodies[i]->rigidbody.velocity.x -= physicBodies[i]->rigidbody.friction*deltaTime; - else if (physicBodies[i]->rigidbody.velocity.x < PHYSICS_ACCURACY) physicBodies[i]->rigidbody.velocity.x += physicBodies[i]->rigidbody.friction*deltaTime; - else physicBodies[i]->rigidbody.velocity.x = 0.0f; - - // Apply friction to velocity in Y axis - if (physicBodies[i]->rigidbody.velocity.y > PHYSICS_ACCURACY) physicBodies[i]->rigidbody.velocity.y -= physicBodies[i]->rigidbody.friction*deltaTime; - else if (physicBodies[i]->rigidbody.velocity.y < PHYSICS_ACCURACY) physicBodies[i]->rigidbody.velocity.y += physicBodies[i]->rigidbody.friction*deltaTime; - else physicBodies[i]->rigidbody.velocity.y = 0.0f; - - // Apply gravity to velocity - if (physicBodies[i]->rigidbody.applyGravity) - { - physicBodies[i]->rigidbody.velocity.x += gravityForce.x*deltaTime; - physicBodies[i]->rigidbody.velocity.y += gravityForce.y*deltaTime; - } - - // Apply acceleration to velocity - physicBodies[i]->rigidbody.velocity.x += physicBodies[i]->rigidbody.acceleration.x*deltaTime; - physicBodies[i]->rigidbody.velocity.y += physicBodies[i]->rigidbody.acceleration.y*deltaTime; - - // Apply velocity to position - physicBodies[i]->transform.position.x += physicBodies[i]->rigidbody.velocity.x*deltaTime; - physicBodies[i]->transform.position.y -= physicBodies[i]->rigidbody.velocity.y*deltaTime; + case PHYSICS_CIRCLE: SolveCircleToCircle(manifold); break; + case PHYSICS_POLYGON: SolveCircleToPolygon(manifold); break; + default: break; } - - // Update collision detection - if (physicBodies[i]->collider.enabled) + } break; + case PHYSICS_POLYGON: + { + switch (manifold->bodyB->shape.type) { - // Update collider bounds - physicBodies[i]->collider.bounds = TransformToRectangle(physicBodies[i]->transform); - - // Check collision with other colliders - for (int k = 0; k < physicBodiesCount; k++) - { - if (physicBodies[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 (physicBodies[i]->collider.type) - { - case COLLIDER_RECTANGLE: - { - switch (physicBodies[k]->collider.type) - { - case COLLIDER_RECTANGLE: - { - // Check if colliders are overlapped - if (CheckCollisionRecs(physicBodies[i]->collider.bounds, physicBodies[k]->collider.bounds)) - { - // Calculate direction vector from i to k - direction.x = (physicBodies[k]->transform.position.x + physicBodies[k]->transform.scale.x/2) - (physicBodies[i]->transform.position.x + physicBodies[i]->transform.scale.x/2); - direction.y = (physicBodies[k]->transform.position.y + physicBodies[k]->transform.scale.y/2) - (physicBodies[i]->transform.position.y + physicBodies[i]->transform.scale.y/2); - - // Define overlapping and penetration attributes - Vector2 overlap; - - // Calculate overlap on X axis - overlap.x = (physicBodies[i]->transform.scale.x + physicBodies[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 = (physicBodies[i]->transform.scale.y + physicBodies[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(physicBodies[k]->transform.position, physicBodies[k]->collider.radius, physicBodies[i]->collider.bounds)) - { - // Calculate direction vector between circles - direction.x = physicBodies[k]->transform.position.x - physicBodies[i]->transform.position.x + physicBodies[i]->transform.scale.x/2; - direction.y = physicBodies[k]->transform.position.y - physicBodies[i]->transform.position.y + physicBodies[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 = physicBodies[i]->collider.bounds.x + physicBodies[i]->collider.bounds.width; - else closestPoint.x = physicBodies[i]->collider.bounds.x; - - if (direction.y > 0.0f) closestPoint.y = physicBodies[i]->collider.bounds.y + physicBodies[i]->collider.bounds.height; - else closestPoint.y = physicBodies[i]->collider.bounds.y; - - // Check if the closest point is inside the circle - if (CheckCollisionPointCircle(closestPoint, physicBodies[k]->transform.position, physicBodies[k]->collider.radius)) - { - // Recalculate direction based on closest point position - direction.x = physicBodies[k]->transform.position.x - closestPoint.x; - direction.y = physicBodies[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 = physicBodies[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(physicBodies[i]->collider.bounds.y - physicBodies[k]->transform.position.y - physicBodies[k]->collider.radius); - } - else - { - contactNormal = (Vector2){ 0.0f, 1.0f }; - penetrationDepth = fabs(physicBodies[i]->collider.bounds.y - physicBodies[k]->transform.position.y + physicBodies[k]->collider.radius); - } - } - else - { - // Calculate final contact normal - if (direction.x > 0.0f) - { - contactNormal = (Vector2){ 1.0f, 0.0f }; - penetrationDepth = fabs(physicBodies[k]->transform.position.x + physicBodies[k]->collider.radius - physicBodies[i]->collider.bounds.x); - } - else - { - contactNormal = (Vector2){ -1.0f, 0.0f }; - penetrationDepth = fabs(physicBodies[i]->collider.bounds.x + physicBodies[i]->collider.bounds.width - physicBodies[k]->transform.position.x - physicBodies[k]->collider.radius); - } - } - } - } - } break; - } - } break; - case COLLIDER_CIRCLE: - { - switch (physicBodies[k]->collider.type) - { - case COLLIDER_RECTANGLE: - { - if (CheckCollisionCircleRec(physicBodies[i]->transform.position, physicBodies[i]->collider.radius, physicBodies[k]->collider.bounds)) - { - // Calculate direction vector between circles - direction.x = physicBodies[k]->transform.position.x + physicBodies[i]->transform.scale.x/2 - physicBodies[i]->transform.position.x; - direction.y = physicBodies[k]->transform.position.y + physicBodies[i]->transform.scale.y/2 - physicBodies[i]->transform.position.y; - - // Calculate closest point on rectangle to circle - Vector2 closestPoint = { 0.0f, 0.0f }; - if (direction.x > 0.0f) closestPoint.x = physicBodies[k]->collider.bounds.x + physicBodies[k]->collider.bounds.width; - else closestPoint.x = physicBodies[k]->collider.bounds.x; - - if (direction.y > 0.0f) closestPoint.y = physicBodies[k]->collider.bounds.y + physicBodies[k]->collider.bounds.height; - else closestPoint.y = physicBodies[k]->collider.bounds.y; - - // Check if the closest point is inside the circle - if (CheckCollisionPointCircle(closestPoint, physicBodies[i]->transform.position, physicBodies[i]->collider.radius)) - { - // Recalculate direction based on closest point position - direction.x = physicBodies[i]->transform.position.x - closestPoint.x; - direction.y = physicBodies[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 = physicBodies[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(physicBodies[k]->collider.bounds.y - physicBodies[i]->transform.position.y - physicBodies[i]->collider.radius); - } - else - { - contactNormal = (Vector2){ 0.0f, 1.0f }; - penetrationDepth = fabs(physicBodies[k]->collider.bounds.y - physicBodies[i]->transform.position.y + physicBodies[i]->collider.radius); - } - } - else - { - // Calculate final contact normal and penetration depth - if (direction.x > 0.0f) - { - contactNormal = (Vector2){ 1.0f, 0.0f }; - penetrationDepth = fabs(physicBodies[i]->transform.position.x + physicBodies[i]->collider.radius - physicBodies[k]->collider.bounds.x); - } - else - { - contactNormal = (Vector2){ -1.0f, 0.0f }; - penetrationDepth = fabs(physicBodies[k]->collider.bounds.x + physicBodies[k]->collider.bounds.width - physicBodies[i]->transform.position.x - physicBodies[i]->collider.radius); - } - } - } - } - } break; - case COLLIDER_CIRCLE: - { - // Check if colliders are overlapped - if (CheckCollisionCircles(physicBodies[i]->transform.position, physicBodies[i]->collider.radius, physicBodies[k]->transform.position, physicBodies[k]->collider.radius)) - { - // Calculate direction vector between circles - direction.x = physicBodies[k]->transform.position.x - physicBodies[i]->transform.position.x; - direction.y = physicBodies[k]->transform.position.y - physicBodies[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 (physicBodies[i]->rigidbody.enabled) physicBodies[i]->rigidbody.isGrounded = (contactNormal.y < 0.0f); - - // 2. Calculate collision impulse - // ------------------------------------------------------------------------------------------------------------------------------------- - - // Calculate relative velocity - Vector2 relVelocity = { 0.0f, 0.0f }; - relVelocity.x = physicBodies[k]->rigidbody.velocity.x - physicBodies[i]->rigidbody.velocity.x; - relVelocity.y = physicBodies[k]->rigidbody.velocity.y - physicBodies[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(physicBodies[i]->rigidbody.bounciness, physicBodies[k]->rigidbody.bounciness); - - // Calculate impulse scalar value - float j = -(1.0f + e)*velAlongNormal; - j /= 1.0f/physicBodies[i]->rigidbody.mass + 1.0f/physicBodies[k]->rigidbody.mass; - - // Calculate final impulse vector - Vector2 impulse = { j*contactNormal.x, j*contactNormal.y }; - - // Calculate collision mass ration - float massSum = physicBodies[i]->rigidbody.mass + physicBodies[k]->rigidbody.mass; - float ratio = 0.0f; - - // Apply impulse to current rigidbodies velocities if they are enabled - if (physicBodies[i]->rigidbody.enabled) - { - // Calculate inverted mass ration - ratio = physicBodies[i]->rigidbody.mass/massSum; - - // Apply impulse direction to velocity - physicBodies[i]->rigidbody.velocity.x -= impulse.x*ratio*(1.0f+physicBodies[i]->rigidbody.bounciness); - physicBodies[i]->rigidbody.velocity.y -= impulse.y*ratio*(1.0f+physicBodies[i]->rigidbody.bounciness); - } - - if (physicBodies[k]->rigidbody.enabled) - { - // Calculate inverted mass ration - ratio = physicBodies[k]->rigidbody.mass/massSum; - - // Apply impulse direction to velocity - physicBodies[k]->rigidbody.velocity.x += impulse.x*ratio*(1.0f+physicBodies[i]->rigidbody.bounciness); - physicBodies[k]->rigidbody.velocity.y += impulse.y*ratio*(1.0f+physicBodies[i]->rigidbody.bounciness); - } - - // 3. Correct colliders overlaping (transform position) - // --------------------------------------------------------------------------------------------------------------------------------- - - // Calculate transform position penetration correction - Vector2 posCorrection; - posCorrection.x = penetrationDepth/((1.0f/physicBodies[i]->rigidbody.mass) + (1.0f/physicBodies[k]->rigidbody.mass))*PHYSICS_ERRORPERCENT*contactNormal.x; - posCorrection.y = penetrationDepth/((1.0f/physicBodies[i]->rigidbody.mass) + (1.0f/physicBodies[k]->rigidbody.mass))*PHYSICS_ERRORPERCENT*contactNormal.y; - - // Fix transform positions - if (physicBodies[i]->rigidbody.enabled) - { - // Fix physic objects transform position - physicBodies[i]->transform.position.x -= 1.0f/physicBodies[i]->rigidbody.mass*posCorrection.x; - physicBodies[i]->transform.position.y += 1.0f/physicBodies[i]->rigidbody.mass*posCorrection.y; - - // Update collider bounds - physicBodies[i]->collider.bounds = TransformToRectangle(physicBodies[i]->transform); - - if (physicBodies[k]->rigidbody.enabled) - { - // Fix physic objects transform position - physicBodies[k]->transform.position.x += 1.0f/physicBodies[k]->rigidbody.mass*posCorrection.x; - physicBodies[k]->transform.position.y -= 1.0f/physicBodies[k]->rigidbody.mass*posCorrection.y; - - // Update collider bounds - physicBodies[k]->collider.bounds = TransformToRectangle(physicBodies[k]->transform); - } - } - } - } - } + case PHYSICS_CIRCLE: SolvePolygonToCircle(manifold); break; + case PHYSICS_POLYGON: SolvePolygonToPolygon(manifold); break; + default: break; } + } break; + default: break; + } + + // Update physics body grounded state if normal direction is downside + manifold->bodyB->isGrounded = (manifold->normal.y < 0); +} + +// Solves collision between two circle shape physics bodies +static void SolveCircleToCircle(PhysicsManifold manifold) +{ + PhysicsBody bodyA = manifold->bodyA; + PhysicsBody bodyB = manifold->bodyB; + + // Calculate translational vector, which is normal + Vector2 normal = Vector2Subtract(bodyB->position, bodyA->position); + + float distSqr = MathLenSqr(normal); + float radius = bodyA->shape.radius + bodyB->shape.radius; + + // Check if circles are not in contact + if (distSqr >= radius*radius) + { + manifold->contactsCount = 0; + return; + } + + float distance = sqrtf(distSqr); + manifold->contactsCount = 1; + + if (distance == 0) + { + manifold->penetration = bodyA->shape.radius; + manifold->normal = (Vector2){ 1, 0 }; + manifold->contacts[0] = bodyA->position; + } + else + { + manifold->penetration = radius - distance; + manifold->normal = (Vector2){ normal.x/distance, normal.y/distance }; // Faster than using MathNormalize() due to sqrt is already performed + manifold->contacts[0] = (Vector2){ manifold->normal.x*bodyA->shape.radius + bodyA->position.x, manifold->normal.y*bodyA->shape.radius + bodyA->position.y }; + } + + // Update physics body grounded state if normal direction is down + if (manifold->normal.y < 0) bodyA->isGrounded = true; +} + +// Solves collision between a circle to a polygon shape physics bodies +static void SolveCircleToPolygon(PhysicsManifold manifold) +{ + PhysicsBody bodyA = manifold->bodyA; + PhysicsBody bodyB = manifold->bodyB; + + manifold->contactsCount = 0; + + // Transform circle center to polygon transform space + Vector2 center = bodyA->position; + center = Mat2MultiplyVector2(Mat2Transpose(bodyB->shape.vertexData.transform), Vector2Subtract(center, bodyB->position)); + + // Find edge with minimum penetration + // It is the same concept as using support points in SolvePolygonToPolygon + float separation = -PHYSAC_FLT_MAX; + int faceNormal = 0; + PolygonData vertexData = bodyB->shape.vertexData; + + for (int i = 0; i < vertexData.vertexCount; i++) + { + float currentSeparation = MathDot(vertexData.normals[i], Vector2Subtract(center, vertexData.vertices[i])); + + if (currentSeparation > bodyA->shape.radius) return; + + if (currentSeparation > separation) + { + separation = currentSeparation; + faceNormal = i; } } + + // Grab face's vertices + Vector2 v1 = vertexData.vertices[faceNormal]; + int nextIndex = (((faceNormal + 1) < vertexData.vertexCount) ? (faceNormal + 1) : 0); + Vector2 v2 = vertexData.vertices[nextIndex]; + + // Check to see if center is within polygon + if (separation < PHYSAC_EPSILON) + { + manifold->contactsCount = 1; + Vector2 normal = Mat2MultiplyVector2(vertexData.transform, vertexData.normals[faceNormal]); + manifold->normal = (Vector2){ -normal.x, -normal.y }; + manifold->contacts[0] = (Vector2){ manifold->normal.x*bodyA->shape.radius + bodyA->position.x, manifold->normal.y*bodyA->shape.radius + bodyA->position.y }; + manifold->penetration = bodyA->shape.radius; + return; + } + + // Determine which voronoi region of the edge center of circle lies within + float dot1 = MathDot(Vector2Subtract(center, v1), Vector2Subtract(v2, v1)); + float dot2 = MathDot(Vector2Subtract(center, v2), Vector2Subtract(v1, v2)); + manifold->penetration = bodyA->shape.radius - separation; + + if (dot1 <= 0) // Closest to v1 + { + if (DistSqr(center, v1) > bodyA->shape.radius*bodyA->shape.radius) return; + + manifold->contactsCount = 1; + Vector2 normal = Vector2Subtract(v1, center); + normal = Mat2MultiplyVector2(vertexData.transform, normal); + MathNormalize(&normal); + manifold->normal = normal; + v1 = Mat2MultiplyVector2(vertexData.transform, v1); + v1 = Vector2Add(v1, bodyB->position); + manifold->contacts[0] = v1; + } + else if (dot2 <= 0) // Closest to v2 + { + if (DistSqr(center, v2) > bodyA->shape.radius*bodyA->shape.radius) return; + + manifold->contactsCount = 1; + Vector2 normal = Vector2Subtract(v2, center); + v2 = Mat2MultiplyVector2(vertexData.transform, v2); + v2 = Vector2Add(v2, bodyB->position); + manifold->contacts[0] = v2; + normal = Mat2MultiplyVector2(vertexData.transform, normal); + MathNormalize(&normal); + manifold->normal = normal; + } + else // Closest to face + { + Vector2 normal = vertexData.normals[faceNormal]; + + if (MathDot(Vector2Subtract(center, v1), normal) > bodyA->shape.radius) return; + + normal = Mat2MultiplyVector2(vertexData.transform, normal); + manifold->normal = (Vector2){ -normal.x, -normal.y }; + manifold->contacts[0] = (Vector2){ manifold->normal.x*bodyA->shape.radius + bodyA->position.x, manifold->normal.y*bodyA->shape.radius + bodyA->position.y }; + manifold->contactsCount = 1; + } +} + +// Solves collision between a polygon to a circle shape physics bodies +static void SolvePolygonToCircle(PhysicsManifold manifold) +{ + PhysicsBody bodyA = manifold->bodyA; + PhysicsBody bodyB = manifold->bodyB; + + manifold->bodyA = bodyB; + manifold->bodyB = bodyA; + SolveCircleToPolygon(manifold); + + manifold->normal.x *= -1; + manifold->normal.y *= -1; +} + +// Solves collision between two polygons shape physics bodies +static void SolvePolygonToPolygon(PhysicsManifold manifold) +{ + PhysicsShape bodyA = manifold->bodyA->shape; + PhysicsShape bodyB = manifold->bodyB->shape; + manifold->contactsCount = 0; + + // Check for separating axis with A shape's face planes + int faceA = 0; + float penetrationA = FindAxisLeastPenetration(&faceA, bodyA, bodyB); + if (penetrationA >= 0) return; + + // Check for separating axis with B shape's face planes + int faceB = 0; + float penetrationB = FindAxisLeastPenetration(&faceB, bodyB, bodyA); + if (penetrationB >= 0) return; + + int referenceIndex = 0; + bool flip = false; // Always point from A shape to B shape + + PhysicsShape refPoly; // Reference + PhysicsShape incPoly; // Incident + + // Determine which shape contains reference face + if (BiasGreaterThan(penetrationA, penetrationB)) + { + refPoly = bodyA; + incPoly = bodyB; + referenceIndex = faceA; + } + else + { + refPoly = bodyB; + incPoly = bodyA; + referenceIndex = faceB; + flip = true; + } + + // World space incident face + Vector2 incidentFace[2]; + FindIncidentFace(&incidentFace[0], &incidentFace[1], refPoly, incPoly, referenceIndex); + + // Setup reference face vertices + PolygonData refData = refPoly.vertexData; + Vector2 v1 = refData.vertices[referenceIndex]; + referenceIndex = (((referenceIndex + 1) < refData.vertexCount) ? (referenceIndex + 1) : 0); + Vector2 v2 = refData.vertices[referenceIndex]; + + // Transform vertices to world space + v1 = Mat2MultiplyVector2(refData.transform, v1); + v1 = Vector2Add(v1, refPoly.body->position); + v2 = Mat2MultiplyVector2(refData.transform, v2); + v2 = Vector2Add(v2, refPoly.body->position); + + // Calculate reference face side normal in world space + Vector2 sidePlaneNormal = Vector2Subtract(v2, v1); + MathNormalize(&sidePlaneNormal); + + // Orthogonalize + Vector2 refFaceNormal = { sidePlaneNormal.y, -sidePlaneNormal.x }; + float refC = MathDot(refFaceNormal, v1); + float negSide = MathDot(sidePlaneNormal, v1)*-1; + float posSide = MathDot(sidePlaneNormal, v2); + + // Clip incident face to reference face side planes (due to floating point error, possible to not have required points + if (Clip((Vector2){ -sidePlaneNormal.x, -sidePlaneNormal.y }, negSide, &incidentFace[0], &incidentFace[1]) < 2) return; + if (Clip(sidePlaneNormal, posSide, &incidentFace[0], &incidentFace[1]) < 2) return; + + // Flip normal if required + manifold->normal = (flip ? (Vector2){ -refFaceNormal.x, -refFaceNormal.y } : refFaceNormal); + + // Keep points behind reference face + int currentPoint = 0; // Clipped points behind reference face + float separation = MathDot(refFaceNormal, incidentFace[0]) - refC; + if (separation <= 0) + { + manifold->contacts[currentPoint] = incidentFace[0]; + manifold->penetration = -separation; + currentPoint++; + } + else manifold->penetration = 0; + + separation = MathDot(refFaceNormal, incidentFace[1]) - refC; + + if (separation <= 0) + { + manifold->contacts[currentPoint] = incidentFace[1]; + manifold->penetration += -separation; + currentPoint++; + + // Calculate total penetration average + manifold->penetration /= currentPoint; + } + + manifold->contactsCount = currentPoint; +} + +// Integrates physics forces into velocity +static void IntegratePhysicsForces(PhysicsBody body) +{ + if (body->inverseMass == 0 || !body->enabled) return; + + body->velocity.x += (body->force.x*body->inverseMass)*(deltaTime/2); + body->velocity.y += (body->force.y*body->inverseMass)*(deltaTime/2); + + if (body->useGravity) + { + body->velocity.x += gravityForce.x*(deltaTime/2); + body->velocity.y += gravityForce.y*(deltaTime/2); + } + + if (!body->freezeOrient) body->angularVelocity += body->torque*body->inverseInertia*(deltaTime/2); +} + +// Initializes physics manifolds to solve collisions +static void InitializePhysicsManifolds(PhysicsManifold manifold) +{ + PhysicsBody bodyA = manifold->bodyA; + PhysicsBody bodyB = manifold->bodyB; + + // Calculate average restitution, static and dynamic friction + manifold->restitution = sqrtf(bodyA->restitution*bodyB->restitution); + manifold->staticFriction = sqrtf(bodyA->staticFriction*bodyB->staticFriction); + manifold->dynamicFriction = sqrtf(bodyA->dynamicFriction*bodyB->dynamicFriction); + + for (int i = 0; i < 2; i++) + { + // Caculate radius from center of mass to contact + Vector2 radiusA = Vector2Subtract(manifold->contacts[i], bodyA->position); + Vector2 radiusB = Vector2Subtract(manifold->contacts[i], bodyB->position); + + Vector2 crossA = MathCross(bodyA->angularVelocity, radiusA); + Vector2 crossB = MathCross(bodyB->angularVelocity, radiusB); + + Vector2 radiusV = { 0 }; + radiusV.x = bodyB->velocity.x + crossB.x - bodyA->velocity.x - crossA.x; + radiusV.y = bodyB->velocity.y + crossB.y - bodyA->velocity.y - crossA.y; + + // Determine if we should perform a resting collision or not; + // The idea is if the only thing moving this object is gravity, then the collision should be performed without any restitution + if (MathLenSqr(radiusV) < (MathLenSqr((Vector2){ gravityForce.x*deltaTime, gravityForce.y*deltaTime }) + PHYSAC_EPSILON)) manifold->restitution = 0; + } +} + +// Integrates physics collisions impulses to solve collisions +static void IntegratePhysicsImpulses(PhysicsManifold manifold) +{ + PhysicsBody bodyA = manifold->bodyA; + PhysicsBody bodyB = manifold->bodyB; + + // Early out and positional correct if both objects have infinite mass + if (fabs(bodyA->inverseMass + bodyB->inverseMass) <= PHYSAC_EPSILON) + { + bodyA->velocity = (Vector2){ 0 }; + bodyB->velocity = (Vector2){ 0 }; + return; + } + + for (int i = 0; i < manifold->contactsCount; i++) + { + // Calculate radius from center of mass to contact + Vector2 radiusA = Vector2Subtract(manifold->contacts[i], bodyA->position); + Vector2 radiusB = Vector2Subtract(manifold->contacts[i], bodyB->position); + + // Calculate relative velocity + Vector2 radiusV = { 0 }; + radiusV.x = bodyB->velocity.x + MathCross(bodyB->angularVelocity, radiusB).x - bodyA->velocity.x - MathCross(bodyA->angularVelocity, radiusA).x; + radiusV.y = bodyB->velocity.y + MathCross(bodyB->angularVelocity, radiusB).y - bodyA->velocity.y - MathCross(bodyA->angularVelocity, radiusA).y; + + // Relative velocity along the normal + float contactVelocity = MathDot(radiusV, manifold->normal); + + // Do not resolve if velocities are separating + if (contactVelocity > 0) return; + + float raCrossN = MathCrossVector2(radiusA, manifold->normal); + float rbCrossN = MathCrossVector2(radiusB, manifold->normal); + + float inverseMassSum = bodyA->inverseMass + bodyB->inverseMass + (raCrossN*raCrossN)*bodyA->inverseInertia + (rbCrossN*rbCrossN)*bodyB->inverseInertia; + + // Calculate impulse scalar value + float impulse = -(1.0f + manifold->restitution)*contactVelocity; + impulse /= inverseMassSum; + impulse /= (float)manifold->contactsCount; + + // Apply impulse to each physics body + Vector2 impulseV = { manifold->normal.x*impulse, manifold->normal.y*impulse }; + + if (bodyA->enabled) + { + bodyA->velocity.x += bodyA->inverseMass*(-impulseV.x); + bodyA->velocity.y += bodyA->inverseMass*(-impulseV.y); + if (!bodyA->freezeOrient) bodyA->angularVelocity += bodyA->inverseInertia*MathCrossVector2(radiusA, (Vector2){ -impulseV.x, -impulseV.y }); + } + + if (bodyB->enabled) + { + bodyB->velocity.x += bodyB->inverseMass*(impulseV.x); + bodyB->velocity.y += bodyB->inverseMass*(impulseV.y); + if (!bodyB->freezeOrient) bodyB->angularVelocity += bodyB->inverseInertia*MathCrossVector2(radiusB, impulseV); + } + + // Apply friction impulse to each physics body + radiusV.x = bodyB->velocity.x + MathCross(bodyB->angularVelocity, radiusB).x - bodyA->velocity.x - MathCross(bodyA->angularVelocity, radiusA).x; + radiusV.y = bodyB->velocity.y + MathCross(bodyB->angularVelocity, radiusB).y - bodyA->velocity.y - MathCross(bodyA->angularVelocity, radiusA).y; + + Vector2 tangent = { radiusV.x - (manifold->normal.x*MathDot(radiusV, manifold->normal)), radiusV.y - (manifold->normal.y*MathDot(radiusV, manifold->normal)) }; + MathNormalize(&tangent); + + // Calculate impulse tangent magnitude + float impulseTangent = -MathDot(radiusV, tangent); + impulseTangent /= inverseMassSum; + impulseTangent /= (float)manifold->contactsCount; + + float absImpulseTangent = fabs(impulseTangent); + + // Don't apply tiny friction impulses + if (absImpulseTangent <= PHYSAC_EPSILON) return; + + // Apply coulumb's law + Vector2 tangentImpulse = { 0 }; + if (absImpulseTangent < impulse*manifold->staticFriction) tangentImpulse = (Vector2){ tangent.x*impulseTangent, tangent.y*impulseTangent }; + else tangentImpulse = (Vector2){ tangent.x*-impulse*manifold->dynamicFriction, tangent.y*-impulse*manifold->dynamicFriction }; + + // Apply friction impulse + if (bodyA->enabled) + { + bodyA->velocity.x += bodyA->inverseMass*(-tangentImpulse.x); + bodyA->velocity.y += bodyA->inverseMass*(-tangentImpulse.y); + + if (!bodyA->freezeOrient) bodyA->angularVelocity += bodyA->inverseInertia*MathCrossVector2(radiusA, (Vector2){ -tangentImpulse.x, -tangentImpulse.y }); + } + + if (bodyB->enabled) + { + bodyB->velocity.x += bodyB->inverseMass*(tangentImpulse.x); + bodyB->velocity.y += bodyB->inverseMass*(tangentImpulse.y); + + if (!bodyB->freezeOrient) bodyB->angularVelocity += bodyB->inverseInertia*MathCrossVector2(radiusB, tangentImpulse); + } + } +} + +// Integrates physics velocity into position and forces +static void IntegratePhysicsVelocity(PhysicsBody body) +{ + if (!body->enabled) return; + + body->position.x += body->velocity.x*deltaTime; + body->position.y += body->velocity.y*deltaTime; + + if (!body->freezeOrient) body->orient += body->angularVelocity*deltaTime; + Mat2Set(&body->shape.vertexData.transform, body->orient); + + IntegratePhysicsForces(body); +} + +// Corrects physics bodies positions based on manifolds collision information +static void CorrectPhysicsPositions(PhysicsManifold manifold) +{ + PhysicsBody bodyA = manifold->bodyA; + PhysicsBody bodyB = manifold->bodyB; + + Vector2 correction = { 0 }; + correction.x = (max(manifold->penetration - PHYSAC_PENETRATION_ALLOWANCE, 0)/(bodyA->inverseMass + bodyB->inverseMass))*manifold->normal.x*PHYSAC_PENETRATION_CORRECTION; + correction.y = (max(manifold->penetration - PHYSAC_PENETRATION_ALLOWANCE, 0)/(bodyA->inverseMass + bodyB->inverseMass))*manifold->normal.y*PHYSAC_PENETRATION_CORRECTION; + + if (bodyA->enabled) + { + bodyA->position.x -= correction.x*bodyA->inverseMass; + bodyA->position.y -= correction.y*bodyA->inverseMass; + } + + if (bodyB->enabled) + { + bodyB->position.x += correction.x*bodyB->inverseMass; + bodyB->position.y += correction.y*bodyB->inverseMass; + } +} + +// Returns the extreme point along a direction within a polygon +static Vector2 GetSupport(PhysicsShape shape, Vector2 dir) +{ + float bestProjection = -PHYSAC_FLT_MAX; + Vector2 bestVertex = { 0 }; + PolygonData data = shape.vertexData; + + for (int i = 0; i < data.vertexCount; i++) + { + Vector2 vertex = data.vertices[i]; + float projection = MathDot(vertex, dir); + + if (projection > bestProjection) + { + bestVertex = vertex; + bestProjection = projection; + } + } + + return bestVertex; +} + +// Finds polygon shapes axis least penetration +static float FindAxisLeastPenetration(int *faceIndex, PhysicsShape shapeA, PhysicsShape shapeB) +{ + float bestDistance = -PHYSAC_FLT_MAX; + int bestIndex = 0; + + PolygonData dataA = shapeA.vertexData; + PolygonData dataB = shapeB.vertexData; + + for (int i = 0; i < dataA.vertexCount; i++) + { + // Retrieve a face normal from A shape + Vector2 normal = dataA.normals[i]; + Vector2 transNormal = Mat2MultiplyVector2(dataA.transform, normal); + + // Transform face normal into B shape's model space + Mat2 buT = Mat2Transpose(dataB.transform); + normal = Mat2MultiplyVector2(buT, transNormal); + + // Retrieve support point from B shape along -n + Vector2 support = GetSupport(shapeB, (Vector2){ -normal.x, -normal.y }); + + // Retrieve vertex on face from A shape, transform into B shape's model space + Vector2 vertex = dataA.vertices[i]; + vertex = Mat2MultiplyVector2(dataA.transform, vertex); + vertex = Vector2Add(vertex, shapeA.body->position); + vertex = Vector2Subtract(vertex, shapeB.body->position); + vertex = Mat2MultiplyVector2(buT, vertex); + + // Compute penetration distance in B shape's model space + float distance = MathDot(normal, Vector2Subtract(support, vertex)); + + // Store greatest distance + if (distance > bestDistance) + { + bestDistance = distance; + bestIndex = i; + } + } + + *faceIndex = bestIndex; + return bestDistance; +} + +// Finds two polygon shapes incident face +static void FindIncidentFace(Vector2 *v0, Vector2 *v1, PhysicsShape ref, PhysicsShape inc, int index) +{ + PolygonData refData = ref.vertexData; + PolygonData incData = inc.vertexData; + + Vector2 referenceNormal = refData.normals[index]; + + // Calculate normal in incident's frame of reference + referenceNormal = Mat2MultiplyVector2(refData.transform, referenceNormal); // To world space + referenceNormal = Mat2MultiplyVector2(Mat2Transpose(incData.transform), referenceNormal); // To incident's model space + + // Find most anti-normal face on polygon + int incidentFace = 0; + float minDot = PHYSAC_FLT_MAX; + + for (int i = 0; i < incData.vertexCount; i++) + { + float dot = MathDot(referenceNormal, incData.normals[i]); + + if (dot < minDot) + { + minDot = dot; + incidentFace = i; + } + } + + // Assign face vertices for incident face + *v0 = Mat2MultiplyVector2(incData.transform, incData.vertices[incidentFace]); + *v0 = Vector2Add(*v0, inc.body->position); + incidentFace = (((incidentFace + 1) < incData.vertexCount) ? (incidentFace + 1) : 0); + *v1 = Mat2MultiplyVector2(incData.transform, incData.vertices[incidentFace]); + *v1 = Vector2Add(*v1, inc.body->position); +} + +// Calculates clipping based on a normal and two faces +static int Clip(Vector2 normal, float clip, Vector2 *faceA, Vector2 *faceB) +{ + int sp = 0; + Vector2 out[2] = { *faceA, *faceB }; + + // Retrieve distances from each endpoint to the line + float distanceA = MathDot(normal, *faceA) - clip; + float distanceB = MathDot(normal, *faceB) - clip; + + // If negative (behind plane) + if (distanceA <= 0) out[sp++] = *faceA; + if (distanceB <= 0) out[sp++] = *faceB; + + // If the points are on different sides of the plane + if ((distanceA*distanceB) < 0) + { + // Push intersection point + float alpha = distanceA/(distanceA - distanceB); + out[sp] = *faceA; + Vector2 delta = Vector2Subtract(*faceB, *faceA); + delta.x *= alpha; + delta.y *= alpha; + out[sp] = Vector2Add(out[sp], delta); + sp++; + } + + // Assign the new converted values + *faceA = out[0]; + *faceB = out[1]; + + return sp; +} + +// Check if values are between bias range +static bool BiasGreaterThan(float valueA, float valueB) +{ + return (valueA >= (valueB*0.95f + valueA*0.01f)); +} + +// Returns the barycenter of a triangle given by 3 points +static Vector2 TriangleBarycenter(Vector2 v1, Vector2 v2, Vector2 v3) +{ + Vector2 result = { 0 }; + + result.x = (v1.x + v2.x + v3.x)/3; + result.y = (v1.y + v2.y + v3.y)/3; + + return result; +} + +// Initializes hi-resolution timer +static void InitTimer(void) +{ + srand(time(NULL)); // Initialize random seed + + #if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) + struct timespec now; + if (clock_gettime(CLOCK_MONOTONIC, &now) == 0) baseTime = (uint64_t)now.tv_sec*1000000000LLU + (uint64_t)now.tv_nsec; + #endif + + startTime = GetCurrentTime(); +} + +// Get current time in milliseconds +static double GetCurrentTime(void) +{ + double time = 0; + + #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) + unsigned long long int clockFrequency, currentTime; + + QueryPerformanceFrequency(&clockFrequency); + QueryPerformanceCounter(¤tTime); + + time = (double)((double)currentTime/clockFrequency)*1000; + #endif + + #if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) + struct timespec ts; + clock_gettime(CLOCK_MONOTONIC, &ts); + uint64_t temp = (uint64_t)ts.tv_sec*1000000000LLU + (uint64_t)ts.tv_nsec; + + time = (double)((double)(temp - baseTime)*1e-6); + #endif + + return time; +} + +// Returns a random number between min and max (both included) +static int GetRandomNumber(int min, int max) +{ + if (min > max) + { + int tmp = max; + max = min; + min = tmp; + } + + return (rand()%(abs(max - min) + 1) + min); +} + +// Clamp a value in a range +static inline void MathClamp(double *value, double min, double max) +{ + if (*value < min) *value = min; + else if (*value > max) *value = max; +} + +// Returns the cross product of a vector and a value +static inline Vector2 MathCross(float value, Vector2 vector) +{ + return (Vector2){ -value*vector.y, value*vector.x }; +} + +// Returns the cross product of two vectors +static inline float MathCrossVector2(Vector2 v1, Vector2 v2) +{ + return (v1.x*v2.y - v1.y*v2.x); +} + +// Returns the len square root of a vector +static inline float MathLenSqr(Vector2 vector) +{ + return (vector.x*vector.x + vector.y*vector.y); +} + +// Returns the dot product of two vectors +static inline float MathDot(Vector2 v1, Vector2 v2) +{ + return (v1.x*v2.x + v1.y*v2.y); +} + +// Returns the square root of distance between two vectors +static inline float DistSqr(Vector2 v1, Vector2 v2) +{ + Vector2 dir = Vector2Subtract(v1, v2); + return MathDot(dir, dir); +} + +// Returns the normalized values of a vector +static void MathNormalize(Vector2 *vector) +{ + float length, ilength; + + Vector2 aux = *vector; + length = sqrtf(aux.x*aux.x + aux.y*aux.y); + + if (length == 0) length = 1.0f; + + ilength = 1.0f/length; + + vector->x *= ilength; + vector->y *= ilength; +} + +// Returns the sum of two given vectors +static inline Vector2 Vector2Add(Vector2 v1, Vector2 v2) +{ + return (Vector2){ v1.x + v2.x, v1.y + v2.y }; +} + +// Returns the subtract of two given vectors +static inline Vector2 Vector2Subtract(Vector2 v1, Vector2 v2) +{ + return (Vector2){ v1.x - v2.x, v1.y - v2.y }; +} + +// Creates a matrix 2x2 from a given radians value +static inline Mat2 Mat2Radians(float radians) +{ + float c = cosf(radians); + float s = sinf(radians); + + return (Mat2){ c, -s, s, c }; +} + +// Set values from radians to a created matrix 2x2 +static void Mat2Set(Mat2 *matrix, float radians) +{ + float cos = cosf(radians); + float sin = sinf(radians); + + matrix->m00 = cos; + matrix->m01 = -sin; + matrix->m10 = sin; + matrix->m11 = cos; +} + +// Returns the transpose of a given matrix 2x2 +static inline Mat2 Mat2Transpose(Mat2 matrix) +{ + return (Mat2){ matrix.m00, matrix.m10, matrix.m01, matrix.m11 }; +} + +// Multiplies a vector by a matrix 2x2 +static inline Vector2 Mat2MultiplyVector2(Mat2 matrix, Vector2 vector) +{ + return (Vector2){ matrix.m00*vector.x + matrix.m01*vector.y, matrix.m10*vector.x + matrix.m11*vector.y }; } -#endif // PHYSAC_IMPLEMENTATION
\ No newline at end of file +#endif // PHYSAC_IMPLEMENTATION diff --git a/src/raylib.h b/src/raylib.h index f6243304..d28b07a3 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -6,37 +6,39 @@ * * Features: * Library written in plain C code (C99) -* Uses C# PascalCase/camelCase notation +* Uses PascalCase/camelCase notation * Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0) * Unique OpenGL abstraction layer (usable as standalone module): [rlgl] * Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF) * Multiple textures support, including compressed formats and mipmaps generation * Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps * Materials (diffuse, normal, specular) and Lighting (point, directional, spot) support -* Powerful math module for Vector, Matrix and Quaternion operations [raymath] -* Audio loading and playing with streaming support and mixing channels (WAV, OGG, XM, MOD) +* Powerful math module for Vector, Matrix and Quaternion operations: [raymath] +* Audio loading and playing with streaming support and mixing channels [audio] * VR stereo rendering support with configurable HMD device parameters * Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1 * Custom color palette for fancy visuals on raywhite background * Minimal external dependencies (GLFW3, OpenGL, OpenAL) +* Complete binding for LUA [rlua] * -* Used external libs: -* GLFW3 (www.glfw.org) for window/context management and input -* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) -* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC) -* stb_image_write (Sean Barret) for image writting (PNG) -* stb_vorbis (Sean Barret) for ogg audio loading -* stb_truetype (Sean Barret) for ttf fonts loading -* jar_xm (Joshua Reisenauer) for XM audio module loading -* jar_mod (Joshua Reisenauer) for MOD audio module loading -* OpenAL Soft for audio device/context management -* tinfl for data decompression (DEFLATE algorithm) +* External libs: +* GLFW3 (www.glfw.org) for window/context management and input [core] +* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl] +* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA) [textures] +* stb_image_write (Sean Barret) for image writting (PNG) [utils] +* stb_truetype (Sean Barret) for ttf fonts loading [text] +* stb_vorbis (Sean Barret) for ogg audio loading [audio] +* jar_xm (Joshua Reisenauer) for XM audio module loading [audio] +* jar_mod (Joshua Reisenauer) for MOD audio module loading [audio] +* dr_flac (David Reid) for FLAC audio file loading [audio] +* OpenAL Soft for audio device/context management [audio] +* tinfl for data decompression (DEFLATE algorithm) [utils] * * Some design decisions: * 32bit Colors - All defined color are always RGBA (struct Color is 4 byte) -* One custom default font is loaded automatically when InitWindow() +* One custom default font could be loaded automatically when InitWindow() [core] * If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads -* If using OpenGL 3.3 or ES2, two default shaders are loaded automatically (internally defined) +* If using OpenGL 3.3 or ES2, two default shaders could be loaded automatically (internally defined) * * -- LICENSE -- * @@ -305,9 +307,6 @@ #endif #endif -// byte type -typedef unsigned char byte; - // Vector2 type typedef struct Vector2 { float x; @@ -725,7 +724,7 @@ RLAPI float GetGesturePinchAngle(void); // Get gesture pin //------------------------------------------------------------------------------------ // Camera System Functions (Module: camera) //------------------------------------------------------------------------------------ -RLAPI void SetCameraMode(Camera, int mode); // Set camera mode (multiple camera modes available) +RLAPI void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available) RLAPI void UpdateCamera(Camera *camera); // Update camera position for selected mode RLAPI void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera) @@ -803,7 +802,7 @@ RLAPI void ImageColorInvert(Image *image); RLAPI void ImageColorGrayscale(Image *image); // Modify image color: grayscale RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100) RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255) -RLAPI void GenTextureMipmaps(Texture2D texture); // Generate GPU mipmaps for a texture +RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture RLAPI void SetTextureFilter(Texture2D texture, int filterMode); // Set texture scaling filter mode RLAPI void SetTextureWrap(Texture2D texture, int wrapMode); // Set texture wrapping mode @@ -836,7 +835,7 @@ RLAPI const char *SubText(const char *text, int position, int length); // Basic 3d Shapes Drawing Functions (Module: models) //------------------------------------------------------------------------------------ RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space -RLAPI void DrawCircle3D(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space +RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires @@ -851,7 +850,7 @@ RLAPI void DrawRay(Ray ray, Color color); RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) RLAPI void DrawGizmo(Vector3 position); // Draw simple gizmo RLAPI void DrawLight(Light light); // Draw light in 3D world -//DrawTorus(), DrawTeapot() are useless... +//DrawTorus(), DrawTeapot() could be useful? //------------------------------------------------------------------------------------ // Model 3d Loading and Drawing Functions (Module: models) @@ -918,7 +917,7 @@ RLAPI void DestroyLight(Light light); // Des //------------------------------------------------------------------------------------ RLAPI void InitVrDevice(int vdDevice); // Init VR device RLAPI void CloseVrDevice(void); // Close VR device -RLAPI bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready +RLAPI bool IsVrDeviceReady(void); // Detect if VR device is ready RLAPI bool IsVrSimulator(void); // Detect if VR simulator is running RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera RLAPI void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator) @@ -927,7 +926,7 @@ RLAPI void ToggleVrMode(void); // Enable/Disable VR experienc // Audio Loading and Playing Functions (Module: audio) //------------------------------------------------------------------------------------ RLAPI void InitAudioDevice(void); // Initialize audio device and context -RLAPI void CloseAudioDevice(void); // Close the audio device and context (and music stream) +RLAPI void CloseAudioDevice(void); // Close the audio device and context RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully RLAPI Wave LoadWave(const char *fileName); // Load wave data from file into RAM @@ -951,9 +950,9 @@ RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a RLAPI float *GetWaveData(Wave wave); // Get samples data from wave as a floats array RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file RLAPI void UnloadMusicStream(Music music); // Unload music stream -RLAPI void PlayMusicStream(Music music); // Start music playing (open stream) +RLAPI void PlayMusicStream(Music music); // Start music playing RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming -RLAPI void StopMusicStream(Music music); // Stop music playing (close stream) +RLAPI void StopMusicStream(Music music); // Stop music playing RLAPI void PauseMusicStream(Music music); // Pause music playing RLAPI void ResumeMusicStream(Music music); // Resume playing paused music RLAPI bool IsMusicPlaying(Music music); // Check if music is playing @@ -964,7 +963,7 @@ RLAPI float GetMusicTimePlayed(Music music); // Get cur RLAPI AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, - unsigned int channels); // Init audio stream (to stream audio pcm data) + unsigned int channels); // Init audio stream (to stream raw audio pcm data) RLAPI void UpdateAudioStream(AudioStream stream, void *data, int numSamples); // Update audio stream buffers with data RLAPI void CloseAudioStream(AudioStream stream); // Close audio stream and free memory RLAPI bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill diff --git a/src/resources b/src/resources Binary files differindex e0fe66ba..5c76749d 100644 --- a/src/resources +++ b/src/resources @@ -2,11 +2,30 @@ * * rlgl - raylib OpenGL abstraction layer * -* raylib now uses OpenGL 1.1 style functions (rlVertex) that are mapped to selected OpenGL version: -* OpenGL 1.1 - Direct map rl* -> gl* -* OpenGL 2.1 - Vertex data is stored in VBOs, call rlglDraw() to render -* OpenGL 3.3 - Vertex data is stored in VAOs, call rlglDraw() to render -* OpenGL ES 2 - Vertex data is stored in VBOs or VAOs (when available), call rlglDraw() to render +* rlgl allows usage of OpenGL 1.1 style functions (rlVertex) that are internally mapped to +* selected OpenGL version (1.1, 2.1, 3.3 Core, ES 2.0). +* +* When chosing an OpenGL version greater than OpenGL 1.1, rlgl stores vertex data on internal +* VBO buffers (and VAOs if available). It requires calling 3 functions: +* rlglInit() - Initialize internal buffers and auxiliar resources +* rlglDraw() - Process internal buffers and send required draw calls +* rlglClose() - De-initialize internal buffers data and other auxiliar resources +* +* External libs: +* raymath - 3D math functionality (Vector3, Matrix, Quaternion) +* GLAD - OpenGL extensions loading (OpenGL 3.3 Core only) +* +* Module Configuration Flags: +* GRAPHICS_API_OPENGL_11 - Use OpenGL 1.1 backend +* GRAPHICS_API_OPENGL_21 - Use OpenGL 2.1 backend +* GRAPHICS_API_OPENGL_33 - Use OpenGL 3.3 Core profile backend +* GRAPHICS_API_OPENGL_ES2 - Use OpenGL ES 2.0 backend +* +* RLGL_STANDALONE - Use rlgl as standalone library (no raylib dependency) +* RLGL_NO_STANDARD_SHADER - Avoid standard shader (shader_standard.h) inclusion +* RLGL_NO_DISTORTION_SHADER - Avoid stereo rendering distortion sahder (shader_distortion.h) inclusion +* RLGL_OCULUS_SUPPORT - Enable Oculus Rift CV1 functionality +* * * Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) * @@ -1700,15 +1719,15 @@ void rlglUpdateTexture(unsigned int id, int width, int height, int format, void } // Generate mipmap data for selected texture -void rlglGenerateMipmaps(Texture2D texture) +void rlglGenerateMipmaps(Texture2D *texture) { - glBindTexture(GL_TEXTURE_2D, texture.id); + glBindTexture(GL_TEXTURE_2D, texture->id); // Check if texture is power-of-two (POT) bool texIsPOT = false; - if (((texture.width > 0) && ((texture.width & (texture.width - 1)) == 0)) && - ((texture.height > 0) && ((texture.height & (texture.height - 1)) == 0))) texIsPOT = true; + if (((texture->width > 0) && ((texture->width & (texture->width - 1)) == 0)) && + ((texture->height > 0) && ((texture->height & (texture->height - 1)) == 0))) texIsPOT = true; if ((texIsPOT) || (npotSupported)) { @@ -1718,13 +1737,13 @@ void rlglGenerateMipmaps(Texture2D texture) // NOTE: data size is reallocated to fit mipmaps data // NOTE: CPU mipmap generation only supports RGBA 32bit data - int mipmapCount = GenerateMipmaps(data, texture.width, texture.height); + int mipmapCount = GenerateMipmaps(data, texture->width, texture->height); - int size = texture.width*texture.height*4; // RGBA 32bit only + int size = texture->width*texture->height*4; // RGBA 32bit only int offset = size; - int mipWidth = texture.width/2; - int mipHeight = texture.height/2; + int mipWidth = texture->width/2; + int mipHeight = texture->height/2; // Load the mipmaps for (int level = 1; level < mipmapCount; level++) @@ -1738,23 +1757,29 @@ void rlglGenerateMipmaps(Texture2D texture) mipHeight /= 2; } - TraceLog(WARNING, "[TEX ID %i] Mipmaps generated manually on CPU side", texture.id); + TraceLog(WARNING, "[TEX ID %i] Mipmaps generated manually on CPU side", texture->id); // NOTE: Once mipmaps have been generated and data has been uploaded to GPU VRAM, we can discard RAM data free(data); + texture->mipmaps = mipmapCount + 1; #endif #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) //glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); // Hint for mipmaps generation algorythm: GL_FASTEST, GL_NICEST, GL_DONT_CARE glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically - TraceLog(INFO, "[TEX ID %i] Mipmaps generated automatically", texture.id); + TraceLog(INFO, "[TEX ID %i] Mipmaps generated automatically", texture->id); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate Trilinear filtering for mipmaps (must be available) + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate Trilinear filtering for mipmaps + + #define MIN(a,b) (((a)<(b))?(a):(b)) + #define MAX(a,b) (((a)>(b))?(a):(b)) + + texture->mipmaps = 1 + floor(log2(MAX(texture->width, texture->height))); #endif } - else TraceLog(WARNING, "[TEX ID %i] Mipmaps can not be generated", texture.id); + else TraceLog(WARNING, "[TEX ID %i] Mipmaps can not be generated", texture->id); glBindTexture(GL_TEXTURE_2D, 0); } @@ -2767,13 +2792,13 @@ void CloseVrDevice(void) // Detect if VR device is available bool IsVrDeviceReady(void) { - return (vrDeviceReady || vrSimulator) && vrEnabled; + return (vrDeviceReady && vrEnabled); } // Detect if VR simulator is running bool IsVrSimulator(void) { - return vrSimulator; + return (vrSimulator && vrEnabled); } // Enable/Disable VR experience (device or simulator) @@ -2,11 +2,27 @@ * * rlgl - raylib OpenGL abstraction layer * -* raylib now uses OpenGL 1.1 style functions (rlVertex) that are mapped to selected OpenGL version: -* OpenGL 1.1 - Direct map rl* -> gl* -* OpenGL 2.1 - Vertex data is stored in VBOs, call rlglDraw() to render -* OpenGL 3.3 - Vertex data is stored in VAOs, call rlglDraw() to render -* OpenGL ES 2 - Vertex data is stored in VBOs or VAOs (when available), call rlglDraw() to render +* rlgl allows usage of OpenGL 1.1 style functions (rlVertex) that are internally mapped to +* selected OpenGL version (1.1, 2.1, 3.3 Core, ES 2.0). +* +* When chosing an OpenGL version greater than OpenGL 1.1, rlgl stores vertex data on internal +* VBO buffers (and VAOs if available). It requires calling 3 functions: +* rlglInit() - Initialize internal buffers and auxiliar resources +* rlglDraw() - Process internal buffers and send required draw calls +* rlglClose() - De-initialize internal buffers data and other auxiliar resources +* +* External libs: +* raymath - 3D math functionality (Vector3, Matrix, Quaternion) +* GLAD - OpenGL extensions loading (OpenGL 3.3 Core only) +* +* Module Configuration Flags: +* GRAPHICS_API_OPENGL_11 - Use OpenGL 1.1 backend +* GRAPHICS_API_OPENGL_21 - Use OpenGL 2.1 backend +* GRAPHICS_API_OPENGL_33 - Use OpenGL 3.3 Core profile backend +* GRAPHICS_API_OPENGL_ES2 - Use OpenGL ES 2.0 backend +* +* RLGL_STANDALONE - Use rlgl as standalone library (no raylib dependency) +* * * Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) * @@ -117,15 +133,14 @@ typedef enum { RL_PROJECTION, RL_MODELVIEW, RL_TEXTURE } MatrixMode; typedef enum { RL_LINES, RL_TRIANGLES, RL_QUADS } DrawMode; +typedef unsigned char byte; + #if defined(RLGL_STANDALONE) #ifndef __cplusplus // Boolean type typedef enum { false, true } bool; #endif - // byte type - typedef unsigned char byte; - // Color type, RGBA (32bit) typedef struct Color { unsigned char r; @@ -356,7 +371,7 @@ void rlglLoadExtensions(void *loader); // Load OpenGL extensions unsigned int rlglLoadTexture(void *data, int width, int height, int textureFormat, int mipmapCount); // Load texture in GPU RenderTexture2D rlglLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments) void rlglUpdateTexture(unsigned int id, int width, int height, int format, void *data); // Update GPU texture with new data -void rlglGenerateMipmaps(Texture2D texture); // Generate mipmap data for selected texture +void rlglGenerateMipmaps(Texture2D *texture); // Generate mipmap data for selected texture void rlglLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex); // Update vertex data on GPU (upload new data to one buffer) @@ -408,7 +423,8 @@ float *MatrixToFloat(Matrix mat); void InitVrDevice(int vrDevice); // Init VR device void CloseVrDevice(void); // Close VR device -bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready +bool IsVrDeviceReady(void); // Detect if VR device is ready +bool IsVrSimulator(void); // Detect if VR simulator is running void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator) @@ -1095,14 +1095,14 @@ int lua_IsFileDropped(lua_State* L) int lua_GetDroppedFiles(lua_State* L) { int count = 0; - char ** result = GetDroppedFiles(&count); + char ** result = GetDroppedFiles(&count); lua_createtable(L, count, 0); for (int i = 0; i < count; i++) { lua_pushstring(L, result[i]); lua_rawseti(L, -2, i + 1); } - return 1; + return 1; } int lua_ClearDroppedFiles(lua_State* L) @@ -1130,7 +1130,6 @@ int lua_StorageLoadValue(lua_State* L) //------------------------------------------------------------------------------------ // raylib [core] module functions - Input Handling //------------------------------------------------------------------------------------ -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) int lua_IsKeyPressed(lua_State* L) { int arg1 = LuaGetArgument_int(L, 1); @@ -1185,12 +1184,22 @@ int lua_IsGamepadAvailable(lua_State* L) return 1; } -int lua_GetGamepadAxisMovement(lua_State* L) +int lua_IsGamepadName(lua_State* L) { int arg1 = LuaGetArgument_int(L, 1); - int arg2 = LuaGetArgument_int(L, 2); - float result = GetGamepadAxisMovement(arg1, arg2); - lua_pushnumber(L, result); + const char * arg2 = LuaGetArgument_string(L, 2); + bool result = IsGamepadName(arg1, arg2); + lua_pushboolean(L, result); + return 1; +} + +int lua_GetGamepadName(lua_State* L) +{ + // TODO: Return gamepad name id + + int arg1 = LuaGetArgument_int(L, 1); + char * result = GetGamepadName(arg1); + //lua_pushboolean(L, result); return 1; } @@ -1229,7 +1238,30 @@ int lua_IsGamepadButtonUp(lua_State* L) lua_pushboolean(L, result); return 1; } -#endif + +int lua_GetGamepadButtonPressed(lua_State* L) +{ + int result = GetGamepadButtonPressed(); + lua_pushinteger(L, result); + return 1; +} + +int lua_GetGamepadAxisCount(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + int result = GetGamepadAxisCount(arg1); + lua_pushinteger(L, result); + return 1; +} + +int lua_GetGamepadAxisMovement(lua_State* L) +{ + int arg1 = LuaGetArgument_int(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + float result = GetGamepadAxisMovement(arg1, arg2); + lua_pushnumber(L, result); + return 1; +} int lua_IsMouseButtonPressed(lua_State* L) { @@ -1419,8 +1451,9 @@ int lua_GetGesturePinchAngle(lua_State* L) //------------------------------------------------------------------------------------ int lua_SetCameraMode(lua_State* L) { - int arg1 = LuaGetArgument_int(L, 1); - SetCameraMode(arg1); + Camera arg1 = LuaGetArgument_Camera(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + SetCameraMode(arg1, arg2); return 0; } @@ -1432,37 +1465,6 @@ int lua_UpdateCamera(lua_State* L) return 1; } -int lua_UpdateCameraPlayer(lua_State* L) -{ - Camera arg1 = LuaGetArgument_Camera(L, 1); - Vector3 arg2 = LuaGetArgument_Vector3(L, 2); - UpdateCameraPlayer(&arg1, &arg2); - LuaPush_Camera(L, arg1); - LuaPush_Vector3(L, arg2); - return 2; -} - -int lua_SetCameraPosition(lua_State* L) -{ - Vector3 arg1 = LuaGetArgument_Vector3(L, 1); - SetCameraPosition(arg1); - return 0; -} - -int lua_SetCameraTarget(lua_State* L) -{ - Vector3 arg1 = LuaGetArgument_Vector3(L, 1); - SetCameraTarget(arg1); - return 0; -} - -int lua_SetCameraFovy(lua_State* L) -{ - float arg1 = LuaGetArgument_float(L, 1); - SetCameraFovy(arg1); - return 0; -} - int lua_SetCameraPanControl(lua_State* L) { int arg1 = LuaGetArgument_int(L, 1); @@ -1496,13 +1498,6 @@ int lua_SetCameraMoveControls(lua_State* L) return 0; } -int lua_SetCameraMouseSensitivity(lua_State* L) -{ - float arg1 = LuaGetArgument_float(L, 1); - SetCameraMouseSensitivity(arg1); - return 0; -} - //------------------------------------------------------------------------------------ // raylib [shapes] module functions - Basic Shapes Drawing //------------------------------------------------------------------------------------ @@ -1790,6 +1785,8 @@ int lua_LoadImage(lua_State* L) int lua_LoadImageEx(lua_State* L) { + // TODO: Image LoadImageEx(Color *pixels, int width, int height); + GET_TABLE(Color, arg1, 1); int arg2 = LuaGetArgument_int(L, 2); int arg3 = LuaGetArgument_int(L, 3); @@ -1888,6 +1885,8 @@ int lua_UnloadRenderTexture(lua_State* L) int lua_GetImageData(lua_State* L) { + // TODO: Color *GetImageData(Image image); + Image arg1 = LuaGetArgument_Image(L, 1); Color * result = GetImageData(arg1); lua_createtable(L, arg1.width*arg1.height, 0); @@ -1908,6 +1907,16 @@ int lua_GetTextureData(lua_State* L) return 1; } +int lua_UpdateTexture(lua_State* L) +{ + // TODO: void UpdateTexture(Texture2D texture, void *pixels); + + Texture2D arg1 = LuaGetArgument_Texture2D(L, 1); + void * arg2 = (char *)LuaGetArgument_string(L, 2); // NOTE: Getting (void *) as string? + UpdateTexture(arg1, arg2); // ISSUE: #2 string expected, got table -> GetImageData() returns a table! + return 0; +} + int lua_ImageToPOT(lua_State* L) { Image arg1 = LuaGetArgument_Image(L, 1); @@ -2096,15 +2105,24 @@ int lua_ImageColorBrightness(lua_State* L) int lua_GenTextureMipmaps(lua_State* L) { Texture2D arg1 = LuaGetArgument_Texture2D(L, 1); - GenTextureMipmaps(arg1); + GenTextureMipmaps(&arg1); + LuaPush_Texture2D(L, arg1); + return 1; +} + +int lua_SetTextureFilter(lua_State* L) +{ + Texture2D arg1 = LuaGetArgument_Texture2D(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + SetTextureFilter(arg1, arg2); return 0; } -int lua_UpdateTexture(lua_State* L) +int lua_SetTextureWrap(lua_State* L) { Texture2D arg1 = LuaGetArgument_Texture2D(L, 1); - void * arg2 = (char *)LuaGetArgument_string(L, 2); // NOTE: Getting (void *) as string? - UpdateTexture(arg1, arg2); // ISSUE: #2 string expected, got table -> GetImageData() returns a table! + int arg2 = LuaGetArgument_int(L, 2); + SetTextureWrap(arg1, arg2); return 0; } @@ -2178,6 +2196,18 @@ int lua_LoadSpriteFont(lua_State* L) return 1; } +int lua_LoadSpriteFontTTF(lua_State* L) +{ + const char * arg1 = LuaGetArgument_string(L, 1); + int arg2 = LuaGetArgument_int(L, 2); + int arg3 = LuaGetArgument_int(L, 3); + int arg4 = LuaGetArgument_int(L, 4); + //LoadSpriteFontTTF(const char *fileName, int fontSize, int numChars, int *fontChars); + SpriteFont result = LoadSpriteFontTTF(arg1, arg2, arg3, &arg4); + LuaPush_SpriteFont(L, result); + return 1; +} + int lua_UnloadSpriteFont(lua_State* L) { SpriteFont arg1 = LuaGetArgument_SpriteFont(L, 1); @@ -2255,8 +2285,8 @@ int lua_DrawCircle3D(lua_State* L) { Vector3 arg1 = LuaGetArgument_Vector3(L, 1); float arg2 = LuaGetArgument_float(L, 2); - float arg3 = LuaGetArgument_float(L, 3); - Vector3 arg4 = LuaGetArgument_Vector3(L, 4); + Vector3 arg3 = LuaGetArgument_Vector3(L, 3); + float arg4 = LuaGetArgument_float(L, 4); Color arg5 = LuaGetArgument_Color(L, 5); DrawCircle3D(arg1, arg2, arg3, arg4, arg5); return 0; @@ -2619,18 +2649,6 @@ int lua_CheckCollisionRayBox(lua_State* L) return 1; } -int lua_ResolveCollisionCubicmap(lua_State* L) -{ - Image arg1 = LuaGetArgument_Image(L, 1); - Vector3 arg2 = LuaGetArgument_Vector3(L, 2); - Vector3 arg3 = LuaGetArgument_Vector3(L, 3); - float arg4 = LuaGetArgument_float(L, 4); - Vector3 result = ResolveCollisionCubicmap(arg1, arg2, &arg3, arg4); - LuaPush_Vector3(L, result); - LuaPush_Vector3(L, arg3); - return 2; -} - //------------------------------------------------------------------------------------ // raylib [raymath] module functions - Shaders //------------------------------------------------------------------------------------ @@ -2790,10 +2808,19 @@ int lua_IsVrDeviceReady(lua_State* L) return 1; } +int lua_IsVrSimulator(lua_State* L) +{ + bool result = IsVrSimulator(); + lua_pushboolean(L, result); + return 1; +} + int lua_UpdateVrTracking(lua_State* L) { - UpdateVrTracking(); - return 0; + Camera arg1 = LuaGetArgument_Camera(L, 1); + UpdateVrTracking(&arg1); + LuaPush_Camera(L, arg1); + return 1; } int lua_ToggleVrMode(lua_State* L) @@ -2873,6 +2900,8 @@ int lua_LoadSoundFromRES(lua_State* L) int lua_UpdateSound(lua_State* L) { + // TODO: void UpdateSound(Sound sound, void *data, int numSamples); + Sound arg1 = LuaGetArgument_Sound(L, 1); const char * arg2 = LuaGetArgument_string(L, 2); int * arg3 = LuaGetArgument_int(L, 3); @@ -2952,11 +2981,11 @@ int lua_WaveFormat(lua_State* L) int arg2 = LuaGetArgument_int(L, 2); int arg3 = LuaGetArgument_int(L, 3); int arg4 = LuaGetArgument_int(L, 4); - WaveFormat(arg1, arg2, arg3, arg4); + WaveFormat(&arg1, arg2, arg3, arg4); return 0; } -int lua_LoadMusicStream(lua_State* L) +int lua_WaveCopy(lua_State* L) { Wave arg1 = LuaGetArgument_Wave(L, 1); Wave result = WaveCopy(arg1); @@ -2969,7 +2998,7 @@ int lua_WaveCrop(lua_State* L) Wave arg1 = LuaGetArgument_Wave(L, 1); int arg2 = LuaGetArgument_int(L, 2); int arg3 = LuaGetArgument_int(L, 3); - WaveCrop(arg1, arg2, arg3); + WaveCrop(&arg1, arg2, arg3); return 0; } @@ -2978,9 +3007,10 @@ int lua_GetWaveData(lua_State* L) // TODO: float *GetWaveData(Wave wave); Wave arg1 = LuaGetArgument_Wave(L, 1); - float result = GetWaveData(arg1); - LuaPush_float(L, result); - return 1; + float * result = GetWaveData(arg1); + //LuaPush_float(L, result); + //lua_pushnumber(L, result); + return 0; } int lua_LoadMusicStream(lua_State* L) @@ -3012,7 +3042,6 @@ int lua_PlayMusicStream(lua_State* L) return 0; } - int lua_StopMusicStream(lua_State* L) { Music arg1 = LuaGetArgument_Music(L, 1); @@ -3093,6 +3122,8 @@ int lua_CloseAudioStream(lua_State* L) int lua_UpdateAudioStream(lua_State* L) { + // TODO: void UpdateAudioStream(AudioStream stream, void *data, int numSamples); + AudioStream arg1 = LuaGetArgument_AudioStream(L, 1); void * arg2 = (char *)LuaGetArgument_string(L, 2); int arg3 = LuaGetArgument_int(L, 3); @@ -3667,7 +3698,6 @@ static luaL_Reg raylib_functions[] = { REG(StorageSaveValue) REG(StorageLoadValue) -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) REG(IsKeyPressed) REG(IsKeyDown) REG(IsKeyReleased) @@ -3676,12 +3706,15 @@ static luaL_Reg raylib_functions[] = { REG(SetExitKey) REG(IsGamepadAvailable) - REG(GetGamepadAxisMovement) + REG(IsGamepadName) + REG(GetGamepadName) REG(IsGamepadButtonPressed) REG(IsGamepadButtonDown) REG(IsGamepadButtonReleased) REG(IsGamepadButtonUp) -#endif + REG(GetGamepadButtonPressed) + REG(GetGamepadAxisCount) + REG(GetGamepadAxisMovement) REG(IsMouseButtonPressed) REG(IsMouseButtonDown) @@ -3714,16 +3747,10 @@ static luaL_Reg raylib_functions[] = { REG(SetCameraMode) REG(UpdateCamera) - REG(UpdateCameraPlayer) - REG(SetCameraPosition) - REG(SetCameraTarget) - REG(SetCameraFovy) - REG(SetCameraPanControl) REG(SetCameraAltControl) REG(SetCameraSmoothZoomControl) REG(SetCameraMoveControls) - REG(SetCameraMouseSensitivity) REG(DrawPixel) REG(DrawPixelV) @@ -3766,6 +3793,7 @@ static luaL_Reg raylib_functions[] = { REG(UnloadRenderTexture) REG(GetImageData) REG(GetTextureData) + REG(UpdateTexture) REG(ImageToPOT) REG(ImageFormat) REG(ImageDither) @@ -3786,8 +3814,9 @@ static luaL_Reg raylib_functions[] = { REG(ImageColorContrast) REG(ImageColorBrightness) REG(GenTextureMipmaps) - REG(UpdateTexture) - + REG(SetTextureFilter) + REG(SetTextureWrap) + REG(DrawTexture) REG(DrawTextureV) REG(DrawTextureEx) @@ -3796,6 +3825,7 @@ static luaL_Reg raylib_functions[] = { REG(GetDefaultFont) REG(LoadSpriteFont) + REG(LoadSpriteFontTTF) REG(UnloadSpriteFont) REG(DrawText) REG(DrawTextEx) @@ -3845,7 +3875,6 @@ static luaL_Reg raylib_functions[] = { REG(CheckCollisionRaySphere) REG(CheckCollisionRaySphereEx) REG(CheckCollisionRayBox) - REG(ResolveCollisionCubicmap) REG(LoadShader) REG(UnloadShader) @@ -3868,6 +3897,7 @@ static luaL_Reg raylib_functions[] = { REG(InitVrDevice) REG(CloseVrDevice) REG(IsVrDeviceReady) + REG(IsVrSimulator) REG(UpdateVrTracking) REG(ToggleVrMode) @@ -4067,24 +4097,36 @@ RLUADEF void InitLuaDevice(void) LuaSetEnum("RIGHT_BUTTON", 1); LuaSetEnum("MIDDLE_BUTTON", 2); LuaEndEnum("MOUSE"); - + LuaStartEnum(); LuaSetEnum("PLAYER1", 0); LuaSetEnum("PLAYER2", 1); LuaSetEnum("PLAYER3", 2); LuaSetEnum("PLAYER4", 3); - LuaSetEnum("PS3_BUTTON_A", 2); - LuaSetEnum("PS3_BUTTON_B", 1); - LuaSetEnum("PS3_BUTTON_X", 3); - LuaSetEnum("PS3_BUTTON_Y", 4); - LuaSetEnum("PS3_BUTTON_R1", 7); - LuaSetEnum("PS3_BUTTON_R2", 5); + LuaSetEnum("PS3_BUTTON_TRIANGLE", 0); + LuaSetEnum("PS3_BUTTON_CIRCLE", 1); + LuaSetEnum("PS3_BUTTON_CROSS", 2); + LuaSetEnum("PS3_BUTTON_SQUARE", 3); LuaSetEnum("PS3_BUTTON_L1", 6); - LuaSetEnum("PS3_BUTTON_L2", 8); + LuaSetEnum("PS3_BUTTON_R1", 7); + LuaSetEnum("PS3_BUTTON_L2", 4); + LuaSetEnum("PS3_BUTTON_R2", 5); + LuaSetEnum("PS3_BUTTON_START", 8); LuaSetEnum("PS3_BUTTON_SELECT", 9); - LuaSetEnum("PS3_BUTTON_START", 10); - + LuaSetEnum("PS3_BUTTON_UP", 24); + LuaSetEnum("PS3_BUTTON_RIGHT", 25); + LuaSetEnum("PS3_BUTTON_DOWN", 26); + LuaSetEnum("PS3_BUTTON_LEFT", 27); + LuaSetEnum("PS3_BUTTON_PS", 12); + LuaSetEnum("PS3_AXIS_LEFT_X", 0); + LuaSetEnum("PS3_AXIS_LEFT_Y", 1); + LuaSetEnum("PS3_AXIS_RIGHT_X", 2); + LuaSetEnum("PS3_AXIS_RIGHT_Y", 5); + LuaSetEnum("PS3_AXIS_L2", 3); // [1..-1] (pressure-level) + LuaSetEnum("PS3_AXIS_R2", 4); // [1..-1] (pressure-level) + +// Xbox360 USB Controller Buttons LuaSetEnum("XBOX_BUTTON_A", 0); LuaSetEnum("XBOX_BUTTON_B", 1); LuaSetEnum("XBOX_BUTTON_X", 2); @@ -4093,25 +4135,26 @@ RLUADEF void InitLuaDevice(void) LuaSetEnum("XBOX_BUTTON_RB", 5); LuaSetEnum("XBOX_BUTTON_SELECT", 6); LuaSetEnum("XBOX_BUTTON_START", 7); - -#if defined(PLATFORM_RPI) - LuaSetEnum("XBOX_AXIS_DPAD_X", 7); - LuaSetEnum("XBOX_AXIS_DPAD_Y", 6); - LuaSetEnum("XBOX_AXIS_RIGHT_X", 3); - LuaSetEnum("XBOX_AXIS_RIGHT_Y", 4); - LuaSetEnum("XBOX_AXIS_LT", 2); - LuaSetEnum("XBOX_AXIS_RT", 5); -#else LuaSetEnum("XBOX_BUTTON_UP", 10); + LuaSetEnum("XBOX_BUTTON_RIGHT", 11); LuaSetEnum("XBOX_BUTTON_DOWN", 12); LuaSetEnum("XBOX_BUTTON_LEFT", 13); - LuaSetEnum("XBOX_BUTTON_RIGHT", 11); - LuaSetEnum("XBOX_AXIS_RIGHT_X", 4); - LuaSetEnum("XBOX_AXIS_RIGHT_Y", 3); - LuaSetEnum("XBOX_AXIS_LT_RT", 2); + LuaSetEnum("XBOX_BUTTON_HOME", 8); +#if defined(PLATFORM_RPI) + LuaSetEnum("XBOX_AXIS_LEFT_X", 0); // [-1..1] (left->right) + LuaSetEnum("XBOX_AXIS_LEFT_Y", 1); // [-1..1] (up->down) + LuaSetEnum("XBOX_AXIS_RIGHT_X", 3); // [-1..1] (left->right) + LuaSetEnum("XBOX_AXIS_RIGHT_Y", 4); // [-1..1] (up->down) + LuaSetEnum("XBOX_AXIS_LT", 2); // [-1..1] (pressure-level) + LuaSetEnum("XBOX_AXIS_RT", 5); // [-1..1] (pressure-level) +#else + LuaSetEnum("XBOX_AXIS_LEFT_X", 0); // [-1..1] (left->right) + LuaSetEnum("XBOX_AXIS_LEFT_Y", 1); // [1..-1] (up->down) + LuaSetEnum("XBOX_AXIS_RIGHT_X", 2); // [-1..1] (left->right) + LuaSetEnum("XBOX_AXIS_RIGHT_Y", 3); // [1..-1] (up->down) + LuaSetEnum("XBOX_AXIS_LT", 4); // [-1..1] (pressure-level) + LuaSetEnum("XBOX_AXIS_RT", 5); // [-1..1] (pressure-level) #endif - LuaSetEnum("XBOX_AXIS_LEFT_X", 0); - LuaSetEnum("XBOX_AXIS_LEFT_Y", 1); LuaEndEnum("GAMEPAD"); lua_pushglobaltable(L); @@ -4175,6 +4218,15 @@ RLUADEF void InitLuaDevice(void) LuaSetEnum("DIRECTIONAL", LIGHT_DIRECTIONAL); LuaSetEnum("SPOT", LIGHT_SPOT); LuaEndEnum("LightType"); + + LuaStartEnum(); + LuaSetEnum("POINT", FILTER_POINT); + LuaSetEnum("BILINEAR", FILTER_BILINEAR); + LuaSetEnum("TRILINEAR", FILTER_TRILINEAR); + LuaSetEnum("ANISOTROPIC_4X", FILTER_ANISOTROPIC_4X); + LuaSetEnum("ANISOTROPIC_8X", FILTER_ANISOTROPIC_8X); + LuaSetEnum("ANISOTROPIC_16X", FILTER_ANISOTROPIC_16X); + LuaEndEnum("TextureFilter"); LuaStartEnum(); LuaSetEnum("NONE", GESTURE_NONE); diff --git a/src/shapes.c b/src/shapes.c index 79cf567a..70aad59a 100644 --- a/src/shapes.c +++ b/src/shapes.c @@ -4,6 +4,12 @@ * * Basic functions to draw 2d Shapes and check collisions * +* External libs: +* rlgl - raylib OpenGL abstraction layer +* +* Module Configuration Flags: +* ... +* * Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) * * This software is provided "as-is", without any express or implied warranty. In no event @@ -25,11 +31,11 @@ #include "raylib.h" +#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 2.1, 3.3+ or ES2 + #include <stdlib.h> // Required for: abs() #include <math.h> // Required for: sinf(), cosf(), sqrtf() -#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2 - //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- @@ -4,6 +4,12 @@ * * Basic functions to load SpriteFonts and draw Text * +* External libs: +* stb_truetype - Load TTF file and rasterize characters data +* +* Module Configuration Flags: +* ... +* * Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) * * This software is provided "as-is", without any express or implied warranty. In no event @@ -33,7 +39,7 @@ #include "utils.h" // Required for: GetExtension(), GetNextPOT() // Following libs are used on LoadTTF() -//#define STBTT_STATIC +#define STBTT_STATIC // Define stb_truetype functions static to this module #define STB_TRUETYPE_IMPLEMENTATION #include "external/stb_truetype.h" // Required for: stbtt_BakeFontBitmap() @@ -869,10 +875,18 @@ static SpriteFont LoadBMFont(const char *fileName) TraceLog(DEBUG, "[%s] Font texture loading path: %s", fileName, texPath); Image imFont = LoadImage(texPath); + + if (imFont.format == UNCOMPRESSED_GRAYSCALE) + { + Image imCopy = ImageCopy(imFont); + + for (int i = 0; i < imCopy.width*imCopy.height; i++) ((unsigned char *)imCopy.data)[i] = 0xff; // WHITE pixel - if (imFont.format == UNCOMPRESSED_GRAYSCALE) ImageAlphaMask(&imFont, imFont); - - font.texture = LoadTextureFromImage(imFont); + ImageAlphaMask(&imCopy, imFont); + font.texture = LoadTextureFromImage(imCopy); + UnloadImage(imCopy); + } + else font.texture = LoadTextureFromImage(imFont); font.size = fontSize; font.numChars = numChars; diff --git a/src/textures.c b/src/textures.c index 5354a74f..126adad3 100644 --- a/src/textures.c +++ b/src/textures.c @@ -4,9 +4,13 @@ * * Basic functions to load and draw Textures (2d) * -* Uses external lib: -* stb_image - Multiple formats image loading (JPEG, PNG, BMP, TGA, PSD, GIF, PIC) -* NOTE: stb_image has been slightly modified, original library: https://github.com/nothings/stb +* External libs: +* stb_image - Multiple image formats loading (JPEG, PNG, BMP, TGA, PSD, GIF, PIC) +* NOTE: stb_image has been slightly modified to support Android platform. +* stb_image_resize - Multiple image resize algorythms +* +* Module Configuration Flags: +* ... * * Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) * @@ -1512,14 +1516,14 @@ void ImageColorBrightness(Image *image, int brightness) } // Generate GPU mipmaps for a texture -void GenTextureMipmaps(Texture2D texture) +void GenTextureMipmaps(Texture2D *texture) { #if PLATFORM_WEB - int potWidth = GetNextPOT(texture.width); - int potHeight = GetNextPOT(texture.height); + int potWidth = GetNextPOT(texture->width); + int potHeight = GetNextPOT(texture->height); // Check if texture is POT - if ((potWidth != texture.width) || (potHeight != texture.height)) + if ((potWidth != texture->width) || (potHeight != texture->height)) { TraceLog(WARNING, "Limited NPOT support, no mipmaps available for NPOT textures"); } diff --git a/src/utils.c b/src/utils.c index b96e2c70..640c5720 100644 --- a/src/utils.c +++ b/src/utils.c @@ -2,12 +2,16 @@ * * raylib.utils * -* Utils Functions Definitions +* Some utility functions * -* Uses external libs: -* tinfl - zlib DEFLATE algorithm decompression lib +* External libs: +* tinfl - zlib DEFLATE algorithm decompression * stb_image_write - PNG writting functions * +* Module Configuration Flags: +* DO_NOT_TRACE_DEBUG_MSGS - Avoid showing DEBUG TraceLog() messages +* +* * Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) * * This software is provided "as-is", without any express or implied warranty. In no event @@ -46,7 +50,9 @@ #endif #include "external/tinfl.c" // Required for: tinfl_decompress_mem_to_mem() - // NOTE: Deflate algorythm data decompression + // NOTE: DEFLATE algorythm data decompression + +#define DO_NOT_TRACE_DEBUG_MSGS // Avoid DEBUG messages tracing //---------------------------------------------------------------------------------- // Global Variables Definition diff --git a/src/utils.h b/src/utils.h index 899cf583..045b0692 100644 --- a/src/utils.h +++ b/src/utils.h @@ -2,9 +2,9 @@ * * raylib.utils * -* Some utility functions: rRES files data decompression +* Some utility functions * -* Copyright (c) 2014 Ramon Santamaria (@raysan5) +* Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) * * 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. @@ -34,8 +34,6 @@ //---------------------------------------------------------------------------------- // Some basic Defines //---------------------------------------------------------------------------------- -#define DO_NOT_TRACE_DEBUG_MSGS // Use this define to avoid DEBUG tracing - #if defined(PLATFORM_ANDROID) #define fopen(name, mode) android_fopen(name, mode) #endif |
