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authorRay <raysan5@gmail.com>2016-03-05 20:16:52 +0100
committerRay <raysan5@gmail.com>2016-03-05 20:16:52 +0100
commit893facdf6d81a430f5291407afac0e70627d0f0d (patch)
tree57de4433c40ea9a046322df655e45253390659e9 /src
parent0d911127d759e3f507b598c1666da1635c863e51 (diff)
parent78e4772f21cda45c219ce88a713708b6b0680e8f (diff)
downloadraylib-893facdf6d81a430f5291407afac0e70627d0f0d.tar.gz
raylib-893facdf6d81a430f5291407afac0e70627d0f0d.zip
Merge pull request #101 from victorfisac/develop
Redesigned physac module (IN PROGRESS)
Diffstat (limited to 'src')
-rw-r--r--src/physac.c532
-rw-r--r--src/physac.h59
-rw-r--r--src/raylib.h49
3 files changed, 326 insertions, 314 deletions
diff --git a/src/physac.c b/src/physac.c
index 4c50dd41..13247117 100644
--- a/src/physac.c
+++ b/src/physac.c
@@ -1,6 +1,6 @@
/**********************************************************************************************
*
-* [physac] raylib physics engine module - Basic functions to apply physics to 2D objects
+* [physac] raylib physics module - Basic functions to apply physics to 2D objects
*
* Copyright (c) 2015 Victor Fisac and Ramon Santamaria
*
@@ -29,329 +29,343 @@
#include "raylib.h"
#endif
-#include <math.h>
-#include <stdlib.h> // Required for: malloc(), free()
+#include <stdlib.h> // Declares malloc() and free() for memory management
+#include <math.h> // abs() and fminf()
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
-#define DECIMAL_FIX 0.26f // Decimal margin for collision checks (avoid rigidbodies shake)
+#define MAX_PHYSIC_OBJECTS 256
+#define PHYSICS_GRAVITY -9.81f/2
+#define PHYSICS_STEPS 450
+#define PHYSICS_ACCURACY 0.0001f // Velocity subtract operations round filter (friction)
+#define PHYSICS_ERRORPERCENT 0.001f // Collision resolve position fix
//----------------------------------------------------------------------------------
// Types and Structures Definition
+// NOTE: Below types are required for PHYSAC_STANDALONE usage
//----------------------------------------------------------------------------------
// ...
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
-static Collider *colliders; // Colliders array, dynamically allocated at runtime
-static Rigidbody *rigidbodies; // Rigitbody array, dynamically allocated at runtime
-static bool collisionChecker;
-
-static int maxElements; // Max physic elements to compute
-static bool enabled; // Physics enabled? (true by default)
-static Vector2 gravity; // Gravity value used for physic calculations
+static PhysicObject *physicObjects[MAX_PHYSIC_OBJECTS]; // Physic objects pool
+static int physicObjectsCount; // Counts current enabled physic objects
//----------------------------------------------------------------------------------
-// Module specific Functions Declarations
+// Module specific Functions Declaration
//----------------------------------------------------------------------------------
-static float Vector2Length(Vector2 vector);
-static float Vector2Distance(Vector2 a, Vector2 b);
-static void Vector2Normalize(Vector2 *vector);
+static float Vector2DotProduct(Vector2 v1, Vector2 v2); // Returns the dot product of two Vector2
//----------------------------------------------------------------------------------
-// Module Functions Definitions
+// Module Functions Definition
//----------------------------------------------------------------------------------
-void InitPhysics(int maxPhysicElements)
-{
- maxElements = maxPhysicElements;
-
- colliders = (Collider *)malloc(maxElements*sizeof(Collider));
- rigidbodies = (Rigidbody *)malloc(maxElements*sizeof(Rigidbody));
-
- for (int i = 0; i < maxElements; i++)
- {
- colliders[i].enabled = false;
- colliders[i].bounds = (Rectangle){ 0, 0, 0, 0 };
- colliders[i].radius = 0;
-
- rigidbodies[i].enabled = false;
- rigidbodies[i].mass = 0.0f;
- rigidbodies[i].velocity = (Vector2){ 0.0f, 0.0f };
- rigidbodies[i].acceleration = (Vector2){ 0.0f, 0.0f };
- rigidbodies[i].isGrounded = false;
- rigidbodies[i].isContact = false;
- rigidbodies[i].friction = 0.0f;
- }
-
- collisionChecker = false;
- enabled = true;
-
- // NOTE: To get better results, gravity needs to be 1:10 from original parameter
- gravity = (Vector2){ 0.0f, -9.81f/10.0f }; // By default, standard gravity
-}
-
-void UnloadPhysics()
-{
- free(colliders);
- free(rigidbodies);
-}
-
-void AddCollider(int index, Collider collider)
-{
- colliders[index] = collider;
-}
-void AddRigidbody(int index, Rigidbody rigidbody)
+// Initializes pointers array (just pointers, fixed size)
+void InitPhysics()
{
- rigidbodies[index] = rigidbody;
+ // Initialize physics variables
+ physicObjectsCount = 0;
}
-void ApplyPhysics(int index, Vector2 *position)
+// Update physic objects, calculating physic behaviours and collisions detection
+void UpdatePhysics()
{
- if (rigidbodies[index].enabled)
+ // Reset all physic objects is grounded state
+ for(int i = 0; i < physicObjectsCount; i++)
{
- // Apply friction to acceleration
- if (rigidbodies[index].acceleration.x > DECIMAL_FIX)
- {
- rigidbodies[index].acceleration.x -= rigidbodies[index].friction;
- }
- else if (rigidbodies[index].acceleration.x < -DECIMAL_FIX)
- {
- rigidbodies[index].acceleration.x += rigidbodies[index].friction;
- }
- else
- {
- rigidbodies[index].acceleration.x = 0;
- }
-
- if (rigidbodies[index].acceleration.y > DECIMAL_FIX / 2)
- {
- rigidbodies[index].acceleration.y -= rigidbodies[index].friction;
- }
- else if (rigidbodies[index].acceleration.y < -DECIMAL_FIX / 2)
- {
- rigidbodies[index].acceleration.y += rigidbodies[index].friction;
- }
- else
- {
- rigidbodies[index].acceleration.y = 0;
- }
-
- // Apply friction to velocity
- if (rigidbodies[index].isGrounded)
- {
- if (rigidbodies[index].velocity.x > DECIMAL_FIX)
- {
- rigidbodies[index].velocity.x -= rigidbodies[index].friction;
- }
- else if (rigidbodies[index].velocity.x < -DECIMAL_FIX)
- {
- rigidbodies[index].velocity.x += rigidbodies[index].friction;
- }
- else
- {
- rigidbodies[index].velocity.x = 0;
- }
- }
-
- if (rigidbodies[index].velocity.y > DECIMAL_FIX / 2)
- {
- rigidbodies[index].velocity.y -= rigidbodies[index].friction;
- }
- else if (rigidbodies[index].velocity.y < -DECIMAL_FIX / 2)
- {
- rigidbodies[index].velocity.y += rigidbodies[index].friction;
- }
- else
- {
- rigidbodies[index].velocity.y = 0;
- }
-
- // Apply gravity
- rigidbodies[index].velocity.y += gravity.y;
- rigidbodies[index].velocity.x += gravity.x;
-
- // Apply acceleration
- rigidbodies[index].velocity.y += rigidbodies[index].acceleration.y;
- rigidbodies[index].velocity.x += rigidbodies[index].acceleration.x;
-
- // Update position vector
- position->x += rigidbodies[index].velocity.x;
- position->y -= rigidbodies[index].velocity.y;
-
- // Update collider bounds
- colliders[index].bounds.x = position->x;
- colliders[index].bounds.y = position->y;
-
- // Check collision with other colliders
- collisionChecker = false;
- rigidbodies[index].isContact = false;
- for (int j = 0; j < maxElements; j++)
+ if(physicObjects[i]->rigidbody.enabled) physicObjects[i]->rigidbody.isGrounded = false;
+ }
+
+ for(int steps = 0; steps < PHYSICS_STEPS; steps++)
+ {
+ for(int i = 0; i < physicObjectsCount; i++)
{
- if (index != j)
+ if(physicObjects[i]->enabled)
{
- if (colliders[index].enabled && colliders[j].enabled)
+ // Update physic behaviour
+ if(physicObjects[i]->rigidbody.enabled)
{
- if (colliders[index].type == COLLIDER_RECTANGLE)
+ // Apply friction to acceleration in X axis
+ if (physicObjects[i]->rigidbody.acceleration.x > PHYSICS_ACCURACY) physicObjects[i]->rigidbody.acceleration.x -= physicObjects[i]->rigidbody.friction/PHYSICS_STEPS;
+ else if (physicObjects[i]->rigidbody.acceleration.x < PHYSICS_ACCURACY) physicObjects[i]->rigidbody.acceleration.x += physicObjects[i]->rigidbody.friction/PHYSICS_STEPS;
+ else physicObjects[i]->rigidbody.acceleration.x = 0.0f;
+
+ // Apply friction to velocity in X axis
+ if (physicObjects[i]->rigidbody.velocity.x > PHYSICS_ACCURACY) physicObjects[i]->rigidbody.velocity.x -= physicObjects[i]->rigidbody.friction/PHYSICS_STEPS;
+ else if (physicObjects[i]->rigidbody.velocity.x < PHYSICS_ACCURACY) physicObjects[i]->rigidbody.velocity.x += physicObjects[i]->rigidbody.friction/PHYSICS_STEPS;
+ else physicObjects[i]->rigidbody.velocity.x = 0.0f;
+
+ // Apply gravity to velocity
+ if (physicObjects[i]->rigidbody.applyGravity) physicObjects[i]->rigidbody.velocity.y += PHYSICS_GRAVITY/PHYSICS_STEPS;
+
+ // Apply acceleration to velocity
+ physicObjects[i]->rigidbody.velocity.x += physicObjects[i]->rigidbody.acceleration.x/PHYSICS_STEPS;
+ physicObjects[i]->rigidbody.velocity.y += physicObjects[i]->rigidbody.acceleration.y/PHYSICS_STEPS;
+
+ // Apply velocity to position
+ physicObjects[i]->transform.position.x += physicObjects[i]->rigidbody.velocity.x/PHYSICS_STEPS;
+ physicObjects[i]->transform.position.y -= physicObjects[i]->rigidbody.velocity.y/PHYSICS_STEPS;
+ }
+
+ // Update collision detection
+ if (physicObjects[i]->collider.enabled)
+ {
+ // Update collider bounds
+ physicObjects[i]->collider.bounds = TransformToRectangle(physicObjects[i]->transform);
+
+ // Check collision with other colliders
+ for (int k = 0; k < physicObjectsCount; k++)
{
- if (colliders[j].type == COLLIDER_RECTANGLE)
+ if (physicObjects[k]->collider.enabled && i != k)
{
- if (CheckCollisionRecs(colliders[index].bounds, colliders[j].bounds))
+ // Check if colliders are overlapped
+ if (CheckCollisionRecs(physicObjects[i]->collider.bounds, physicObjects[k]->collider.bounds))
{
- collisionChecker = true;
+ // 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 ontact normal
+ Vector2 contactNormal = { 0.0f, 0.0f };
+
+ // Calculate direction vector from i to k
+ Vector2 direction;
+ direction.x = (physicObjects[k]->transform.position.x + physicObjects[k]->transform.scale.x/2) - (physicObjects[i]->transform.position.x + physicObjects[i]->transform.scale.x/2);
+ direction.y = (physicObjects[k]->transform.position.y + physicObjects[k]->transform.scale.y/2) - (physicObjects[i]->transform.position.y + physicObjects[i]->transform.scale.y/2);
+
+ // Define overlapping and penetration attributes
+ Vector2 overlap;
+ float penetrationDepth = 0.0f;
- if ((colliders[index].bounds.y + colliders[index].bounds.height <= colliders[j].bounds.y) == false)
+ // Calculate overlap on X axis
+ overlap.x = (physicObjects[i]->transform.scale.x + physicObjects[k]->transform.scale.x)/2 - abs(direction.x);
+
+ // SAT test on X axis
+ if (overlap.x > 0.0f)
{
- rigidbodies[index].isContact = true;
+ // Calculate overlap on Y axis
+ overlap.y = (physicObjects[i]->transform.scale.y + physicObjects[k]->transform.scale.y)/2 - abs(direction.y);
+
+ // SAT test on Y axis
+ if (overlap.y > 0.0f)
+ {
+ // Find out which axis is axis of least penetration
+ if (overlap.y > overlap.x)
+ {
+ // Point towards k knowing that direction points from i to k
+ if (direction.x < 0.0f) contactNormal = (Vector2){ -1.0f, 0.0f };
+ else contactNormal = (Vector2){ 1.0f, 0.0f };
+
+ // Update penetration depth for position correction
+ penetrationDepth = overlap.x;
+ }
+ else
+ {
+ // Point towards k knowing that direction points from i to k
+ if (direction.y < 0.0f) contactNormal = (Vector2){ 0.0f, 1.0f };
+ else contactNormal = (Vector2){ 0.0f, -1.0f };
+
+ // Update penetration depth for position correction
+ penetrationDepth = overlap.y;
+ }
+ }
+ }
+
+ // Update rigidbody grounded state
+ if (physicObjects[i]->rigidbody.enabled)
+ {
+ if (contactNormal.y < 0.0f) physicObjects[i]->rigidbody.isGrounded = true;
+ }
+
+ // 2. Calculate collision impulse
+ // -------------------------------------------------------------------------------------------------------------------------------------
+
+ // Calculate relative velocity
+ Vector2 relVelocity = { physicObjects[k]->rigidbody.velocity.x - physicObjects[i]->rigidbody.velocity.x, physicObjects[k]->rigidbody.velocity.y - physicObjects[i]->rigidbody.velocity.y };
+
+ // Calculate relative velocity in terms of the normal direction
+ float velAlongNormal = Vector2DotProduct(relVelocity, contactNormal);
+
+ // Dot not resolve if velocities are separating
+ if (velAlongNormal <= 0.0f)
+ {
+ // Calculate minimum bounciness value from both objects
+ float e = fminf(physicObjects[i]->rigidbody.bounciness, physicObjects[k]->rigidbody.bounciness);
+
+ // Calculate impulse scalar value
+ float j = -(1.0f + e) * velAlongNormal;
+ j /= 1.0f/physicObjects[i]->rigidbody.mass + 1.0f/physicObjects[k]->rigidbody.mass;
+
+ // Calculate final impulse vector
+ Vector2 impulse = { j*contactNormal.x, j*contactNormal.y };
+
+ // Calculate collision mass ration
+ float massSum = physicObjects[i]->rigidbody.mass + physicObjects[k]->rigidbody.mass;
+ float ratio = 0.0f;
+
+ // Apply impulse to current rigidbodies velocities if they are enabled
+ if (physicObjects[i]->rigidbody.enabled)
+ {
+ // Calculate inverted mass ration
+ ratio = physicObjects[i]->rigidbody.mass/massSum;
+
+ // Apply impulse direction to velocity
+ physicObjects[i]->rigidbody.velocity.x -= impulse.x*ratio;
+ physicObjects[i]->rigidbody.velocity.y -= impulse.y*ratio;
+ }
+
+ if (physicObjects[k]->rigidbody.enabled)
+ {
+ // Calculate inverted mass ration
+ ratio = physicObjects[k]->rigidbody.mass/massSum;
+
+ // Apply impulse direction to velocity
+ physicObjects[k]->rigidbody.velocity.x += impulse.x*ratio;
+ physicObjects[k]->rigidbody.velocity.y += impulse.y*ratio;
+ }
+
+ // 3. Correct colliders overlaping (transform position)
+ // ---------------------------------------------------------------------------------------------------------------------------------
+
+ // Calculate transform position penetration correction
+ Vector2 posCorrection;
+ posCorrection.x = penetrationDepth/((1.0f/physicObjects[i]->rigidbody.mass) + (1.0f/physicObjects[k]->rigidbody.mass))*PHYSICS_ERRORPERCENT*contactNormal.x;
+ posCorrection.y = penetrationDepth/((1.0f/physicObjects[i]->rigidbody.mass) + (1.0f/physicObjects[k]->rigidbody.mass))*PHYSICS_ERRORPERCENT*contactNormal.y;
+
+ // Fix transform positions
+ if (physicObjects[i]->rigidbody.enabled)
+ {
+ // Fix physic objects transform position
+ physicObjects[i]->transform.position.x -= 1.0f/physicObjects[i]->rigidbody.mass*posCorrection.x;
+ physicObjects[i]->transform.position.y += 1.0f/physicObjects[i]->rigidbody.mass*posCorrection.y;
+
+ // Update collider bounds
+ physicObjects[i]->collider.bounds = TransformToRectangle(physicObjects[i]->transform);
+
+ if (physicObjects[k]->rigidbody.enabled)
+ {
+ // Fix physic objects transform position
+ physicObjects[k]->transform.position.x += 1.0f/physicObjects[k]->rigidbody.mass*posCorrection.x;
+ physicObjects[k]->transform.position.y -= 1.0f/physicObjects[k]->rigidbody.mass*posCorrection.y;
+
+ // Update collider bounds
+ physicObjects[k]->collider.bounds = TransformToRectangle(physicObjects[k]->transform);
+ }
+ }
}
- }
- }
- else
- {
- if (CheckCollisionCircleRec((Vector2){colliders[j].bounds.x, colliders[j].bounds.y}, colliders[j].radius, colliders[index].bounds))
- {
- collisionChecker = true;
- }
- }
- }
- else
- {
- if (colliders[j].type == COLLIDER_RECTANGLE)
- {
- if (CheckCollisionCircleRec((Vector2){colliders[index].bounds.x, colliders[index].bounds.y}, colliders[index].radius, colliders[j].bounds))
- {
- collisionChecker = true;
- }
- }
- else
- {
- if (CheckCollisionCircles((Vector2){colliders[j].bounds.x, colliders[j].bounds.y}, colliders[j].radius, (Vector2){colliders[index].bounds.x, colliders[index].bounds.y}, colliders[index].radius))
- {
- collisionChecker = true;
}
}
}
}
}
}
-
- // Update grounded rigidbody state
- rigidbodies[index].isGrounded = collisionChecker;
-
- // Set grounded state if needed (fix overlap and set y velocity)
- if (collisionChecker && rigidbodies[index].velocity.y != 0)
- {
- position->y += rigidbodies[index].velocity.y;
- rigidbodies[index].velocity.y = -rigidbodies[index].velocity.y * rigidbodies[index].bounciness;
- }
-
- if (rigidbodies[index].isContact)
- {
- position->x -= rigidbodies[index].velocity.x;
- rigidbodies[index].velocity.x = rigidbodies[index].velocity.x;
- }
}
}
-void SetRigidbodyEnabled(int index, bool state)
-{
- rigidbodies[index].enabled = state;
-}
-
-void SetRigidbodyVelocity(int index, Vector2 velocity)
-{
- rigidbodies[index].velocity.x = velocity.x;
- rigidbodies[index].velocity.y = velocity.y;
-}
-
-void SetRigidbodyAcceleration(int index, Vector2 acceleration)
+// Unitialize all physic objects and empty the objects pool
+void ClosePhysics()
{
- rigidbodies[index].acceleration.x = acceleration.x;
- rigidbodies[index].acceleration.y = acceleration.y;
+ // Free all dynamic memory allocations
+ for (int i = 0; i < physicObjectsCount; i++) free(physicObjects[i]);
+
+ // Reset enabled physic objects count
+ physicObjectsCount = 0;
}
-void AddRigidbodyForce(int index, Vector2 force)
+// Create a new physic object dinamically, initialize it and add to pool
+PhysicObject *CreatePhysicObject(Vector2 position, float rotation, Vector2 scale)
{
- rigidbodies[index].acceleration.x = force.x / rigidbodies[index].mass;
- rigidbodies[index].acceleration.y = force.y / rigidbodies[index].mass;
+ // Allocate dynamic memory
+ PhysicObject *obj = (PhysicObject *)malloc(sizeof(PhysicObject));
+
+ // Initialize physic object values with generic values
+ obj->id = physicObjectsCount;
+ obj->enabled = true;
+
+ obj->transform = (Transform){ (Vector2){ position.x - scale.x/2, position.y - scale.y/2 }, rotation, scale };
+
+ obj->rigidbody.enabled = false;
+ obj->rigidbody.mass = 1.0f;
+ obj->rigidbody.acceleration = (Vector2){ 0.0f, 0.0f };
+ obj->rigidbody.velocity = (Vector2){ 0.0f, 0.0f };
+ obj->rigidbody.applyGravity = false;
+ obj->rigidbody.isGrounded = false;
+ obj->rigidbody.friction = 0.0f;
+ obj->rigidbody.bounciness = 0.0f;
+
+ obj->collider.enabled = false;
+ obj->collider.type = COLLIDER_RECTANGLE;
+ obj->collider.bounds = TransformToRectangle(obj->transform);
+ obj->collider.radius = 0.0f;
+
+ // Add new physic object to the pointers array
+ physicObjects[physicObjectsCount] = obj;
+
+ // Increase enabled physic objects count
+ physicObjectsCount++;
+
+ return obj;
}
-void AddForceAtPosition(Vector2 position, float intensity, float radius)
+// Destroy a specific physic object and take it out of the list
+void DestroyPhysicObject(PhysicObject *pObj)
{
- for(int i = 0; i < maxElements; i++)
+ // Free dynamic memory allocation
+ free(physicObjects[pObj->id]);
+
+ // Remove *obj from the pointers array
+ for (int i = pObj->id; i < physicObjectsCount; i++)
{
- if(rigidbodies[i].enabled)
+ // Resort all the following pointers of the array
+ if ((i + 1) < physicObjectsCount)
{
- // Get position from its collider
- Vector2 pos = {colliders[i].bounds.x, colliders[i].bounds.y};
-
- // Get distance between rigidbody position and target position
- float distance = Vector2Distance(position, pos);
-
- if(distance <= radius)
- {
- // Calculate force based on direction
- Vector2 force = {colliders[i].bounds.x - position.x, colliders[i].bounds.y - position.y};
-
- // Normalize the direction vector
- Vector2Normalize(&force);
-
- // Invert y value
- force.y *= -1;
-
- // Apply intensity and distance
- force = (Vector2){force.x * intensity / distance, force.y * intensity / distance};
-
- // Add calculated force to the rigidbodies
- AddRigidbodyForce(i, force);
- }
+ physicObjects[i] = physicObjects[i + 1];
+ physicObjects[i]->id = physicObjects[i + 1]->id;
}
+ else free(physicObjects[i]);
}
+
+ // Decrease enabled physic objects count
+ physicObjectsCount--;
}
-void SetColliderEnabled(int index, bool state)
-{
- colliders[index].enabled = state;
-}
-
-Collider GetCollider(int index)
+// Convert Transform data type to Rectangle (position and scale)
+Rectangle TransformToRectangle(Transform transform)
{
- return colliders[index];
+ return (Rectangle){transform.position.x, transform.position.y, transform.scale.x, transform.scale.y};
}
-Rigidbody GetRigidbody(int index)
+// Draw physic object information at screen position
+void DrawPhysicObjectInfo(PhysicObject *pObj, Vector2 position, int fontSize)
{
- return rigidbodies[index];
+ // Draw physic object ID
+ DrawText(FormatText("PhysicObject ID: %i - Enabled: %i", pObj->id, pObj->enabled), position.x, position.y, fontSize, BLACK);
+
+ // Draw physic object transform values
+ DrawText(FormatText("\nTRANSFORM\nPosition: %f, %f\nRotation: %f\nScale: %f, %f", pObj->transform.position.x, pObj->transform.position.y, pObj->transform.rotation, pObj->transform.scale.x, pObj->transform.scale.y), position.x, position.y, fontSize, BLACK);
+
+ // Draw physic object rigidbody values
+ DrawText(FormatText("\n\n\n\n\n\nRIGIDBODY\nEnabled: %i\nMass: %f\nAcceleration: %f, %f\nVelocity: %f, %f\nApplyGravity: %i\nIsGrounded: %i\nFriction: %f\nBounciness: %f", pObj->rigidbody.enabled, pObj->rigidbody.mass, pObj->rigidbody.acceleration.x, pObj->rigidbody.acceleration.y,
+ pObj->rigidbody.velocity.x, pObj->rigidbody.velocity.y, pObj->rigidbody.applyGravity, pObj->rigidbody.isGrounded, pObj->rigidbody.friction, pObj->rigidbody.bounciness), position.x, position.y, fontSize, BLACK);
+
+ DrawText(FormatText("\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nCOLLIDER\nEnabled: %i\nBounds: %i, %i, %i, %i\nRadius: %i", pObj->collider.enabled, pObj->collider.bounds.x, pObj->collider.bounds.y, pObj->collider.bounds.width, pObj->collider.bounds.height, pObj->collider.radius), position.x, position.y, fontSize, BLACK);
}
//----------------------------------------------------------------------------------
-// Module specific Functions Definitions
+// Module specific Functions Definition
//----------------------------------------------------------------------------------
-static float Vector2Length(Vector2 vector)
-{
- return sqrt((vector.x * vector.x) + (vector.y * vector.y));
-}
-static float Vector2Distance(Vector2 a, Vector2 b)
+// Returns the dot product of two Vector2
+static float Vector2DotProduct(Vector2 v1, Vector2 v2)
{
- Vector2 vector = {b.x - a.x, b.y - a.y};
- return sqrt((vector.x * vector.x) + (vector.y * vector.y));
-}
+ float result;
-static void Vector2Normalize(Vector2 *vector)
-{
- float length = Vector2Length(*vector);
-
- if (length != 0.0f)
- {
- vector->x /= length;
- vector->y /= length;
- }
- else
- {
- vector->x = 0.0f;
- vector->y = 0.0f;
- }
+ result = v1.x*v2.x + v1.y*v2.y;
+
+ return result;
}
diff --git a/src/physac.h b/src/physac.h
index 9e1b0b88..fc5502c4 100644
--- a/src/physac.h
+++ b/src/physac.h
@@ -1,6 +1,6 @@
/**********************************************************************************************
*
-* [physac] raylib physics engine module - Basic functions to apply physics to 2D objects
+* [physac] raylib physics module - Basic functions to apply physics to 2D objects
*
* Copyright (c) 2015 Victor Fisac and Ramon Santamaria
*
@@ -31,62 +31,65 @@
//----------------------------------------------------------------------------------
// Types and Structures Definition
+// NOTE: Below types are required for PHYSAC_STANDALONE usage
//----------------------------------------------------------------------------------
-// Collider types
+
+// Vector2 type
+typedef struct Vector2 {
+ float x;
+ float y;
+} Vector2;
+
typedef enum { COLLIDER_CIRCLE, COLLIDER_RECTANGLE, COLLIDER_CAPSULE } ColliderType;
-// Transform struct
typedef struct Transform {
Vector2 position;
float rotation;
Vector2 scale;
} Transform;
-// Rigidbody struct
typedef struct Rigidbody {
- bool enabled;
+ bool enabled; // Acts as kinematic state (collisions are calculated anyway)
float mass;
Vector2 acceleration;
Vector2 velocity;
- bool isGrounded;
- bool isContact; // Avoid freeze player when touching floor
bool applyGravity;
- float friction; // 0.0f to 1.0f
- float bounciness; // 0.0f to 1.0f
+ bool isGrounded;
+ float friction; // Normalized value
+ float bounciness; // Normalized value
} Rigidbody;
-// Collider struct
typedef struct Collider {
bool enabled;
ColliderType type;
- Rectangle bounds; // Used for COLLIDER_RECTANGLE and COLLIDER_CAPSULE
- int radius; // Used for COLLIDER_CIRCLE and COLLIDER_CAPSULE
+ Rectangle bounds; // Used for COLLIDER_RECTANGLE and COLLIDER_CAPSULE
+ int radius; // Used for COLLIDER_CIRCLE and COLLIDER_CAPSULE
} Collider;
+typedef struct PhysicObject {
+ unsigned int id;
+ Transform transform;
+ Rigidbody rigidbody;
+ Collider collider;
+ bool enabled;
+} PhysicObject;
+
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
#endif
//----------------------------------------------------------------------------------
-// Module Functions Declarations
+// Module Functions Declaration
//----------------------------------------------------------------------------------
-void InitPhysics(int maxPhysicElements); // Initialize all internal physics values
-void UnloadPhysics(); // Unload physic elements arrays
-
-void AddRigidbody(int index, Rigidbody rigidbody); // Initialize a new rigidbody with parameters to internal index slot
-void AddCollider(int index, Collider collider); // Initialize a new Collider with parameters to internal index slot
-
-void ApplyPhysics(int index, Vector2 *position); // Apply physics to internal rigidbody, physics calculations are applied to position pointer parameter
-void SetRigidbodyEnabled(int index, bool state); // Set enabled state to a defined rigidbody
-void SetRigidbodyVelocity(int index, Vector2 velocity); // Set velocity of rigidbody (without considering of mass value)
-void SetRigidbodyAcceleration(int index, Vector2 acceleration); // Set acceleration of rigidbody (without considering of mass value)
-void AddRigidbodyForce(int index, Vector2 force); // Set rigidbody force (considering mass value)
-void AddForceAtPosition(Vector2 position, float intensity, float radius); // Add a force to all enabled rigidbodies at a position
+void InitPhysics(); // Initializes pointers array (just pointers, fixed size)
+void UpdatePhysics(); // Update physic objects, calculating physic behaviours and collisions detection
+void ClosePhysics(); // Unitialize all physic objects and empty the objects pool
-void SetColliderEnabled(int index, bool state); // Set enabled state to a defined collider
+PhysicObject *CreatePhysicObject(Vector2 position, float rotation, Vector2 scale); // Create a new physic object dinamically, initialize it and add to pool
+void DestroyPhysicObject(PhysicObject *pObj); // Destroy a specific physic object and take it out of the list
-Rigidbody GetRigidbody(int index); // Returns the internal rigidbody data defined by index parameter
-Collider GetCollider(int index); // Returns the internal collider data defined by index parameter
+Rectangle TransformToRectangle(Transform transform); // Convert Transform data type to Rectangle (position and scale)
+void DrawPhysicObjectInfo(PhysicObject *pObj, Vector2 position, int fontSize); // Draw physic object information at screen position
#ifdef __cplusplus
}
diff --git a/src/raylib.h b/src/raylib.h
index 9545f96d..83e41ac7 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -474,37 +474,40 @@ typedef struct {
// Camera system modes
typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
-// Collider types
typedef enum { COLLIDER_CIRCLE, COLLIDER_RECTANGLE, COLLIDER_CAPSULE } ColliderType;
-// Transform struct
typedef struct Transform {
Vector2 position;
float rotation;
Vector2 scale;
} Transform;
-// Rigidbody struct
typedef struct Rigidbody {
- bool enabled;
+ bool enabled; // Acts as kinematic state (collisions are calculated anyway)
float mass;
Vector2 acceleration;
Vector2 velocity;
- bool isGrounded;
- bool isContact; // Avoid freeze player when touching floor
bool applyGravity;
- float friction; // 0.0f to 1.0f
- float bounciness; // 0.0f to 1.0f
+ bool isGrounded;
+ float friction; // Normalized value
+ float bounciness; // Normalized value
} Rigidbody;
-// Collider struct
typedef struct Collider {
bool enabled;
ColliderType type;
- Rectangle bounds; // Used for COLLIDER_RECTANGLE and COLLIDER_CAPSULE
- int radius; // Used for COLLIDER_CIRCLE and COLLIDER_CAPSULE
+ Rectangle bounds; // Used for COLLIDER_RECTANGLE and COLLIDER_CAPSULE
+ int radius; // Used for COLLIDER_CIRCLE and COLLIDER_CAPSULE
} Collider;
+typedef struct PhysicObject {
+ unsigned int id;
+ Transform transform;
+ Rigidbody rigidbody;
+ Collider collider;
+ bool enabled;
+} PhysicObject;
+
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
#endif
@@ -811,25 +814,17 @@ void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textur
void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
//----------------------------------------------------------------------------------
-// Physics System Functions (engine-module: physac)
+// Physics System Functions (Module: physac)
//----------------------------------------------------------------------------------
-void InitPhysics(int maxPhysicElements); // Initialize all internal physics values
-void UnloadPhysics(); // Unload physic elements arrays
-
-void AddRigidbody(int index, Rigidbody rigidbody); // Initialize a new rigidbody with parameters to internal index slot
-void AddCollider(int index, Collider collider); // Initialize a new Collider with parameters to internal index slot
-
-void ApplyPhysics(int index, Vector2 *position); // Apply physics to internal rigidbody, physics calculations are applied to position pointer parameter
-void SetRigidbodyEnabled(int index, bool state); // Set enabled state to a defined rigidbody
-void SetRigidbodyVelocity(int index, Vector2 velocity); // Set velocity of rigidbody (without considering of mass value)
-void SetRigidbodyAcceleration(int index, Vector2 acceleration); // Set acceleration of rigidbody (without considering of mass value)
-void AddRigidbodyForce(int index, Vector2 force); // Set rigidbody force (considering mass value)
-void AddForceAtPosition(Vector2 position, float intensity, float radius); // Add a force to all enabled rigidbodies at a position
+void InitPhysics(); // Initializes pointers array (just pointers, fixed size)
+void UpdatePhysics(); // Update physic objects, calculating physic behaviours and collisions detection
+void ClosePhysics(); // Unitialize all physic objects and empty the objects pool
-void SetColliderEnabled(int index, bool state); // Set enabled state to a defined collider
+PhysicObject *CreatePhysicObject(Vector2 position, float rotation, Vector2 scale); // Create a new physic object dinamically, initialize it and add to pool
+void DestroyPhysicObject(PhysicObject *pObj); // Destroy a specific physic object and take it out of the list
-Rigidbody GetRigidbody(int index); // Returns the internal rigidbody data defined by index parameter
-Collider GetCollider(int index); // Returns the internal collider data defined by index parameter
+Rectangle TransformToRectangle(Transform transform); // Convert Transform data type to Rectangle (position and scale)
+void DrawPhysicObjectInfo(PhysicObject *pObj, Vector2 position, int fontSize); // Draw physic object information at screen position
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)