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Diffstat (limited to 'src/physac.c')
| -rw-r--r-- | src/physac.c | 357 |
1 files changed, 357 insertions, 0 deletions
diff --git a/src/physac.c b/src/physac.c new file mode 100644 index 00000000..4c50dd41 --- /dev/null +++ b/src/physac.c @@ -0,0 +1,357 @@ +/********************************************************************************************** +* +* [physac] raylib physics engine module - Basic functions to apply physics to 2D objects +* +* Copyright (c) 2015 Victor Fisac and Ramon Santamaria +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +//#define PHYSAC_STANDALONE // NOTE: To use the physics module as standalone lib, just uncomment this line + +#if defined(PHYSAC_STANDALONE) + #include "physac.h" +#else + #include "raylib.h" +#endif + +#include <math.h> +#include <stdlib.h> // Required for: malloc(), free() + +//---------------------------------------------------------------------------------- +// Defines and Macros +//---------------------------------------------------------------------------------- +#define DECIMAL_FIX 0.26f // Decimal margin for collision checks (avoid rigidbodies shake) + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +// ... + +//---------------------------------------------------------------------------------- +// 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 + +//---------------------------------------------------------------------------------- +// Module specific Functions Declarations +//---------------------------------------------------------------------------------- +static float Vector2Length(Vector2 vector); +static float Vector2Distance(Vector2 a, Vector2 b); +static void Vector2Normalize(Vector2 *vector); + +//---------------------------------------------------------------------------------- +// Module Functions Definitions +//---------------------------------------------------------------------------------- +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) +{ + rigidbodies[index] = rigidbody; +} + +void ApplyPhysics(int index, Vector2 *position) +{ + if (rigidbodies[index].enabled) + { + // 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 (index != j) + { + if (colliders[index].enabled && colliders[j].enabled) + { + if (colliders[index].type == COLLIDER_RECTANGLE) + { + if (colliders[j].type == COLLIDER_RECTANGLE) + { + if (CheckCollisionRecs(colliders[index].bounds, colliders[j].bounds)) + { + collisionChecker = true; + + if ((colliders[index].bounds.y + colliders[index].bounds.height <= colliders[j].bounds.y) == false) + { + rigidbodies[index].isContact = true; + } + } + } + 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) +{ + rigidbodies[index].acceleration.x = acceleration.x; + rigidbodies[index].acceleration.y = acceleration.y; +} + +void AddRigidbodyForce(int index, Vector2 force) +{ + rigidbodies[index].acceleration.x = force.x / rigidbodies[index].mass; + rigidbodies[index].acceleration.y = force.y / rigidbodies[index].mass; +} + +void AddForceAtPosition(Vector2 position, float intensity, float radius) +{ + for(int i = 0; i < maxElements; i++) + { + if(rigidbodies[i].enabled) + { + // 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); + } + } + } +} + +void SetColliderEnabled(int index, bool state) +{ + colliders[index].enabled = state; +} + +Collider GetCollider(int index) +{ + return colliders[index]; +} + +Rigidbody GetRigidbody(int index) +{ + return rigidbodies[index]; +} + +//---------------------------------------------------------------------------------- +// Module specific Functions Definitions +//---------------------------------------------------------------------------------- +static float Vector2Length(Vector2 vector) +{ + return sqrt((vector.x * vector.x) + (vector.y * vector.y)); +} + +static float Vector2Distance(Vector2 a, Vector2 b) +{ + Vector2 vector = {b.x - a.x, b.y - a.y}; + return sqrt((vector.x * vector.x) + (vector.y * vector.y)); +} + +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; + } +} |
