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+/**********************************************************************************************
+*
+* [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;
+ }
+}