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/**********************************************************************************************
*
* [physac] raylib physics 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 <stdlib.h> // Declares malloc() and free() for memory management
#include <math.h> // abs() and fminf()
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
#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 PhysicObject *physicObjects[MAX_PHYSIC_OBJECTS]; // Physic objects pool
static int physicObjectsCount; // Counts current enabled physic objects
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
static float Vector2DotProduct(Vector2 v1, Vector2 v2); // Returns the dot product of two Vector2
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
// Initializes pointers array (just pointers, fixed size)
void InitPhysics()
{
// Initialize physics variables
physicObjectsCount = 0;
}
// Update physic objects, calculating physic behaviours and collisions detection
void UpdatePhysics()
{
// Reset all physic objects is grounded state
for(int i = 0; i < physicObjectsCount; i++)
{
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(physicObjects[i]->enabled)
{
// Update physic behaviour
if(physicObjects[i]->rigidbody.enabled)
{
// Apply friction to acceleration in X axis
if (physicObjects[i]->rigidbody.acceleration.x > PHYSICS_ACCURACY) physicObjects[i]->rigidbody.acceleration.x -= physicObjects[i]->rigidbody.friction/PHYSICS_STEPS;
else if (physicObjects[i]->rigidbody.acceleration.x < PHYSICS_ACCURACY) physicObjects[i]->rigidbody.acceleration.x += physicObjects[i]->rigidbody.friction/PHYSICS_STEPS;
else physicObjects[i]->rigidbody.acceleration.x = 0.0f;
// Apply friction to 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 (physicObjects[k]->collider.enabled && i != k)
{
// Check if colliders are overlapped
if (CheckCollisionRecs(physicObjects[i]->collider.bounds, physicObjects[k]->collider.bounds))
{
// 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;
// Calculate overlap on X axis
overlap.x = (physicObjects[i]->transform.scale.x + physicObjects[k]->transform.scale.x)/2 - abs(direction.x);
// SAT test on X axis
if (overlap.x > 0.0f)
{
// Calculate overlap on Y axis
overlap.y = (physicObjects[i]->transform.scale.y + physicObjects[k]->transform.scale.y)/2 - abs(direction.y);
// SAT test on Y axis
if (overlap.y > 0.0f)
{
// Find out which axis is axis of least penetration
if (overlap.y > overlap.x)
{
// Point towards k knowing that direction points from i to k
if (direction.x < 0.0f) contactNormal = (Vector2){ -1.0f, 0.0f };
else contactNormal = (Vector2){ 1.0f, 0.0f };
// Update penetration depth for position correction
penetrationDepth = overlap.x;
}
else
{
// Point towards k knowing that direction points from i to k
if (direction.y < 0.0f) contactNormal = (Vector2){ 0.0f, 1.0f };
else contactNormal = (Vector2){ 0.0f, -1.0f };
// Update penetration depth for position correction
penetrationDepth = overlap.y;
}
}
}
// 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);
}
}
}
}
}
}
}
}
}
}
}
// Unitialize all physic objects and empty the objects pool
void ClosePhysics()
{
// Free all dynamic memory allocations
for (int i = 0; i < physicObjectsCount; i++) free(physicObjects[i]);
// Reset enabled physic objects count
physicObjectsCount = 0;
}
// Create a new physic object dinamically, initialize it and add to pool
PhysicObject *CreatePhysicObject(Vector2 position, float rotation, Vector2 scale)
{
// Allocate dynamic memory
PhysicObject *obj = (PhysicObject *)malloc(sizeof(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;
}
// Destroy a specific physic object and take it out of the list
void DestroyPhysicObject(PhysicObject *pObj)
{
// Free dynamic memory allocation
free(physicObjects[pObj->id]);
// Remove *obj from the pointers array
for (int i = pObj->id; i < physicObjectsCount; i++)
{
// Resort all the following pointers of the array
if ((i + 1) < physicObjectsCount)
{
physicObjects[i] = physicObjects[i + 1];
physicObjects[i]->id = physicObjects[i + 1]->id;
}
else free(physicObjects[i]);
}
// Decrease enabled physic objects count
physicObjectsCount--;
}
// Convert Transform data type to Rectangle (position and scale)
Rectangle TransformToRectangle(Transform transform)
{
return (Rectangle){transform.position.x, transform.position.y, transform.scale.x, transform.scale.y};
}
// Draw physic object information at screen position
void DrawPhysicObjectInfo(PhysicObject *pObj, Vector2 position, int fontSize)
{
// 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 Definition
//----------------------------------------------------------------------------------
// Returns the dot product of two Vector2
static float Vector2DotProduct(Vector2 v1, Vector2 v2)
{
float result;
result = v1.x*v2.x + v1.y*v2.y;
return result;
}
|