mirror of
https://github.com/raysan5/raylib.git
synced 2026-01-31 11:19:18 -05:00
Merge pull request #131 from victorfisac/develop
Physac 1.0 module completed
This commit is contained in:
1
.gitignore
vendored
1
.gitignore
vendored
@ -73,3 +73,4 @@ src/libraylib.bc
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!src/external/glfw3/lib/win32/glfw3.dll
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!src/external/glfw3/lib/win32/glfw3.dll
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!src/external/openal_soft/lib/win32/OpenAL32.dll
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!src/external/openal_soft/lib/win32/OpenAL32.dll
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!src/external/OculusSDK/LibOVR/LibOVRRT32_1.dll
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!src/external/OculusSDK/LibOVR/LibOVRRT32_1.dll
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!src/external/pthread/pthreadGC2.dll
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@ -5,6 +5,10 @@
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* This example has been created using raylib 1.5 (www.raylib.com)
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* This example has been created using raylib 1.5 (www.raylib.com)
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||||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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||||||
*
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*
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||||||
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*
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||||||
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* Compile example using:
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||||||
|
* cmd /c IF NOT EXIST pthreadGC2.dll copy C:\raylib\raylib\src\external\pthread\pthreadGC2.dll $(CURRENT_DIRECTORY) /Y
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*
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* Copyright (c) 2016 Victor Fisac and Ramon Santamaria (@raysan5)
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* Copyright (c) 2016 Victor Fisac and Ramon Santamaria (@raysan5)
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*
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*
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********************************************************************************************/
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********************************************************************************************/
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@ -25,7 +29,6 @@ int main()
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int screenHeight = 450;
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [physac] example - basic rigidbody");
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InitWindow(screenWidth, screenHeight, "raylib [physac] example - basic rigidbody");
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InitPhysics((Vector2){ 0.0f, -9.81f/2 }); // Initialize physics module
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InitPhysics((Vector2){ 0.0f, -9.81f/2 }); // Initialize physics module
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// Debug variables
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// Debug variables
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@ -61,10 +64,8 @@ int main()
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{
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{
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// Update
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// Update
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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UpdatePhysics(); // Update all created physic objects
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// Check rectangle movement inputs
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// Check rectangle movement inputs
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if (IsKeyDown('W') && rectangle->rigidbody.isGrounded) rectangle->rigidbody.velocity.y = JUMP_VELOCITY;
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if (IsKeyPressed('W')) rectangle->rigidbody.velocity.y = JUMP_VELOCITY;
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if (IsKeyDown('A')) rectangle->rigidbody.velocity.x = -MOVE_VELOCITY;
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if (IsKeyDown('A')) rectangle->rigidbody.velocity.x = -MOVE_VELOCITY;
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else if (IsKeyDown('D')) rectangle->rigidbody.velocity.x = MOVE_VELOCITY;
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else if (IsKeyDown('D')) rectangle->rigidbody.velocity.x = MOVE_VELOCITY;
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@ -111,6 +112,8 @@ int main()
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// Draw help message
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// Draw help message
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DrawText("Use WASD to move rectangle and ARROWS to move square", screenWidth/2 - MeasureText("Use WASD to move rectangle and ARROWS to move square", 20)/2, screenHeight*0.075f, 20, LIGHTGRAY);
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DrawText("Use WASD to move rectangle and ARROWS to move square", screenWidth/2 - MeasureText("Use WASD to move rectangle and ARROWS to move square", 20)/2, screenHeight*0.075f, 20, LIGHTGRAY);
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DrawFPS(10, 10);
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EndDrawing();
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EndDrawing();
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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}
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}
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@ -118,7 +121,6 @@ int main()
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// De-Initialization
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// De-Initialization
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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ClosePhysics(); // Unitialize physics (including all loaded objects)
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ClosePhysics(); // Unitialize physics (including all loaded objects)
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CloseWindow(); // Close window and OpenGL context
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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@ -5,6 +5,11 @@
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* This example has been created using raylib 1.5 (www.raylib.com)
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* This example has been created using raylib 1.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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*
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* NOTE: This example requires raylib module [rlgl]
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*
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* Compile example using:
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* cmd /c IF NOT EXIST pthreadGC2.dll copy C:\raylib\raylib\src\external\pthread\pthreadGC2.dll $(CURRENT_DIRECTORY) /Y
|
||||||
|
*
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* Copyright (c) 2016 Victor Fisac and Ramon Santamaria (@raysan5)
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* Copyright (c) 2016 Victor Fisac and Ramon Santamaria (@raysan5)
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*
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*
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********************************************************************************************/
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********************************************************************************************/
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@ -27,7 +32,6 @@ int main()
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int screenHeight = 450;
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [physac] example - forces");
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InitWindow(screenWidth, screenHeight, "raylib [physac] example - forces");
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InitPhysics((Vector2){ 0.0f, -9.81f/2 }); // Initialize physics module
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InitPhysics((Vector2){ 0.0f, -9.81f/2 }); // Initialize physics module
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// Global variables
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// Global variables
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@ -69,7 +73,6 @@ int main()
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{
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{
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// Update
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// Update
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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UpdatePhysics(); // Update all created physic objects
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// Update mouse position value
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// Update mouse position value
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mousePosition = GetMousePosition();
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mousePosition = GetMousePosition();
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@ -168,6 +171,8 @@ int main()
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DrawText("Use LEFT MOUSE BUTTON to apply a force", screenWidth/2 - MeasureText("Use LEFT MOUSE BUTTON to apply a force", 20)/2, screenHeight*0.075f, 20, LIGHTGRAY);
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DrawText("Use LEFT MOUSE BUTTON to apply a force", screenWidth/2 - MeasureText("Use LEFT MOUSE BUTTON to apply a force", 20)/2, screenHeight*0.075f, 20, LIGHTGRAY);
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DrawText("Use R to reset objects position", screenWidth/2 - MeasureText("Use R to reset objects position", 20)/2, screenHeight*0.875f, 20, GRAY);
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DrawText("Use R to reset objects position", screenWidth/2 - MeasureText("Use R to reset objects position", 20)/2, screenHeight*0.875f, 20, GRAY);
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DrawFPS(10, 10);
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EndDrawing();
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EndDrawing();
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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}
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}
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@ -175,7 +180,6 @@ int main()
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// De-Initialization
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// De-Initialization
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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ClosePhysics(); // Unitialize physics module
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ClosePhysics(); // Unitialize physics module
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CloseWindow(); // Close window and OpenGL context
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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BIN
src/external/pthread/pthreadGC2.dll
vendored
Normal file
BIN
src/external/pthread/pthreadGC2.dll
vendored
Normal file
Binary file not shown.
432
src/physac.h
432
src/physac.h
@ -15,6 +15,10 @@
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* The generated implementation will stay private inside implementation file and all
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* The generated implementation will stay private inside implementation file and all
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* internal symbols and functions will only be visible inside that file.
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* internal symbols and functions will only be visible inside that file.
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*
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*
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* #define PHYSAC_NO_THREADS
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* The generated implementation won't include pthread library and user must create a secondary thread to call PhysicsThread().
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* It is so important that the thread where PhysicsThread() is called must not have v-sync or any other CPU limitation.
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*
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* #define PHYSAC_STANDALONE
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* #define PHYSAC_STANDALONE
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* Avoid raylib.h header inclusion in this file. Data types defined on raylib are defined
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* Avoid raylib.h header inclusion in this file. Data types defined on raylib are defined
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* internally in the library and input management and drawing functions must be provided by
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* internally in the library and input management and drawing functions must be provided by
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@ -27,12 +31,16 @@
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*
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*
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* LIMITATIONS:
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* LIMITATIONS:
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*
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*
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* // TODO.
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* - There is a limit of 256 physic objects.
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* - Physics behaviour can be unexpected using bounciness or friction values out of 0.0f - 1.0f range.
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* - The module is limited to 2D axis oriented physics.
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* - Physics colliders must be rectangle or circle shapes (there is not a custom polygon collider type).
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*
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*
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* VERSIONS:
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* VERSIONS:
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*
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*
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* 1.0 (09-Jun-2016) Module names review and converted to header-only.
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* 1.0 (14-Jun-2016) New module defines and fixed some delta time calculation bugs.
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* 0.9 (23-Mar-2016) Complete module redesign, steps-based for better physics resolution.
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* 0.9 (09-Jun-2016) Module names review and converted to header-only.
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* 0.8 (23-Mar-2016) Complete module redesign, steps-based for better physics resolution.
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* 0.3 (13-Feb-2016) Reviewed to add PhysicObjects pool.
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* 0.3 (13-Feb-2016) Reviewed to add PhysicObjects pool.
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* 0.2 (03-Jan-2016) Improved physics calculations.
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* 0.2 (03-Jan-2016) Improved physics calculations.
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* 0.1 (30-Dec-2015) Initial release.
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* 0.1 (30-Dec-2015) Initial release.
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@ -146,7 +154,7 @@ typedef struct PhysicBodyData {
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// Module Functions Declaration
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// Module Functions Declaration
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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PHYSACDEF void InitPhysics(Vector2 gravity); // Initializes pointers array (just pointers, fixed size)
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PHYSACDEF void InitPhysics(Vector2 gravity); // Initializes pointers array (just pointers, fixed size)
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PHYSACDEF void UpdatePhysics(); // Update physic objects, calculating physic behaviours and collisions detection
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PHYSACDEF void* PhysicsThread(void *arg); // Physics calculations thread function
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PHYSACDEF void ClosePhysics(); // Unitialize all physic objects and empty the objects pool
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PHYSACDEF void ClosePhysics(); // Unitialize all physic objects and empty the objects pool
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PHYSACDEF PhysicBody CreatePhysicBody(Vector2 position, float rotation, Vector2 scale); // Create a new physic body dinamically, initialize it and add to pool
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PHYSACDEF PhysicBody CreatePhysicBody(Vector2 position, float rotation, Vector2 scale); // Create a new physic body dinamically, initialize it and add to pool
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@ -177,12 +185,26 @@ PHYSACDEF Rectangle TransformToRectangle(Transform transform);
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#endif
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#endif
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#include <math.h> // Required for: cos(), sin(), abs(), fminf()
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#include <math.h> // Required for: cos(), sin(), abs(), fminf()
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#include <stdint.h> // Required for typedef unsigned long long int uint64_t, used by hi-res timer
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#ifndef PHYSAC_NO_THREADS
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#include <pthread.h> // Required for: pthread_create()
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#endif
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#if defined(PLATFORM_DESKTOP)
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// Functions required to query time on Windows
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int __stdcall QueryPerformanceCounter(unsigned long long int *lpPerformanceCount);
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int __stdcall QueryPerformanceFrequency(unsigned long long int *lpFrequency);
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#elif defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
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#include <sys/time.h> // Required for: timespec
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#include <time.h> // Required for: clock_gettime()
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#endif
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Defines and Macros
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// Defines and Macros
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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#define MAX_PHYSIC_BODIES 256 // Maximum available physic bodies slots in bodies pool
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#define MAX_PHYSIC_BODIES 256 // Maximum available physic bodies slots in bodies pool
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#define PHYSICS_STEPS 64 // Physics update steps per frame for improved collision-detection
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#define PHYSICS_TIMESTEP 0.016666 // Physics fixed time step (1/fps)
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#define PHYSICS_ACCURACY 0.0001f // Velocity subtract operations round filter (friction)
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#define PHYSICS_ACCURACY 0.0001f // Velocity subtract operations round filter (friction)
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#define PHYSICS_ERRORPERCENT 0.001f // Collision resolve position fix
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#define PHYSICS_ERRORPERCENT 0.001f // Collision resolve position fix
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@ -195,6 +217,9 @@ PHYSACDEF Rectangle TransformToRectangle(Transform transform);
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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// Global Variables Definition
|
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//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
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|
static bool physicsThreadEnabled = false; // Physics calculations thread exit control
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static uint64_t baseTime; // Base time measure for hi-res timer
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static double currentTime, previousTime; // Used to track timmings
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static PhysicBody physicBodies[MAX_PHYSIC_BODIES]; // Physic bodies pool
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static PhysicBody physicBodies[MAX_PHYSIC_BODIES]; // Physic bodies pool
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static int physicBodiesCount; // Counts current enabled physic bodies
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static int physicBodiesCount; // Counts current enabled physic bodies
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static Vector2 gravityForce; // Gravity force
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static Vector2 gravityForce; // Gravity force
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@ -202,6 +227,9 @@ static Vector2 gravityForce; // Gravity f
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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static void UpdatePhysics(double deltaTime); // Update physic objects, calculating physic behaviours and collisions detection
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static void InitTimer(void); // Initialize hi-resolution timer
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static double GetCurrentTime(void); // Time measure returned are microseconds
|
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static float Vector2DotProduct(Vector2 v1, Vector2 v2); // Returns the dot product of two Vector2
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static float Vector2DotProduct(Vector2 v1, Vector2 v2); // Returns the dot product of two Vector2
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static float Vector2Length(Vector2 v); // Returns the length of a Vector2
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static float Vector2Length(Vector2 v); // Returns the length of a Vector2
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|
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@ -215,15 +243,222 @@ PHYSACDEF void InitPhysics(Vector2 gravity)
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// Initialize physics variables
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// Initialize physics variables
|
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physicBodiesCount = 0;
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physicBodiesCount = 0;
|
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gravityForce = gravity;
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gravityForce = gravity;
|
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|
|
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#ifndef PHYSAC_NO_THREADS // NOTE: if defined, user will need to create a thread for PhysicsThread function manually
|
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|
// Create physics thread
|
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|
pthread_t tid;
|
||||||
|
pthread_create(&tid, NULL, &PhysicsThread, NULL);
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
|
||||||
|
// Unitialize all physic objects and empty the objects pool
|
||||||
|
PHYSACDEF void ClosePhysics()
|
||||||
|
{
|
||||||
|
// Exit physics thread loop
|
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|
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;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create a new physic body dinamically, initialize it and add to pool
|
||||||
|
PHYSACDEF PhysicBody CreatePhysicBody(Vector2 position, float rotation, Vector2 scale)
|
||||||
|
{
|
||||||
|
// 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;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Destroy a specific physic body and take it out of the list
|
||||||
|
PHYSACDEF void DestroyPhysicBody(PhysicBody pbody)
|
||||||
|
{
|
||||||
|
// Free dynamic memory allocation
|
||||||
|
PHYSAC_FREE(physicBodies[pbody->id]);
|
||||||
|
|
||||||
|
// Remove *obj from the pointers array
|
||||||
|
for (int i = pbody->id; i < physicBodiesCount; i++)
|
||||||
|
{
|
||||||
|
// Resort all the following pointers of the array
|
||||||
|
if ((i + 1) < physicBodiesCount)
|
||||||
|
{
|
||||||
|
physicBodies[i] = physicBodies[i + 1];
|
||||||
|
physicBodies[i]->id = physicBodies[i + 1]->id;
|
||||||
|
}
|
||||||
|
else PHYSAC_FREE(physicBodies[i]);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Decrease enabled physic bodies count
|
||||||
|
physicBodiesCount--;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Apply directional force to a physic body
|
||||||
|
PHYSACDEF void ApplyForce(PhysicBody pbody, Vector2 force)
|
||||||
|
{
|
||||||
|
if (pbody->rigidbody.enabled)
|
||||||
|
{
|
||||||
|
pbody->rigidbody.velocity.x += force.x/pbody->rigidbody.mass;
|
||||||
|
pbody->rigidbody.velocity.y += force.y/pbody->rigidbody.mass;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Apply radial force to all physic objects in range
|
||||||
|
PHYSACDEF void ApplyForceAtPosition(Vector2 position, float force, float radius)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < physicBodiesCount; i++)
|
||||||
|
{
|
||||||
|
if (physicBodies[i]->rigidbody.enabled)
|
||||||
|
{
|
||||||
|
// 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 };
|
||||||
|
|
||||||
|
if (physicBodies[i]->collider.type == COLLIDER_RECTANGLE)
|
||||||
|
{
|
||||||
|
distance.x += physicBodies[i]->transform.scale.x/2;
|
||||||
|
distance.y += physicBodies[i]->transform.scale.y/2;
|
||||||
|
}
|
||||||
|
|
||||||
|
float distanceLength = Vector2Length(distance);
|
||||||
|
|
||||||
|
// Check if physic body is in force range
|
||||||
|
if (distanceLength <= radius)
|
||||||
|
{
|
||||||
|
// 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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Convert Transform data type to Rectangle (position and scale)
|
||||||
|
PHYSACDEF Rectangle TransformToRectangle(Transform transform)
|
||||||
|
{
|
||||||
|
return (Rectangle){transform.position.x, transform.position.y, transform.scale.x, transform.scale.y};
|
||||||
|
}
|
||||||
|
|
||||||
|
// Physics calculations thread function
|
||||||
|
PHYSACDEF void* PhysicsThread(void *arg)
|
||||||
|
{
|
||||||
|
// Initialize thread loop state
|
||||||
|
physicsThreadEnabled = true;
|
||||||
|
|
||||||
|
// Initialize hi-resolution timer
|
||||||
|
InitTimer();
|
||||||
|
|
||||||
|
// Physics update loop
|
||||||
|
while (physicsThreadEnabled)
|
||||||
|
{
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
|
||||||
|
return NULL;
|
||||||
|
}
|
||||||
|
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
// Module specific Functions Definition
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
// Initialize hi-resolution timer
|
||||||
|
static void InitTimer(void)
|
||||||
|
{
|
||||||
|
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
|
||||||
|
struct timespec now;
|
||||||
|
|
||||||
|
if (clock_gettime(CLOCK_MONOTONIC, &now) == 0) // Success
|
||||||
|
{
|
||||||
|
baseTime = (uint64_t)now.tv_sec*1000000000LLU + (uint64_t)now.tv_nsec;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
previousTime = GetCurrentTime(); // Get time as double
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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 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)(temp - baseTime)*1e-9;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
return time;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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;
|
||||||
|
}
|
||||||
|
|
||||||
|
static float Vector2Length(Vector2 v)
|
||||||
|
{
|
||||||
|
float result;
|
||||||
|
|
||||||
|
result = sqrt(v.x*v.x + v.y*v.y);
|
||||||
|
|
||||||
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update physic objects, calculating physic behaviours and collisions detection
|
// Update physic objects, calculating physic behaviours and collisions detection
|
||||||
PHYSACDEF void UpdatePhysics()
|
static void UpdatePhysics(double deltaTime)
|
||||||
{
|
|
||||||
// Reset all physic objects is grounded state
|
|
||||||
for (int i = 0; i < physicBodiesCount; i++) physicBodies[i]->rigidbody.isGrounded = false;
|
|
||||||
|
|
||||||
for (int steps = 0; steps < PHYSICS_STEPS; steps++)
|
|
||||||
{
|
{
|
||||||
for (int i = 0; i < physicBodiesCount; i++)
|
for (int i = 0; i < physicBodiesCount; i++)
|
||||||
{
|
{
|
||||||
@ -233,39 +468,39 @@ PHYSACDEF void UpdatePhysics()
|
|||||||
if (physicBodies[i]->rigidbody.enabled)
|
if (physicBodies[i]->rigidbody.enabled)
|
||||||
{
|
{
|
||||||
// Apply friction to acceleration in X axis
|
// Apply friction to acceleration in X axis
|
||||||
if (physicBodies[i]->rigidbody.acceleration.x > PHYSICS_ACCURACY) physicBodies[i]->rigidbody.acceleration.x -= physicBodies[i]->rigidbody.friction/PHYSICS_STEPS;
|
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/PHYSICS_STEPS;
|
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;
|
else physicBodies[i]->rigidbody.acceleration.x = 0.0f;
|
||||||
|
|
||||||
// Apply friction to acceleration in Y axis
|
// Apply friction to acceleration in Y axis
|
||||||
if (physicBodies[i]->rigidbody.acceleration.y > PHYSICS_ACCURACY) physicBodies[i]->rigidbody.acceleration.y -= physicBodies[i]->rigidbody.friction/PHYSICS_STEPS;
|
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/PHYSICS_STEPS;
|
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;
|
else physicBodies[i]->rigidbody.acceleration.y = 0.0f;
|
||||||
|
|
||||||
// Apply friction to velocity in X axis
|
// Apply friction to velocity in X axis
|
||||||
if (physicBodies[i]->rigidbody.velocity.x > PHYSICS_ACCURACY) physicBodies[i]->rigidbody.velocity.x -= physicBodies[i]->rigidbody.friction/PHYSICS_STEPS;
|
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/PHYSICS_STEPS;
|
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;
|
else physicBodies[i]->rigidbody.velocity.x = 0.0f;
|
||||||
|
|
||||||
// Apply friction to velocity in Y axis
|
// Apply friction to velocity in Y axis
|
||||||
if (physicBodies[i]->rigidbody.velocity.y > PHYSICS_ACCURACY) physicBodies[i]->rigidbody.velocity.y -= physicBodies[i]->rigidbody.friction/PHYSICS_STEPS;
|
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/PHYSICS_STEPS;
|
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;
|
else physicBodies[i]->rigidbody.velocity.y = 0.0f;
|
||||||
|
|
||||||
// Apply gravity to velocity
|
// Apply gravity to velocity
|
||||||
if (physicBodies[i]->rigidbody.applyGravity)
|
if (physicBodies[i]->rigidbody.applyGravity)
|
||||||
{
|
{
|
||||||
physicBodies[i]->rigidbody.velocity.x += gravityForce.x/PHYSICS_STEPS;
|
physicBodies[i]->rigidbody.velocity.x += gravityForce.x*deltaTime;
|
||||||
physicBodies[i]->rigidbody.velocity.y += gravityForce.y/PHYSICS_STEPS;
|
physicBodies[i]->rigidbody.velocity.y += gravityForce.y*deltaTime;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Apply acceleration to velocity
|
// Apply acceleration to velocity
|
||||||
physicBodies[i]->rigidbody.velocity.x += physicBodies[i]->rigidbody.acceleration.x/PHYSICS_STEPS;
|
physicBodies[i]->rigidbody.velocity.x += physicBodies[i]->rigidbody.acceleration.x*deltaTime;
|
||||||
physicBodies[i]->rigidbody.velocity.y += physicBodies[i]->rigidbody.acceleration.y/PHYSICS_STEPS;
|
physicBodies[i]->rigidbody.velocity.y += physicBodies[i]->rigidbody.acceleration.y*deltaTime;
|
||||||
|
|
||||||
// Apply velocity to position
|
// Apply velocity to position
|
||||||
physicBodies[i]->transform.position.x += physicBodies[i]->rigidbody.velocity.x/PHYSICS_STEPS;
|
physicBodies[i]->transform.position.x += physicBodies[i]->rigidbody.velocity.x*deltaTime;
|
||||||
physicBodies[i]->transform.position.y -= physicBodies[i]->rigidbody.velocity.y/PHYSICS_STEPS;
|
physicBodies[i]->transform.position.y -= physicBodies[i]->rigidbody.velocity.y*deltaTime;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update collision detection
|
// Update collision detection
|
||||||
@ -507,10 +742,7 @@ PHYSACDEF void UpdatePhysics()
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Update rigidbody grounded state
|
// Update rigidbody grounded state
|
||||||
if (physicBodies[i]->rigidbody.enabled)
|
if (physicBodies[i]->rigidbody.enabled) physicBodies[i]->rigidbody.isGrounded = (contactNormal.y < 0.0f);
|
||||||
{
|
|
||||||
if (contactNormal.y < 0.0f) physicBodies[i]->rigidbody.isGrounded = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
// 2. Calculate collision impulse
|
// 2. Calculate collision impulse
|
||||||
// -------------------------------------------------------------------------------------------------------------------------------------
|
// -------------------------------------------------------------------------------------------------------------------------------------
|
||||||
@ -596,147 +828,5 @@ PHYSACDEF void UpdatePhysics()
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
// Unitialize all physic objects and empty the objects pool
|
|
||||||
PHYSACDEF void ClosePhysics()
|
|
||||||
{
|
|
||||||
// Free all dynamic memory allocations
|
|
||||||
for (int i = 0; i < physicBodiesCount; i++) PHYSAC_FREE(physicBodies[i]);
|
|
||||||
|
|
||||||
// Reset enabled physic objects count
|
|
||||||
physicBodiesCount = 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Create a new physic body dinamically, initialize it and add to pool
|
|
||||||
PHYSACDEF PhysicBody CreatePhysicBody(Vector2 position, float rotation, Vector2 scale)
|
|
||||||
{
|
|
||||||
// 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;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Destroy a specific physic body and take it out of the list
|
|
||||||
PHYSACDEF void DestroyPhysicBody(PhysicBody pbody)
|
|
||||||
{
|
|
||||||
// Free dynamic memory allocation
|
|
||||||
PHYSAC_FREE(physicBodies[pbody->id]);
|
|
||||||
|
|
||||||
// Remove *obj from the pointers array
|
|
||||||
for (int i = pbody->id; i < physicBodiesCount; i++)
|
|
||||||
{
|
|
||||||
// Resort all the following pointers of the array
|
|
||||||
if ((i + 1) < physicBodiesCount)
|
|
||||||
{
|
|
||||||
physicBodies[i] = physicBodies[i + 1];
|
|
||||||
physicBodies[i]->id = physicBodies[i + 1]->id;
|
|
||||||
}
|
|
||||||
else PHYSAC_FREE(physicBodies[i]);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Decrease enabled physic bodies count
|
|
||||||
physicBodiesCount--;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Apply directional force to a physic body
|
|
||||||
PHYSACDEF void ApplyForce(PhysicBody pbody, Vector2 force)
|
|
||||||
{
|
|
||||||
if (pbody->rigidbody.enabled)
|
|
||||||
{
|
|
||||||
pbody->rigidbody.velocity.x += force.x/pbody->rigidbody.mass;
|
|
||||||
pbody->rigidbody.velocity.y += force.y/pbody->rigidbody.mass;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Apply radial force to all physic objects in range
|
|
||||||
PHYSACDEF void ApplyForceAtPosition(Vector2 position, float force, float radius)
|
|
||||||
{
|
|
||||||
for (int i = 0; i < physicBodiesCount; i++)
|
|
||||||
{
|
|
||||||
if (physicBodies[i]->rigidbody.enabled)
|
|
||||||
{
|
|
||||||
// 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 };
|
|
||||||
|
|
||||||
if (physicBodies[i]->collider.type == COLLIDER_RECTANGLE)
|
|
||||||
{
|
|
||||||
distance.x += physicBodies[i]->transform.scale.x/2;
|
|
||||||
distance.y += physicBodies[i]->transform.scale.y/2;
|
|
||||||
}
|
|
||||||
|
|
||||||
float distanceLength = Vector2Length(distance);
|
|
||||||
|
|
||||||
// Check if physic body is in force range
|
|
||||||
if (distanceLength <= radius)
|
|
||||||
{
|
|
||||||
// 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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Convert Transform data type to Rectangle (position and scale)
|
|
||||||
PHYSACDEF Rectangle TransformToRectangle(Transform transform)
|
|
||||||
{
|
|
||||||
return (Rectangle){transform.position.x, transform.position.y, transform.scale.x, transform.scale.y};
|
|
||||||
}
|
|
||||||
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
// 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;
|
|
||||||
}
|
|
||||||
|
|
||||||
static float Vector2Length(Vector2 v)
|
|
||||||
{
|
|
||||||
float result;
|
|
||||||
|
|
||||||
result = sqrt(v.x*v.x + v.y*v.y);
|
|
||||||
|
|
||||||
return result;
|
|
||||||
}
|
|
||||||
|
|
||||||
#endif // PHYSAC_IMPLEMENTATION
|
#endif // PHYSAC_IMPLEMENTATION
|
||||||
Reference in New Issue
Block a user