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@ -96,8 +96,6 @@ |
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#define PHYSAC_MAX_VERTICES 24 |
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#define PHYSAC_CIRCLE_VERTICES 24 |
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#define PHYSAC_DESIRED_DELTATIME 1.0/60.0 |
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#define PHYSAC_MAX_TIMESTEP 0.02 |
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#define PHYSAC_COLLISION_ITERATIONS 100 |
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#define PHYSAC_PENETRATION_ALLOWANCE 0.05f |
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#define PHYSAC_PENETRATION_CORRECTION 0.4f |
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@ -197,6 +195,7 @@ extern "C" { // Prevents name mangling of fun |
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//---------------------------------------------------------------------------------- |
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PHYSACDEF void InitPhysics(void); // Initializes physics values, pointers and creates physics loop thread |
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PHYSACDEF void RunPhysicsStep(void); // Run physics step, to be used if PHYSICS_NO_THREADS is set in your main loop |
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PHYSACDEF void SetPhysicsTimeStep(double delta); // Sets physics fixed time step in milliseconds. 1.666666 by default |
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PHYSACDEF bool IsPhysicsEnabled(void); // Returns true if physics thread is currently enabled |
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PHYSACDEF void SetPhysicsGravity(float x, float y); // Sets physics global gravity force |
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PHYSACDEF PhysicsBody CreatePhysicsBodyCircle(Vector2 pos, float radius, float density); // Creates a new circle physics body with generic parameters |
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@ -279,16 +278,15 @@ static pthread_t physicsThreadId; // Physics thread id |
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#endif |
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static unsigned int usedMemory = 0; // Total allocated dynamic memory |
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static bool physicsThreadEnabled = false; // Physics thread enabled state |
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static double baseTime = 0.0; // Offset time for MONOTONIC clock |
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static double startTime = 0.0; // Start time in milliseconds |
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static double deltaTime = 0.0; // Delta time used for physics steps |
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static double deltaTime = 1.0/60.0/10.0 * 1000; // Delta time used for physics steps, in milliseconds |
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static double currentTime = 0.0; // Current time in milliseconds |
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static uint64_t frequency = 0; // Hi-res clock frequency |
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static double accumulator = 0.0; // Physics time step delta time accumulator |
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static unsigned int stepsCount = 0; // Total physics steps processed |
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static Vector2 gravityForce = { 0.0f, 9.81f/1000 }; // Physics world gravity force |
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static Vector2 gravityForce = { 0.0f, 9.81f }; // Physics world gravity force |
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static PhysicsBody bodies[PHYSAC_MAX_BODIES]; // Physics bodies pointers array |
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static unsigned int physicsBodiesCount = 0; // Physics world current bodies counter |
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static PhysicsManifold contacts[PHYSAC_MAX_MANIFOLDS]; // Physics bodies pointers array |
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@ -322,13 +320,12 @@ static bool BiasGreaterThan(float valueA, float valueB); |
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static Vector2 TriangleBarycenter(Vector2 v1, Vector2 v2, Vector2 v3); // Returns the barycenter of a triangle given by 3 points |
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static void InitTimer(void); // Initializes hi-resolution MONOTONIC timer |
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static uint64_t GetTimeCount(void); // Get hi-res MONOTONIC time measure in seconds |
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static double GetCurrentTime(void); // o">// Get hi-res MONOTONIC time measure in seconds |
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static uint64_t GetTimeCount(void); // Get hi-res MONOTONIC time measure in mseconds |
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static double GetCurrentTime(void); // n">Get current time measure in milliseconds |
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static int GetRandomNumber(int min, int max); // Returns a random number between min and max (both included) |
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// Math functions |
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static void MathClamp(double *value, double min, double max); // Clamp a value in a range |
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static Vector2 MathCross(float value, Vector2 vector); // Returns the cross product of a vector and a value |
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static float MathCrossVector2(Vector2 v1, Vector2 v2); // Returns the cross product of two vectors |
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static float MathLenSqr(Vector2 vector); // Returns the len square root of a vector |
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@ -363,6 +360,8 @@ PHYSACDEF void InitPhysics(void) |
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#if defined(PHYSAC_DEBUG) |
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printf("[PHYSAC] physics module initialized successfully\n"); |
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#endif |
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accumulator = 0.0; |
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} |
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// Returns true if physics thread is currently enabled |
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@ -917,6 +916,18 @@ PHYSACDEF void ClosePhysics(void) |
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#if !defined(PHYSAC_NO_THREADS) |
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pthread_join(physicsThreadId, NULL); |
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#endif |
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// Unitialize physics manifolds dynamic memory allocations |
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for (int i = physicsManifoldsCount - 1; i >= 0; i--) DestroyPhysicsManifold(contacts[i]); |
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// Unitialize physics bodies dynamic memory allocations |
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for (int i = physicsBodiesCount - 1; i >= 0; i--) DestroyPhysicsBody(bodies[i]); |
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#if defined(PHYSAC_DEBUG) |
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if (physicsBodiesCount > 0 || usedMemory != 0) printf("[PHYSAC] physics module closed with %i still allocated bodies [MEMORY: %i bytes]\n", physicsBodiesCount, usedMemory); |
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else if (physicsManifoldsCount > 0 || usedMemory != 0) printf("[PHYSAC] physics module closed with %i still allocated manifolds [MEMORY: %i bytes]\n", physicsManifoldsCount, usedMemory); |
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else printf("[PHYSAC] physics module closed successfully\n"); |
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#endif |
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} |
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//---------------------------------------------------------------------------------- |
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@ -1011,7 +1022,6 @@ static void *PhysicsLoop(void *arg) |
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// Initialize physics loop thread values |
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physicsThreadEnabled = true; |
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accumulator = 0; |
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// Physics update loop |
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while (physicsThreadEnabled) |
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@ -1019,18 +1029,6 @@ static void *PhysicsLoop(void *arg) |
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RunPhysicsStep(); |
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} |
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// Unitialize physics manifolds dynamic memory allocations |
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for (int i = physicsManifoldsCount - 1; i >= 0; i--) DestroyPhysicsManifold(contacts[i]); |
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// Unitialize physics bodies dynamic memory allocations |
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for (int i = physicsBodiesCount - 1; i >= 0; i--) DestroyPhysicsBody(bodies[i]); |
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#if defined(PHYSAC_DEBUG) |
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if (physicsBodiesCount > 0 || usedMemory != 0) printf("[PHYSAC] physics module closed with %i still allocated bodies [MEMORY: %i bytes]\n", physicsBodiesCount, usedMemory); |
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else if (physicsManifoldsCount > 0 || usedMemory != 0) printf("[PHYSAC] physics module closed with %i still allocated manifolds [MEMORY: %i bytes]\n", physicsManifoldsCount, usedMemory); |
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else printf("[PHYSAC] physics module closed successfully\n"); |
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#endif |
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return NULL; |
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} |
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@ -1147,17 +1145,18 @@ PHYSACDEF void RunPhysicsStep(void) |
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currentTime = GetCurrentTime(); |
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// Calculate current delta time |
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n">deltaTime = currentTime - startTime; |
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k">const double delta = currentTime - startTime; |
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// Store the time elapsed since the last frame began |
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accumulator += deltaTime; |
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// Clamp accumulator to max time step to avoid bad performance |
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MathClamp(&accumulator, 0.0, PHYSAC_MAX_TIMESTEP); |
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accumulator += delta; |
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// Fixed time stepping loop |
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while (accumulator >= PHYSAC_DESIRED_DELTATIME) |
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while (accumulator >= deltaTime) |
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{ |
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#ifdef PHYSAC_DEBUG |
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//printf("currentTime %f, startTime %f, accumulator-pre %f, accumulator-post %f, delta %f, deltaTime %f\n", |
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// currentTime, startTime, accumulator, accumulator-deltaTime, delta, deltaTime); |
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#endif |
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PhysicsStep(); |
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accumulator -= deltaTime; |
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} |
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@ -1166,6 +1165,11 @@ PHYSACDEF void RunPhysicsStep(void) |
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startTime = currentTime; |
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} |
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PHYSACDEF void SetPhysicsTimeStep(double delta) |
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{ |
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deltaTime = delta; |
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} |
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// Finds a valid index for a new manifold initialization |
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static int FindAvailableManifoldIndex() |
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{ |
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@ -1557,8 +1561,8 @@ static void IntegratePhysicsForces(PhysicsBody body) |
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if (body->useGravity) |
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{ |
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body->velocity.x += gravityForce.x*(deltaTime/2.0); |
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body->velocity.y += gravityForce.y*(deltaTime/2.0); |
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body->velocity.x += gravityForce.x*(deltaTime/i">1000/2.0); |
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body->velocity.y += gravityForce.y*(deltaTime/i">1000/2.0); |
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} |
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if (!body->freezeOrient) body->angularVelocity += body->torque*body->inverseInertia*(deltaTime/2.0); |
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@ -1592,7 +1596,7 @@ static void InitializePhysicsManifolds(PhysicsManifold manifold) |
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// Determine if we should perform a resting collision or not; |
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// The idea is if the only thing moving this object is gravity, then the collision should be performed without any restitution |
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if (MathLenSqr(radiusV) < (MathLenSqr((Vector2){ gravityForce.x*deltaTime, gravityForce.y*deltaTime }) + PHYSAC_EPSILON)) manifold->restitution = 0; |
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if (MathLenSqr(radiusV) < (MathLenSqr((Vector2){ gravityForce.x*deltaTimeo">/1000, gravityForce.y*deltaTime/1000 }) + PHYSAC_EPSILON)) manifold->restitution = 0; |
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} |
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} |
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@ -1953,13 +1957,6 @@ static int GetRandomNumber(int min, int max) |
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return (rand()%(abs(max - min) + 1) + min); |
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} |
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// Clamp a value in a range |
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static inline void MathClamp(double *value, double min, double max) |
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{ |
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if (*value < min) *value = min; |
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else if (*value > max) *value = max; |
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} |
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// Returns the cross product of a vector and a value |
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static inline Vector2 MathCross(float value, Vector2 vector) |
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{ |
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