- Added new physics engine-module with four new data types: Physics, Transform, Rigidbody and Collider. This library contains functions to apply physics calculations to a position vector calculating collisions automatically. - Fixed some writing mistakes of lighting module.pull/66/head
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/******************************************************************************************* | |||
* | |||
* raylib [physics] example - Basic rigidbody | |||
* | |||
* Welcome to raylib! | |||
* | |||
* To test examples, just press F6 and execute raylib_compile_execute script | |||
* Note that compiled executable is placed in the same folder as .c file | |||
* | |||
* You can find all basic examples on C:\raylib\raylib\examples folder or | |||
* raylib official webpage: www.raylib.com | |||
* | |||
* Enjoy using raylib. :) | |||
* | |||
* This example has been created using raylib 1.3 (www.raylib.com) | |||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) | |||
* | |||
* Copyright (c) 2015 Ramon Santamaria (@raysan5) | |||
* | |||
********************************************************************************************/ | |||
#include "raylib.h" | |||
#define OBJECT_SIZE 50 | |||
#define PLAYER_INDEX 0 | |||
int main() | |||
{ | |||
// Initialization | |||
//-------------------------------------------------------------------------------------- | |||
int screenWidth = 800; | |||
int screenHeight = 450; | |||
InitWindow(screenWidth, screenHeight, "raylib [physics] example - basic rigidbody"); | |||
SetTargetFPS(60); // Enable v-sync | |||
InitPhysics(); // Initialize internal physics values (max rigidbodies/colliders available: 1024) | |||
// Physics initialization | |||
Physics worldPhysics = {true, false, (Vector2){0, -9.81f}}; | |||
// Set internal physics settings | |||
SetPhysics(worldPhysics); | |||
// Object initialization | |||
Transform player = (Transform){(Vector2){(screenWidth - OBJECT_SIZE) / 2, (screenHeight - OBJECT_SIZE) / 2}, 0.0f, (Vector2){OBJECT_SIZE, OBJECT_SIZE}}; | |||
AddCollider(PLAYER_INDEX, (Collider){true, RectangleCollider, (Rectangle){player.position.x, player.position.y, player.scale.x, player.scale.y}, 0}); | |||
AddRigidbody(PLAYER_INDEX, (Rigidbody){true, 1.0f, (Vector2){0, 0}, (Vector2){0, 0}, false, false, true, 0.5f, 1.0f}); | |||
// Floor initialization | |||
// NOTE: floor doesn't need a rigidbody because it's a static physic object, just a collider to collide with other dynamic colliders (with rigidbody) | |||
Transform floor = (Transform){(Vector2){0, screenHeight * 0.8f}, 0.0f, (Vector2){screenWidth, screenHeight * 0.2f}}; | |||
AddCollider(PLAYER_INDEX + 1, (Collider){true, RectangleCollider, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0}); | |||
// Object properties initialization | |||
float moveSpeed = 6.0f; | |||
float jumpForce = 4.5f; | |||
//-------------------------------------------------------------------------------------- | |||
// Main game loop | |||
while (!WindowShouldClose()) // Detect window close button or ESC key | |||
{ | |||
// Update | |||
//---------------------------------------------------------------------------------- | |||
// Update object physics | |||
// NOTE: all physics detections and reactions are calculated in ApplyPhysics() function (You will live happier :D) | |||
ApplyPhysics(PLAYER_INDEX, &player.position); | |||
// Check jump button input | |||
if(IsKeyDown(KEY_SPACE) && GetRigidbody(PLAYER_INDEX).isGrounded) | |||
{ | |||
// Reset object Y velocity to avoid double jumping cases but keep the same X velocity that it already has | |||
SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){GetRigidbody(PLAYER_INDEX).velocity.x, 0}); | |||
// Add jumping force in Y axis | |||
AddRigidbodyForce(PLAYER_INDEX, (Vector2){0, jumpForce}); | |||
} | |||
// Check movement buttons input | |||
if(IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D)) | |||
{ | |||
// Set rigidbody velocity in X based on moveSpeed value and apply the same Y velocity that it already has | |||
SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){moveSpeed, GetRigidbody(PLAYER_INDEX).velocity.y}); | |||
} | |||
else if(IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A)) | |||
{ | |||
// Set rigidbody velocity in X based on moveSpeed negative value and apply the same Y velocity that it already has | |||
SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){-moveSpeed, GetRigidbody(PLAYER_INDEX).velocity.y}); | |||
} | |||
// Check debug mode toggle button input | |||
if(IsKeyPressed(KEY_P)) | |||
{ | |||
// Update program physics value | |||
worldPhysics.debug = !worldPhysics.debug; | |||
// Update internal physics value | |||
SetPhysics(worldPhysics); | |||
} | |||
//---------------------------------------------------------------------------------- | |||
// Draw | |||
//---------------------------------------------------------------------------------- | |||
BeginDrawing(); | |||
ClearBackground(RAYWHITE); | |||
// Draw information | |||
DrawText("Use LEFT / RIGHT to MOVE and SPACE to JUMP", (screenWidth - MeasureText("Use LEFT / RIGHT to MOVE and SPACE to JUMP", 20)) / 2, screenHeight * 0.20f, 20, LIGHTGRAY); | |||
DrawText("Use P to switch DEBUG MODE", (screenWidth - MeasureText("Use P to switch DEBUG MODE", 20)) / 2, screenHeight * 0.3f, 20, LIGHTGRAY); | |||
// Check if debug mode is enabled | |||
if(worldPhysics.debug) | |||
{ | |||
// Draw every internal physics stored collider if it is active | |||
for(int i = 0; i < 2; i++) | |||
{ | |||
if(GetCollider(i).enabled) | |||
{ | |||
DrawRectangleLines(GetCollider(i).bounds.x, GetCollider(i).bounds.y, GetCollider(i).bounds.width, GetCollider(i).bounds.height, GREEN); | |||
} | |||
} | |||
} | |||
else | |||
{ | |||
// Draw player | |||
DrawRectangleRec((Rectangle){player.position.x, player.position.y, player.scale.x, player.scale.y}, GRAY); | |||
// Draw floor | |||
DrawRectangleRec((Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, BLACK); | |||
} | |||
EndDrawing(); | |||
//---------------------------------------------------------------------------------- | |||
} | |||
// De-Initialization | |||
//-------------------------------------------------------------------------------------- | |||
CloseWindow(); // Close window and OpenGL context | |||
//-------------------------------------------------------------------------------------- | |||
return 0; | |||
} |
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/********************************************************************************************** | |||
* | |||
* 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 PHYSICS_STANDALONE // NOTE: To use the physics module as standalone lib, just uncomment this line | |||
#if defined(PHYSICS_STANDALONE) | |||
#include "physics.h" | |||
#else | |||
#include "raylib.h" | |||
#endif | |||
#include <math.h> | |||
#include <stdio.h> | |||
//---------------------------------------------------------------------------------- | |||
// Defines and Macros | |||
//---------------------------------------------------------------------------------- | |||
#define MAX_ELEMENTS 1024 // Stored rigidbodies and colliders array length | |||
#define DECIMAL_FIX 0.01f // Decimal margin for collision checks (avoid rigidbodies shake) | |||
//---------------------------------------------------------------------------------- | |||
// Types and Structures Definition | |||
//---------------------------------------------------------------------------------- | |||
// ... | |||
//---------------------------------------------------------------------------------- | |||
// Global Variables Definition | |||
//---------------------------------------------------------------------------------- | |||
static Physics physics; | |||
static Collider colliders[MAX_ELEMENTS]; | |||
static Rigidbody rigidbodies[MAX_ELEMENTS]; | |||
static bool collisionChecker = false; | |||
//---------------------------------------------------------------------------------- | |||
// Module Functions Definition | |||
//---------------------------------------------------------------------------------- | |||
void InitPhysics() | |||
{ | |||
for (int i = 0; i < MAX_ELEMENTS; i++) | |||
{ | |||
rigidbodies[i].enabled = false; | |||
rigidbodies[i].mass = 0.0f; | |||
rigidbodies[i].velocity = (Vector2){0, 0}; | |||
rigidbodies[i].acceleration = (Vector2){0, 0}; | |||
rigidbodies[i].isGrounded = false; | |||
rigidbodies[i].isContact = false; | |||
rigidbodies[i].friction = 0.0f; | |||
colliders[i].enabled = false; | |||
colliders[i].bounds = (Rectangle){0, 0, 0, 0}; | |||
colliders[i].radius = 0; | |||
} | |||
} | |||
void SetPhysics(Physics settings) | |||
{ | |||
physics = settings; | |||
// To get good results, gravity needs to be 1:10 from original parameter | |||
physics.gravity = (Vector2){physics.gravity.x / 10, physics.gravity.y / 10}; | |||
} | |||
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 gravity | |||
rigidbodies[index].velocity.y += rigidbodies[index].acceleration.y; | |||
rigidbodies[index].velocity.x += rigidbodies[index].acceleration.x; | |||
rigidbodies[index].velocity.y += physics.gravity.y; | |||
rigidbodies[index].velocity.x += physics.gravity.x; | |||
// 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) | |||
{ | |||
rigidbodies[index].velocity.y -= rigidbodies[index].friction; | |||
} | |||
else if (rigidbodies[index].velocity.y < -DECIMAL_FIX) | |||
{ | |||
rigidbodies[index].velocity.y += rigidbodies[index].friction; | |||
} | |||
else | |||
{ | |||
rigidbodies[index].velocity.y = 0; | |||
} | |||
// Apply friction to acceleration | |||
if (rigidbodies[index].isGrounded) | |||
{ | |||
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) | |||
{ | |||
rigidbodies[index].acceleration.y -= rigidbodies[index].friction; | |||
} | |||
else if (rigidbodies[index].acceleration.y < -DECIMAL_FIX) | |||
{ | |||
rigidbodies[index].acceleration.y += rigidbodies[index].friction; | |||
} | |||
else | |||
{ | |||
rigidbodies[index].acceleration.y = 0; | |||
} | |||
// 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 < MAX_ELEMENTS; j++) | |||
{ | |||
if (index != j) | |||
{ | |||
if (colliders[index].enabled && colliders[j].enabled) | |||
{ | |||
if (colliders[index].type == RectangleCollider) | |||
{ | |||
if (colliders[j].type == RectangleCollider) | |||
{ | |||
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 == RectangleCollider) | |||
{ | |||
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 AddRigidbodyForce(int index, Vector2 force) | |||
{ | |||
rigidbodies[index].acceleration.x = force.x * rigidbodies[index].mass; | |||
rigidbodies[index].acceleration.y = force.y * rigidbodies[index].mass; | |||
} | |||
void SetColliderEnabled(int index, bool state) | |||
{ | |||
colliders[index].enabled = state; | |||
} | |||
Collider GetCollider(int index) | |||
{ | |||
return colliders[index]; | |||
} | |||
Rigidbody GetRigidbody(int index) | |||
{ | |||
return rigidbodies[index]; | |||
} |
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/********************************************************************************************** | |||
* | |||
* 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. | |||
* | |||
**********************************************************************************************/ | |||
#ifndef PHYSICS_H | |||
#define PHYSICS_H | |||
//---------------------------------------------------------------------------------- | |||
// Defines and Macros | |||
//---------------------------------------------------------------------------------- | |||
// ... | |||
//---------------------------------------------------------------------------------- | |||
// Types and Structures Definition | |||
//---------------------------------------------------------------------------------- | |||
typedef enum { RectangleCollider, CircleCollider } ColliderType; | |||
// Physics struct | |||
typedef struct Physics { | |||
bool enabled; | |||
bool debug; // Should be used by programmer for testing purposes | |||
Vector2 gravity; | |||
} Physics; | |||
// Transform struct | |||
typedef struct Transform { | |||
Vector2 position; | |||
float rotation; | |||
Vector2 scale; | |||
} Transform; | |||
// Rigidbody struct | |||
typedef struct Rigidbody { | |||
bool enabled; | |||
float mass; | |||
Vector2 acceleration; | |||
Vector2 velocity; | |||
bool isGrounded; | |||
bool isContact; // Avoid freeze player when touching floor | |||
bool applyGravity; | |||
float friction; // 0.0f to 1.0f | |||
float bounciness; // 0.0f to 1.0f | |||
} Rigidbody; | |||
// Collider struct | |||
typedef struct Collider { | |||
bool enabled; | |||
ColliderType type; | |||
Rectangle bounds; // Just used for RectangleCollider type | |||
int radius; // Just used for CircleCollider type | |||
} Collider; | |||
#ifdef __cplusplus | |||
extern "C" { // Prevents name mangling of functions | |||
#endif | |||
//---------------------------------------------------------------------------------- | |||
// Module Functions Declaration | |||
//---------------------------------------------------------------------------------- | |||
void InitPhysics(); // Initialize all internal physics values | |||
void SetPhysics(Physics settings); // Set physics settings values using Physics data type to overwrite internal physics settings | |||
void AddRigidbody(int index, Rigidbody rigidbody); // Initialize a new rigidbody with parameters to internal index slot | |||
void AddCollider(int index, Collider collider); // Initialize a new Collider with parameters to internal index slot | |||
void ApplyPhysics(int index, Vector2 *position); // Apply physics to internal rigidbody, physics calculations are applied to position pointer parameter | |||
void SetRigidbodyEnabled(int index, bool state); // Set enabled state to a defined rigidbody | |||
void SetRigidbodyVelocity(int index, Vector2 velocity); // Set velocity of rigidbody (without considering of mass value) | |||
void AddRigidbodyForce(int index, Vector2 force); // Set rigidbody force (considering mass value) | |||
void SetColliderEnabled(int index, bool state); // Set enabled state to a defined collider | |||
Rigidbody GetRigidbody(int index); // Returns the internal rigidbody data defined by index parameter | |||
Collider GetCollider(int index); // Returns the internal collider data defined by index parameter | |||
#ifdef __cplusplus | |||
} | |||
#endif | |||
#endif // PHYSICS_H |