diff --git a/src/physac.h b/src/physac.h index cb0e3f3c7..a6b529bc0 100644 --- a/src/physac.h +++ b/src/physac.h @@ -361,70 +361,6 @@ PHYSACDEF PhysicsBody CreatePhysicsBodyCircle(Vector2 pos, float radius, float d { PhysicsBody newBody = CreatePhysicsBodyPolygon(pos, radius, PHYSAC_CIRCLE_VERTICES, density); return newBody; - - /*PhysicsBody newBody = (PhysicsBody)PHYSAC_MALLOC(sizeof(PhysicsBodyData)); - usedMemory += sizeof(PhysicsBodyData); - - int newId = -1; - for (int i = 0; i < PHYSAC_MAX_BODIES; i++) - { - int currentId = i; - - // Check if current id already exist in other physics body - for (int k = 0; k < physicsBodiesCount; k++) - { - if (bodies[k]->id == currentId) - { - currentId++; - break; - } - } - - // If it is not used, use it as new physics body id - if (currentId == i) - { - newId = i; - break; - } - } - - if (newId != -1) - { - // Initialize new body with generic values - newBody->id = newId; - newBody->enabled = true; - newBody->position = pos; - newBody->velocity = (Vector2){ 0 }; - newBody->force = (Vector2){ 0 }; - newBody->angularVelocity = 0; - newBody->torque = 0; - newBody->orient = 0; - newBody->mass = PHYSAC_PI*radius*radius*density; - newBody->inverseMass = ((newBody->mass != 0.0f) ? 1.0f/newBody->mass : 0.0f); - newBody->inertia = newBody->mass*radius*radius; - newBody->inverseInertia = ((newBody->inertia != 0.0f) ? 1.0f/newBody->inertia : 0.0f); - newBody->staticFriction = 0; - newBody->dynamicFriction = 0; - newBody->restitution = 0; - newBody->useGravity = true; - newBody->freezeOrient = false; - newBody->shape.type = PHYSICS_CIRCLE; - newBody->shape.body = newBody; - newBody->shape.radius = radius; - - // Add new body to bodies pointers array and update bodies count - bodies[physicsBodiesCount] = newBody; - physicsBodiesCount++; - - #if defined(PHYSAC_DEBUG) - printf("[PHYSAC] created circle physics body id %i\n", newBody->id); - #endif - } - #if defined(PHYSAC_DEBUG) - else printf("[PHYSAC] new physics body creation failed because there is any available id to use\n"); - #endif - - return newBody;*/ } // Creates a new rectangle physics body with generic parameters @@ -1130,6 +1066,7 @@ static void *PhysicsLoop(void *arg) // Physics steps calculations (dynamics, collisions and position corrections) static void PhysicsStep(void) { + // Update current steps count stepsCount++; // Clear previous generated collisions information @@ -1138,6 +1075,13 @@ static void PhysicsStep(void) PhysicsManifold manifold = contacts[i]; if (manifold != NULL) DestroyPhysicsManifold(manifold); } + + // Reset physics bodies grounded state + for (int i = 0; i < physicsBodiesCount; i++) + { + PhysicsBody body = bodies[i]; + body->isGrounded = false; + } // Generate new collision information for (int i = 0; i < physicsBodiesCount; i++) @@ -1347,9 +1291,9 @@ static void SolvePhysicsManifold(PhysicsManifold manifold) } break; default: break; } - - // Update physics body grounded state if normal direction is downside - manifold->bodyB->isGrounded = (manifold->normal.y < 0); + + // Update physics body grounded state if normal direction is down and grounded state is not set yet in previous manifolds + if (!manifold->bodyB->isGrounded) manifold->bodyB->isGrounded = (manifold->normal.y < 0); } // Solves collision between two circle shape physics bodies @@ -1388,7 +1332,7 @@ static void SolveCircleToCircle(PhysicsManifold manifold) } // Update physics body grounded state if normal direction is down - if (manifold->normal.y < 0) bodyA->isGrounded = true; + if (!bodyA->isGrounded) bodyA->isGrounded = (manifold->normal.y < 0); } // Solves collision between a circle to a polygon shape physics bodies