/**********************************************************************************************
|
|
*
|
|
* [physac] 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 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 <math.h>
|
|
#include <stdlib.h> // Required for: malloc(), free()
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Defines and Macros
|
|
//----------------------------------------------------------------------------------
|
|
#define DECIMAL_FIX 0.26f // Decimal margin for collision checks (avoid rigidbodies shake)
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Types and Structures Definition
|
|
//----------------------------------------------------------------------------------
|
|
// ...
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Global Variables Definition
|
|
//----------------------------------------------------------------------------------
|
|
static Collider *colliders; // Colliders array, dynamically allocated at runtime
|
|
static Rigidbody *rigidbodies; // Rigitbody array, dynamically allocated at runtime
|
|
static bool collisionChecker;
|
|
|
|
static int maxElements; // Max physic elements to compute
|
|
static bool enabled; // Physics enabled? (true by default)
|
|
static Vector2 gravity; // Gravity value used for physic calculations
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module specific Functions Declarations
|
|
//----------------------------------------------------------------------------------
|
|
static float Vector2Length(Vector2 vector);
|
|
static float Vector2Distance(Vector2 a, Vector2 b);
|
|
static void Vector2Normalize(Vector2 *vector);
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module Functions Definitions
|
|
//----------------------------------------------------------------------------------
|
|
void InitPhysics(int maxPhysicElements)
|
|
{
|
|
maxElements = maxPhysicElements;
|
|
|
|
colliders = (Collider *)malloc(maxElements*sizeof(Collider));
|
|
rigidbodies = (Rigidbody *)malloc(maxElements*sizeof(Rigidbody));
|
|
|
|
for (int i = 0; i < maxElements; i++)
|
|
{
|
|
colliders[i].enabled = false;
|
|
colliders[i].bounds = (Rectangle){ 0, 0, 0, 0 };
|
|
colliders[i].radius = 0;
|
|
|
|
rigidbodies[i].enabled = false;
|
|
rigidbodies[i].mass = 0.0f;
|
|
rigidbodies[i].velocity = (Vector2){ 0.0f, 0.0f };
|
|
rigidbodies[i].acceleration = (Vector2){ 0.0f, 0.0f };
|
|
rigidbodies[i].isGrounded = false;
|
|
rigidbodies[i].isContact = false;
|
|
rigidbodies[i].friction = 0.0f;
|
|
}
|
|
|
|
collisionChecker = false;
|
|
enabled = true;
|
|
|
|
// NOTE: To get better results, gravity needs to be 1:10 from original parameter
|
|
gravity = (Vector2){ 0.0f, -9.81f/10.0f }; // By default, standard gravity
|
|
}
|
|
|
|
void UnloadPhysics()
|
|
{
|
|
free(colliders);
|
|
free(rigidbodies);
|
|
}
|
|
|
|
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 friction to acceleration
|
|
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 / 2)
|
|
{
|
|
rigidbodies[index].acceleration.y -= rigidbodies[index].friction;
|
|
}
|
|
else if (rigidbodies[index].acceleration.y < -DECIMAL_FIX / 2)
|
|
{
|
|
rigidbodies[index].acceleration.y += rigidbodies[index].friction;
|
|
}
|
|
else
|
|
{
|
|
rigidbodies[index].acceleration.y = 0;
|
|
}
|
|
|
|
// 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 / 2)
|
|
{
|
|
rigidbodies[index].velocity.y -= rigidbodies[index].friction;
|
|
}
|
|
else if (rigidbodies[index].velocity.y < -DECIMAL_FIX / 2)
|
|
{
|
|
rigidbodies[index].velocity.y += rigidbodies[index].friction;
|
|
}
|
|
else
|
|
{
|
|
rigidbodies[index].velocity.y = 0;
|
|
}
|
|
|
|
// Apply gravity
|
|
rigidbodies[index].velocity.y += gravity.y;
|
|
rigidbodies[index].velocity.x += gravity.x;
|
|
|
|
// Apply acceleration
|
|
rigidbodies[index].velocity.y += rigidbodies[index].acceleration.y;
|
|
rigidbodies[index].velocity.x += rigidbodies[index].acceleration.x;
|
|
|
|
// 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 < maxElements; j++)
|
|
{
|
|
if (index != j)
|
|
{
|
|
if (colliders[index].enabled && colliders[j].enabled)
|
|
{
|
|
if (colliders[index].type == COLLIDER_RECTANGLE)
|
|
{
|
|
if (colliders[j].type == COLLIDER_RECTANGLE)
|
|
{
|
|
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 == COLLIDER_RECTANGLE)
|
|
{
|
|
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 SetRigidbodyAcceleration(int index, Vector2 acceleration)
|
|
{
|
|
rigidbodies[index].acceleration.x = acceleration.x;
|
|
rigidbodies[index].acceleration.y = acceleration.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 AddForceAtPosition(Vector2 position, float intensity, float radius)
|
|
{
|
|
for(int i = 0; i < maxElements; i++)
|
|
{
|
|
if(rigidbodies[i].enabled)
|
|
{
|
|
// Get position from its collider
|
|
Vector2 pos = {colliders[i].bounds.x, colliders[i].bounds.y};
|
|
|
|
// Get distance between rigidbody position and target position
|
|
float distance = Vector2Distance(position, pos);
|
|
|
|
if(distance <= radius)
|
|
{
|
|
// Calculate force based on direction
|
|
Vector2 force = {colliders[i].bounds.x - position.x, colliders[i].bounds.y - position.y};
|
|
|
|
// Normalize the direction vector
|
|
Vector2Normalize(&force);
|
|
|
|
// Invert y value
|
|
force.y *= -1;
|
|
|
|
// Apply intensity and distance
|
|
force = (Vector2){force.x * intensity / distance, force.y * intensity / distance};
|
|
|
|
// Add calculated force to the rigidbodies
|
|
AddRigidbodyForce(i, force);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void SetColliderEnabled(int index, bool state)
|
|
{
|
|
colliders[index].enabled = state;
|
|
}
|
|
|
|
Collider GetCollider(int index)
|
|
{
|
|
return colliders[index];
|
|
}
|
|
|
|
Rigidbody GetRigidbody(int index)
|
|
{
|
|
return rigidbodies[index];
|
|
}
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module specific Functions Definitions
|
|
//----------------------------------------------------------------------------------
|
|
static float Vector2Length(Vector2 vector)
|
|
{
|
|
return sqrt((vector.x * vector.x) + (vector.y * vector.y));
|
|
}
|
|
|
|
static float Vector2Distance(Vector2 a, Vector2 b)
|
|
{
|
|
Vector2 vector = {b.x - a.x, b.y - a.y};
|
|
return sqrt((vector.x * vector.x) + (vector.y * vector.y));
|
|
}
|
|
|
|
static void Vector2Normalize(Vector2 *vector)
|
|
{
|
|
float length = Vector2Length(*vector);
|
|
|
|
if (length != 0.0f)
|
|
{
|
|
vector->x /= length;
|
|
vector->y /= length;
|
|
}
|
|
else
|
|
{
|
|
vector->x = 0.0f;
|
|
vector->y = 0.0f;
|
|
}
|
|
}
|