This commit is contained in:
Víctor Fisac 2016-06-11 17:14:58 +00:00 committed by GitHub
commit 94dac41794
5 changed files with 382 additions and 335 deletions

View File

@ -13,10 +13,13 @@
#define PHYSAC_IMPLEMENTATION #define PHYSAC_IMPLEMENTATION
#include "physac.h" #include "physac.h"
#include <pthread.h>
#define MOVE_VELOCITY 5 #define MOVE_VELOCITY 5
#define JUMP_VELOCITY 30 #define JUMP_VELOCITY 30
void* PhysicsThread(void *arg);
int main() int main()
{ {
// Initialization // Initialization
@ -53,6 +56,10 @@ int main()
// Create pplatform physic object // Create pplatform physic object
PhysicBody platform = CreatePhysicBody((Vector2){ screenWidth/2, screenHeight*0.7f }, 0.0f, (Vector2){ screenWidth*0.25f, 20 }); PhysicBody platform = CreatePhysicBody((Vector2){ screenWidth/2, screenHeight*0.7f }, 0.0f, (Vector2){ screenWidth*0.25f, 20 });
// Create physics thread
pthread_t tid;
pthread_create(&tid, NULL, &PhysicsThread, NULL);
SetTargetFPS(60); SetTargetFPS(60);
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
@ -61,10 +68,9 @@ int main()
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
UpdatePhysics(); // Update all created physic objects
// Check rectangle movement inputs // Check rectangle movement inputs
if (IsKeyDown('W') && rectangle->rigidbody.isGrounded) rectangle->rigidbody.velocity.y = JUMP_VELOCITY; if (IsKeyPressed('W')) rectangle->rigidbody.velocity.y = JUMP_VELOCITY;
if (IsKeyDown('A')) rectangle->rigidbody.velocity.x = -MOVE_VELOCITY; if (IsKeyDown('A')) rectangle->rigidbody.velocity.x = -MOVE_VELOCITY;
else if (IsKeyDown('D')) rectangle->rigidbody.velocity.x = MOVE_VELOCITY; else if (IsKeyDown('D')) rectangle->rigidbody.velocity.x = MOVE_VELOCITY;
@ -117,10 +123,32 @@ int main()
// De-Initialization // De-Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
pthread_cancel(tid); // Destroy physics thread
ClosePhysics(); // Unitialize physics (including all loaded objects) ClosePhysics(); // Unitialize physics (including all loaded objects)
CloseWindow(); // Close window and OpenGL context CloseWindow(); // Close window and OpenGL context
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
return 0; return 0;
}
void* PhysicsThread(void *arg)
{
// Initialize time variables
double currentTime = GetTime();
double previousTime = currentTime;
// Physics update loop
while (!WindowShouldClose())
{
currentTime = GetTime();
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;
} }

View File

@ -13,12 +13,15 @@
#define PHYSAC_IMPLEMENTATION #define PHYSAC_IMPLEMENTATION
#include "physac.h" #include "physac.h"
#include <pthread.h>
#define FORCE_AMOUNT 5.0f #define FORCE_AMOUNT 5.0f
#define FORCE_RADIUS 150 #define FORCE_RADIUS 150
#define LINE_LENGTH 75 #define LINE_LENGTH 75
#define TRIANGLE_LENGTH 12 #define TRIANGLE_LENGTH 12
void* PhysicsThread(void *arg);
int main() int main()
{ {
// Initialization // Initialization
@ -61,6 +64,10 @@ int main()
PhysicBody topWall = CreatePhysicBody((Vector2){ screenWidth/2, -25 }, 0.0f, (Vector2){ screenWidth, 50 }); PhysicBody topWall = CreatePhysicBody((Vector2){ screenWidth/2, -25 }, 0.0f, (Vector2){ screenWidth, 50 });
PhysicBody bottomWall = CreatePhysicBody((Vector2){ screenWidth/2, screenHeight + 25 }, 0.0f, (Vector2){ screenWidth, 50 }); PhysicBody bottomWall = CreatePhysicBody((Vector2){ screenWidth/2, screenHeight + 25 }, 0.0f, (Vector2){ screenWidth, 50 });
// Create physics thread
pthread_t tid;
pthread_create(&tid, NULL, &PhysicsThread, NULL);
SetTargetFPS(60); SetTargetFPS(60);
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
@ -69,7 +76,6 @@ int main()
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
UpdatePhysics(); // Update all created physic objects
// Update mouse position value // Update mouse position value
mousePosition = GetMousePosition(); mousePosition = GetMousePosition();
@ -174,10 +180,32 @@ int main()
// De-Initialization // De-Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
pthread_cancel(tid); // Destroy physics thread
ClosePhysics(); // Unitialize physics module ClosePhysics(); // Unitialize physics module
CloseWindow(); // Close window and OpenGL context CloseWindow(); // Close window and OpenGL context
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
return 0; return 0;
}
void* PhysicsThread(void *arg)
{
// Initialize time variables
double currentTime = GetTime();
double previousTime = currentTime;
// Physics update loop
while (!WindowShouldClose())
{
currentTime = GetTime();
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;
} }

View File

@ -290,7 +290,6 @@ static void InitDisplay(int width, int height); // Initialize display de
static void InitGraphics(void); // Initialize OpenGL graphics static void InitGraphics(void); // Initialize OpenGL graphics
static void SetupFramebufferSize(int displayWidth, int displayHeight); static void SetupFramebufferSize(int displayWidth, int displayHeight);
static void InitTimer(void); // Initialize timer static void InitTimer(void); // Initialize timer
static double GetTime(void); // Returns time since InitTimer() was run
static bool GetKeyStatus(int key); // Returns if a key has been pressed static bool GetKeyStatus(int key); // Returns if a key has been pressed
static bool GetMouseButtonStatus(int button); // Returns if a mouse button has been pressed static bool GetMouseButtonStatus(int button); // Returns if a mouse button has been pressed
static void PollInputEvents(void); // Register user events static void PollInputEvents(void); // Register user events
@ -2039,7 +2038,7 @@ static void InitTimer(void)
} }
// Get current time measure (in seconds) since InitTimer() // Get current time measure (in seconds) since InitTimer()
static double GetTime(void) double GetTime(void)
{ {
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
return glfwGetTime(); return glfwGetTime();

View File

@ -146,7 +146,7 @@ typedef struct PhysicBodyData {
// Module Functions Declaration // Module Functions Declaration
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
PHYSACDEF void InitPhysics(Vector2 gravity); // Initializes pointers array (just pointers, fixed size) PHYSACDEF void InitPhysics(Vector2 gravity); // Initializes pointers array (just pointers, fixed size)
PHYSACDEF void UpdatePhysics(); // Update physic objects, calculating physic behaviours and collisions detection PHYSACDEF void UpdatePhysics(double deltaTime); // Update physic objects, calculating physic behaviours and collisions detection
PHYSACDEF void ClosePhysics(); // Unitialize all physic objects and empty the objects pool PHYSACDEF void ClosePhysics(); // Unitialize all physic objects and empty the objects pool
PHYSACDEF PhysicBody CreatePhysicBody(Vector2 position, float rotation, Vector2 scale); // Create a new physic body dinamically, initialize it and add to pool PHYSACDEF PhysicBody CreatePhysicBody(Vector2 position, float rotation, Vector2 scale); // Create a new physic body dinamically, initialize it and add to pool
@ -182,7 +182,7 @@ PHYSACDEF Rectangle TransformToRectangle(Transform transform);
// Defines and Macros // Defines and Macros
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
#define MAX_PHYSIC_BODIES 256 // Maximum available physic bodies slots in bodies pool #define MAX_PHYSIC_BODIES 256 // Maximum available physic bodies slots in bodies pool
#define PHYSICS_STEPS 64 // Physics update steps per frame for improved collision-detection #define PHYSICS_TIMESTEP 0.016666 // Physics fixed time step (1/fps)
#define PHYSICS_ACCURACY 0.0001f // Velocity subtract operations round filter (friction) #define PHYSICS_ACCURACY 0.0001f // Velocity subtract operations round filter (friction)
#define PHYSICS_ERRORPERCENT 0.001f // Collision resolve position fix #define PHYSICS_ERRORPERCENT 0.001f // Collision resolve position fix
@ -218,376 +218,367 @@ PHYSACDEF void InitPhysics(Vector2 gravity)
} }
// Update physic objects, calculating physic behaviours and collisions detection // Update physic objects, calculating physic behaviours and collisions detection
PHYSACDEF void UpdatePhysics() PHYSACDEF void UpdatePhysics(double deltaTime)
{ {
// Reset all physic objects is grounded state for (int i = 0; i < physicBodiesCount; i++)
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++) if (physicBodies[i]->enabled)
{ {
if (physicBodies[i]->enabled) // Update physic behaviour
if (physicBodies[i]->rigidbody.enabled)
{ {
// Update physic behaviour // Apply friction to acceleration in X axis
if (physicBodies[i]->rigidbody.enabled) 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*deltaTime;
else physicBodies[i]->rigidbody.acceleration.x = 0.0f;
// Apply friction to acceleration in Y axis
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*deltaTime;
else physicBodies[i]->rigidbody.acceleration.y = 0.0f;
// Apply friction to velocity in X axis
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*deltaTime;
else physicBodies[i]->rigidbody.velocity.x = 0.0f;
// Apply friction to velocity in Y axis
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*deltaTime;
else physicBodies[i]->rigidbody.velocity.y = 0.0f;
// Apply gravity to velocity
if (physicBodies[i]->rigidbody.applyGravity)
{ {
// Apply friction to acceleration in X axis physicBodies[i]->rigidbody.velocity.x += gravityForce.x*deltaTime;
if (physicBodies[i]->rigidbody.acceleration.x > PHYSICS_ACCURACY) physicBodies[i]->rigidbody.acceleration.x -= physicBodies[i]->rigidbody.friction/PHYSICS_STEPS; physicBodies[i]->rigidbody.velocity.y += gravityForce.y*deltaTime;
else if (physicBodies[i]->rigidbody.acceleration.x < PHYSICS_ACCURACY) physicBodies[i]->rigidbody.acceleration.x += physicBodies[i]->rigidbody.friction/PHYSICS_STEPS;
else physicBodies[i]->rigidbody.acceleration.x = 0.0f;
// 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;
else if (physicBodies[i]->rigidbody.acceleration.y < PHYSICS_ACCURACY) physicBodies[i]->rigidbody.acceleration.y += physicBodies[i]->rigidbody.friction/PHYSICS_STEPS;
else physicBodies[i]->rigidbody.acceleration.y = 0.0f;
// 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;
else if (physicBodies[i]->rigidbody.velocity.x < PHYSICS_ACCURACY) physicBodies[i]->rigidbody.velocity.x += physicBodies[i]->rigidbody.friction/PHYSICS_STEPS;
else physicBodies[i]->rigidbody.velocity.x = 0.0f;
// 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;
else if (physicBodies[i]->rigidbody.velocity.y < PHYSICS_ACCURACY) physicBodies[i]->rigidbody.velocity.y += physicBodies[i]->rigidbody.friction/PHYSICS_STEPS;
else physicBodies[i]->rigidbody.velocity.y = 0.0f;
// Apply gravity to velocity
if (physicBodies[i]->rigidbody.applyGravity)
{
physicBodies[i]->rigidbody.velocity.x += gravityForce.x/PHYSICS_STEPS;
physicBodies[i]->rigidbody.velocity.y += gravityForce.y/PHYSICS_STEPS;
}
// Apply acceleration to velocity
physicBodies[i]->rigidbody.velocity.x += physicBodies[i]->rigidbody.acceleration.x/PHYSICS_STEPS;
physicBodies[i]->rigidbody.velocity.y += physicBodies[i]->rigidbody.acceleration.y/PHYSICS_STEPS;
// Apply velocity to position
physicBodies[i]->transform.position.x += physicBodies[i]->rigidbody.velocity.x/PHYSICS_STEPS;
physicBodies[i]->transform.position.y -= physicBodies[i]->rigidbody.velocity.y/PHYSICS_STEPS;
} }
// Update collision detection // Apply acceleration to velocity
if (physicBodies[i]->collider.enabled) physicBodies[i]->rigidbody.velocity.x += physicBodies[i]->rigidbody.acceleration.x*deltaTime;
physicBodies[i]->rigidbody.velocity.y += physicBodies[i]->rigidbody.acceleration.y*deltaTime;
// Apply velocity to position
physicBodies[i]->transform.position.x += physicBodies[i]->rigidbody.velocity.x*deltaTime;
physicBodies[i]->transform.position.y -= physicBodies[i]->rigidbody.velocity.y*deltaTime;
}
// Update collision detection
if (physicBodies[i]->collider.enabled)
{
// Update collider bounds
physicBodies[i]->collider.bounds = TransformToRectangle(physicBodies[i]->transform);
// Check collision with other colliders
for (int k = 0; k < physicBodiesCount; k++)
{ {
// Update collider bounds if (physicBodies[k]->collider.enabled && i != k)
physicBodies[i]->collider.bounds = TransformToRectangle(physicBodies[i]->transform);
// Check collision with other colliders
for (int k = 0; k < physicBodiesCount; k++)
{ {
if (physicBodies[k]->collider.enabled && i != k) // Resolve physic collision
// NOTE: collision resolve is generic for all directions and conditions (no axis separated cases behaviours)
// and it is separated in rigidbody attributes resolve (velocity changes by impulse) and position correction (position overlap)
// 1. Calculate collision normal
// -------------------------------------------------------------------------------------------------------------------------------------
// Define collision contact normal, direction and penetration depth
Vector2 contactNormal = { 0.0f, 0.0f };
Vector2 direction = { 0.0f, 0.0f };
float penetrationDepth = 0.0f;
switch (physicBodies[i]->collider.type)
{ {
// Resolve physic collision case COLLIDER_RECTANGLE:
// NOTE: collision resolve is generic for all directions and conditions (no axis separated cases behaviours)
// and it is separated in rigidbody attributes resolve (velocity changes by impulse) and position correction (position overlap)
// 1. Calculate collision normal
// -------------------------------------------------------------------------------------------------------------------------------------
// Define collision contact normal, direction and penetration depth
Vector2 contactNormal = { 0.0f, 0.0f };
Vector2 direction = { 0.0f, 0.0f };
float penetrationDepth = 0.0f;
switch (physicBodies[i]->collider.type)
{ {
case COLLIDER_RECTANGLE: switch (physicBodies[k]->collider.type)
{ {
switch (physicBodies[k]->collider.type) case COLLIDER_RECTANGLE:
{ {
case COLLIDER_RECTANGLE: // Check if colliders are overlapped
if (CheckCollisionRecs(physicBodies[i]->collider.bounds, physicBodies[k]->collider.bounds))
{ {
// Check if colliders are overlapped // Calculate direction vector from i to k
if (CheckCollisionRecs(physicBodies[i]->collider.bounds, physicBodies[k]->collider.bounds)) direction.x = (physicBodies[k]->transform.position.x + physicBodies[k]->transform.scale.x/2) - (physicBodies[i]->transform.position.x + physicBodies[i]->transform.scale.x/2);
{ direction.y = (physicBodies[k]->transform.position.y + physicBodies[k]->transform.scale.y/2) - (physicBodies[i]->transform.position.y + physicBodies[i]->transform.scale.y/2);
// Calculate direction vector from i to k
direction.x = (physicBodies[k]->transform.position.x + physicBodies[k]->transform.scale.x/2) - (physicBodies[i]->transform.position.x + physicBodies[i]->transform.scale.x/2); // Define overlapping and penetration attributes
direction.y = (physicBodies[k]->transform.position.y + physicBodies[k]->transform.scale.y/2) - (physicBodies[i]->transform.position.y + physicBodies[i]->transform.scale.y/2); Vector2 overlap;
// Define overlapping and penetration attributes
Vector2 overlap;
// Calculate overlap on X axis // Calculate overlap on X axis
overlap.x = (physicBodies[i]->transform.scale.x + physicBodies[k]->transform.scale.x)/2 - abs(direction.x); overlap.x = (physicBodies[i]->transform.scale.x + physicBodies[k]->transform.scale.x)/2 - abs(direction.x);
// SAT test on X axis // SAT test on X axis
if (overlap.x > 0.0f) if (overlap.x > 0.0f)
{
// Calculate overlap on Y axis
overlap.y = (physicBodies[i]->transform.scale.y + physicBodies[k]->transform.scale.y)/2 - abs(direction.y);
// SAT test on Y axis
if (overlap.y > 0.0f)
{
// Find out which axis is axis of least penetration
if (overlap.y > overlap.x)
{
// Point towards k knowing that direction points from i to k
if (direction.x < 0.0f) contactNormal = (Vector2){ -1.0f, 0.0f };
else contactNormal = (Vector2){ 1.0f, 0.0f };
// Update penetration depth for position correction
penetrationDepth = overlap.x;
}
else
{
// Point towards k knowing that direction points from i to k
if (direction.y < 0.0f) contactNormal = (Vector2){ 0.0f, 1.0f };
else contactNormal = (Vector2){ 0.0f, -1.0f };
// Update penetration depth for position correction
penetrationDepth = overlap.y;
}
}
}
}
} break;
case COLLIDER_CIRCLE:
{
if (CheckCollisionCircleRec(physicBodies[k]->transform.position, physicBodies[k]->collider.radius, physicBodies[i]->collider.bounds))
{ {
// Calculate direction vector between circles // Calculate overlap on Y axis
direction.x = physicBodies[k]->transform.position.x - physicBodies[i]->transform.position.x + physicBodies[i]->transform.scale.x/2; overlap.y = (physicBodies[i]->transform.scale.y + physicBodies[k]->transform.scale.y)/2 - abs(direction.y);
direction.y = physicBodies[k]->transform.position.y - physicBodies[i]->transform.position.y + physicBodies[i]->transform.scale.y/2;
// Calculate closest point on rectangle to circle // SAT test on Y axis
Vector2 closestPoint = { 0.0f, 0.0f }; if (overlap.y > 0.0f)
if (direction.x > 0.0f) closestPoint.x = physicBodies[i]->collider.bounds.x + physicBodies[i]->collider.bounds.width;
else closestPoint.x = physicBodies[i]->collider.bounds.x;
if (direction.y > 0.0f) closestPoint.y = physicBodies[i]->collider.bounds.y + physicBodies[i]->collider.bounds.height;
else closestPoint.y = physicBodies[i]->collider.bounds.y;
// Check if the closest point is inside the circle
if (CheckCollisionPointCircle(closestPoint, physicBodies[k]->transform.position, physicBodies[k]->collider.radius))
{ {
// Recalculate direction based on closest point position // Find out which axis is axis of least penetration
direction.x = physicBodies[k]->transform.position.x - closestPoint.x; if (overlap.y > overlap.x)
direction.y = physicBodies[k]->transform.position.y - closestPoint.y;
float distance = Vector2Length(direction);
// Calculate final contact normal
contactNormal.x = direction.x/distance;
contactNormal.y = -direction.y/distance;
// Calculate penetration depth
penetrationDepth = physicBodies[k]->collider.radius - distance;
}
else
{
if (abs(direction.y) < abs(direction.x))
{ {
// Calculate final contact normal // Point towards k knowing that direction points from i to k
if (direction.y > 0.0f) if (direction.x < 0.0f) contactNormal = (Vector2){ -1.0f, 0.0f };
{ else contactNormal = (Vector2){ 1.0f, 0.0f };
contactNormal = (Vector2){ 0.0f, -1.0f };
penetrationDepth = fabs(physicBodies[i]->collider.bounds.y - physicBodies[k]->transform.position.y - physicBodies[k]->collider.radius); // Update penetration depth for position correction
} penetrationDepth = overlap.x;
else
{
contactNormal = (Vector2){ 0.0f, 1.0f };
penetrationDepth = fabs(physicBodies[i]->collider.bounds.y - physicBodies[k]->transform.position.y + physicBodies[k]->collider.radius);
}
} }
else else
{ {
// Calculate final contact normal // Point towards k knowing that direction points from i to k
if (direction.x > 0.0f) if (direction.y < 0.0f) contactNormal = (Vector2){ 0.0f, 1.0f };
{ else contactNormal = (Vector2){ 0.0f, -1.0f };
contactNormal = (Vector2){ 1.0f, 0.0f };
penetrationDepth = fabs(physicBodies[k]->transform.position.x + physicBodies[k]->collider.radius - physicBodies[i]->collider.bounds.x); // Update penetration depth for position correction
} penetrationDepth = overlap.y;
else
{
contactNormal = (Vector2){ -1.0f, 0.0f };
penetrationDepth = fabs(physicBodies[i]->collider.bounds.x + physicBodies[i]->collider.bounds.width - physicBodies[k]->transform.position.x - physicBodies[k]->collider.radius);
}
} }
} }
} }
} break; }
} } break;
} break; case COLLIDER_CIRCLE:
case COLLIDER_CIRCLE:
{
switch (physicBodies[k]->collider.type)
{ {
case COLLIDER_RECTANGLE: if (CheckCollisionCircleRec(physicBodies[k]->transform.position, physicBodies[k]->collider.radius, physicBodies[i]->collider.bounds))
{ {
if (CheckCollisionCircleRec(physicBodies[i]->transform.position, physicBodies[i]->collider.radius, physicBodies[k]->collider.bounds)) // Calculate direction vector between circles
direction.x = physicBodies[k]->transform.position.x - physicBodies[i]->transform.position.x + physicBodies[i]->transform.scale.x/2;
direction.y = physicBodies[k]->transform.position.y - physicBodies[i]->transform.position.y + physicBodies[i]->transform.scale.y/2;
// Calculate closest point on rectangle to circle
Vector2 closestPoint = { 0.0f, 0.0f };
if (direction.x > 0.0f) closestPoint.x = physicBodies[i]->collider.bounds.x + physicBodies[i]->collider.bounds.width;
else closestPoint.x = physicBodies[i]->collider.bounds.x;
if (direction.y > 0.0f) closestPoint.y = physicBodies[i]->collider.bounds.y + physicBodies[i]->collider.bounds.height;
else closestPoint.y = physicBodies[i]->collider.bounds.y;
// Check if the closest point is inside the circle
if (CheckCollisionPointCircle(closestPoint, physicBodies[k]->transform.position, physicBodies[k]->collider.radius))
{ {
// Calculate direction vector between circles // Recalculate direction based on closest point position
direction.x = physicBodies[k]->transform.position.x + physicBodies[i]->transform.scale.x/2 - physicBodies[i]->transform.position.x; direction.x = physicBodies[k]->transform.position.x - closestPoint.x;
direction.y = physicBodies[k]->transform.position.y + physicBodies[i]->transform.scale.y/2 - physicBodies[i]->transform.position.y; direction.y = physicBodies[k]->transform.position.y - closestPoint.y;
// Calculate closest point on rectangle to circle
Vector2 closestPoint = { 0.0f, 0.0f };
if (direction.x > 0.0f) closestPoint.x = physicBodies[k]->collider.bounds.x + physicBodies[k]->collider.bounds.width;
else closestPoint.x = physicBodies[k]->collider.bounds.x;
if (direction.y > 0.0f) closestPoint.y = physicBodies[k]->collider.bounds.y + physicBodies[k]->collider.bounds.height;
else closestPoint.y = physicBodies[k]->collider.bounds.y;
// Check if the closest point is inside the circle
if (CheckCollisionPointCircle(closestPoint, physicBodies[i]->transform.position, physicBodies[i]->collider.radius))
{
// Recalculate direction based on closest point position
direction.x = physicBodies[i]->transform.position.x - closestPoint.x;
direction.y = physicBodies[i]->transform.position.y - closestPoint.y;
float distance = Vector2Length(direction);
// Calculate final contact normal
contactNormal.x = direction.x/distance;
contactNormal.y = -direction.y/distance;
// Calculate penetration depth
penetrationDepth = physicBodies[k]->collider.radius - distance;
}
else
{
if (abs(direction.y) < abs(direction.x))
{
// Calculate final contact normal
if (direction.y > 0.0f)
{
contactNormal = (Vector2){ 0.0f, -1.0f };
penetrationDepth = fabs(physicBodies[k]->collider.bounds.y - physicBodies[i]->transform.position.y - physicBodies[i]->collider.radius);
}
else
{
contactNormal = (Vector2){ 0.0f, 1.0f };
penetrationDepth = fabs(physicBodies[k]->collider.bounds.y - physicBodies[i]->transform.position.y + physicBodies[i]->collider.radius);
}
}
else
{
// Calculate final contact normal and penetration depth
if (direction.x > 0.0f)
{
contactNormal = (Vector2){ 1.0f, 0.0f };
penetrationDepth = fabs(physicBodies[i]->transform.position.x + physicBodies[i]->collider.radius - physicBodies[k]->collider.bounds.x);
}
else
{
contactNormal = (Vector2){ -1.0f, 0.0f };
penetrationDepth = fabs(physicBodies[k]->collider.bounds.x + physicBodies[k]->collider.bounds.width - physicBodies[i]->transform.position.x - physicBodies[i]->collider.radius);
}
}
}
}
} break;
case COLLIDER_CIRCLE:
{
// Check if colliders are overlapped
if (CheckCollisionCircles(physicBodies[i]->transform.position, physicBodies[i]->collider.radius, physicBodies[k]->transform.position, physicBodies[k]->collider.radius))
{
// Calculate direction vector between circles
direction.x = physicBodies[k]->transform.position.x - physicBodies[i]->transform.position.x;
direction.y = physicBodies[k]->transform.position.y - physicBodies[i]->transform.position.y;
// Calculate distance between circles
float distance = Vector2Length(direction); float distance = Vector2Length(direction);
// Check if circles are not completely overlapped // Calculate final contact normal
if (distance != 0.0f) contactNormal.x = direction.x/distance;
{ contactNormal.y = -direction.y/distance;
// Calculate contact normal direction (Y axis needs to be flipped)
contactNormal.x = direction.x/distance; // Calculate penetration depth
contactNormal.y = -direction.y/distance; penetrationDepth = physicBodies[k]->collider.radius - distance;
}
else contactNormal = (Vector2){ 1.0f, 0.0f }; // Choose random (but consistent) values
} }
} break; else
default: break; {
} if (abs(direction.y) < abs(direction.x))
} break; {
default: break; // Calculate final contact normal
} if (direction.y > 0.0f)
{
// Update rigidbody grounded state contactNormal = (Vector2){ 0.0f, -1.0f };
if (physicBodies[i]->rigidbody.enabled) penetrationDepth = fabs(physicBodies[i]->collider.bounds.y - physicBodies[k]->transform.position.y - physicBodies[k]->collider.radius);
}
else
{
contactNormal = (Vector2){ 0.0f, 1.0f };
penetrationDepth = fabs(physicBodies[i]->collider.bounds.y - physicBodies[k]->transform.position.y + physicBodies[k]->collider.radius);
}
}
else
{
// Calculate final contact normal
if (direction.x > 0.0f)
{
contactNormal = (Vector2){ 1.0f, 0.0f };
penetrationDepth = fabs(physicBodies[k]->transform.position.x + physicBodies[k]->collider.radius - physicBodies[i]->collider.bounds.x);
}
else
{
contactNormal = (Vector2){ -1.0f, 0.0f };
penetrationDepth = fabs(physicBodies[i]->collider.bounds.x + physicBodies[i]->collider.bounds.width - physicBodies[k]->transform.position.x - physicBodies[k]->collider.radius);
}
}
}
}
} break;
}
} break;
case COLLIDER_CIRCLE:
{ {
if (contactNormal.y < 0.0f) physicBodies[i]->rigidbody.isGrounded = true; switch (physicBodies[k]->collider.type)
} {
case COLLIDER_RECTANGLE:
// 2. Calculate collision impulse {
// ------------------------------------------------------------------------------------------------------------------------------------- if (CheckCollisionCircleRec(physicBodies[i]->transform.position, physicBodies[i]->collider.radius, physicBodies[k]->collider.bounds))
{
// Calculate relative velocity // Calculate direction vector between circles
Vector2 relVelocity = { 0.0f, 0.0f }; direction.x = physicBodies[k]->transform.position.x + physicBodies[i]->transform.scale.x/2 - physicBodies[i]->transform.position.x;
relVelocity.x = physicBodies[k]->rigidbody.velocity.x - physicBodies[i]->rigidbody.velocity.x; direction.y = physicBodies[k]->transform.position.y + physicBodies[i]->transform.scale.y/2 - physicBodies[i]->transform.position.y;
relVelocity.y = physicBodies[k]->rigidbody.velocity.y - physicBodies[i]->rigidbody.velocity.y;
// Calculate closest point on rectangle to circle
// Calculate relative velocity in terms of the normal direction Vector2 closestPoint = { 0.0f, 0.0f };
float velAlongNormal = Vector2DotProduct(relVelocity, contactNormal); if (direction.x > 0.0f) closestPoint.x = physicBodies[k]->collider.bounds.x + physicBodies[k]->collider.bounds.width;
else closestPoint.x = physicBodies[k]->collider.bounds.x;
if (direction.y > 0.0f) closestPoint.y = physicBodies[k]->collider.bounds.y + physicBodies[k]->collider.bounds.height;
else closestPoint.y = physicBodies[k]->collider.bounds.y;
// Check if the closest point is inside the circle
if (CheckCollisionPointCircle(closestPoint, physicBodies[i]->transform.position, physicBodies[i]->collider.radius))
{
// Recalculate direction based on closest point position
direction.x = physicBodies[i]->transform.position.x - closestPoint.x;
direction.y = physicBodies[i]->transform.position.y - closestPoint.y;
float distance = Vector2Length(direction);
// Calculate final contact normal
contactNormal.x = direction.x/distance;
contactNormal.y = -direction.y/distance;
// Calculate penetration depth
penetrationDepth = physicBodies[k]->collider.radius - distance;
}
else
{
if (abs(direction.y) < abs(direction.x))
{
// Calculate final contact normal
if (direction.y > 0.0f)
{
contactNormal = (Vector2){ 0.0f, -1.0f };
penetrationDepth = fabs(physicBodies[k]->collider.bounds.y - physicBodies[i]->transform.position.y - physicBodies[i]->collider.radius);
}
else
{
contactNormal = (Vector2){ 0.0f, 1.0f };
penetrationDepth = fabs(physicBodies[k]->collider.bounds.y - physicBodies[i]->transform.position.y + physicBodies[i]->collider.radius);
}
}
else
{
// Calculate final contact normal and penetration depth
if (direction.x > 0.0f)
{
contactNormal = (Vector2){ 1.0f, 0.0f };
penetrationDepth = fabs(physicBodies[i]->transform.position.x + physicBodies[i]->collider.radius - physicBodies[k]->collider.bounds.x);
}
else
{
contactNormal = (Vector2){ -1.0f, 0.0f };
penetrationDepth = fabs(physicBodies[k]->collider.bounds.x + physicBodies[k]->collider.bounds.width - physicBodies[i]->transform.position.x - physicBodies[i]->collider.radius);
}
}
}
}
} break;
case COLLIDER_CIRCLE:
{
// Check if colliders are overlapped
if (CheckCollisionCircles(physicBodies[i]->transform.position, physicBodies[i]->collider.radius, physicBodies[k]->transform.position, physicBodies[k]->collider.radius))
{
// Calculate direction vector between circles
direction.x = physicBodies[k]->transform.position.x - physicBodies[i]->transform.position.x;
direction.y = physicBodies[k]->transform.position.y - physicBodies[i]->transform.position.y;
// Calculate distance between circles
float distance = Vector2Length(direction);
// Check if circles are not completely overlapped
if (distance != 0.0f)
{
// Calculate contact normal direction (Y axis needs to be flipped)
contactNormal.x = direction.x/distance;
contactNormal.y = -direction.y/distance;
}
else contactNormal = (Vector2){ 1.0f, 0.0f }; // Choose random (but consistent) values
}
} break;
default: break;
}
} break;
default: break;
}
// Dot not resolve if velocities are separating // Update rigidbody grounded state
if (velAlongNormal <= 0.0f) if (physicBodies[i]->rigidbody.enabled) physicBodies[i]->rigidbody.isGrounded = (contactNormal.y < 0.0f);
// 2. Calculate collision impulse
// -------------------------------------------------------------------------------------------------------------------------------------
// Calculate relative velocity
Vector2 relVelocity = { 0.0f, 0.0f };
relVelocity.x = physicBodies[k]->rigidbody.velocity.x - physicBodies[i]->rigidbody.velocity.x;
relVelocity.y = physicBodies[k]->rigidbody.velocity.y - physicBodies[i]->rigidbody.velocity.y;
// Calculate relative velocity in terms of the normal direction
float velAlongNormal = Vector2DotProduct(relVelocity, contactNormal);
// Dot not resolve if velocities are separating
if (velAlongNormal <= 0.0f)
{
// Calculate minimum bounciness value from both objects
float e = fminf(physicBodies[i]->rigidbody.bounciness, physicBodies[k]->rigidbody.bounciness);
// Calculate impulse scalar value
float j = -(1.0f + e)*velAlongNormal;
j /= 1.0f/physicBodies[i]->rigidbody.mass + 1.0f/physicBodies[k]->rigidbody.mass;
// Calculate final impulse vector
Vector2 impulse = { j*contactNormal.x, j*contactNormal.y };
// Calculate collision mass ration
float massSum = physicBodies[i]->rigidbody.mass + physicBodies[k]->rigidbody.mass;
float ratio = 0.0f;
// Apply impulse to current rigidbodies velocities if they are enabled
if (physicBodies[i]->rigidbody.enabled)
{ {
// Calculate minimum bounciness value from both objects // Calculate inverted mass ration
float e = fminf(physicBodies[i]->rigidbody.bounciness, physicBodies[k]->rigidbody.bounciness); ratio = physicBodies[i]->rigidbody.mass/massSum;
// Calculate impulse scalar value // Apply impulse direction to velocity
float j = -(1.0f + e)*velAlongNormal; physicBodies[i]->rigidbody.velocity.x -= impulse.x*ratio*(1.0f+physicBodies[i]->rigidbody.bounciness);
j /= 1.0f/physicBodies[i]->rigidbody.mass + 1.0f/physicBodies[k]->rigidbody.mass; physicBodies[i]->rigidbody.velocity.y -= impulse.y*ratio*(1.0f+physicBodies[i]->rigidbody.bounciness);
}
if (physicBodies[k]->rigidbody.enabled)
{
// Calculate inverted mass ration
ratio = physicBodies[k]->rigidbody.mass/massSum;
// Calculate final impulse vector // Apply impulse direction to velocity
Vector2 impulse = { j*contactNormal.x, j*contactNormal.y }; physicBodies[k]->rigidbody.velocity.x += impulse.x*ratio*(1.0f+physicBodies[i]->rigidbody.bounciness);
physicBodies[k]->rigidbody.velocity.y += impulse.y*ratio*(1.0f+physicBodies[i]->rigidbody.bounciness);
}
// 3. Correct colliders overlaping (transform position)
// ---------------------------------------------------------------------------------------------------------------------------------
// Calculate transform position penetration correction
Vector2 posCorrection;
posCorrection.x = penetrationDepth/((1.0f/physicBodies[i]->rigidbody.mass) + (1.0f/physicBodies[k]->rigidbody.mass))*PHYSICS_ERRORPERCENT*contactNormal.x;
posCorrection.y = penetrationDepth/((1.0f/physicBodies[i]->rigidbody.mass) + (1.0f/physicBodies[k]->rigidbody.mass))*PHYSICS_ERRORPERCENT*contactNormal.y;
// Fix transform positions
if (physicBodies[i]->rigidbody.enabled)
{
// Fix physic objects transform position
physicBodies[i]->transform.position.x -= 1.0f/physicBodies[i]->rigidbody.mass*posCorrection.x;
physicBodies[i]->transform.position.y += 1.0f/physicBodies[i]->rigidbody.mass*posCorrection.y;
// Calculate collision mass ration // Update collider bounds
float massSum = physicBodies[i]->rigidbody.mass + physicBodies[k]->rigidbody.mass; physicBodies[i]->collider.bounds = TransformToRectangle(physicBodies[i]->transform);
float ratio = 0.0f;
// Apply impulse to current rigidbodies velocities if they are enabled if (physicBodies[k]->rigidbody.enabled)
if (physicBodies[i]->rigidbody.enabled)
{ {
// Calculate inverted mass ration
ratio = physicBodies[i]->rigidbody.mass/massSum;
// Apply impulse direction to velocity
physicBodies[i]->rigidbody.velocity.x -= impulse.x*ratio*(1.0f+physicBodies[i]->rigidbody.bounciness);
physicBodies[i]->rigidbody.velocity.y -= impulse.y*ratio*(1.0f+physicBodies[i]->rigidbody.bounciness);
}
if (physicBodies[k]->rigidbody.enabled)
{
// Calculate inverted mass ration
ratio = physicBodies[k]->rigidbody.mass/massSum;
// Apply impulse direction to velocity
physicBodies[k]->rigidbody.velocity.x += impulse.x*ratio*(1.0f+physicBodies[i]->rigidbody.bounciness);
physicBodies[k]->rigidbody.velocity.y += impulse.y*ratio*(1.0f+physicBodies[i]->rigidbody.bounciness);
}
// 3. Correct colliders overlaping (transform position)
// ---------------------------------------------------------------------------------------------------------------------------------
// Calculate transform position penetration correction
Vector2 posCorrection;
posCorrection.x = penetrationDepth/((1.0f/physicBodies[i]->rigidbody.mass) + (1.0f/physicBodies[k]->rigidbody.mass))*PHYSICS_ERRORPERCENT*contactNormal.x;
posCorrection.y = penetrationDepth/((1.0f/physicBodies[i]->rigidbody.mass) + (1.0f/physicBodies[k]->rigidbody.mass))*PHYSICS_ERRORPERCENT*contactNormal.y;
// Fix transform positions
if (physicBodies[i]->rigidbody.enabled)
{
// Fix physic objects transform position // Fix physic objects transform position
physicBodies[i]->transform.position.x -= 1.0f/physicBodies[i]->rigidbody.mass*posCorrection.x; physicBodies[k]->transform.position.x += 1.0f/physicBodies[k]->rigidbody.mass*posCorrection.x;
physicBodies[i]->transform.position.y += 1.0f/physicBodies[i]->rigidbody.mass*posCorrection.y; physicBodies[k]->transform.position.y -= 1.0f/physicBodies[k]->rigidbody.mass*posCorrection.y;
// Update collider bounds // Update collider bounds
physicBodies[i]->collider.bounds = TransformToRectangle(physicBodies[i]->transform); physicBodies[k]->collider.bounds = TransformToRectangle(physicBodies[k]->transform);
if (physicBodies[k]->rigidbody.enabled)
{
// Fix physic objects transform position
physicBodies[k]->transform.position.x += 1.0f/physicBodies[k]->rigidbody.mass*posCorrection.x;
physicBodies[k]->transform.position.y -= 1.0f/physicBodies[k]->rigidbody.mass*posCorrection.y;
// Update collider bounds
physicBodies[k]->collider.bounds = TransformToRectangle(physicBodies[k]->transform);
}
} }
} }
} }

View File

@ -582,6 +582,7 @@ Matrix GetCameraMatrix(Camera camera); // Returns camera tr
void SetTargetFPS(int fps); // Set target FPS (maximum) void SetTargetFPS(int fps); // Set target FPS (maximum)
float GetFPS(void); // Returns current FPS float GetFPS(void); // Returns current FPS
float GetFrameTime(void); // Returns time in seconds for one frame float GetFrameTime(void); // Returns time in seconds for one frame
double GetTime(void); // Returns time since InitTimer() was run internally
Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
int GetHexValue(Color color); // Returns hexadecimal value for a Color int GetHexValue(Color color); // Returns hexadecimal value for a Color