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

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@ -13,10 +13,13 @@
#define PHYSAC_IMPLEMENTATION
#include "physac.h"
#include <pthread.h>
#define MOVE_VELOCITY 5
#define JUMP_VELOCITY 30
void* PhysicsThread(void *arg);
int main()
{
// Initialization
@ -53,6 +56,10 @@ int main()
// Create pplatform physic object
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);
//--------------------------------------------------------------------------------------
@ -61,10 +68,9 @@ int main()
{
// Update
//----------------------------------------------------------------------------------
UpdatePhysics(); // Update all created physic objects
// 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;
else if (IsKeyDown('D')) rectangle->rigidbody.velocity.x = MOVE_VELOCITY;
@ -117,6 +123,8 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
pthread_cancel(tid); // Destroy physics thread
ClosePhysics(); // Unitialize physics (including all loaded objects)
CloseWindow(); // Close window and OpenGL context
@ -124,3 +132,23 @@ int main()
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;
}

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@ -13,12 +13,15 @@
#define PHYSAC_IMPLEMENTATION
#include "physac.h"
#include <pthread.h>
#define FORCE_AMOUNT 5.0f
#define FORCE_RADIUS 150
#define LINE_LENGTH 75
#define TRIANGLE_LENGTH 12
void* PhysicsThread(void *arg);
int main()
{
// Initialization
@ -61,6 +64,10 @@ int main()
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 });
// Create physics thread
pthread_t tid;
pthread_create(&tid, NULL, &PhysicsThread, NULL);
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
@ -69,7 +76,6 @@ int main()
{
// Update
//----------------------------------------------------------------------------------
UpdatePhysics(); // Update all created physic objects
// Update mouse position value
mousePosition = GetMousePosition();
@ -174,6 +180,8 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
pthread_cancel(tid); // Destroy physics thread
ClosePhysics(); // Unitialize physics module
CloseWindow(); // Close window and OpenGL context
@ -181,3 +189,23 @@ int main()
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;
}

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

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@ -146,7 +146,7 @@ typedef struct PhysicBodyData {
// Module Functions Declaration
//----------------------------------------------------------------------------------
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 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
//----------------------------------------------------------------------------------
#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_ERRORPERCENT 0.001f // Collision resolve position fix
@ -218,12 +218,7 @@ PHYSACDEF void InitPhysics(Vector2 gravity)
}
// Update physic objects, calculating physic behaviours and collisions detection
PHYSACDEF void UpdatePhysics()
{
// Reset all physic objects is grounded state
for (int i = 0; i < physicBodiesCount; i++) physicBodies[i]->rigidbody.isGrounded = false;
for (int steps = 0; steps < PHYSICS_STEPS; steps++)
PHYSACDEF void UpdatePhysics(double deltaTime)
{
for (int i = 0; i < physicBodiesCount; i++)
{
@ -233,39 +228,39 @@ PHYSACDEF void UpdatePhysics()
if (physicBodies[i]->rigidbody.enabled)
{
// Apply friction to acceleration in X axis
if (physicBodies[i]->rigidbody.acceleration.x > PHYSICS_ACCURACY) physicBodies[i]->rigidbody.acceleration.x -= physicBodies[i]->rigidbody.friction/PHYSICS_STEPS;
else if (physicBodies[i]->rigidbody.acceleration.x < PHYSICS_ACCURACY) physicBodies[i]->rigidbody.acceleration.x += physicBodies[i]->rigidbody.friction/PHYSICS_STEPS;
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/PHYSICS_STEPS;
else if (physicBodies[i]->rigidbody.acceleration.y < PHYSICS_ACCURACY) physicBodies[i]->rigidbody.acceleration.y += physicBodies[i]->rigidbody.friction/PHYSICS_STEPS;
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/PHYSICS_STEPS;
else if (physicBodies[i]->rigidbody.velocity.x < PHYSICS_ACCURACY) physicBodies[i]->rigidbody.velocity.x += physicBodies[i]->rigidbody.friction/PHYSICS_STEPS;
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/PHYSICS_STEPS;
else if (physicBodies[i]->rigidbody.velocity.y < PHYSICS_ACCURACY) physicBodies[i]->rigidbody.velocity.y += physicBodies[i]->rigidbody.friction/PHYSICS_STEPS;
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)
{
physicBodies[i]->rigidbody.velocity.x += gravityForce.x/PHYSICS_STEPS;
physicBodies[i]->rigidbody.velocity.y += gravityForce.y/PHYSICS_STEPS;
physicBodies[i]->rigidbody.velocity.x += gravityForce.x*deltaTime;
physicBodies[i]->rigidbody.velocity.y += gravityForce.y*deltaTime;
}
// 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;
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/PHYSICS_STEPS;
physicBodies[i]->transform.position.y -= physicBodies[i]->rigidbody.velocity.y/PHYSICS_STEPS;
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
@ -507,10 +502,7 @@ PHYSACDEF void UpdatePhysics()
}
// Update rigidbody grounded state
if (physicBodies[i]->rigidbody.enabled)
{
if (contactNormal.y < 0.0f) physicBodies[i]->rigidbody.isGrounded = true;
}
if (physicBodies[i]->rigidbody.enabled) physicBodies[i]->rigidbody.isGrounded = (contactNormal.y < 0.0f);
// 2. Calculate collision impulse
// -------------------------------------------------------------------------------------------------------------------------------------
@ -596,7 +588,6 @@ PHYSACDEF void UpdatePhysics()
}
}
}
}
// Unitialize all physic objects and empty the objects pool
PHYSACDEF void ClosePhysics()

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@ -582,6 +582,7 @@ Matrix GetCameraMatrix(Camera camera); // Returns camera tr
void SetTargetFPS(int fps); // Set target FPS (maximum)
float GetFPS(void); // Returns current FPS
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
int GetHexValue(Color color); // Returns hexadecimal value for a Color