Merge 7999bbafa8 into 27ba7de1e4
This commit is contained in:
commit
94dac41794
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@ -13,10 +13,13 @@
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#define PHYSAC_IMPLEMENTATION
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#include "physac.h"
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#include <pthread.h>
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#define MOVE_VELOCITY 5
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#define JUMP_VELOCITY 30
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void* PhysicsThread(void *arg);
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int main()
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{
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// Initialization
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@ -53,6 +56,10 @@ int main()
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// Create pplatform physic object
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PhysicBody platform = CreatePhysicBody((Vector2){ screenWidth/2, screenHeight*0.7f }, 0.0f, (Vector2){ screenWidth*0.25f, 20 });
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// Create physics thread
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pthread_t tid;
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pthread_create(&tid, NULL, &PhysicsThread, NULL);
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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@ -61,10 +68,9 @@ int main()
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdatePhysics(); // Update all created physic objects
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// Check rectangle movement inputs
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if (IsKeyDown('W') && rectangle->rigidbody.isGrounded) rectangle->rigidbody.velocity.y = JUMP_VELOCITY;
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if (IsKeyPressed('W')) rectangle->rigidbody.velocity.y = JUMP_VELOCITY;
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if (IsKeyDown('A')) rectangle->rigidbody.velocity.x = -MOVE_VELOCITY;
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else if (IsKeyDown('D')) rectangle->rigidbody.velocity.x = MOVE_VELOCITY;
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@ -117,6 +123,8 @@ int main()
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// De-Initialization
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//--------------------------------------------------------------------------------------
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pthread_cancel(tid); // Destroy physics thread
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ClosePhysics(); // Unitialize physics (including all loaded objects)
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CloseWindow(); // Close window and OpenGL context
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@ -124,3 +132,23 @@ int main()
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return 0;
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}
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void* PhysicsThread(void *arg)
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{
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// Initialize time variables
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double currentTime = GetTime();
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double previousTime = currentTime;
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// Physics update loop
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while (!WindowShouldClose())
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{
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currentTime = GetTime();
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double deltaTime = (double)(currentTime - previousTime);
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previousTime = currentTime;
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// Delta time value needs to be inverse multiplied by physics time step value (1/target fps)
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UpdatePhysics(deltaTime/PHYSICS_TIMESTEP);
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}
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return NULL;
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}
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@ -13,12 +13,15 @@
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#define PHYSAC_IMPLEMENTATION
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#include "physac.h"
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#include <pthread.h>
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#define FORCE_AMOUNT 5.0f
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#define FORCE_RADIUS 150
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#define LINE_LENGTH 75
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#define TRIANGLE_LENGTH 12
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void* PhysicsThread(void *arg);
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int main()
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{
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// Initialization
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@ -61,6 +64,10 @@ int main()
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PhysicBody topWall = CreatePhysicBody((Vector2){ screenWidth/2, -25 }, 0.0f, (Vector2){ screenWidth, 50 });
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PhysicBody bottomWall = CreatePhysicBody((Vector2){ screenWidth/2, screenHeight + 25 }, 0.0f, (Vector2){ screenWidth, 50 });
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// Create physics thread
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pthread_t tid;
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pthread_create(&tid, NULL, &PhysicsThread, NULL);
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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@ -69,7 +76,6 @@ int main()
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdatePhysics(); // Update all created physic objects
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// Update mouse position value
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mousePosition = GetMousePosition();
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@ -174,6 +180,8 @@ int main()
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// De-Initialization
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//--------------------------------------------------------------------------------------
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pthread_cancel(tid); // Destroy physics thread
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ClosePhysics(); // Unitialize physics module
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CloseWindow(); // Close window and OpenGL context
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@ -181,3 +189,23 @@ int main()
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return 0;
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}
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void* PhysicsThread(void *arg)
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{
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// Initialize time variables
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double currentTime = GetTime();
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double previousTime = currentTime;
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// Physics update loop
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while (!WindowShouldClose())
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{
|
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currentTime = GetTime();
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double deltaTime = (double)(currentTime - previousTime);
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previousTime = currentTime;
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|
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// Delta time value needs to be inverse multiplied by physics time step value (1/target fps)
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UpdatePhysics(deltaTime/PHYSICS_TIMESTEP);
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}
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return NULL;
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}
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@ -290,7 +290,6 @@ static void InitDisplay(int width, int height); // Initialize display de
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static void InitGraphics(void); // Initialize OpenGL graphics
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static void SetupFramebufferSize(int displayWidth, int displayHeight);
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static void InitTimer(void); // Initialize timer
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static double GetTime(void); // Returns time since InitTimer() was run
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static bool GetKeyStatus(int key); // Returns if a key has been pressed
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static bool GetMouseButtonStatus(int button); // Returns if a mouse button has been pressed
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static void PollInputEvents(void); // Register user events
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@ -2039,7 +2038,7 @@ static void InitTimer(void)
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}
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// Get current time measure (in seconds) since InitTimer()
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static double GetTime(void)
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double GetTime(void)
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{
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
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return glfwGetTime();
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641
src/physac.h
641
src/physac.h
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@ -146,7 +146,7 @@ typedef struct PhysicBodyData {
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// Module Functions Declaration
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//----------------------------------------------------------------------------------
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PHYSACDEF void InitPhysics(Vector2 gravity); // Initializes pointers array (just pointers, fixed size)
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PHYSACDEF void UpdatePhysics(); // Update physic objects, calculating physic behaviours and collisions detection
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PHYSACDEF void UpdatePhysics(double deltaTime); // Update physic objects, calculating physic behaviours and collisions detection
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PHYSACDEF void ClosePhysics(); // Unitialize all physic objects and empty the objects pool
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PHYSACDEF PhysicBody CreatePhysicBody(Vector2 position, float rotation, Vector2 scale); // Create a new physic body dinamically, initialize it and add to pool
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@ -182,7 +182,7 @@ PHYSACDEF Rectangle TransformToRectangle(Transform transform);
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// Defines and Macros
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//----------------------------------------------------------------------------------
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#define MAX_PHYSIC_BODIES 256 // Maximum available physic bodies slots in bodies pool
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#define PHYSICS_STEPS 64 // Physics update steps per frame for improved collision-detection
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#define PHYSICS_TIMESTEP 0.016666 // Physics fixed time step (1/fps)
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#define PHYSICS_ACCURACY 0.0001f // Velocity subtract operations round filter (friction)
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#define PHYSICS_ERRORPERCENT 0.001f // Collision resolve position fix
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@ -218,376 +218,367 @@ PHYSACDEF void InitPhysics(Vector2 gravity)
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}
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// Update physic objects, calculating physic behaviours and collisions detection
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PHYSACDEF void UpdatePhysics()
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PHYSACDEF void UpdatePhysics(double deltaTime)
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{
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// Reset all physic objects is grounded state
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for (int i = 0; i < physicBodiesCount; i++) physicBodies[i]->rigidbody.isGrounded = false;
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for (int steps = 0; steps < PHYSICS_STEPS; steps++)
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for (int i = 0; i < physicBodiesCount; i++)
|
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{
|
||||
for (int i = 0; i < physicBodiesCount; i++)
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if (physicBodies[i]->enabled)
|
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{
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if (physicBodies[i]->enabled)
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// Update physic behaviour
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if (physicBodies[i]->rigidbody.enabled)
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{
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// Update physic behaviour
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if (physicBodies[i]->rigidbody.enabled)
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// Apply friction to acceleration in X axis
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if (physicBodies[i]->rigidbody.acceleration.x > PHYSICS_ACCURACY) physicBodies[i]->rigidbody.acceleration.x -= physicBodies[i]->rigidbody.friction*deltaTime;
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else if (physicBodies[i]->rigidbody.acceleration.x < PHYSICS_ACCURACY) physicBodies[i]->rigidbody.acceleration.x += physicBodies[i]->rigidbody.friction*deltaTime;
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else physicBodies[i]->rigidbody.acceleration.x = 0.0f;
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// Apply friction to acceleration in Y axis
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if (physicBodies[i]->rigidbody.acceleration.y > PHYSICS_ACCURACY) physicBodies[i]->rigidbody.acceleration.y -= physicBodies[i]->rigidbody.friction*deltaTime;
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else if (physicBodies[i]->rigidbody.acceleration.y < PHYSICS_ACCURACY) physicBodies[i]->rigidbody.acceleration.y += physicBodies[i]->rigidbody.friction*deltaTime;
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else physicBodies[i]->rigidbody.acceleration.y = 0.0f;
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// Apply friction to velocity in X axis
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if (physicBodies[i]->rigidbody.velocity.x > PHYSICS_ACCURACY) physicBodies[i]->rigidbody.velocity.x -= physicBodies[i]->rigidbody.friction*deltaTime;
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else if (physicBodies[i]->rigidbody.velocity.x < PHYSICS_ACCURACY) physicBodies[i]->rigidbody.velocity.x += physicBodies[i]->rigidbody.friction*deltaTime;
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else physicBodies[i]->rigidbody.velocity.x = 0.0f;
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// Apply friction to velocity in Y axis
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if (physicBodies[i]->rigidbody.velocity.y > PHYSICS_ACCURACY) physicBodies[i]->rigidbody.velocity.y -= physicBodies[i]->rigidbody.friction*deltaTime;
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else if (physicBodies[i]->rigidbody.velocity.y < PHYSICS_ACCURACY) physicBodies[i]->rigidbody.velocity.y += physicBodies[i]->rigidbody.friction*deltaTime;
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else physicBodies[i]->rigidbody.velocity.y = 0.0f;
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// Apply gravity to velocity
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if (physicBodies[i]->rigidbody.applyGravity)
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{
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// Apply friction to acceleration in X axis
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if (physicBodies[i]->rigidbody.acceleration.x > PHYSICS_ACCURACY) physicBodies[i]->rigidbody.acceleration.x -= physicBodies[i]->rigidbody.friction/PHYSICS_STEPS;
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else if (physicBodies[i]->rigidbody.acceleration.x < PHYSICS_ACCURACY) physicBodies[i]->rigidbody.acceleration.x += physicBodies[i]->rigidbody.friction/PHYSICS_STEPS;
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else physicBodies[i]->rigidbody.acceleration.x = 0.0f;
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// Apply friction to acceleration in Y axis
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if (physicBodies[i]->rigidbody.acceleration.y > PHYSICS_ACCURACY) physicBodies[i]->rigidbody.acceleration.y -= physicBodies[i]->rigidbody.friction/PHYSICS_STEPS;
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else if (physicBodies[i]->rigidbody.acceleration.y < PHYSICS_ACCURACY) physicBodies[i]->rigidbody.acceleration.y += physicBodies[i]->rigidbody.friction/PHYSICS_STEPS;
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else physicBodies[i]->rigidbody.acceleration.y = 0.0f;
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// Apply friction to velocity in X axis
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if (physicBodies[i]->rigidbody.velocity.x > PHYSICS_ACCURACY) physicBodies[i]->rigidbody.velocity.x -= physicBodies[i]->rigidbody.friction/PHYSICS_STEPS;
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else if (physicBodies[i]->rigidbody.velocity.x < PHYSICS_ACCURACY) physicBodies[i]->rigidbody.velocity.x += physicBodies[i]->rigidbody.friction/PHYSICS_STEPS;
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else physicBodies[i]->rigidbody.velocity.x = 0.0f;
|
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// Apply friction to velocity in Y axis
|
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if (physicBodies[i]->rigidbody.velocity.y > PHYSICS_ACCURACY) physicBodies[i]->rigidbody.velocity.y -= physicBodies[i]->rigidbody.friction/PHYSICS_STEPS;
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else if (physicBodies[i]->rigidbody.velocity.y < PHYSICS_ACCURACY) physicBodies[i]->rigidbody.velocity.y += physicBodies[i]->rigidbody.friction/PHYSICS_STEPS;
|
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else physicBodies[i]->rigidbody.velocity.y = 0.0f;
|
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|
||||
// 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;
|
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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;
|
||||
physicBodies[i]->rigidbody.velocity.x += gravityForce.x*deltaTime;
|
||||
physicBodies[i]->rigidbody.velocity.y += gravityForce.y*deltaTime;
|
||||
}
|
||||
|
||||
// Update collision detection
|
||||
if (physicBodies[i]->collider.enabled)
|
||||
// Apply acceleration to velocity
|
||||
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
|
||||
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)
|
||||
{
|
||||
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
|
||||
// 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:
|
||||
{
|
||||
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
|
||||
if (CheckCollisionRecs(physicBodies[i]->collider.bounds, physicBodies[k]->collider.bounds))
|
||||
// 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);
|
||||
direction.y = (physicBodies[k]->transform.position.y + physicBodies[k]->transform.scale.y/2) - (physicBodies[i]->transform.position.y + physicBodies[i]->transform.scale.y/2);
|
||||
|
||||
// Define overlapping and penetration attributes
|
||||
Vector2 overlap;
|
||||
|
||||
// Calculate overlap on X axis
|
||||
overlap.x = (physicBodies[i]->transform.scale.x + physicBodies[k]->transform.scale.x)/2 - abs(direction.x);
|
||||
|
||||
// SAT test on X axis
|
||||
if (overlap.x > 0.0f)
|
||||
{
|
||||
// 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);
|
||||
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 overlap on Y axis
|
||||
overlap.y = (physicBodies[i]->transform.scale.y + physicBodies[k]->transform.scale.y)/2 - abs(direction.y);
|
||||
|
||||
// Define overlapping and penetration attributes
|
||||
Vector2 overlap;
|
||||
|
||||
// Calculate overlap on X axis
|
||||
overlap.x = (physicBodies[i]->transform.scale.x + physicBodies[k]->transform.scale.x)/2 - abs(direction.x);
|
||||
|
||||
// SAT test on X axis
|
||||
if (overlap.x > 0.0f)
|
||||
// SAT test on Y axis
|
||||
if (overlap.y > 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)
|
||||
{
|
||||
// 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 };
|
||||
// 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
|
||||
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))
|
||||
{
|
||||
// Recalculate direction based on closest point position
|
||||
direction.x = physicBodies[k]->transform.position.x - closestPoint.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
|
||||
if (direction.y > 0.0f)
|
||||
{
|
||||
contactNormal = (Vector2){ 0.0f, -1.0f };
|
||||
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);
|
||||
}
|
||||
// Update penetration depth for position correction
|
||||
penetrationDepth = overlap.x;
|
||||
}
|
||||
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);
|
||||
}
|
||||
// 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;
|
||||
}
|
||||
} break;
|
||||
case COLLIDER_CIRCLE:
|
||||
{
|
||||
switch (physicBodies[k]->collider.type)
|
||||
}
|
||||
} break;
|
||||
case COLLIDER_CIRCLE:
|
||||
{
|
||||
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
|
||||
direction.x = physicBodies[k]->transform.position.x + physicBodies[i]->transform.scale.x/2 - physicBodies[i]->transform.position.x;
|
||||
direction.y = physicBodies[k]->transform.position.y + physicBodies[i]->transform.scale.y/2 - physicBodies[i]->transform.position.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
|
||||
// Recalculate direction based on closest point position
|
||||
direction.x = physicBodies[k]->transform.position.x - closestPoint.x;
|
||||
direction.y = physicBodies[k]->transform.position.y - closestPoint.y;
|
||||
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;
|
||||
}
|
||||
// Calculate final contact normal
|
||||
contactNormal.x = direction.x/distance;
|
||||
contactNormal.y = -direction.y/distance;
|
||||
|
||||
// Update rigidbody grounded state
|
||||
// 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[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:
|
||||
{
|
||||
switch (physicBodies[k]->collider.type)
|
||||
{
|
||||
case COLLIDER_RECTANGLE:
|
||||
{
|
||||
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.scale.x/2 - physicBodies[i]->transform.position.x;
|
||||
direction.y = physicBodies[k]->transform.position.y + physicBodies[i]->transform.scale.y/2 - physicBodies[i]->transform.position.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);
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
||||
// Update rigidbody grounded state
|
||||
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)
|
||||
{
|
||||
if (contactNormal.y < 0.0f) physicBodies[i]->rigidbody.isGrounded = true;
|
||||
// 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);
|
||||
}
|
||||
|
||||
// 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)
|
||||
if (physicBodies[k]->rigidbody.enabled)
|
||||
{
|
||||
// Calculate minimum bounciness value from both objects
|
||||
float e = fminf(physicBodies[i]->rigidbody.bounciness, physicBodies[k]->rigidbody.bounciness);
|
||||
// Calculate inverted mass ration
|
||||
ratio = physicBodies[k]->rigidbody.mass/massSum;
|
||||
|
||||
// Calculate impulse scalar value
|
||||
float j = -(1.0f + e)*velAlongNormal;
|
||||
j /= 1.0f/physicBodies[i]->rigidbody.mass + 1.0f/physicBodies[k]->rigidbody.mass;
|
||||
// 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);
|
||||
}
|
||||
|
||||
// Calculate final impulse vector
|
||||
Vector2 impulse = { j*contactNormal.x, j*contactNormal.y };
|
||||
// 3. Correct colliders overlaping (transform position)
|
||||
// ---------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
// Calculate collision mass ration
|
||||
float massSum = physicBodies[i]->rigidbody.mass + physicBodies[k]->rigidbody.mass;
|
||||
float ratio = 0.0f;
|
||||
// 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;
|
||||
|
||||
// Apply impulse to current rigidbodies velocities if they are enabled
|
||||
if (physicBodies[i]->rigidbody.enabled)
|
||||
{
|
||||
// Calculate inverted mass ration
|
||||
ratio = physicBodies[i]->rigidbody.mass/massSum;
|
||||
// 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;
|
||||
|
||||
// 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);
|
||||
}
|
||||
// Update collider bounds
|
||||
physicBodies[i]->collider.bounds = TransformToRectangle(physicBodies[i]->transform);
|
||||
|
||||
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
|
||||
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;
|
||||
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[i]->collider.bounds = TransformToRectangle(physicBodies[i]->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);
|
||||
}
|
||||
physicBodies[k]->collider.bounds = TransformToRectangle(physicBodies[k]->transform);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user