raylib/src/physac.h
victorfisac c10c49e44f Convert physac module from static steps to fixed time steps
Old physics update system used a static number of steps to calculate
physics (450 for desktop and 64 for android). It was too much and it was
limited by target frame time...

Now physics update runs in a secondary thread using a fixed delta time
value to update steps. Collisions are perfectly detected and resolved
and performance has been improved so much.
2016-06-11 18:35:46 +02:00

733 lines
41 KiB
C

/**********************************************************************************************
*
* physac 1.0 - 2D Physics library for raylib (https://github.com/raysan5/raylib)
*
* // TODO: Description...
*
* CONFIGURATION:
*
* #define PHYSAC_IMPLEMENTATION
* Generates the implementation of the library into the included file.
* If not defined, the library is in header only mode and can be included in other headers
* or source files without problems. But only ONE file should hold the implementation.
*
* #define PHYSAC_STATIC (defined by default)
* The generated implementation will stay private inside implementation file and all
* internal symbols and functions will only be visible inside that file.
*
* #define PHYSAC_STANDALONE
* Avoid raylib.h header inclusion in this file. Data types defined on raylib are defined
* internally in the library and input management and drawing functions must be provided by
* the user (check library implementation for further details).
*
* #define PHYSAC_MALLOC()
* #define PHYSAC_FREE()
* You can define your own malloc/free implementation replacing stdlib.h malloc()/free() functions.
* Otherwise it will include stdlib.h and use the C standard library malloc()/free() function.
*
* LIMITATIONS:
*
* // TODO.
*
* VERSIONS:
*
* 1.0 (09-Jun-2016) Module names review and converted to header-only.
* 0.9 (23-Mar-2016) Complete module redesign, steps-based for better physics resolution.
* 0.3 (13-Feb-2016) Reviewed to add PhysicObjects pool.
* 0.2 (03-Jan-2016) Improved physics calculations.
* 0.1 (30-Dec-2015) Initial release.
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2016 Victor Fisac (main developer) and Ramon Santamaria
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#ifndef PHYSAC_H
#define PHYSAC_H
#if !defined(RAYGUI_STANDALONE)
#include "raylib.h"
#endif
#define PHYSAC_STATIC
#ifdef PHYSAC_STATIC
#define PHYSACDEF static // Functions just visible to module including this file
#else
#ifdef __cplusplus
#define PHYSACDEF extern "C" // Functions visible from other files (no name mangling of functions in C++)
#else
#define PHYSACDEF extern // Functions visible from other files
#endif
#endif
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
// ...
//----------------------------------------------------------------------------------
// Types and Structures Definition
// NOTE: Below types are required for PHYSAC_STANDALONE usage
//----------------------------------------------------------------------------------
#if defined(PHYSAC_STANDALONE)
#ifndef __cplusplus
// Boolean type
#ifndef true
typedef enum { false, true } bool;
#endif
#endif
// Vector2 type
typedef struct Vector2 {
float x;
float y;
} Vector2;
// Rectangle type
typedef struct Rectangle {
int x;
int y;
int width;
int height;
} Rectangle;
#endif
typedef enum { COLLIDER_CIRCLE, COLLIDER_RECTANGLE } ColliderType;
typedef struct Transform {
Vector2 position;
float rotation; // Radians (not used)
Vector2 scale; // Just for rectangle physic objects, for circle physic objects use collider radius and keep scale as { 0, 0 }
} Transform;
typedef struct Rigidbody {
bool enabled; // Acts as kinematic state (collisions are calculated anyway)
float mass;
Vector2 acceleration;
Vector2 velocity;
bool applyGravity;
bool isGrounded;
float friction; // Normalized value
float bounciness;
} Rigidbody;
typedef struct Collider {
bool enabled;
ColliderType type;
Rectangle bounds; // Used for COLLIDER_RECTANGLE
int radius; // Used for COLLIDER_CIRCLE
} Collider;
typedef struct PhysicBodyData {
unsigned int id;
Transform transform;
Rigidbody rigidbody;
Collider collider;
bool enabled;
} PhysicBodyData, *PhysicBody;
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
PHYSACDEF void InitPhysics(Vector2 gravity); // Initializes pointers array (just pointers, fixed size)
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
PHYSACDEF void DestroyPhysicBody(PhysicBody pbody); // Destroy a specific physic body and take it out of the list
PHYSACDEF void ApplyForce(PhysicBody pbody, Vector2 force); // Apply directional force to a physic body
PHYSACDEF void ApplyForceAtPosition(Vector2 position, float force, float radius); // Apply radial force to all physic objects in range
PHYSACDEF Rectangle TransformToRectangle(Transform transform); // Convert Transform data type to Rectangle (position and scale)
#endif // PHYSAC_H
/***********************************************************************************
*
* PHYSAC IMPLEMENTATION
*
************************************************************************************/
#if defined(PHYSAC_IMPLEMENTATION)
// Check if custom malloc/free functions defined, if not, using standard ones
#if !defined(PHYSAC_MALLOC)
#include <stdlib.h> // Required for: malloc(), free()
#define PHYSAC_MALLOC(size) malloc(size)
#define PHYSAC_FREE(ptr) free(ptr)
#endif
#include <math.h> // Required for: cos(), sin(), abs(), fminf()
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
#define MAX_PHYSIC_BODIES 256 // Maximum available physic bodies slots in bodies pool
#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
//----------------------------------------------------------------------------------
// Types and Structures Definition
// NOTE: Below types are required for PHYSAC_STANDALONE usage
//----------------------------------------------------------------------------------
// ...
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
static PhysicBody physicBodies[MAX_PHYSIC_BODIES]; // Physic bodies pool
static int physicBodiesCount; // Counts current enabled physic bodies
static Vector2 gravityForce; // Gravity force
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
static float Vector2DotProduct(Vector2 v1, Vector2 v2); // Returns the dot product of two Vector2
static float Vector2Length(Vector2 v); // Returns the length of a Vector2
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
// Initializes pointers array (just pointers, fixed size)
PHYSACDEF void InitPhysics(Vector2 gravity)
{
// Initialize physics variables
physicBodiesCount = 0;
gravityForce = gravity;
}
// Update physic objects, calculating physic behaviours and collisions detection
PHYSACDEF void UpdatePhysics(double deltaTime)
{
for (int i = 0; i < physicBodiesCount; i++)
{
if (physicBodies[i]->enabled)
{
// Update physic behaviour
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*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)
{
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*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++)
{
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)
{
case COLLIDER_RECTANGLE:
{
switch (physicBodies[k]->collider.type)
{
case COLLIDER_RECTANGLE:
{
// 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 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
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);
}
}
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)
{
// 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
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;
// 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);
}
}
}
}
}
}
}
}
}
// Unitialize all physic objects and empty the objects pool
PHYSACDEF void ClosePhysics()
{
// Free all dynamic memory allocations
for (int i = 0; i < physicBodiesCount; i++) PHYSAC_FREE(physicBodies[i]);
// Reset enabled physic objects count
physicBodiesCount = 0;
}
// Create a new physic body dinamically, initialize it and add to pool
PHYSACDEF PhysicBody CreatePhysicBody(Vector2 position, float rotation, Vector2 scale)
{
// Allocate dynamic memory
PhysicBody obj = (PhysicBody)PHYSAC_MALLOC(sizeof(PhysicBodyData));
// Initialize physic body values with generic values
obj->id = physicBodiesCount;
obj->enabled = true;
obj->transform = (Transform){ (Vector2){ position.x - scale.x/2, position.y - scale.y/2 }, rotation, scale };
obj->rigidbody.enabled = false;
obj->rigidbody.mass = 1.0f;
obj->rigidbody.acceleration = (Vector2){ 0.0f, 0.0f };
obj->rigidbody.velocity = (Vector2){ 0.0f, 0.0f };
obj->rigidbody.applyGravity = false;
obj->rigidbody.isGrounded = false;
obj->rigidbody.friction = 0.0f;
obj->rigidbody.bounciness = 0.0f;
obj->collider.enabled = true;
obj->collider.type = COLLIDER_RECTANGLE;
obj->collider.bounds = TransformToRectangle(obj->transform);
obj->collider.radius = 0.0f;
// Add new physic body to the pointers array
physicBodies[physicBodiesCount] = obj;
// Increase enabled physic bodies count
physicBodiesCount++;
return obj;
}
// Destroy a specific physic body and take it out of the list
PHYSACDEF void DestroyPhysicBody(PhysicBody pbody)
{
// Free dynamic memory allocation
PHYSAC_FREE(physicBodies[pbody->id]);
// Remove *obj from the pointers array
for (int i = pbody->id; i < physicBodiesCount; i++)
{
// Resort all the following pointers of the array
if ((i + 1) < physicBodiesCount)
{
physicBodies[i] = physicBodies[i + 1];
physicBodies[i]->id = physicBodies[i + 1]->id;
}
else PHYSAC_FREE(physicBodies[i]);
}
// Decrease enabled physic bodies count
physicBodiesCount--;
}
// Apply directional force to a physic body
PHYSACDEF void ApplyForce(PhysicBody pbody, Vector2 force)
{
if (pbody->rigidbody.enabled)
{
pbody->rigidbody.velocity.x += force.x/pbody->rigidbody.mass;
pbody->rigidbody.velocity.y += force.y/pbody->rigidbody.mass;
}
}
// Apply radial force to all physic objects in range
PHYSACDEF void ApplyForceAtPosition(Vector2 position, float force, float radius)
{
for (int i = 0; i < physicBodiesCount; i++)
{
if (physicBodies[i]->rigidbody.enabled)
{
// Calculate direction and distance between force and physic body position
Vector2 distance = (Vector2){ physicBodies[i]->transform.position.x - position.x, physicBodies[i]->transform.position.y - position.y };
if (physicBodies[i]->collider.type == COLLIDER_RECTANGLE)
{
distance.x += physicBodies[i]->transform.scale.x/2;
distance.y += physicBodies[i]->transform.scale.y/2;
}
float distanceLength = Vector2Length(distance);
// Check if physic body is in force range
if (distanceLength <= radius)
{
// Normalize force direction
distance.x /= distanceLength;
distance.y /= -distanceLength;
// Calculate final force
Vector2 finalForce = { distance.x*force, distance.y*force };
// Apply force to the physic body
ApplyForce(physicBodies[i], finalForce);
}
}
}
}
// Convert Transform data type to Rectangle (position and scale)
PHYSACDEF Rectangle TransformToRectangle(Transform transform)
{
return (Rectangle){transform.position.x, transform.position.y, transform.scale.x, transform.scale.y};
}
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
// Returns the dot product of two Vector2
static float Vector2DotProduct(Vector2 v1, Vector2 v2)
{
float result;
result = v1.x*v2.x + v1.y*v2.y;
return result;
}
static float Vector2Length(Vector2 v)
{
float result;
result = sqrt(v.x*v.x + v.y*v.y);
return result;
}
#endif // PHYSAC_IMPLEMENTATION