Update C sources, add new functions and rename package to

This commit is contained in:
Milan Nikolic 2018-10-08 18:56:34 +02:00
parent 391c25482d
commit 08aa518a46
156 changed files with 34542 additions and 19573 deletions

View file

@ -26,11 +26,11 @@ type Polygon struct {
// Current used vertex and normals count
VertexCount int
// Polygon vertex positions vectors
Vertices [maxVertices]raylib.Vector2
Vertices [maxVertices]rl.Vector2
// Polygon vertex normals vectors
Normals [maxVertices]raylib.Vector2
Normals [maxVertices]rl.Vector2
// Vertices transform matrix 2x2
Transform raylib.Mat2
Transform rl.Mat2
}
// Shape type
@ -50,11 +50,11 @@ type Body struct {
// Enabled dynamics state (collisions are calculated anyway)
Enabled bool
// Physics body shape pivot
Position raylib.Vector2
Position rl.Vector2
// Current linear velocity applied to position
Velocity raylib.Vector2
Velocity rl.Vector2
// Current linear force (reset to 0 every step)
Force raylib.Vector2
Force rl.Vector2
// Current angular velocity applied to orient
AngularVelocity float32
// Current angular force (reset to 0 every step)
@ -94,9 +94,9 @@ type manifold struct {
// Depth of penetration from collision
Penetration float32
// Normal direction vector from 'a' to 'b'
Normal raylib.Vector2
Normal rl.Vector2
// Points of contact during collision
Contacts [2]raylib.Vector2
Contacts [2]rl.Vector2
// Current collision number of contacts
ContactsCount int
// Mixed restitution during collision
@ -132,20 +132,26 @@ var (
manifolds []*manifold
// Physics world gravity force
gravityForce raylib.Vector2
gravityForce rl.Vector2
// Delta time used for physics steps
// Delta time used for physics steps, in milliseconds
deltaTime float32
)
// Init - initializes physics values
func Init() {
gravityForce = raylib.NewVector2(0, 9.81/1000)
deltaTime = 1.0 / 60.0 / 10.0 * 1000
gravityForce = rl.NewVector2(0, 9.81)
bodies = make([]*Body, 0, maxBodies)
manifolds = make([]*manifold, 0, maxManifolds)
}
// Sets physics fixed time step in milliseconds. 1.666666 by default
func SetPhysicsTimeStep(delta float32) {
deltaTime = delta
}
// SetGravity - Sets physics global gravity force
func SetGravity(x, y float32) {
gravityForce.X = x
@ -153,19 +159,19 @@ func SetGravity(x, y float32) {
}
// NewBodyCircle - Creates a new circle physics body with generic parameters
func NewBodyCircle(pos raylib.Vector2, radius, density float32) *Body {
func NewBodyCircle(pos rl.Vector2, radius, density float32) *Body {
return NewBodyPolygon(pos, radius, circleVertices, density)
}
// NewBodyRectangle - Creates a new rectangle physics body with generic parameters
func NewBodyRectangle(pos raylib.Vector2, width, height, density float32) *Body {
func NewBodyRectangle(pos rl.Vector2, width, height, density float32) *Body {
newBody := &Body{}
// Initialize new body with generic values
newBody.Enabled = true
newBody.Position = pos
newBody.Velocity = raylib.Vector2{}
newBody.Force = raylib.Vector2{}
newBody.Velocity = rl.Vector2{}
newBody.Force = rl.Vector2{}
newBody.AngularVelocity = 0
newBody.Torque = 0
newBody.Orient = 0
@ -173,10 +179,10 @@ func NewBodyRectangle(pos raylib.Vector2, width, height, density float32) *Body
newBody.Shape = Shape{}
newBody.Shape.Type = PolygonShape
newBody.Shape.Body = newBody
newBody.Shape.VertexData = newRectanglePolygon(pos, raylib.NewVector2(width, height))
newBody.Shape.VertexData = newRectanglePolygon(pos, rl.NewVector2(width, height))
// Calculate centroid and moment of inertia
center := raylib.Vector2{}
center := rl.Vector2{}
area := float32(0.0)
inertia := float32(0.0)
k := float32(1.0) / 3.0
@ -238,14 +244,14 @@ func NewBodyRectangle(pos raylib.Vector2, width, height, density float32) *Body
}
// NewBodyPolygon - Creates a new polygon physics body with generic parameters
func NewBodyPolygon(pos raylib.Vector2, radius float32, sides int, density float32) *Body {
func NewBodyPolygon(pos rl.Vector2, radius float32, sides int, density float32) *Body {
newBody := &Body{}
// Initialize new body with generic values
newBody.Enabled = true
newBody.Position = pos
newBody.Velocity = raylib.Vector2{}
newBody.Force = raylib.Vector2{}
newBody.Velocity = rl.Vector2{}
newBody.Force = rl.Vector2{}
newBody.AngularVelocity = 0
newBody.Torque = 0
newBody.Orient = 0
@ -256,7 +262,7 @@ func NewBodyPolygon(pos raylib.Vector2, radius float32, sides int, density float
newBody.Shape.VertexData = newRandomPolygon(radius, sides)
// Calculate centroid and moment of inertia
center := raylib.Vector2{}
center := rl.Vector2{}
area := float32(0.0)
inertia := float32(0.0)
alpha := float32(1.0) / 3.0
@ -334,7 +340,7 @@ func GetBody(index int) *Body {
if index < len(bodies) {
body = bodies[index]
} else {
raylib.TraceLog(raylib.LogDebug, "[PHYSAC] physics body index is out of bounds")
rl.TraceLog(rl.LogDebug, "[PHYSAC] physics body index is out of bounds")
}
return body
@ -347,7 +353,7 @@ func GetShapeType(index int) ShapeType {
if index < len(bodies) {
result = bodies[index].Shape.Type
} else {
raylib.TraceLog(raylib.LogDebug, "[PHYSAC] physics body index is out of bounds")
rl.TraceLog(rl.LogDebug, "[PHYSAC] physics body index is out of bounds")
}
return result
@ -367,7 +373,7 @@ func GetShapeVerticesCount(index int) int {
break
}
} else {
raylib.TraceLog(raylib.LogDebug, "[PHYSAC] physics body index is out of bounds")
rl.TraceLog(rl.LogDebug, "[PHYSAC] physics body index is out of bounds")
}
return result
@ -388,7 +394,7 @@ func DestroyBody(body *Body) bool {
// Update - Physics steps calculations (dynamics, collisions and position corrections)
func Update() {
deltaTime = raylib.GetFrameTime() * 1000
deltaTime = rl.GetFrameTime() * 1000
// Clear previous generated collisions information
for _, m := range manifolds {
@ -470,7 +476,7 @@ func Update() {
// Clear physics bodies forces
for _, b := range bodies {
b.Force = raylib.Vector2{}
b.Force = rl.Vector2{}
b.Torque = 0
}
}
@ -495,7 +501,7 @@ func Close() {
}
// AddForce - Adds a force to a physics body
func (b *Body) AddForce(force raylib.Vector2) {
func (b *Body) AddForce(force rl.Vector2) {
b.Force = raymath.Vector2Add(b.Force, force)
}
@ -505,7 +511,7 @@ func (b *Body) AddTorque(amount float32) {
}
// Shatter - Shatters a polygon shape physics body to little physics bodies with explosion force
func (b *Body) Shatter(position raylib.Vector2, force float32) {
func (b *Body) Shatter(position rl.Vector2, force float32) {
if b.Shape.Type != PolygonShape {
return
}
@ -543,7 +549,7 @@ func (b *Body) Shatter(position raylib.Vector2, force float32) {
count := vertexData.VertexCount
bodyPos := b.Position
vertices := make([]raylib.Vector2, count)
vertices := make([]rl.Vector2, count)
trans := vertexData.Transform
for i := 0; i < count; i++ {
vertices[i] = vertexData.Vertices[i]
@ -558,7 +564,7 @@ func (b *Body) Shatter(position raylib.Vector2, force float32) {
nextIndex = i + 1
}
center := triangleBarycenter(vertices[i], vertices[nextIndex], raylib.NewVector2(0, 0))
center := triangleBarycenter(vertices[i], vertices[nextIndex], rl.NewVector2(0, 0))
center = raymath.Vector2Add(bodyPos, center)
offset := raymath.Vector2Subtract(center, bodyPos)
@ -589,7 +595,7 @@ func (b *Body) Shatter(position raylib.Vector2, force float32) {
face := raymath.Vector2Subtract(newData.Vertices[nextVertex], newData.Vertices[j])
newData.Normals[j] = raylib.NewVector2(face.Y, -face.X)
newData.Normals[j] = rl.NewVector2(face.Y, -face.X)
normalize(&newData.Normals[j])
}
@ -597,7 +603,7 @@ func (b *Body) Shatter(position raylib.Vector2, force float32) {
newBody.Shape.VertexData = newData
// Calculate centroid and moment of inertia
center = raylib.NewVector2(0, 0)
center = rl.NewVector2(0, 0)
area := float32(0.0)
inertia := float32(0.0)
k := float32(1.0) / 3.0
@ -656,13 +662,13 @@ func (b *Body) Shatter(position raylib.Vector2, force float32) {
}
// GetShapeVertex - Returns transformed position of a body shape (body position + vertex transformed position)
func (b *Body) GetShapeVertex(vertex int) raylib.Vector2 {
position := raylib.Vector2{}
func (b *Body) GetShapeVertex(vertex int) rl.Vector2 {
position := rl.Vector2{}
switch b.Shape.Type {
case CircleShape:
position.X = b.Position.X + float32(math.Cos(360/float64(circleVertices)*float64(vertex)*raylib.Deg2rad))*b.Shape.Radius
position.Y = b.Position.Y + float32(math.Sin(360/float64(circleVertices)*float64(vertex)*raylib.Deg2rad))*b.Shape.Radius
position.X = b.Position.X + float32(math.Cos(360/float64(circleVertices)*float64(vertex)*rl.Deg2rad))*b.Shape.Radius
position.Y = b.Position.Y + float32(math.Sin(360/float64(circleVertices)*float64(vertex)*rl.Deg2rad))*b.Shape.Radius
break
case PolygonShape:
position = raymath.Vector2Add(b.Position, raymath.Mat2MultiplyVector2(b.Shape.VertexData.Transform, b.Shape.VertexData.Vertices[vertex]))
@ -709,8 +715,8 @@ func (b *Body) integrateForces() {
b.Velocity.Y += (b.Force.Y * b.InverseMass) * (deltaTime / 2)
if b.UseGravity {
b.Velocity.X += gravityForce.X * (deltaTime / 2)
b.Velocity.Y += gravityForce.Y * (deltaTime / 2)
b.Velocity.X += gravityForce.X * (deltaTime / 1000 / 2)
b.Velocity.Y += gravityForce.Y * (deltaTime / 1000 / 2)
}
if !b.FreezeOrient {
@ -723,13 +729,13 @@ func newRandomPolygon(radius float32, sides int) Polygon {
data := Polygon{}
data.VertexCount = sides
orient := raylib.GetRandomValue(0, 360)
data.Transform = raymath.Mat2Radians(float32(orient) * raylib.Deg2rad)
orient := rl.GetRandomValue(0, 360)
data.Transform = raymath.Mat2Radians(float32(orient) * rl.Deg2rad)
// Calculate polygon vertices positions
for i := 0; i < data.VertexCount; i++ {
data.Vertices[i].X = float32(math.Cos(360/float64(sides)*float64(i)*raylib.Deg2rad)) * radius
data.Vertices[i].Y = float32(math.Sin(360/float64(sides)*float64(i)*raylib.Deg2rad)) * radius
data.Vertices[i].X = float32(math.Cos(360/float64(sides)*float64(i)*rl.Deg2rad)) * radius
data.Vertices[i].Y = float32(math.Sin(360/float64(sides)*float64(i)*rl.Deg2rad)) * radius
}
// Calculate polygon faces normals
@ -741,7 +747,7 @@ func newRandomPolygon(radius float32, sides int) Polygon {
face := raymath.Vector2Subtract(data.Vertices[nextIndex], data.Vertices[i])
data.Normals[i] = raylib.NewVector2(face.Y, -face.X)
data.Normals[i] = rl.NewVector2(face.Y, -face.X)
normalize(&data.Normals[i])
}
@ -749,17 +755,17 @@ func newRandomPolygon(radius float32, sides int) Polygon {
}
// newRectanglePolygon - Creates a rectangle polygon shape based on a min and max positions
func newRectanglePolygon(pos, size raylib.Vector2) Polygon {
func newRectanglePolygon(pos, size rl.Vector2) Polygon {
data := Polygon{}
data.VertexCount = 4
data.Transform = raymath.Mat2Radians(0)
// Calculate polygon vertices positions
data.Vertices[0] = raylib.NewVector2(pos.X+size.X/2, pos.Y-size.Y/2)
data.Vertices[1] = raylib.NewVector2(pos.X+size.X/2, pos.Y+size.Y/2)
data.Vertices[2] = raylib.NewVector2(pos.X-size.X/2, pos.Y+size.Y/2)
data.Vertices[3] = raylib.NewVector2(pos.X-size.X/2, pos.Y-size.Y/2)
data.Vertices[0] = rl.NewVector2(pos.X+size.X/2, pos.Y-size.Y/2)
data.Vertices[1] = rl.NewVector2(pos.X+size.X/2, pos.Y+size.Y/2)
data.Vertices[2] = rl.NewVector2(pos.X-size.X/2, pos.Y+size.Y/2)
data.Vertices[3] = rl.NewVector2(pos.X-size.X/2, pos.Y-size.Y/2)
// Calculate polygon faces normals
for i := 0; i < data.VertexCount; i++ {
@ -769,7 +775,7 @@ func newRectanglePolygon(pos, size raylib.Vector2) Polygon {
}
face := raymath.Vector2Subtract(data.Vertices[nextIndex], data.Vertices[i])
data.Normals[i] = raylib.NewVector2(face.Y, -face.X)
data.Normals[i] = rl.NewVector2(face.Y, -face.X)
normalize(&data.Normals[i])
}
@ -784,9 +790,9 @@ func newManifold(a, b *Body) *manifold {
newManifold.BodyA = a
newManifold.BodyB = b
newManifold.Penetration = 0
newManifold.Normal = raylib.Vector2{}
newManifold.Contacts[0] = raylib.Vector2{}
newManifold.Contacts[1] = raylib.Vector2{}
newManifold.Normal = rl.Vector2{}
newManifold.Contacts[0] = rl.Vector2{}
newManifold.Contacts[1] = rl.Vector2{}
newManifold.ContactsCount = 0
newManifold.Restitution = 0
newManifold.DynamicFriction = 0
@ -862,12 +868,12 @@ func (m *manifold) solveCircleToCircle() {
if distance == 0 {
m.Penetration = bodyA.Shape.Radius
m.Normal = raylib.NewVector2(1, 0)
m.Normal = rl.NewVector2(1, 0)
m.Contacts[0] = bodyA.Position
} else {
m.Penetration = radius - distance
m.Normal = raylib.NewVector2(normal.X/distance, normal.Y/distance) // Faster than using normalize() due to sqrt is already performed
m.Contacts[0] = raylib.NewVector2(m.Normal.X*bodyA.Shape.Radius+bodyA.Position.X, m.Normal.Y*bodyA.Shape.Radius+bodyA.Position.Y)
m.Normal = rl.NewVector2(normal.X/distance, normal.Y/distance) // Faster than using normalize() due to sqrt is already performed
m.Contacts[0] = rl.NewVector2(m.Normal.X*bodyA.Shape.Radius+bodyA.Position.X, m.Normal.Y*bodyA.Shape.Radius+bodyA.Position.Y)
}
// Update physics body grounded state if normal direction is down
@ -915,8 +921,8 @@ func (m *manifold) solveCircleToPolygon() {
if separation < epsilon {
m.ContactsCount = 1
normal := raymath.Mat2MultiplyVector2(vertexData.Transform, vertexData.Normals[faceNormal])
m.Normal = raylib.NewVector2(-normal.X, -normal.Y)
m.Contacts[0] = raylib.NewVector2(m.Normal.X*m.BodyA.Shape.Radius+m.BodyA.Position.X, m.Normal.Y*m.BodyA.Shape.Radius+m.BodyA.Position.Y)
m.Normal = rl.NewVector2(-normal.X, -normal.Y)
m.Contacts[0] = rl.NewVector2(m.Normal.X*m.BodyA.Shape.Radius+m.BodyA.Position.X, m.Normal.Y*m.BodyA.Shape.Radius+m.BodyA.Position.Y)
m.Penetration = m.BodyA.Shape.Radius
return
}
@ -960,8 +966,8 @@ func (m *manifold) solveCircleToPolygon() {
}
normal = raymath.Mat2MultiplyVector2(vertexData.Transform, normal)
m.Normal = raylib.NewVector2(-normal.X, -normal.Y)
m.Contacts[0] = raylib.NewVector2(m.Normal.X*m.BodyA.Shape.Radius+m.BodyA.Position.X, m.Normal.Y*m.BodyA.Shape.Radius+m.BodyA.Position.Y)
m.Normal = rl.NewVector2(-normal.X, -normal.Y)
m.Contacts[0] = rl.NewVector2(m.Normal.X*m.BodyA.Shape.Radius+m.BodyA.Position.X, m.Normal.Y*m.BodyA.Shape.Radius+m.BodyA.Position.Y)
m.ContactsCount = 1
}
}
@ -1017,8 +1023,8 @@ func (m *manifold) solvePolygonToPolygon() {
}
// World space incident face
incidentFace0 := raylib.Vector2{}
incidentFace1 := raylib.Vector2{}
incidentFace0 := rl.Vector2{}
incidentFace1 := rl.Vector2{}
findIncidentFace(&incidentFace0, &incidentFace1, refPoly, incPoly, referenceIndex)
// Setup reference face vertices
@ -1042,13 +1048,13 @@ func (m *manifold) solvePolygonToPolygon() {
normalize(&sidePlaneNormal)
// Orthogonalize
refFaceNormal := raylib.NewVector2(sidePlaneNormal.Y, -sidePlaneNormal.X)
refFaceNormal := rl.NewVector2(sidePlaneNormal.Y, -sidePlaneNormal.X)
refC := raymath.Vector2DotProduct(refFaceNormal, v1)
negSide := raymath.Vector2DotProduct(sidePlaneNormal, v1) * -1
posSide := raymath.Vector2DotProduct(sidePlaneNormal, v2)
// clip incident face to reference face side planes (due to floating point error, possible to not have required points
if clip(raylib.NewVector2(-sidePlaneNormal.X, -sidePlaneNormal.Y), negSide, &incidentFace0, &incidentFace1) < 2 {
if clip(rl.NewVector2(-sidePlaneNormal.X, -sidePlaneNormal.Y), negSide, &incidentFace0, &incidentFace1) < 2 {
return
}
if clip(sidePlaneNormal, posSide, &incidentFace0, &incidentFace1) < 2 {
@ -1057,7 +1063,7 @@ func (m *manifold) solvePolygonToPolygon() {
// Flip normal if required
if flip {
m.Normal = raylib.NewVector2(-refFaceNormal.X, -refFaceNormal.Y)
m.Normal = rl.NewVector2(-refFaceNormal.X, -refFaceNormal.Y)
} else {
m.Normal = refFaceNormal
}
@ -1105,13 +1111,13 @@ func (m *manifold) initializeManifolds() {
crossA := raymath.Vector2Cross(bodyA.AngularVelocity, radiusA)
crossB := raymath.Vector2Cross(bodyB.AngularVelocity, radiusB)
radiusV := raylib.Vector2{}
radiusV := rl.Vector2{}
radiusV.X = bodyB.Velocity.X + crossB.X - bodyA.Velocity.X - crossA.X
radiusV.Y = bodyB.Velocity.Y + crossB.Y - bodyA.Velocity.Y - crossA.Y
// Determine if we should perform a resting collision or not;
// The idea is if the only thing moving this object is gravity, then the collision should be performed without any restitution
if raymath.Vector2LenSqr(radiusV) < (raymath.Vector2LenSqr(raylib.NewVector2(gravityForce.X*deltaTime, gravityForce.Y*deltaTime)) + epsilon) {
if raymath.Vector2LenSqr(radiusV) < (raymath.Vector2LenSqr(rl.NewVector2(gravityForce.X*deltaTime/1000, gravityForce.Y*deltaTime/1000)) + epsilon) {
m.Restitution = 0
}
}
@ -1124,8 +1130,8 @@ func (m *manifold) integrateImpulses() {
// Early out and positional correct if both objects have infinite mass
if math.Abs(float64(bodyA.InverseMass+bodyB.InverseMass)) <= epsilon {
bodyA.Velocity = raylib.Vector2{}
bodyB.Velocity = raylib.Vector2{}
bodyA.Velocity = rl.Vector2{}
bodyB.Velocity = rl.Vector2{}
return
}
@ -1135,7 +1141,7 @@ func (m *manifold) integrateImpulses() {
radiusB := raymath.Vector2Subtract(m.Contacts[i], bodyB.Position)
// Calculate relative velocity
radiusV := raylib.Vector2{}
radiusV := rl.Vector2{}
radiusV.X = bodyB.Velocity.X + raymath.Vector2Cross(bodyB.AngularVelocity, radiusB).X - bodyA.Velocity.X - raymath.Vector2Cross(bodyA.AngularVelocity, radiusA).X
radiusV.Y = bodyB.Velocity.Y + raymath.Vector2Cross(bodyB.AngularVelocity, radiusB).Y - bodyA.Velocity.Y - raymath.Vector2Cross(bodyA.AngularVelocity, radiusA).Y
@ -1158,13 +1164,13 @@ func (m *manifold) integrateImpulses() {
impulse /= float32(m.ContactsCount)
// Apply impulse to each physics body
impulseV := raylib.NewVector2(m.Normal.X*impulse, m.Normal.Y*impulse)
impulseV := rl.NewVector2(m.Normal.X*impulse, m.Normal.Y*impulse)
if bodyA.Enabled {
bodyA.Velocity.X += bodyA.InverseMass * (-impulseV.X)
bodyA.Velocity.Y += bodyA.InverseMass * (-impulseV.Y)
if !bodyA.FreezeOrient {
bodyA.AngularVelocity += bodyA.InverseInertia * raymath.Vector2CrossProduct(radiusA, raylib.NewVector2(-impulseV.X, -impulseV.Y))
bodyA.AngularVelocity += bodyA.InverseInertia * raymath.Vector2CrossProduct(radiusA, rl.NewVector2(-impulseV.X, -impulseV.Y))
}
}
@ -1180,7 +1186,7 @@ func (m *manifold) integrateImpulses() {
radiusV.X = bodyB.Velocity.X + raymath.Vector2Cross(bodyB.AngularVelocity, radiusB).X - bodyA.Velocity.X - raymath.Vector2Cross(bodyA.AngularVelocity, radiusA).X
radiusV.Y = bodyB.Velocity.Y + raymath.Vector2Cross(bodyB.AngularVelocity, radiusB).Y - bodyA.Velocity.Y - raymath.Vector2Cross(bodyA.AngularVelocity, radiusA).Y
tangent := raylib.NewVector2(radiusV.X-(m.Normal.X*raymath.Vector2DotProduct(radiusV, m.Normal)), radiusV.Y-(m.Normal.Y*raymath.Vector2DotProduct(radiusV, m.Normal)))
tangent := rl.NewVector2(radiusV.X-(m.Normal.X*raymath.Vector2DotProduct(radiusV, m.Normal)), radiusV.Y-(m.Normal.Y*raymath.Vector2DotProduct(radiusV, m.Normal)))
normalize(&tangent)
// Calculate impulse tangent magnitude
@ -1196,11 +1202,11 @@ func (m *manifold) integrateImpulses() {
}
// Apply coulumb's law
tangentImpulse := raylib.Vector2{}
tangentImpulse := rl.Vector2{}
if absImpulseTangent < impulse*m.StaticFriction {
tangentImpulse = raylib.NewVector2(tangent.X*impulseTangent, tangent.Y*impulseTangent)
tangentImpulse = rl.NewVector2(tangent.X*impulseTangent, tangent.Y*impulseTangent)
} else {
tangentImpulse = raylib.NewVector2(tangent.X*-impulse*m.DynamicFriction, tangent.Y*-impulse*m.DynamicFriction)
tangentImpulse = rl.NewVector2(tangent.X*-impulse*m.DynamicFriction, tangent.Y*-impulse*m.DynamicFriction)
}
// Apply friction impulse
@ -1209,7 +1215,7 @@ func (m *manifold) integrateImpulses() {
bodyA.Velocity.Y += bodyA.InverseMass * (-tangentImpulse.Y)
if !bodyA.FreezeOrient {
bodyA.AngularVelocity += bodyA.InverseInertia * raymath.Vector2CrossProduct(radiusA, raylib.NewVector2(-tangentImpulse.X, -tangentImpulse.Y))
bodyA.AngularVelocity += bodyA.InverseInertia * raymath.Vector2CrossProduct(radiusA, rl.NewVector2(-tangentImpulse.X, -tangentImpulse.Y))
}
}
@ -1229,7 +1235,7 @@ func (m *manifold) correctPositions() {
bodyA := m.BodyA
bodyB := m.BodyB
correction := raylib.Vector2{}
correction := rl.Vector2{}
correction.X = float32(math.Max(float64(m.Penetration-penetrationAllowance), 0)) / (bodyA.InverseMass + bodyB.InverseMass) * m.Normal.X * penetrationCorrection
correction.Y = float32(math.Max(float64(m.Penetration-penetrationAllowance), 0)) / (bodyA.InverseMass + bodyB.InverseMass) * m.Normal.Y * penetrationCorrection
@ -1245,9 +1251,9 @@ func (m *manifold) correctPositions() {
}
// getSupport - Returns the extreme point along a direction within a polygon
func getSupport(shape Shape, dir raylib.Vector2) raylib.Vector2 {
func getSupport(shape Shape, dir rl.Vector2) rl.Vector2 {
bestProjection := float32(-fltMax)
bestVertex := raylib.Vector2{}
bestVertex := rl.Vector2{}
for i := 0; i < shape.VertexData.VertexCount; i++ {
vertex := shape.VertexData.Vertices[i]
@ -1280,7 +1286,7 @@ func findAxisLeastPenetration(shapeA, shapeB Shape) (int, float32) {
normal = raymath.Mat2MultiplyVector2(buT, transNormal)
// Retrieve support point from B shape along -n
support := getSupport(shapeB, raylib.NewVector2(-normal.X, -normal.Y))
support := getSupport(shapeB, rl.NewVector2(-normal.X, -normal.Y))
// Retrieve vertex on face from A shape, transform into B shape's model space
vertex := dataA.Vertices[i]
@ -1303,7 +1309,7 @@ func findAxisLeastPenetration(shapeA, shapeB Shape) (int, float32) {
}
// findIncidentFace - Finds two polygon shapes incident face
func findIncidentFace(v0, v1 *raylib.Vector2, ref, inc Shape, index int) {
func findIncidentFace(v0, v1 *rl.Vector2, ref, inc Shape, index int) {
refData := ref.VertexData
incData := inc.VertexData
@ -1341,10 +1347,10 @@ func findIncidentFace(v0, v1 *raylib.Vector2, ref, inc Shape, index int) {
}
// clip - Calculates clipping based on a normal and two faces
func clip(normal raylib.Vector2, clip float32, faceA, faceB *raylib.Vector2) int {
func clip(normal rl.Vector2, clip float32, faceA, faceB *rl.Vector2) int {
sp := 0
out := make([]raylib.Vector2, 2)
out := make([]rl.Vector2, 2)
out[0] = *faceA
out[1] = *faceB
@ -1387,8 +1393,8 @@ func biasGreaterThan(valueA, valueB float32) bool {
}
// triangleBarycenter - Returns the barycenter of a triangle given by 3 points
func triangleBarycenter(v1, v2, v3 raylib.Vector2) raylib.Vector2 {
result := raylib.Vector2{}
func triangleBarycenter(v1, v2, v3 rl.Vector2) rl.Vector2 {
result := rl.Vector2{}
result.X = (v1.X + v2.X + v3.X) / 3
result.Y = (v1.Y + v2.Y + v3.Y) / 3
@ -1397,7 +1403,7 @@ func triangleBarycenter(v1, v2, v3 raylib.Vector2) raylib.Vector2 {
}
// normalize - Normalize provided vector
func normalize(v *raylib.Vector2) {
func normalize(v *rl.Vector2) {
var length, ilength float32
aux := *v