add @victorfisac version of Physac

This commit is contained in:
Richard Smith 2025-05-03 19:40:15 +01:00
parent 5575f6b7b0
commit 67e6bf2405
8 changed files with 144 additions and 138 deletions

3
.gitmodules vendored
View file

@ -4,3 +4,6 @@
[submodule "raygui"]
path = raygui
url = https://github.com/raysan5/raygui.git
[submodule "physac"]
path = physac
url = https://github.com/victorfisac/Physac

View file

@ -135,7 +135,7 @@ def CloseAudioDevice() -> None:
...
@deprecated("Raylib no longer recommends the use of Physac library")
def ClosePhysics() -> None:
"""Close physics system and unload used memory."""
"""Unitializes physics pointers and closes physics loop thread."""
...
def CloseWindow() -> None:
"""Close window and unload OpenGL context."""
@ -216,7 +216,7 @@ def DecompressData(compData: bytes,compDataSize: int,dataSize: Any,) -> bytes:
...
@deprecated("Raylib no longer recommends the use of Physac library")
def DestroyPhysicsBody(body: Any|list|tuple,) -> None:
"""Destroy a physics body."""
"""Unitializes and destroy a physics body."""
...
def DetachAudioMixedProcessor(processor: Any,) -> None:
"""Detach audio stream processor from the entire audio pipeline."""
@ -1605,7 +1605,7 @@ def InitAudioDevice() -> None:
...
@deprecated("Raylib no longer recommends the use of Physac library")
def InitPhysics() -> None:
"""Initializes physics system."""
"""Initializes physics values, pointers and creates physics loop thread."""
...
def InitWindow(width: int,height: int,title: bytes,) -> None:
"""Initialize window and OpenGL context."""
@ -1706,6 +1706,10 @@ def IsMusicValid(music: Music|list|tuple,) -> bool:
def IsPathFile(path: bytes,) -> bool:
"""Check if a given path is a file or a directory."""
...
@deprecated("Raylib no longer recommends the use of Physac library")
def IsPhysicsEnabled() -> bool:
"""Returns true if physics thread is currently enabled."""
...
def IsRenderTextureValid(target: RenderTexture|list|tuple,) -> bool:
"""Check if a render texture is valid (loaded in GPU)."""
...
@ -2389,10 +2393,6 @@ RL_TEXTURE_FILTER_TRILINEAR: int
def Remap(value: float,inputStart: float,inputEnd: float,outputStart: float,outputEnd: float,) -> float:
"""."""
...
@deprecated("Raylib no longer recommends the use of Physac library")
def ResetPhysics() -> None:
"""Reset physics system (global variables)."""
...
def RestoreWindow() -> None:
"""Set window state: not minimized/maximized."""
...
@ -2405,6 +2405,10 @@ def ResumeMusicStream(music: Music|list|tuple,) -> None:
def ResumeSound(sound: Sound|list|tuple,) -> None:
"""Resume a paused sound."""
...
@deprecated("Raylib no longer recommends the use of Physac library")
def RunPhysicsStep() -> None:
"""Run physics step, to be used if PHYSICS_NO_THREADS is set in your main loop."""
...
SCROLLBAR: int
SCROLLBAR_SIDE: int
SCROLLBAR_WIDTH: int
@ -2873,10 +2877,6 @@ def UpdateModelAnimationBones(model: Model|list|tuple,anim: ModelAnimation|list|
def UpdateMusicStream(music: Music|list|tuple,) -> None:
"""Updates buffers for music streaming."""
...
@deprecated("Raylib no longer recommends the use of Physac library")
def UpdatePhysics() -> None:
"""Update physics system."""
...
def UpdateSound(sound: Sound|list|tuple,data: Any,sampleCount: int,) -> None:
"""Update sound buffer with new data."""
...
@ -4131,6 +4131,11 @@ class Image:
mipmaps: int
format: int
KeyboardKey = int
class Mat2:
m00: float
m01: float
m10: float
m11: float
class Material:
shader: Shader
maps: Any
@ -4157,11 +4162,6 @@ class Matrix:
m7: float
m11: float
m15: float
class Matrix2x2:
m00: float
m01: float
m10: float
m11: float
class Mesh:
vertexCount: int
triangleCount: int
@ -4246,15 +4246,15 @@ class PhysicsManifoldData:
class PhysicsShape:
type: PhysicsShapeType
body: Any
vertexData: PhysicsVertexData
radius: float
transform: Matrix2x2
transform: Mat2
vertexData: PolygonData
PhysicsShapeType = int
class PhysicsVertexData:
PixelFormat = int
class PolygonData:
vertexCount: int
positions: list
normals: list
PixelFormat = int
class Quaternion:
x: float
y: float

View file

@ -186,12 +186,10 @@ RAYGUI_TEXTFORMAT_MAX_SIZE: int = 256
PHYSAC_MAX_BODIES: int = 64
PHYSAC_MAX_MANIFOLDS: int = 4096
PHYSAC_MAX_VERTICES: int = 24
PHYSAC_DEFAULT_CIRCLE_VERTICES: int = 24
PHYSAC_COLLISION_ITERATIONS: int = 100
PHYSAC_CIRCLE_VERTICES: int = 24
PHYSAC_COLLISION_ITERATIONS: int = 20
PHYSAC_PENETRATION_ALLOWANCE: float = 0.05
PHYSAC_PENETRATION_CORRECTION: float = 0.4
PHYSAC_PI: float = 3.141592653589793
PHYSAC_DEG2RAD = PHYSAC_PI / 180.0
PHYSAC_FLT_MAX: float = 3.402823466e+38
PHYSAC_EPSILON: float = 1e-06
GLFW_VERSION_MAJOR: int = 3

1
physac Submodule

@ -0,0 +1 @@
Subproject commit 587b63926010593eedf29ef74e3aa22c1a507925

View file

@ -995,7 +995,7 @@ def close_audio_device() -> None:
...
@deprecated("Raylib no longer recommends the use of Physac library")
def close_physics() -> None:
"""Close physics system and unload used memory."""
"""Unitializes physics pointers and closes physics loop thread."""
...
def close_window() -> None:
"""Close window and unload OpenGL context."""
@ -1071,7 +1071,7 @@ def decompress_data(compData: str,compDataSize: int,dataSize: Any,) -> str:
...
@deprecated("Raylib no longer recommends the use of Physac library")
def destroy_physics_body(body: Any|list|tuple,) -> None:
"""Destroy a physics body."""
"""Unitializes and destroy a physics body."""
...
def detach_audio_mixed_processor(processor: Any,) -> None:
"""Detach audio stream processor from the entire audio pipeline."""
@ -2145,7 +2145,7 @@ def init_audio_device() -> None:
...
@deprecated("Raylib no longer recommends the use of Physac library")
def init_physics() -> None:
"""Initializes physics system."""
"""Initializes physics values, pointers and creates physics loop thread."""
...
def init_window(width: int,height: int,title: str,) -> None:
"""Initialize window and OpenGL context."""
@ -2246,6 +2246,10 @@ def is_music_valid(music: Music|list|tuple,) -> bool:
def is_path_file(path: str,) -> bool:
"""Check if a given path is a file or a directory."""
...
@deprecated("Raylib no longer recommends the use of Physac library")
def is_physics_enabled() -> bool:
"""Returns true if physics thread is currently enabled."""
...
def is_render_texture_valid(target: RenderTexture|list|tuple,) -> bool:
"""Check if a render texture is valid (loaded in GPU)."""
...
@ -2630,10 +2634,6 @@ def quaternion_transform(q: Vector4|list|tuple,mat: Matrix|list|tuple,) -> Vecto
def remap(value: float,inputStart: float,inputEnd: float,outputStart: float,outputEnd: float,) -> float:
"""."""
...
@deprecated("Raylib no longer recommends the use of Physac library")
def reset_physics() -> None:
"""Reset physics system (global variables)."""
...
def restore_window() -> None:
"""Set window state: not minimized/maximized."""
...
@ -2646,6 +2646,10 @@ def resume_music_stream(music: Music|list|tuple,) -> None:
def resume_sound(sound: Sound|list|tuple,) -> None:
"""Resume a paused sound."""
...
@deprecated("Raylib no longer recommends the use of Physac library")
def run_physics_step() -> None:
"""Run physics step, to be used if PHYSICS_NO_THREADS is set in your main loop."""
...
def save_file_data(fileName: str,data: Any,dataSize: int,) -> bool:
"""Save data to file from byte array (write), returns true on success."""
...
@ -3021,10 +3025,6 @@ def update_model_animation_bones(model: Model|list|tuple,anim: ModelAnimation|li
def update_music_stream(music: Music|list|tuple,) -> None:
"""Updates buffers for music streaming."""
...
@deprecated("Raylib no longer recommends the use of Physac library")
def update_physics() -> None:
"""Update physics system."""
...
def update_sound(sound: Sound|list|tuple,data: Any,sampleCount: int,) -> None:
"""Update sound buffer with new data."""
...
@ -4239,6 +4239,13 @@ class Image:
self.height:int = height # type: ignore
self.mipmaps:int = mipmaps # type: ignore
self.format:int = format # type: ignore
class Mat2:
"""Mat2 type (used for polygon shape rotation matrix)."""
def __init__(self, m00: float|None = None, m01: float|None = None, m10: float|None = None, m11: float|None = None):
self.m00:float = m00 # type: ignore
self.m01:float = m01 # type: ignore
self.m10:float = m10 # type: ignore
self.m11:float = m11 # type: ignore
class Material:
"""Material, includes shader and maps."""
def __init__(self, shader: Shader|list|tuple|None = None, maps: Any|None = None, params: list|None = None):
@ -4270,13 +4277,6 @@ class Matrix:
self.m7:float = m7 # type: ignore
self.m11:float = m11 # type: ignore
self.m15:float = m15 # type: ignore
class Matrix2x2:
"""Matrix2x2 type (used for polygon shape rotation matrix)."""
def __init__(self, m00: float|None = None, m01: float|None = None, m10: float|None = None, m11: float|None = None):
self.m00:float = m00 # type: ignore
self.m01:float = m01 # type: ignore
self.m10:float = m10 # type: ignore
self.m11:float = m11 # type: ignore
class Mesh:
"""Mesh, vertex data and vao/vbo."""
def __init__(self, vertexCount: int|None = None, triangleCount: int|None = None, vertices: Any|None = None, texcoords: Any|None = None, texcoords2: Any|None = None, normals: Any|None = None, tangents: Any|None = None, colors: str|None = None, indices: Any|None = None, animVertices: Any|None = None, animNormals: Any|None = None, boneIds: str|None = None, boneWeights: Any|None = None, boneMatrices: Any|None = None, boneCount: int|None = None, vaoId: int|None = None, vboId: Any|None = None):
@ -4371,13 +4371,13 @@ class PhysicsManifoldData:
self.staticFriction:float = staticFriction # type: ignore
class PhysicsShape:
"""."""
def __init__(self, type: PhysicsShapeType|None = None, body: Any|None = None, vertexData: PhysicsVertexData|list|tuple|None = None, radius: float|None = None, transform: Matrix2x2|list|tuple|None = None):
def __init__(self, type: PhysicsShapeType|None = None, body: Any|None = None, radius: float|None = None, transform: Mat2|list|tuple|None = None, vertexData: PolygonData|list|tuple|None = None):
self.type:PhysicsShapeType = type # type: ignore
self.body:Any = body # type: ignore
self.vertexData:PhysicsVertexData = vertexData # type: ignore
self.radius:float = radius # type: ignore
self.transform:Matrix2x2 = transform # type: ignore
class PhysicsVertexData:
self.transform:Mat2 = transform # type: ignore
self.vertexData:PolygonData = vertexData # type: ignore
class PolygonData:
"""."""
def __init__(self, vertexCount: int|None = None, positions: list|None = None, normals: list|None = None):
self.vertexCount:int = vertexCount # type: ignore

View file

@ -135,7 +135,7 @@ def CloseAudioDevice() -> None:
...
@deprecated("Raylib no longer recommends the use of Physac library")
def ClosePhysics() -> None:
"""Close physics system and unload used memory."""
"""Unitializes physics pointers and closes physics loop thread."""
...
def CloseWindow() -> None:
"""Close window and unload OpenGL context."""
@ -216,7 +216,7 @@ def DecompressData(compData: bytes,compDataSize: int,dataSize: Any,) -> bytes:
...
@deprecated("Raylib no longer recommends the use of Physac library")
def DestroyPhysicsBody(body: Any|list|tuple,) -> None:
"""Destroy a physics body."""
"""Unitializes and destroy a physics body."""
...
def DetachAudioMixedProcessor(processor: Any,) -> None:
"""Detach audio stream processor from the entire audio pipeline."""
@ -1605,7 +1605,7 @@ def InitAudioDevice() -> None:
...
@deprecated("Raylib no longer recommends the use of Physac library")
def InitPhysics() -> None:
"""Initializes physics system."""
"""Initializes physics values, pointers and creates physics loop thread."""
...
def InitWindow(width: int,height: int,title: bytes,) -> None:
"""Initialize window and OpenGL context."""
@ -1706,6 +1706,10 @@ def IsMusicValid(music: Music|list|tuple,) -> bool:
def IsPathFile(path: bytes,) -> bool:
"""Check if a given path is a file or a directory."""
...
@deprecated("Raylib no longer recommends the use of Physac library")
def IsPhysicsEnabled() -> bool:
"""Returns true if physics thread is currently enabled."""
...
def IsRenderTextureValid(target: RenderTexture|list|tuple,) -> bool:
"""Check if a render texture is valid (loaded in GPU)."""
...
@ -2389,10 +2393,6 @@ RL_TEXTURE_FILTER_TRILINEAR: int
def Remap(value: float,inputStart: float,inputEnd: float,outputStart: float,outputEnd: float,) -> float:
"""."""
...
@deprecated("Raylib no longer recommends the use of Physac library")
def ResetPhysics() -> None:
"""Reset physics system (global variables)."""
...
def RestoreWindow() -> None:
"""Set window state: not minimized/maximized."""
...
@ -2405,6 +2405,10 @@ def ResumeMusicStream(music: Music|list|tuple,) -> None:
def ResumeSound(sound: Sound|list|tuple,) -> None:
"""Resume a paused sound."""
...
@deprecated("Raylib no longer recommends the use of Physac library")
def RunPhysicsStep() -> None:
"""Run physics step, to be used if PHYSICS_NO_THREADS is set in your main loop."""
...
SCROLLBAR: int
SCROLLBAR_SIDE: int
SCROLLBAR_WIDTH: int
@ -2873,10 +2877,6 @@ def UpdateModelAnimationBones(model: Model|list|tuple,anim: ModelAnimation|list|
def UpdateMusicStream(music: Music|list|tuple,) -> None:
"""Updates buffers for music streaming."""
...
@deprecated("Raylib no longer recommends the use of Physac library")
def UpdatePhysics() -> None:
"""Update physics system."""
...
def UpdateSound(sound: Sound|list|tuple,data: Any,sampleCount: int,) -> None:
"""Update sound buffer with new data."""
...
@ -4131,6 +4131,11 @@ class Image:
mipmaps: int
format: int
KeyboardKey = int
class Mat2:
m00: float
m01: float
m10: float
m11: float
class Material:
shader: Shader
maps: Any
@ -4157,11 +4162,6 @@ class Matrix:
m7: float
m11: float
m15: float
class Matrix2x2:
m00: float
m01: float
m10: float
m11: float
class Mesh:
vertexCount: int
triangleCount: int
@ -4246,15 +4246,15 @@ class PhysicsManifoldData:
class PhysicsShape:
type: PhysicsShapeType
body: Any
vertexData: PhysicsVertexData
radius: float
transform: Matrix2x2
transform: Mat2
vertexData: PolygonData
PhysicsShapeType = int
class PhysicsVertexData:
PixelFormat = int
class PolygonData:
vertexCount: int
positions: list
normals: list
PixelFormat = int
class Quaternion:
x: float
y: float

View file

@ -186,12 +186,10 @@ RAYGUI_TEXTFORMAT_MAX_SIZE: int = 256
PHYSAC_MAX_BODIES: int = 64
PHYSAC_MAX_MANIFOLDS: int = 4096
PHYSAC_MAX_VERTICES: int = 24
PHYSAC_DEFAULT_CIRCLE_VERTICES: int = 24
PHYSAC_COLLISION_ITERATIONS: int = 100
PHYSAC_CIRCLE_VERTICES: int = 24
PHYSAC_COLLISION_ITERATIONS: int = 20
PHYSAC_PENETRATION_ALLOWANCE: float = 0.05
PHYSAC_PENETRATION_CORRECTION: float = 0.4
PHYSAC_PI: float = 3.141592653589793
PHYSAC_DEG2RAD = PHYSAC_PI / 180.0
PHYSAC_FLT_MAX: float = 3.402823466e+38
PHYSAC_EPSILON: float = 1e-06
GLFW_VERSION_MAJOR: int = 3

View file

@ -4,8 +4,8 @@
*
* DESCRIPTION:
*
* Physac is a small 2D physics engine written in pure C. The engine uses a fixed time-step thread loop
* to simulate physics. A physics step contains the following phases: get collision information,
* Physac is a small 2D physics library written in pure C. The engine uses a fixed time-step thread loop
* to simluate physics. A physics step contains the following phases: get collision information,
* apply dynamics, collision solving and position correction. It uses a very simple struct for physic
* bodies with a position vector to be used in any 3D rendering API.
*
@ -16,41 +16,49 @@
* 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_DEBUG
* Show debug traces log messages about physic bodies creation/destruction, physic system errors,
* some calculations results and NULL reference exceptions.
* #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_AVOID_TIMMING_SYSTEM
* Disables internal timming system, used by UpdatePhysics() to launch timmed physic steps,
* it allows just running UpdatePhysics() automatically on a separate thread at a desired time step.
* In case physics steps update needs to be controlled by user with a custom timming mechanism,
* just define this flag and the internal timming mechanism will be avoided, in that case,
* timming libraries are neither required by the module.
* #define PHYSAC_NO_THREADS
* The generated implementation won't include pthread library and user must create a secondary thread to call PhysicsThread().
* It is so important that the thread where PhysicsThread() is called must not have v-sync or any other CPU limitation.
*
* #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_DEBUG
* Traces log messages when creating and destroying physics bodies and detects errors in physics
* calculations and reference exceptions; it is useful for debug purposes
*
* #define PHYSAC_MALLOC()
* #define PHYSAC_CALLOC()
* #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.
*
* COMPILATION:
*
* Use the following code to compile with GCC:
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s -static -lraylib -lopengl32 -lgdi32 -lwinmm -std=c99
* NOTE 1: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
* NOTE 2: Physac requires static C library linkage to avoid dependency on MinGW DLL (-static -lpthread)
*
* VERSIONS HISTORY:
* 1.1 (20-Jan-2021) @raysan5: Library general revision
* Removed threading system (up to the user)
* Support MSVC C++ compilation using CLITERAL()
* Review DEBUG mechanism for TRACELOG() and all TRACELOG() messages
* Review internal variables/functions naming for consistency
* Allow option to avoid internal timming system, to allow app manage the steps
* 1.0 (12-Jun-2017) First release of the library
* Use the following code to compile:
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s -static -lraylib -lpthread -lopengl32 -lgdi32 -lwinmm -std=c99
*
* VERY THANKS TO:
* - raysan5: helped with library design
* - ficoos: added support for Linux
* - R8D8: added support for Linux
* - jubalh: fixed implementation of time calculations
* - a3f: fixed implementation of time calculations
* - define-private-public: added support for OSX
* - pamarcos: fixed implementation of physics steps
* - noshbar: fixed some memory leaks
*
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2016-2022 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5)
* Copyright (c) 2016-2025 Victor Fisac (github: @victorfisac)
*
* 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.
@ -68,39 +76,41 @@
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
// Function specifiers in case library is build/used as a shared library (Windows)
// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
// Allow custom memory allocators
// #define PHYSAC_STATIC
// #define PHYSAC_NO_THREADS
// #define PHYSAC_STANDALONE
// #define PHYSAC_DEBUG
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
//----------------------------------------------------------------------------------
// Data Types Structure Definition
// Types and Structures Definition
// NOTE: Below types are required for PHYSAC_STANDALONE usage
//----------------------------------------------------------------------------------
typedef enum PhysicsShapeType { PHYSICS_CIRCLE = 0, PHYSICS_POLYGON } PhysicsShapeType;
typedef enum PhysicsShapeType { PHYSICS_CIRCLE, PHYSICS_POLYGON } PhysicsShapeType;
// Previously defined to be used in PhysicsShape struct as circular dependencies
typedef struct PhysicsBodyData *PhysicsBody;
// Matrix2x2 type (used for polygon shape rotation matrix)
typedef struct Matrix2x2 {
// Mat2 type (used for polygon shape rotation matrix)
typedef struct Mat2 {
float m00;
float m01;
float m10;
float m11;
} Matrix2x2;
typedef struct PhysicsVertexData {
unsigned int vertexCount; // Vertex count (positions and normals)
Vector2 positions[24 /* Maximum number of vertex for polygons shapes*/]; // Vertex positions vectors
Vector2 normals[24 /* Maximum number of vertex for polygons shapes*/]; // Vertex normals vectors
} PhysicsVertexData;
} Mat2;
typedef struct PolygonData {
unsigned int vertexCount; // Current used vertex and normals count
Vector2 positions[24]; // Polygon vertex positions vectors
Vector2 normals[24]; // Polygon vertex normals vectors
} PolygonData;
typedef struct PhysicsShape {
PhysicsShapeType type; // Shape type (circle or polygon)
PhysicsBody body; // Shape physics body data pointer
PhysicsVertexData vertexData; // Shape vertices data (used for polygon shapes)
float radius; // Shape radius (used for circle shapes)
Matrix2x2 transform; // Vertices transform matrix 2x2
PhysicsShapeType type; // Physics shape type (circle or polygon)
PhysicsBody body; // Shape physics body reference
float radius; // Circle shape radius (used for circle shapes)
Mat2 transform; // Vertices transform matrix 2x2
PolygonData vertexData; // Polygon shape vertices position and normals data (just used for polygon shapes)
} PhysicsShape;
typedef struct PhysicsBodyData {
unsigned int id; // Unique identifier
unsigned int id; // Reference unique identifier
bool enabled; // Enabled dynamics state (collisions are calculated anyway)
Vector2 position; // Physics body shape pivot
Vector2 velocity; // Current linear velocity applied to position
@ -118,10 +128,10 @@ typedef struct PhysicsBodyData {
bool useGravity; // Apply gravity force to dynamics
bool isGrounded; // Physics grounded on other body state
bool freezeOrient; // Physics rotation constraint
PhysicsShape shape; // Physics body shape information (type, radius, vertices, transform)
PhysicsShape shape; // Physics body shape information (type, radius, vertices, normals)
} PhysicsBodyData;
typedef struct PhysicsManifoldData {
unsigned int id; // Unique identifier
unsigned int id; // Reference unique identifier
PhysicsBody bodyA; // Manifold first physics body reference
PhysicsBody bodyB; // Manifold second physics body reference
float penetration; // Depth of penetration from collision
@ -135,29 +145,25 @@ typedef struct PhysicsManifoldData {
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
// Physics system management
void InitPhysics(void); // Initializes physics system
void UpdatePhysics(void); // Update physics system
void ResetPhysics(void); // Reset physics system (global variables)
void ClosePhysics(void); // Close physics system and unload used memory
void SetPhysicsTimeStep(double delta); // Sets physics fixed time step in milliseconds. 1.666666 by default
void SetPhysicsGravity(float x, float y); // Sets physics global gravity force
// Physic body creation/destroy
PhysicsBody CreatePhysicsBodyCircle(Vector2 pos, float radius, float density); // Creates a new circle physics body with generic parameters
PhysicsBody CreatePhysicsBodyRectangle(Vector2 pos, float width, float height, float density); // Creates a new rectangle physics body with generic parameters
PhysicsBody CreatePhysicsBodyPolygon(Vector2 pos, float radius, int sides, float density); // Creates a new polygon physics body with generic parameters
void DestroyPhysicsBody(PhysicsBody body); // Destroy a physics body
// Physic body forces
void PhysicsAddForce(PhysicsBody body, Vector2 force); // Adds a force to a physics body
void PhysicsAddTorque(PhysicsBody body, float amount); // Adds an angular force to a physics body
void PhysicsShatter(PhysicsBody body, Vector2 position, float force); // Shatters a polygon shape physics body to little physics bodies with explosion force
void SetPhysicsBodyRotation(PhysicsBody body, float radians); // Sets physics body shape transform based on radians parameter
// Query physics info
PhysicsBody GetPhysicsBody(int index); // Returns a physics body of the bodies pool at a specific index
int GetPhysicsBodiesCount(void); // Returns the current amount of created physics bodies
int GetPhysicsShapeType(int index); // Returns the physics body shape type (PHYSICS_CIRCLE or PHYSICS_POLYGON)
int GetPhysicsShapeVerticesCount(int index); // Returns the amount of vertices of a physics body shape
Vector2 GetPhysicsShapeVertex(PhysicsBody body, int vertex); // Returns transformed position of a body shape (body position + vertex transformed position)
extern /* Functions visible from other files*/ void InitPhysics(void); // Initializes physics values, pointers and creates physics loop thread
extern /* Functions visible from other files*/ void RunPhysicsStep(void); // Run physics step, to be used if PHYSICS_NO_THREADS is set in your main loop
extern /* Functions visible from other files*/ void SetPhysicsTimeStep(double delta); // Sets physics fixed time step in milliseconds. 1.666666 by default
extern /* Functions visible from other files*/ bool IsPhysicsEnabled(void); // Returns true if physics thread is currently enabled
extern /* Functions visible from other files*/ void SetPhysicsGravity(float x, float y); // Sets physics global gravity force
extern /* Functions visible from other files*/ PhysicsBody CreatePhysicsBodyCircle(Vector2 pos, float radius, float density); // Creates a new circle physics body with generic parameters
extern /* Functions visible from other files*/ PhysicsBody CreatePhysicsBodyRectangle(Vector2 pos, float width, float height, float density); // Creates a new rectangle physics body with generic parameters
extern /* Functions visible from other files*/ PhysicsBody CreatePhysicsBodyPolygon(Vector2 pos, float radius, int sides, float density); // Creates a new polygon physics body with generic parameters
extern /* Functions visible from other files*/ void PhysicsAddForce(PhysicsBody body, Vector2 force); // Adds a force to a physics body
extern /* Functions visible from other files*/ void PhysicsAddTorque(PhysicsBody body, float amount); // Adds an angular force to a physics body
extern /* Functions visible from other files*/ void PhysicsShatter(PhysicsBody body, Vector2 position, float force); // Shatters a polygon shape physics body to little physics bodies with explosion force
extern /* Functions visible from other files*/ int GetPhysicsBodiesCount(void); // Returns the current amount of created physics bodies
extern /* Functions visible from other files*/ PhysicsBody GetPhysicsBody(int index); // Returns a physics body of the bodies pool at a specific index
extern /* Functions visible from other files*/ int GetPhysicsShapeType(int index); // Returns the physics body shape type (PHYSICS_CIRCLE or PHYSICS_POLYGON)
extern /* Functions visible from other files*/ int GetPhysicsShapeVerticesCount(int index); // Returns the amount of vertices of a physics body shape
extern /* Functions visible from other files*/ Vector2 GetPhysicsShapeVertex(PhysicsBody body, int vertex); // Returns transformed position of a body shape (body position + vertex transformed position)
extern /* Functions visible from other files*/ void SetPhysicsBodyRotation(PhysicsBody body, float radians); // Sets physics body shape transform based on radians parameter
extern /* Functions visible from other files*/ void DestroyPhysicsBody(PhysicsBody body); // Unitializes and destroy a physics body
extern /* Functions visible from other files*/ void ClosePhysics(void); // Unitializes physics pointers and closes physics loop thread
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* PHYSAC IMPLEMENTATION