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raylib-python-cffi/raylib/physac.h.modified

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/**********************************************************************************************
*
* Physac v1.1 - 2D Physics library for videogames
*
* DESCRIPTION:
*
* Physac is a small 2D physics engine 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.
*
* 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_DEBUG
* Show debug traces log messages about physic bodies creation/destruction, physic system errors,
* some calculations results and NULL reference exceptions
*
* #define PHYSAC_DEFINE_VECTOR2_TYPE
* Forces library to define struct Vector2 data type (float x; float y)
*
* #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_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
*
* 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
*
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2016-2021 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5)
*
* 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.
*
**********************************************************************************************/
// Allow custom memory allocators
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
//----------------------------------------------------------------------------------
// Data Types Structure Definition
//----------------------------------------------------------------------------------
typedef enum PhysicsShapeType { PHYSICS_CIRCLE = 0, 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 {
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;
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
} PhysicsShape;
typedef struct PhysicsBodyData {
unsigned int id; // 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
Vector2 force; // Current linear force (reset to 0 every step)
float angularVelocity; // Current angular velocity applied to orient
float torque; // Current angular force (reset to 0 every step)
float orient; // Rotation in radians
float inertia; // Moment of inertia
float inverseInertia; // Inverse value of inertia
float mass; // Physics body mass
float inverseMass; // Inverse value of mass
float staticFriction; // Friction when the body has not movement (0 to 1)
float dynamicFriction; // Friction when the body has movement (0 to 1)
float restitution; // Restitution coefficient of the body (0 to 1)
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)
} PhysicsBodyData;
typedef struct PhysicsManifoldData {
unsigned int id; // Unique identifier
PhysicsBody bodyA; // Manifold first physics body reference
PhysicsBody bodyB; // Manifold second physics body reference
float penetration; // Depth of penetration from collision
Vector2 normal; // Normal direction vector from 'a' to 'b'
Vector2 contacts[2]; // Points of contact during collision
unsigned int contactsCount; // Current collision number of contacts
float restitution; // Mixed restitution during collision
float dynamicFriction; // Mixed dynamic friction during collision
float staticFriction; // Mixed static friction during collision
} PhysicsManifoldData, *PhysicsManifold;
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
// Physics system management
extern /* Functions visible from other files*/ void InitPhysics(void); // Initializes physics system
extern /* Functions visible from other files*/ void UpdatePhysics(void); // Update physics system
extern /* Functions visible from other files*/ void ResetPhysics(void); // Reset physics system (global variables)
extern /* Functions visible from other files*/ void ClosePhysics(void); // Close physics system and unload used memory
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*/ void SetPhysicsGravity(float x, float y); // Sets physics global gravity force
// Physic body creation/destroy
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 DestroyPhysicsBody(PhysicsBody body); // Destroy a physics body
// Physic body forces
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*/ void SetPhysicsBodyRotation(PhysicsBody body, float radians); // Sets physics body shape transform based on radians parameter
// Query physics info
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 GetPhysicsBodiesCount(void); // Returns the current amount of created physics bodies
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)
/***********************************************************************************
*
* PHYSAC IMPLEMENTATION
*
************************************************************************************/