Update physac examples with fixed timestep method
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2 changed files with 59 additions and 3 deletions
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@ -13,10 +13,13 @@
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#define PHYSAC_IMPLEMENTATION
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#define PHYSAC_IMPLEMENTATION
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#include "physac.h"
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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 MOVE_VELOCITY 5
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#define JUMP_VELOCITY 30
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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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int main()
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{
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{
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// Initialization
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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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// 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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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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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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@ -61,10 +68,9 @@ int main()
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{
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{
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// Update
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// Update
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//----------------------------------------------------------------------------------
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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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// 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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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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else if (IsKeyDown('D')) rectangle->rigidbody.velocity.x = MOVE_VELOCITY;
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@ -117,10 +123,32 @@ int main()
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// De-Initialization
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// De-Initialization
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//--------------------------------------------------------------------------------------
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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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ClosePhysics(); // Unitialize physics (including all loaded objects)
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CloseWindow(); // Close window and OpenGL context
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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return 0;
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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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}
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@ -13,12 +13,15 @@
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#define PHYSAC_IMPLEMENTATION
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#define PHYSAC_IMPLEMENTATION
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#include "physac.h"
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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_AMOUNT 5.0f
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#define FORCE_RADIUS 150
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#define FORCE_RADIUS 150
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#define LINE_LENGTH 75
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#define LINE_LENGTH 75
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#define TRIANGLE_LENGTH 12
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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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int main()
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{
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{
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// Initialization
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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 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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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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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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@ -69,7 +76,6 @@ int main()
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{
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{
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// Update
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// Update
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//----------------------------------------------------------------------------------
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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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// Update mouse position value
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mousePosition = GetMousePosition();
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mousePosition = GetMousePosition();
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@ -174,10 +180,32 @@ int main()
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// De-Initialization
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// De-Initialization
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//--------------------------------------------------------------------------------------
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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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ClosePhysics(); // Unitialize physics module
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CloseWindow(); // Close window and OpenGL context
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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return 0;
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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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}
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