Physac redesign (3/3)

Finally, physics update is handled in main thread using steps to get
accuracy in collisions detection instead of moving it to a new thread.

Examples are finished as simple and clear as I could. Finally, physac
module is MORE simpler than in the first version, calculation everything
by the same way for both types of physic objects.

I tryed to add rotated physics a couple of times but I didn't get
anything good to get a base to improve it. Maybe for the next version...

No bugs or strange behaviours found during testing.
This commit is contained in:
victorfisac 2016-03-23 15:50:41 +01:00
parent c453ac8265
commit 60223a358b
7 changed files with 68 additions and 40 deletions

View file

@ -2,7 +2,7 @@
*
* [physac] raylib physics module - Basic functions to apply physics to 2D objects
*
* Copyright (c) 2015 Victor Fisac and Ramon Santamaria
* Copyright (c) 2016 Victor Fisac 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.
@ -75,10 +75,7 @@ void InitPhysics(Vector2 gravity)
void UpdatePhysics()
{
// Reset all physic objects is grounded state
for (int i = 0; i < physicObjectsCount; i++)
{
if (physicObjects[i]->rigidbody.enabled) physicObjects[i]->rigidbody.isGrounded = false;
}
for (int i = 0; i < physicObjectsCount; i++) physicObjects[i]->rigidbody.isGrounded = false;
for (int steps = 0; steps < PHYSICS_STEPS; steps++)
{
@ -537,26 +534,32 @@ void ApplyForceAtPosition(Vector2 position, float force, float radius)
{
for(int i = 0; i < physicObjectsCount; i++)
{
// Calculate direction and distance between force and physic object pposition
Vector2 distance = (Vector2){ physicObjects[i]->transform.position.x - position.x, physicObjects[i]->transform.position.y - position.y };
if(physicObjects[i]->rigidbody.enabled)
{
// Calculate direction and distance between force and physic object pposition
Vector2 distance = (Vector2){ physicObjects[i]->transform.position.x - position.x, physicObjects[i]->transform.position.y - position.y };
if(physicObjects[i]->collider.type == COLLIDER_RECTANGLE)
{
distance.x += physicObjects[i]->transform.scale.x/2;
distance.y += physicObjects[i]->transform.scale.y/2;
}
float distanceLength = Vector2Length(distance);
// Check if physic object is in force range
if(distanceLength <= radius)
{
// Normalize force direction
distance.x /= distanceLength;
distance.y /= -distanceLength;
if(physicObjects[i]->collider.type == COLLIDER_RECTANGLE)
{
distance.x += physicObjects[i]->transform.scale.x/2;
distance.y += physicObjects[i]->transform.scale.y/2;
}
// Apply force to the physic object
ApplyForce(physicObjects[i], (Vector2){ distance.x*force, distance.y*force });
float distanceLength = Vector2Length(distance);
// Check if physic object 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 object
ApplyForce(physicObjects[i], finalForce);
}
}
}
}

View file

@ -2,7 +2,7 @@
*
* [physac] raylib physics module - Basic functions to apply physics to 2D objects
*
* Copyright (c) 2015 Victor Fisac and Ramon Santamaria
* Copyright (c) 2016 Victor Fisac 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.
@ -44,8 +44,8 @@ typedef enum { COLLIDER_CIRCLE, COLLIDER_RECTANGLE } ColliderType;
typedef struct Transform {
Vector2 position;
float rotation;
Vector2 scale;
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 {

View file

@ -498,8 +498,8 @@ typedef enum { COLLIDER_CIRCLE, COLLIDER_RECTANGLE } ColliderType;
typedef struct Transform {
Vector2 position;
float rotation;
Vector2 scale;
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 {