Merge pull request #101 from victorfisac/develop

Redesigned physac module (IN PROGRESS)
This commit is contained in:
Ray 2016-03-05 20:16:52 +01:00
commit 893facdf6d
6 changed files with 419 additions and 539 deletions

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@ -1,8 +1,8 @@
/*******************************************************************************************
*
* raylib [physac] physics example - Basic rigidbody
* raylib [physac] example - Basic rigidbody
*
* This example has been created using raylib 1.4 (www.raylib.com)
* This example has been created using raylib 1.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2016 Victor Fisac and Ramon Santamaria (@raysan5)
@ -11,8 +11,8 @@
#include "raylib.h"
#define OBJECT_SIZE 50
#define PLAYER_INDEX 0
#define MOVE_VELOCITY 5
#define JUMP_VELOCITY 35
int main()
{
@ -20,28 +20,45 @@ int main()
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [physics] example - basic rigidbody");
InitPhysics(3); // Initialize physics system with maximum physic objects
// Object initialization
Transform player = (Transform){(Vector2){(screenWidth - OBJECT_SIZE) / 2, (screenHeight - OBJECT_SIZE) / 2}, 0.0f, (Vector2){OBJECT_SIZE, OBJECT_SIZE}};
AddCollider(PLAYER_INDEX, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){player.position.x, player.position.y, player.scale.x, player.scale.y}, 0});
AddRigidbody(PLAYER_INDEX, (Rigidbody){true, 1.0f, (Vector2){0, 0}, (Vector2){0, 0}, false, false, true, 0.5f, 1.0f});
// Floor initialization
// NOTE: floor doesn't need a rigidbody because it's a static physic object, just a collider to collide with other dynamic colliders (with rigidbody)
Transform floor = (Transform){(Vector2){0, screenHeight * 0.8f}, 0.0f, (Vector2){screenWidth, screenHeight * 0.2f}};
AddCollider(PLAYER_INDEX + 1, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0});
// Object properties initialization
float moveSpeed = 6.0f;
float jumpForce = 5.0f;
bool physicsDebug = false;
InitWindow(screenWidth, screenHeight, "raylib [physac] example - basic rigidbody");
InitPhysics(); // Initialize physics module
SetTargetFPS(60);
// Debug variables
bool isDebug = false;
// Player physic object
PhysicObject *player = CreatePhysicObject((Vector2){ screenWidth*0.25f, screenHeight/2 }, 0.0f, (Vector2){ 50, 50 });
player->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
player->rigidbody.applyGravity = true;
player->rigidbody.friction = 0.3f;
player->collider.enabled = true; // Enable physic object collisions detection
// Player physic object
PhysicObject *player2 = CreatePhysicObject((Vector2){ screenWidth*0.75f, screenHeight/2 }, 0.0f, (Vector2){ 50, 50 });
player2->rigidbody.enabled = true;
player2->rigidbody.applyGravity = true;
player2->rigidbody.friction = 0.1f;
player2->collider.enabled = true;
// Floor physic object
PhysicObject *floor = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.95f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 });
floor->collider.enabled = true; // Enable just physic object collisions detection
// Left wall physic object
PhysicObject *leftWall = CreatePhysicObject((Vector2){ 0.0f, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight });
leftWall->collider.enabled = true;
// Right wall physic object
PhysicObject *rightWall = CreatePhysicObject((Vector2){ screenWidth, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight });
rightWall->collider.enabled = true;
// Platform physic objectdd
PhysicObject *platform = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.7f }, 0.0f, (Vector2){ screenWidth*0.25f, 20 });
platform->collider.enabled = true;
//--------------------------------------------------------------------------------------
// Main game loop
@ -49,35 +66,22 @@ int main()
{
// Update
//----------------------------------------------------------------------------------
UpdatePhysics(); // Update all created physic objects
// Update object physics
// NOTE: all physics detections and reactions are calculated in ApplyPhysics() function (You will live happier :D)
ApplyPhysics(PLAYER_INDEX, &player.position);
// Check debug switch input
if (IsKeyPressed('P')) isDebug = !isDebug;
// Check jump button input
if (IsKeyDown(KEY_SPACE) && GetRigidbody(PLAYER_INDEX).isGrounded)
{
// Reset object Y velocity to avoid double jumping cases but keep the same X velocity that it already has
SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){GetRigidbody(PLAYER_INDEX).velocity.x, 0});
// Add jumping force in Y axis
AddRigidbodyForce(PLAYER_INDEX, (Vector2){0, jumpForce});
}
// Check player movement inputs
if (IsKeyDown('W') && player->rigidbody.isGrounded) player->rigidbody.velocity.y = JUMP_VELOCITY;
// Check movement buttons input
if (IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D))
{
// Set rigidbody velocity in X based on moveSpeed value and apply the same Y velocity that it already has
SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){moveSpeed, GetRigidbody(PLAYER_INDEX).velocity.y});
}
else if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A))
{
// Set rigidbody velocity in X based on moveSpeed negative value and apply the same Y velocity that it already has
SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){-moveSpeed, GetRigidbody(PLAYER_INDEX).velocity.y});
}
if (IsKeyDown('A')) player->rigidbody.velocity.x = -MOVE_VELOCITY;
else if (IsKeyDown('D')) player->rigidbody.velocity.x = MOVE_VELOCITY;
// Check debug mode toggle button input
if (IsKeyPressed(KEY_P)) physicsDebug = !physicsDebug;
// Check player 2 movement inputs
if (IsKeyDown(KEY_UP) && player2->rigidbody.isGrounded) player2->rigidbody.velocity.y = JUMP_VELOCITY;
if (IsKeyDown(KEY_LEFT)) player2->rigidbody.velocity.x = -MOVE_VELOCITY;
else if (IsKeyDown(KEY_RIGHT)) player2->rigidbody.velocity.x = MOVE_VELOCITY;
//----------------------------------------------------------------------------------
// Draw
@ -86,28 +90,28 @@ int main()
ClearBackground(RAYWHITE);
// Draw information
DrawText("Use LEFT / RIGHT to MOVE and SPACE to JUMP", (screenWidth - MeasureText("Use LEFT / RIGHT to MOVE and SPACE to JUMP", 20)) / 2, screenHeight * 0.20f, 20, LIGHTGRAY);
DrawText("Use P to switch DEBUG MODE", (screenWidth - MeasureText("Use P to switch DEBUG MODE", 20)) / 2, screenHeight * 0.3f, 20, LIGHTGRAY);
// Check if debug mode is enabled
if (physicsDebug)
if (isDebug)
{
// Draw every internal physics stored collider if it is active
for (int i = 0; i < 2; i++)
{
if (GetCollider(i).enabled)
{
DrawRectangleLines(GetCollider(i).bounds.x, GetCollider(i).bounds.y, GetCollider(i).bounds.width, GetCollider(i).bounds.height, GREEN);
}
}
DrawRectangleLines(floor->collider.bounds.x, floor->collider.bounds.y, floor->collider.bounds.width, floor->collider.bounds.height, GREEN);
DrawRectangleLines(leftWall->collider.bounds.x, leftWall->collider.bounds.y, leftWall->collider.bounds.width, leftWall->collider.bounds.height, GREEN);
DrawRectangleLines(rightWall->collider.bounds.x, rightWall->collider.bounds.y, rightWall->collider.bounds.width, rightWall->collider.bounds.height, GREEN);
DrawRectangleLines(platform->collider.bounds.x, platform->collider.bounds.y, platform->collider.bounds.width, platform->collider.bounds.height, GREEN);
DrawRectangleLines(player->collider.bounds.x, player->collider.bounds.y, player->collider.bounds.width, player->collider.bounds.height, GREEN);
DrawRectangleLines(player2->collider.bounds.x, player2->collider.bounds.y, player2->collider.bounds.width, player2->collider.bounds.height, GREEN);
}
else
{
// Draw player and floor
DrawRectangleRec((Rectangle){player.position.x, player.position.y, player.scale.x, player.scale.y}, GRAY);
DrawRectangleRec((Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, BLACK);
// Convert transform values to rectangle data type variable
DrawRectangleRec(TransformToRectangle(floor->transform), DARKGRAY);
DrawRectangleRec(TransformToRectangle(leftWall->transform), DARKGRAY);
DrawRectangleRec(TransformToRectangle(rightWall->transform), DARKGRAY);
DrawRectangleRec(TransformToRectangle(platform->transform), DARKGRAY);
DrawRectangleRec(TransformToRectangle(player->transform), RED);
DrawRectangleRec(TransformToRectangle(player2->transform), BLUE);
}
// Draw all physic object information in specific screen position and font size
// DrawPhysicObjectInfo(player, (Vector2){ 10.0f, 10.0f }, 10);
EndDrawing();
//----------------------------------------------------------------------------------
@ -115,8 +119,7 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadPhysics(); // Unload physic objects
ClosePhysics(); // Unitialize physics module
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

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@ -1,135 +0,0 @@
/*******************************************************************************************
*
* raylib [physac] physics example - Rigidbody forces
*
* This example has been created using raylib 1.4 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2016 Victor Fisac and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define MAX_OBJECTS 5
#define OBJECTS_OFFSET 150
#define FORCE_INTENSITY 250.0f // Customize by user
#define FORCE_RADIUS 100 // Customize by user
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [physics] example - rigidbodies forces");
InitPhysics(MAX_OBJECTS + 1); // Initialize physics system with maximum physic objects
// Physic Objects initialization
Transform objects[MAX_OBJECTS];
for (int i = 0; i < MAX_OBJECTS; i++)
{
objects[i] = (Transform){(Vector2){75 + OBJECTS_OFFSET * i, (screenHeight - 50) / 2}, 0.0f, (Vector2){50, 50}};
AddCollider(i, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){objects[i].position.x, objects[i].position.y, objects[i].scale.x, objects[i].scale.y}, 0});
AddRigidbody(i, (Rigidbody){true, 1.0f, (Vector2){0, 0}, (Vector2){0, 0}, false, false, true, 0.5f, 0.5f});
}
// Floor initialization
// NOTE: floor doesn't need a rigidbody because it's a static physic object, just a collider to collide with other dynamic colliders (with rigidbody)
Transform floor = (Transform){(Vector2){0, screenHeight * 0.8f}, 0.0f, (Vector2){screenWidth, screenHeight * 0.2f}};
AddCollider(MAX_OBJECTS, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0});
bool physicsDebug = false;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Update object physics
// NOTE: all physics detections and reactions are calculated in ApplyPhysics() function (You will live happier :D)
for (int i = 0; i < MAX_OBJECTS; i++)
{
ApplyPhysics(i, &objects[i].position);
}
// Check foce button input
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
AddForceAtPosition(GetMousePosition(), FORCE_INTENSITY, FORCE_RADIUS);
}
// Check debug mode toggle button input
if (IsKeyPressed(KEY_P)) physicsDebug = !physicsDebug;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Check if debug mode is enabled
if (physicsDebug)
{
// Draw every internal physics stored collider if it is active (floor included)
for (int i = 0; i < MAX_OBJECTS; i++)
{
if (GetCollider(i).enabled)
{
// Draw collider bounds
DrawRectangleLines(GetCollider(i).bounds.x, GetCollider(i).bounds.y, GetCollider(i).bounds.width, GetCollider(i).bounds.height, GREEN);
// Check if current collider is not floor
if (i < MAX_OBJECTS)
{
// Draw lines between mouse position and objects if they are in force range
if (CheckCollisionPointCircle(GetMousePosition(), (Vector2){GetCollider(i).bounds.x + GetCollider(i).bounds.width / 2, GetCollider(i).bounds.y + GetCollider(i).bounds.height / 2}, FORCE_RADIUS))
{
DrawLineV(GetMousePosition(), (Vector2){GetCollider(i).bounds.x + GetCollider(i).bounds.width / 2, GetCollider(i).bounds.y + GetCollider(i).bounds.height / 2}, RED);
}
}
}
}
// Draw radius circle
DrawCircleLines(GetMousePosition().x, GetMousePosition().y, FORCE_RADIUS, RED);
}
else
{
// Draw objects
for (int i = 0; i < MAX_OBJECTS; i++)
{
DrawRectangleRec((Rectangle){objects[i].position.x, objects[i].position.y, objects[i].scale.x, objects[i].scale.y}, GRAY);
}
// Draw floor
DrawRectangleRec((Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, BLACK);
}
// Draw help messages
DrawText("Use LEFT MOUSE BUTTON to create a force in mouse position", (screenWidth - MeasureText("Use LEFT MOUSE BUTTON to create a force in mouse position", 20)) / 2, screenHeight * 0.20f, 20, LIGHTGRAY);
DrawText("Use P to switch DEBUG MODE", (screenWidth - MeasureText("Use P to switch DEBUG MODE", 20)) / 2, screenHeight * 0.3f, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadPhysics(); // Unload physic objects
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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