Reviewed physics module
A deeper revision required, not clear enough for the user Key: Create a PhysicObjects pool
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5 changed files with 64 additions and 98 deletions
61
src/physac.c
61
src/physac.c
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@ -30,13 +30,12 @@
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#endif
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#include <math.h>
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#include <stdio.h>
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#include <stdlib.h> // Required for: malloc(), free()
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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#define MAX_ELEMENTS 1024 // Stored rigidbodies and colliders array length
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#define DECIMAL_FIX 0.26f // Decimal margin for collision checks (avoid rigidbodies shake)
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#define DECIMAL_FIX 0.26f // Decimal margin for collision checks (avoid rigidbodies shake)
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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@ -46,10 +45,13 @@
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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static Physics physics;
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static Collider colliders[MAX_ELEMENTS];
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static Rigidbody rigidbodies[MAX_ELEMENTS];
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static bool collisionChecker = false;
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static Collider *colliders; // Colliders array, dynamically allocated at runtime
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static Rigidbody *rigidbodies; // Rigitbody array, dynamically allocated at runtime
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static bool collisionChecker;
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static int maxElements; // Max physic elements to compute
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static bool enabled; // Physics enabled? (true by default)
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static Vector2 gravity; // Gravity value used for physic calculations
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//----------------------------------------------------------------------------------
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// Module specific Functions Declarations
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@ -61,30 +63,39 @@ static void Vector2Normalize(Vector2 *vector);
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//----------------------------------------------------------------------------------
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// Module Functions Definitions
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//----------------------------------------------------------------------------------
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void InitPhysics(void)
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{
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for (int i = 0; i < MAX_ELEMENTS; i++)
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void InitPhysics(int maxPhysicElements)
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{
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maxElements = maxPhysicElements;
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colliders = (Collider *)malloc(maxElements*sizeof(Collider));
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rigidbodies = (Rigidbody *)malloc(maxElements*sizeof(Rigidbody));
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for (int i = 0; i < maxElements; i++)
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{
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colliders[i].enabled = false;
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colliders[i].bounds = (Rectangle){ 0, 0, 0, 0 };
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colliders[i].radius = 0;
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rigidbodies[i].enabled = false;
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rigidbodies[i].mass = 0.0f;
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rigidbodies[i].velocity = (Vector2){0, 0};
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rigidbodies[i].acceleration = (Vector2){0, 0};
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rigidbodies[i].velocity = (Vector2){ 0.0f, 0.0f };
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rigidbodies[i].acceleration = (Vector2){ 0.0f, 0.0f };
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rigidbodies[i].isGrounded = false;
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rigidbodies[i].isContact = false;
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rigidbodies[i].friction = 0.0f;
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colliders[i].enabled = false;
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colliders[i].bounds = (Rectangle){0, 0, 0, 0};
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colliders[i].radius = 0;
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}
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collisionChecker = false;
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enabled = true;
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// NOTE: To get better results, gravity needs to be 1:10 from original parameter
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gravity = (Vector2){ 0.0f, -9.81f/10.0f }; // By default, standard gravity
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}
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void SetPhysics(Physics settings)
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void UnloadPhysics()
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{
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physics = settings;
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// To get good results, gravity needs to be 1:10 from original parameter
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physics.gravity = (Vector2){physics.gravity.x / 10, physics.gravity.y / 10};
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free(colliders);
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free(rigidbodies);
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}
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void AddCollider(int index, Collider collider)
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@ -159,8 +170,8 @@ void ApplyPhysics(int index, Vector2 *position)
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}
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// Apply gravity
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rigidbodies[index].velocity.y += physics.gravity.y;
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rigidbodies[index].velocity.x += physics.gravity.x;
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rigidbodies[index].velocity.y += gravity.y;
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rigidbodies[index].velocity.x += gravity.x;
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// Apply acceleration
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rigidbodies[index].velocity.y += rigidbodies[index].acceleration.y;
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@ -177,7 +188,7 @@ void ApplyPhysics(int index, Vector2 *position)
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// Check collision with other colliders
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collisionChecker = false;
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rigidbodies[index].isContact = false;
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for (int j = 0; j < MAX_ELEMENTS; j++)
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for (int j = 0; j < maxElements; j++)
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{
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if (index != j)
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{
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@ -269,7 +280,7 @@ void AddRigidbodyForce(int index, Vector2 force)
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void AddForceAtPosition(Vector2 position, float intensity, float radius)
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{
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for(int i = 0; i < MAX_ELEMENTS; i++)
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for(int i = 0; i < maxElements; i++)
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{
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if(rigidbodies[i].enabled)
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{
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11
src/physac.h
11
src/physac.h
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@ -35,13 +35,6 @@
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// Collider types
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typedef enum { COLLIDER_CIRCLE, COLLIDER_RECTANGLE, COLLIDER_CAPSULE } ColliderType;
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// Physics struct
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typedef struct Physics {
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bool enabled;
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bool debug; // Should be used by programmer for testing purposes
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Vector2 gravity;
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} Physics;
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// Transform struct
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typedef struct Transform {
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Vector2 position;
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@ -77,8 +70,8 @@ extern "C" { // Prevents name mangling of functions
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//----------------------------------------------------------------------------------
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// Module Functions Declarations
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//----------------------------------------------------------------------------------
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void InitPhysics(void); // Initialize all internal physics values
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void SetPhysics(Physics settings); // Set physics settings values using Physics data type to overwrite internal physics settings
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void InitPhysics(int maxPhysicElements); // Initialize all internal physics values
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void UnloadPhysics(); // Unload physic elements arrays
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void AddRigidbody(int index, Rigidbody rigidbody); // Initialize a new rigidbody with parameters to internal index slot
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void AddCollider(int index, Collider collider); // Initialize a new Collider with parameters to internal index slot
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13
src/raylib.h
13
src/raylib.h
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@ -466,13 +466,6 @@ typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERS
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// Collider types
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typedef enum { COLLIDER_CIRCLE, COLLIDER_RECTANGLE, COLLIDER_CAPSULE } ColliderType;
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// Physics struct
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typedef struct Physics {
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bool enabled;
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bool debug; // Should be used by programmer for testing purposes
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Vector2 gravity;
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} Physics;
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// Transform struct
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typedef struct Transform {
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Vector2 position;
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@ -808,10 +801,10 @@ void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textur
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void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
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//----------------------------------------------------------------------------------
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// Physics System Functions (engine-module: physics)
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// Physics System Functions (engine-module: physac)
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//----------------------------------------------------------------------------------
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void InitPhysics(void); // Initialize all internal physics values
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void SetPhysics(Physics settings); // Set physics settings values using Physics data type to overwrite internal physics settings
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void InitPhysics(int maxPhysicElements); // Initialize all internal physics values
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void UnloadPhysics(); // Unload physic elements arrays
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void AddRigidbody(int index, Rigidbody rigidbody); // Initialize a new rigidbody with parameters to internal index slot
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void AddCollider(int index, Collider collider); // Initialize a new Collider with parameters to internal index slot
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