Fix bug in isGrounded state calculations
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9261c3b8dc
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1 changed files with 12 additions and 68 deletions
80
src/physac.h
80
src/physac.h
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@ -361,70 +361,6 @@ PHYSACDEF PhysicsBody CreatePhysicsBodyCircle(Vector2 pos, float radius, float d
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{
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{
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PhysicsBody newBody = CreatePhysicsBodyPolygon(pos, radius, PHYSAC_CIRCLE_VERTICES, density);
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PhysicsBody newBody = CreatePhysicsBodyPolygon(pos, radius, PHYSAC_CIRCLE_VERTICES, density);
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return newBody;
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return newBody;
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/*PhysicsBody newBody = (PhysicsBody)PHYSAC_MALLOC(sizeof(PhysicsBodyData));
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usedMemory += sizeof(PhysicsBodyData);
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int newId = -1;
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for (int i = 0; i < PHYSAC_MAX_BODIES; i++)
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{
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int currentId = i;
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// Check if current id already exist in other physics body
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for (int k = 0; k < physicsBodiesCount; k++)
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{
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if (bodies[k]->id == currentId)
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{
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currentId++;
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break;
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}
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}
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// If it is not used, use it as new physics body id
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if (currentId == i)
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{
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newId = i;
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break;
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}
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}
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if (newId != -1)
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{
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// Initialize new body with generic values
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newBody->id = newId;
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newBody->enabled = true;
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newBody->position = pos;
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newBody->velocity = (Vector2){ 0 };
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newBody->force = (Vector2){ 0 };
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newBody->angularVelocity = 0;
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newBody->torque = 0;
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newBody->orient = 0;
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newBody->mass = PHYSAC_PI*radius*radius*density;
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newBody->inverseMass = ((newBody->mass != 0.0f) ? 1.0f/newBody->mass : 0.0f);
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newBody->inertia = newBody->mass*radius*radius;
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newBody->inverseInertia = ((newBody->inertia != 0.0f) ? 1.0f/newBody->inertia : 0.0f);
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newBody->staticFriction = 0;
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newBody->dynamicFriction = 0;
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newBody->restitution = 0;
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newBody->useGravity = true;
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newBody->freezeOrient = false;
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newBody->shape.type = PHYSICS_CIRCLE;
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newBody->shape.body = newBody;
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newBody->shape.radius = radius;
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// Add new body to bodies pointers array and update bodies count
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bodies[physicsBodiesCount] = newBody;
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physicsBodiesCount++;
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#if defined(PHYSAC_DEBUG)
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printf("[PHYSAC] created circle physics body id %i\n", newBody->id);
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#endif
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}
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#if defined(PHYSAC_DEBUG)
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else printf("[PHYSAC] new physics body creation failed because there is any available id to use\n");
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#endif
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return newBody;*/
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}
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}
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// Creates a new rectangle physics body with generic parameters
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// Creates a new rectangle physics body with generic parameters
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@ -1130,6 +1066,7 @@ static void *PhysicsLoop(void *arg)
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// Physics steps calculations (dynamics, collisions and position corrections)
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// Physics steps calculations (dynamics, collisions and position corrections)
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static void PhysicsStep(void)
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static void PhysicsStep(void)
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{
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{
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// Update current steps count
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stepsCount++;
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stepsCount++;
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// Clear previous generated collisions information
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// Clear previous generated collisions information
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@ -1138,6 +1075,13 @@ static void PhysicsStep(void)
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PhysicsManifold manifold = contacts[i];
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PhysicsManifold manifold = contacts[i];
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if (manifold != NULL) DestroyPhysicsManifold(manifold);
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if (manifold != NULL) DestroyPhysicsManifold(manifold);
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}
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}
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// Reset physics bodies grounded state
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for (int i = 0; i < physicsBodiesCount; i++)
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{
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PhysicsBody body = bodies[i];
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body->isGrounded = false;
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}
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// Generate new collision information
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// Generate new collision information
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for (int i = 0; i < physicsBodiesCount; i++)
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for (int i = 0; i < physicsBodiesCount; i++)
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@ -1347,9 +1291,9 @@ static void SolvePhysicsManifold(PhysicsManifold manifold)
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} break;
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} break;
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default: break;
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default: break;
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}
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}
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// Update physics body grounded state if normal direction is downside
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// Update physics body grounded state if normal direction is down and grounded state is not set yet in previous manifolds
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manifold->bodyB->isGrounded = (manifold->normal.y < 0);
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if (!manifold->bodyB->isGrounded) manifold->bodyB->isGrounded = (manifold->normal.y < 0);
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}
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}
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// Solves collision between two circle shape physics bodies
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// Solves collision between two circle shape physics bodies
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@ -1388,7 +1332,7 @@ static void SolveCircleToCircle(PhysicsManifold manifold)
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}
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}
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// Update physics body grounded state if normal direction is down
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// Update physics body grounded state if normal direction is down
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if (manifold->normal.y < 0) bodyA->isGrounded = true;
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if (!bodyA->isGrounded) bodyA->isGrounded = (manifold->normal.y < 0);
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}
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}
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// Solves collision between a circle to a polygon shape physics bodies
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// Solves collision between a circle to a polygon shape physics bodies
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