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authorRay <[email protected]>2017-03-07 09:49:04 +0100
committerGitHub <[email protected]>2017-03-07 09:49:04 +0100
commit6d1519c1322c6c1718f67e362c87b92c35ce55fd (patch)
treecc88c13bb4096ed8bbf7279ffb494728bc753e2a /src/physac.h
parentcb29b1d2ac50e5438d883b7dba8403482a627b8c (diff)
parent6e683d57e8209fc524c3cc25e75eff3fb33a1fbc (diff)
downloadraylib-6d1519c1322c6c1718f67e362c87b92c35ce55fd.tar.gz
raylib-6d1519c1322c6c1718f67e362c87b92c35ce55fd.zip
Merge pull request #241 from raysan5/develop
Integrate develop branch
Diffstat (limited to 'src/physac.h')
-rw-r--r--src/physac.h89
1 files changed, 20 insertions, 69 deletions
diff --git a/src/physac.h b/src/physac.h
index cb0e3f3c..ff56615d 100644
--- a/src/physac.h
+++ b/src/physac.h
@@ -38,13 +38,20 @@
* You can define your own malloc/free implementation replacing stdlib.h malloc()/free() functions.
* Otherwise it will include stdlib.h and use the C standard library malloc()/free() function.
*
+*
+* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
+*
+* Use the following code to compile (-static -lpthread):
+* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread
+* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
+*
* VERY THANKS TO:
* Ramón Santamaria (@raysan5)
*
*
* LICENSE: zlib/libpng
*
-* Copyright (c) 2016 Victor Fisac
+* Copyright (c) 2017 Victor Fisac
*
* 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.
@@ -361,70 +368,6 @@ PHYSACDEF PhysicsBody CreatePhysicsBodyCircle(Vector2 pos, float radius, float d
{
PhysicsBody newBody = CreatePhysicsBodyPolygon(pos, radius, PHYSAC_CIRCLE_VERTICES, density);
return newBody;
-
- /*PhysicsBody newBody = (PhysicsBody)PHYSAC_MALLOC(sizeof(PhysicsBodyData));
- usedMemory += sizeof(PhysicsBodyData);
-
- int newId = -1;
- for (int i = 0; i < PHYSAC_MAX_BODIES; i++)
- {
- int currentId = i;
-
- // Check if current id already exist in other physics body
- for (int k = 0; k < physicsBodiesCount; k++)
- {
- if (bodies[k]->id == currentId)
- {
- currentId++;
- break;
- }
- }
-
- // If it is not used, use it as new physics body id
- if (currentId == i)
- {
- newId = i;
- break;
- }
- }
-
- if (newId != -1)
- {
- // Initialize new body with generic values
- newBody->id = newId;
- newBody->enabled = true;
- newBody->position = pos;
- newBody->velocity = (Vector2){ 0 };
- newBody->force = (Vector2){ 0 };
- newBody->angularVelocity = 0;
- newBody->torque = 0;
- newBody->orient = 0;
- newBody->mass = PHYSAC_PI*radius*radius*density;
- newBody->inverseMass = ((newBody->mass != 0.0f) ? 1.0f/newBody->mass : 0.0f);
- newBody->inertia = newBody->mass*radius*radius;
- newBody->inverseInertia = ((newBody->inertia != 0.0f) ? 1.0f/newBody->inertia : 0.0f);
- newBody->staticFriction = 0;
- newBody->dynamicFriction = 0;
- newBody->restitution = 0;
- newBody->useGravity = true;
- newBody->freezeOrient = false;
- newBody->shape.type = PHYSICS_CIRCLE;
- newBody->shape.body = newBody;
- newBody->shape.radius = radius;
-
- // Add new body to bodies pointers array and update bodies count
- bodies[physicsBodiesCount] = newBody;
- physicsBodiesCount++;
-
- #if defined(PHYSAC_DEBUG)
- printf("[PHYSAC] created circle physics body id %i\n", newBody->id);
- #endif
- }
- #if defined(PHYSAC_DEBUG)
- else printf("[PHYSAC] new physics body creation failed because there is any available id to use\n");
- #endif
-
- return newBody;*/
}
// Creates a new rectangle physics body with generic parameters
@@ -1130,6 +1073,7 @@ static void *PhysicsLoop(void *arg)
// Physics steps calculations (dynamics, collisions and position corrections)
static void PhysicsStep(void)
{
+ // Update current steps count
stepsCount++;
// Clear previous generated collisions information
@@ -1138,6 +1082,13 @@ static void PhysicsStep(void)
PhysicsManifold manifold = contacts[i];
if (manifold != NULL) DestroyPhysicsManifold(manifold);
}
+
+ // Reset physics bodies grounded state
+ for (int i = 0; i < physicsBodiesCount; i++)
+ {
+ PhysicsBody body = bodies[i];
+ body->isGrounded = false;
+ }
// Generate new collision information
for (int i = 0; i < physicsBodiesCount; i++)
@@ -1347,9 +1298,9 @@ static void SolvePhysicsManifold(PhysicsManifold manifold)
} break;
default: break;
}
-
- // Update physics body grounded state if normal direction is downside
- manifold->bodyB->isGrounded = (manifold->normal.y < 0);
+
+ // Update physics body grounded state if normal direction is down and grounded state is not set yet in previous manifolds
+ if (!manifold->bodyB->isGrounded) manifold->bodyB->isGrounded = (manifold->normal.y < 0);
}
// Solves collision between two circle shape physics bodies
@@ -1388,7 +1339,7 @@ static void SolveCircleToCircle(PhysicsManifold manifold)
}
// Update physics body grounded state if normal direction is down
- if (manifold->normal.y < 0) bodyA->isGrounded = true;
+ if (!bodyA->isGrounded) bodyA->isGrounded = (manifold->normal.y < 0);
}
// Solves collision between a circle to a polygon shape physics bodies