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-/**********************************************************************************************
-*
-* [physac] raylib physics engine module - Basic functions to apply physics to 2D objects
-*
-* Copyright (c) 2015 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.
-*
-* Permission is granted to anyone to use this software for any purpose, including commercial
-* applications, and to alter it and redistribute it freely, subject to the following restrictions:
-*
-* 1. The origin of this software must not be misrepresented; you must not claim that you
-* wrote the original software. If you use this software in a product, an acknowledgment
-* in the product documentation would be appreciated but is not required.
-*
-* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
-* as being the original software.
-*
-* 3. This notice may not be removed or altered from any source distribution.
-*
-**********************************************************************************************/
-
-//#define PHYSAC_STANDALONE // NOTE: To use the physics module as standalone lib, just uncomment this line
-
-#if defined(PHYSAC_STANDALONE)
- #include "physac.h"
-#else
- #include "raylib.h"
-#endif
-
-#include <math.h>
-#include <stdlib.h> // Required for: malloc(), free()
-
-//----------------------------------------------------------------------------------
-// Defines and Macros
-//----------------------------------------------------------------------------------
-#define DECIMAL_FIX 0.26f // Decimal margin for collision checks (avoid rigidbodies shake)
-
-//----------------------------------------------------------------------------------
-// Types and Structures Definition
-//----------------------------------------------------------------------------------
-// ...
-
-//----------------------------------------------------------------------------------
-// Global Variables Definition
-//----------------------------------------------------------------------------------
-static Collider *colliders; // Colliders array, dynamically allocated at runtime
-static Rigidbody *rigidbodies; // Rigitbody array, dynamically allocated at runtime
-static bool collisionChecker;
-
-static int maxElements; // Max physic elements to compute
-static bool enabled; // Physics enabled? (true by default)
-static Vector2 gravity; // Gravity value used for physic calculations
-
-//----------------------------------------------------------------------------------
-// Module specific Functions Declarations
-//----------------------------------------------------------------------------------
-static float Vector2Length(Vector2 vector);
-static float Vector2Distance(Vector2 a, Vector2 b);
-static void Vector2Normalize(Vector2 *vector);
-
-//----------------------------------------------------------------------------------
-// Module Functions Definitions
-//----------------------------------------------------------------------------------
-void InitPhysics(int maxPhysicElements)
-{
- maxElements = maxPhysicElements;
-
- colliders = (Collider *)malloc(maxElements*sizeof(Collider));
- rigidbodies = (Rigidbody *)malloc(maxElements*sizeof(Rigidbody));
-
- for (int i = 0; i < maxElements; i++)
- {
- colliders[i].enabled = false;
- colliders[i].bounds = (Rectangle){ 0, 0, 0, 0 };
- colliders[i].radius = 0;
-
- rigidbodies[i].enabled = false;
- rigidbodies[i].mass = 0.0f;
- rigidbodies[i].velocity = (Vector2){ 0.0f, 0.0f };
- rigidbodies[i].acceleration = (Vector2){ 0.0f, 0.0f };
- rigidbodies[i].isGrounded = false;
- rigidbodies[i].isContact = false;
- rigidbodies[i].friction = 0.0f;
- }
-
- collisionChecker = false;
- enabled = true;
-
- // NOTE: To get better results, gravity needs to be 1:10 from original parameter
- gravity = (Vector2){ 0.0f, -9.81f/10.0f }; // By default, standard gravity
-}
-
-void UnloadPhysics()
-{
- free(colliders);
- free(rigidbodies);
-}
-
-void AddCollider(int index, Collider collider)
-{
- colliders[index] = collider;
-}
-
-void AddRigidbody(int index, Rigidbody rigidbody)
-{
- rigidbodies[index] = rigidbody;
-}
-
-void ApplyPhysics(int index, Vector2 *position)
-{
- if (rigidbodies[index].enabled)
- {
- // Apply friction to acceleration
- if (rigidbodies[index].acceleration.x > DECIMAL_FIX)
- {
- rigidbodies[index].acceleration.x -= rigidbodies[index].friction;
- }
- else if (rigidbodies[index].acceleration.x < -DECIMAL_FIX)
- {
- rigidbodies[index].acceleration.x += rigidbodies[index].friction;
- }
- else
- {
- rigidbodies[index].acceleration.x = 0;
- }
-
- if (rigidbodies[index].acceleration.y > DECIMAL_FIX / 2)
- {
- rigidbodies[index].acceleration.y -= rigidbodies[index].friction;
- }
- else if (rigidbodies[index].acceleration.y < -DECIMAL_FIX / 2)
- {
- rigidbodies[index].acceleration.y += rigidbodies[index].friction;
- }
- else
- {
- rigidbodies[index].acceleration.y = 0;
- }
-
- // Apply friction to velocity
- if (rigidbodies[index].isGrounded)
- {
- if (rigidbodies[index].velocity.x > DECIMAL_FIX)
- {
- rigidbodies[index].velocity.x -= rigidbodies[index].friction;
- }
- else if (rigidbodies[index].velocity.x < -DECIMAL_FIX)
- {
- rigidbodies[index].velocity.x += rigidbodies[index].friction;
- }
- else
- {
- rigidbodies[index].velocity.x = 0;
- }
- }
-
- if (rigidbodies[index].velocity.y > DECIMAL_FIX / 2)
- {
- rigidbodies[index].velocity.y -= rigidbodies[index].friction;
- }
- else if (rigidbodies[index].velocity.y < -DECIMAL_FIX / 2)
- {
- rigidbodies[index].velocity.y += rigidbodies[index].friction;
- }
- else
- {
- rigidbodies[index].velocity.y = 0;
- }
-
- // Apply gravity
- rigidbodies[index].velocity.y += gravity.y;
- rigidbodies[index].velocity.x += gravity.x;
-
- // Apply acceleration
- rigidbodies[index].velocity.y += rigidbodies[index].acceleration.y;
- rigidbodies[index].velocity.x += rigidbodies[index].acceleration.x;
-
- // Update position vector
- position->x += rigidbodies[index].velocity.x;
- position->y -= rigidbodies[index].velocity.y;
-
- // Update collider bounds
- colliders[index].bounds.x = position->x;
- colliders[index].bounds.y = position->y;
-
- // Check collision with other colliders
- collisionChecker = false;
- rigidbodies[index].isContact = false;
- for (int j = 0; j < maxElements; j++)
- {
- if (index != j)
- {
- if (colliders[index].enabled && colliders[j].enabled)
- {
- if (colliders[index].type == COLLIDER_RECTANGLE)
- {
- if (colliders[j].type == COLLIDER_RECTANGLE)
- {
- if (CheckCollisionRecs(colliders[index].bounds, colliders[j].bounds))
- {
- collisionChecker = true;
-
- if ((colliders[index].bounds.y + colliders[index].bounds.height <= colliders[j].bounds.y) == false)
- {
- rigidbodies[index].isContact = true;
- }
- }
- }
- else
- {
- if (CheckCollisionCircleRec((Vector2){colliders[j].bounds.x, colliders[j].bounds.y}, colliders[j].radius, colliders[index].bounds))
- {
- collisionChecker = true;
- }
- }
- }
- else
- {
- if (colliders[j].type == COLLIDER_RECTANGLE)
- {
- if (CheckCollisionCircleRec((Vector2){colliders[index].bounds.x, colliders[index].bounds.y}, colliders[index].radius, colliders[j].bounds))
- {
- collisionChecker = true;
- }
- }
- else
- {
- if (CheckCollisionCircles((Vector2){colliders[j].bounds.x, colliders[j].bounds.y}, colliders[j].radius, (Vector2){colliders[index].bounds.x, colliders[index].bounds.y}, colliders[index].radius))
- {
- collisionChecker = true;
- }
- }
- }
- }
- }
- }
-
- // Update grounded rigidbody state
- rigidbodies[index].isGrounded = collisionChecker;
-
- // Set grounded state if needed (fix overlap and set y velocity)
- if (collisionChecker && rigidbodies[index].velocity.y != 0)
- {
- position->y += rigidbodies[index].velocity.y;
- rigidbodies[index].velocity.y = -rigidbodies[index].velocity.y * rigidbodies[index].bounciness;
- }
-
- if (rigidbodies[index].isContact)
- {
- position->x -= rigidbodies[index].velocity.x;
- rigidbodies[index].velocity.x = rigidbodies[index].velocity.x;
- }
- }
-}
-
-void SetRigidbodyEnabled(int index, bool state)
-{
- rigidbodies[index].enabled = state;
-}
-
-void SetRigidbodyVelocity(int index, Vector2 velocity)
-{
- rigidbodies[index].velocity.x = velocity.x;
- rigidbodies[index].velocity.y = velocity.y;
-}
-
-void SetRigidbodyAcceleration(int index, Vector2 acceleration)
-{
- rigidbodies[index].acceleration.x = acceleration.x;
- rigidbodies[index].acceleration.y = acceleration.y;
-}
-
-void AddRigidbodyForce(int index, Vector2 force)
-{
- rigidbodies[index].acceleration.x = force.x / rigidbodies[index].mass;
- rigidbodies[index].acceleration.y = force.y / rigidbodies[index].mass;
-}
-
-void AddForceAtPosition(Vector2 position, float intensity, float radius)
-{
- for(int i = 0; i < maxElements; i++)
- {
- if(rigidbodies[i].enabled)
- {
- // Get position from its collider
- Vector2 pos = {colliders[i].bounds.x, colliders[i].bounds.y};
-
- // Get distance between rigidbody position and target position
- float distance = Vector2Distance(position, pos);
-
- if(distance <= radius)
- {
- // Calculate force based on direction
- Vector2 force = {colliders[i].bounds.x - position.x, colliders[i].bounds.y - position.y};
-
- // Normalize the direction vector
- Vector2Normalize(&force);
-
- // Invert y value
- force.y *= -1;
-
- // Apply intensity and distance
- force = (Vector2){force.x * intensity / distance, force.y * intensity / distance};
-
- // Add calculated force to the rigidbodies
- AddRigidbodyForce(i, force);
- }
- }
- }
-}
-
-void SetColliderEnabled(int index, bool state)
-{
- colliders[index].enabled = state;
-}
-
-Collider GetCollider(int index)
-{
- return colliders[index];
-}
-
-Rigidbody GetRigidbody(int index)
-{
- return rigidbodies[index];
-}
-
-//----------------------------------------------------------------------------------
-// Module specific Functions Definitions
-//----------------------------------------------------------------------------------
-static float Vector2Length(Vector2 vector)
-{
- return sqrt((vector.x * vector.x) + (vector.y * vector.y));
-}
-
-static float Vector2Distance(Vector2 a, Vector2 b)
-{
- Vector2 vector = {b.x - a.x, b.y - a.y};
- return sqrt((vector.x * vector.x) + (vector.y * vector.y));
-}
-
-static void Vector2Normalize(Vector2 *vector)
-{
- float length = Vector2Length(*vector);
-
- if (length != 0.0f)
- {
- vector->x /= length;
- vector->y /= length;
- }
- else
- {
- vector->x = 0.0f;
- vector->y = 0.0f;
- }
-}