A world is required to simulate physics between bodies. More...
Typedefs | |
typedef struct _EPhysics_World | EPhysics_World |
World handle, most basic type of EPhysics. More... | |
typedef enum _EPhysics_Callback_World_Type | EPhysics_Callback_World_Type |
Identifier of callbacks to be set for EPhysics worlds. More... | |
typedef enum _EPhysics_World_Constraint_Solver_Mode | EPhysics_World_Solver_Mode |
typedef void(* | EPhysics_World_Event_Cb) (void *data, EPhysics_World *world, void *event_info) |
EPhysics world event callback function signature. More... | |
Enumerations | |
enum | _EPhysics_Callback_World_Type { EPHYSICS_CALLBACK_WORLD_DEL , EPHYSICS_CALLBACK_WORLD_STOPPED , EPHYSICS_CALLBACK_WORLD_CAMERA_MOVED , EPHYSICS_CALLBACK_WORLD_UPDATE , EPHYSICS_CALLBACK_WORLD_LAST } |
enum | _EPhysics_World_Constraint_Solver_Mode { EPHYSICS_WORLD_SOLVER_RANDMIZE_ORDER = 1 , EPHYSICS_WORLD_SOLVER_USE_WARMSTARTING = 4 , EPHYSICS_WORLD_SOLVER_USE_2_FRICTION_DIRECTIONS = 16 , EPHYSICS_WORLD_SOLVER_SIMD = 256 } |
typedef EPhysics_World_Constraint_Solver_Mode More... | |
Functions | |
EAPI EPhysics_World * | ephysics_world_new (void) |
Create a new physics world. More... | |
EAPI void | ephysics_world_render_geometry_set (EPhysics_World *world, Evas_Coord x, Evas_Coord y, Evas_Coord z, Evas_Coord w, Evas_Coord h, Evas_Coord d) |
Set dimensions of rendered area to be take on account by default updates. More... | |
EAPI void | ephysics_world_render_geometry_get (const EPhysics_World *world, Evas_Coord *x, Evas_Coord *y, Evas_Coord *z, Evas_Coord *w, Evas_Coord *h, Evas_Coord *d) |
Get dimensions of rendered area to be take on account by default updates. More... | |
EAPI Eina_Bool | ephysics_world_serialize (EPhysics_World *world, const char *path) |
Serializes the world to path . More... | |
EAPI void | ephysics_world_del (EPhysics_World *world) |
Deletes a physics world. More... | |
EAPI void | ephysics_world_running_set (EPhysics_World *world, Eina_Bool running) |
Set running status of world. More... | |
EAPI Eina_Bool | ephysics_world_running_get (const EPhysics_World *world) |
Get running status of world. More... | |
EAPI void | ephysics_world_max_sleeping_time_set (EPhysics_World *world, double sleeping_time) |
Set the max sleeping time value. More... | |
EAPI double | ephysics_world_max_sleeping_time_get (const EPhysics_World *world) |
Get the max sleeping time value for world . More... | |
EAPI void | ephysics_world_gravity_set (EPhysics_World *world, double gx, double gy, double gz) |
Set world gravity in the 3 axes (x, y, z). More... | |
EAPI void | ephysics_world_constraint_solver_iterations_set (EPhysics_World *world, int iterations) |
Set the number of iterations the constraint solver will have for contact and joint constraints. More... | |
EAPI int | ephysics_world_constraint_solver_iterations_get (const EPhysics_World *world) |
Get the number of iterations the constraint solver will have for contact and joint constraints. More... | |
EAPI void | ephysics_world_constraint_solver_mode_enable_set (EPhysics_World *world, EPhysics_World_Solver_Mode solver_mode, Eina_Bool enable) |
Enable or disable a constraint solver mode to world . More... | |
EAPI Eina_Bool | ephysics_world_constraint_solver_mode_enable_get (const EPhysics_World *world, EPhysics_World_Solver_Mode solver_mode) |
Get the solver_mode status on world . More... | |
EAPI void | ephysics_world_gravity_get (const EPhysics_World *world, double *gx, double *gy, double *gz) |
Get world gravity values for axis x, y and z. More... | |
EAPI void | ephysics_world_rate_set (EPhysics_World *world, double rate) |
Set rate between pixels on evas canvas and meters on ephysics world. More... | |
EAPI double | ephysics_world_rate_get (const EPhysics_World *world) |
Get rate between pixels on evas canvas and meters on ephysics world. More... | |
EAPI Eina_List * | ephysics_world_bodies_get (const EPhysics_World *world) |
Gets the world's bodies list. More... | |
EAPI EPhysics_Camera * | ephysics_world_camera_get (const EPhysics_World *world) |
Get the camera used by an ephysics world. More... | |
EAPI void | ephysics_world_event_callback_add (EPhysics_World *world, EPhysics_Callback_World_Type type, EPhysics_World_Event_Cb func, const void *data) |
Register a callback to a type of physics world event. More... | |
EAPI void * | ephysics_world_event_callback_del (EPhysics_World *world, EPhysics_Callback_World_Type type, EPhysics_World_Event_Cb func) |
Unregister an ephysics world event callback. More... | |
EAPI void * | ephysics_world_event_callback_del_full (EPhysics_World *world, EPhysics_Callback_World_Type type, EPhysics_World_Event_Cb func, void *data) |
Unregister an ephysics world event callback matching data pointer. More... | |
EAPI void | ephysics_world_linear_slop_set (EPhysics_World *world, double linear_slop) |
Set linear slop to be used by world. More... | |
EAPI double | ephysics_world_linear_slop_get (const EPhysics_World *world) |
Get linear slop used by world. More... | |
EAPI void | ephysics_world_bodies_outside_top_autodel_set (EPhysics_World *world, Eina_Bool autodel) |
Set world autodeleting bodies mode when they're outside of render area by the top. More... | |
EAPI Eina_Bool | ephysics_world_bodies_outside_top_autodel_get (const EPhysics_World *world) |
Get world autodeleting bodies mode when they're outside of render area by the top. More... | |
EAPI void | ephysics_world_bodies_outside_bottom_autodel_set (EPhysics_World *world, Eina_Bool autodel) |
Set world autodeleting bodies mode when they're outside of render area by the bottom. More... | |
EAPI Eina_Bool | ephysics_world_bodies_outside_bottom_autodel_get (const EPhysics_World *world) |
Get world autodeleting bodies mode when they're outside of render area by the bottom. More... | |
EAPI void | ephysics_world_bodies_outside_right_autodel_set (EPhysics_World *world, Eina_Bool autodel) |
Set world autodeleting bodies mode when they're outside of render area by the right. More... | |
EAPI Eina_Bool | ephysics_world_bodies_outside_right_autodel_get (const EPhysics_World *world) |
Get world autodeleting bodies mode when they're outside of render area by the right. More... | |
EAPI void | ephysics_world_bodies_outside_left_autodel_set (EPhysics_World *world, Eina_Bool autodel) |
Set world autodeleting bodies mode when they're outside of render area by the left. More... | |
EAPI Eina_Bool | ephysics_world_bodies_outside_left_autodel_get (const EPhysics_World *world) |
Get world autodeleting bodies mode when they're outside of render area by the left. More... | |
EAPI void | ephysics_world_bodies_outside_front_autodel_set (EPhysics_World *world, Eina_Bool autodel) |
Set world autodeleting bodies mode when they're outside of render area by the front. More... | |
EAPI Eina_Bool | ephysics_world_bodies_outside_front_autodel_get (const EPhysics_World *world) |
Get world autodeleting bodies mode when they're outside of render area by the front. More... | |
EAPI void | ephysics_world_bodies_outside_back_autodel_set (EPhysics_World *world, Eina_Bool autodel) |
Set world autodeleting bodies mode when they're outside of render area by the back. More... | |
EAPI Eina_Bool | ephysics_world_bodies_outside_back_autodel_get (const EPhysics_World *world) |
Get world autodeleting bodies mode when they're outside of render area by the back. More... | |
EAPI void | ephysics_world_simulation_set (EPhysics_World *world, double fixed_time_step, int max_sub_steps) |
Set world simulation's fixed time step and max number of sub steps configuration. More... | |
EAPI void | ephysics_world_simulation_get (const EPhysics_World *world, double *fixed_time_step, int *max_sub_steps) |
Get world simulation's fixed time step and max number of sub steps configuration. More... | |
EAPI void | ephysics_world_point_light_position_set (EPhysics_World *world, Evas_Coord lx, Evas_Coord ly, Evas_Coord lz) |
Set position of point light to be applied on the scene. More... | |
EAPI void | ephysics_world_point_light_color_set (EPhysics_World *world, int lr, int lg, int lb) |
Set color of point light to be applied on the scene. More... | |
EAPI void | ephysics_world_ambient_light_color_set (EPhysics_World *world, int ar, int ag, int ab) |
Set color of the ambient light to be applied on the scene. More... | |
EAPI void | ephysics_world_point_light_position_get (const EPhysics_World *world, Evas_Coord *lx, Evas_Coord *ly, Evas_Coord *lz) |
Get position of point light applied on the scene. More... | |
EAPI void | ephysics_world_point_light_color_get (const EPhysics_World *world, int *lr, int *lg, int *lb) |
Get color of point light applied on the scene. More... | |
EAPI void | ephysics_world_ambient_light_color_get (const EPhysics_World *world, int *ar, int *ag, int *ab) |
Set color of the ambient light to be applied on the scene. More... | |
EAPI void | ephysics_world_light_all_bodies_set (EPhysics_World *world, Eina_Bool enable) |
Set if light should be applied over all the bodies. More... | |
EAPI Eina_Bool | ephysics_world_light_all_bodies_get (const EPhysics_World *world) |
Get light setting regarding being applied over all the bodies. More... | |
EAPI void | ephysics_world_stack_enable_set (EPhysics_World *world, Eina_Bool enabled) |
Enable / disable stacking based on bodies z coordinates. More... | |
EAPI Eina_Bool | ephysics_world_stack_enable_get (const EPhysics_World *world) |
Get stacking status of world. More... | |
A world is required to simulate physics between bodies.
It will setup collision configuration, constraint solver, the broadphase interface and a dispatcher to dispatch calculations for overlapping pairs.
A new world can be created with ephysics_world_new() and deleted with ephysics_world_del(). It can have its gravity changed with ephysics_world_gravity_set() and play / paused with ephysics_world_running_set(). When running, the simulation will be gradually stepped.
typedef struct _EPhysics_World EPhysics_World |
World handle, most basic type of EPhysics.
Created with ephysics_world_new() and deleted with ephysics_world_del().
Identifier of callbacks to be set for EPhysics worlds.
EPhysics_World_Event_Cb |
EPhysics world event callback function signature.
Callbacks can be registered for events like world deleting.
data | User data that will be set when registering the callback. |
world | Physics world. |
event_info | Data specific to a kind of event. Some types of events don't have event_info . |
typedef EPhysics_World_Constraint_Solver_Mode
Identifies the worlds contact and joint constraint solver mode. By default EPHYSICS_WORLD_SOLVER_USE_WARMSTARTING is the only enabled solver mode.
EAPI EPhysics_World * ephysics_world_new | ( | void | ) |
Create a new physics world.
A new world will be created with set collision configuration, constraint solver, broadphase interface and dispatcher.
It can be paused / unpaused with ephysics_world_running_set() and its gravity can be changed with ephysics_world_gravity_set().
By default it starts with gravity y = 294 Evas coordinates per second ^ 2 and playing.
If default updates between physics bodies and evas objects will be used it's mandatory to set the size of the area to be rendered with ephysics_world_render_geometry_set().
NULL
, on errors.EAPI void ephysics_world_render_geometry_set | ( | EPhysics_World * | world, |
Evas_Coord | x, | ||
Evas_Coord | y, | ||
Evas_Coord | z, | ||
Evas_Coord | w, | ||
Evas_Coord | h, | ||
Evas_Coord | d | ||
) |
Set dimensions of rendered area to be take on account by default updates.
By default it starts with null x, y, width and height.
The physics world won't be limited, but boundaries can be added with:
world | the world to be configured. |
x | Coordinate x of the top left point of rendered area, in pixels. |
y | Coordinate y of the top left point of rendered area, in pixels. |
z | Coordinate z of the rendered area, in pixels. |
w | rendered area width, in pixels. |
h | rendered area height, in pixels. |
d | rendered area depth, in pixels. |
EAPI void ephysics_world_render_geometry_get | ( | const EPhysics_World * | world, |
Evas_Coord * | x, | ||
Evas_Coord * | y, | ||
Evas_Coord * | z, | ||
Evas_Coord * | w, | ||
Evas_Coord * | h, | ||
Evas_Coord * | d | ||
) |
Get dimensions of rendered area to be take on account by default updates.
world | the world to be configured. |
x | Coordinate x of the top left point of rendered area, in pixels. |
y | Coordinate y of the top left point of rendered area, in pixels. |
z | Coordinate z of the rendered area, in pixels. |
w | rendered area width, in pixels. |
h | rendered area height, in pixels. |
d | rendered area depth, in pixels. |
EAPI Eina_Bool ephysics_world_serialize | ( | EPhysics_World * | world, |
const char * | path | ||
) |
Serializes the world
to path
.
Save the dynamics world to a binary dump, a .bullet file.
world | the world to be serialized. |
path | where the serialized world should be written to. |
EAPI void ephysics_world_del | ( | EPhysics_World * | world | ) |
Deletes a physics world.
It will also delete all bodies associated to it.
world | The world to be deleted. |
EAPI void ephysics_world_running_set | ( | EPhysics_World * | world, |
Eina_Bool | running | ||
) |
Set running status of world.
A world can be played / paused. When running, it will simulate the physics step by step. When paused, it will stop simulation. Consequently all the registered callbacks won't be called since no event will occur (no collisions, no object updates).
When a world is created it starts running.
world | The world to be played / paused. |
running | If EINA_TRUE it will play, otherwise it will pause. |
EAPI Eina_Bool ephysics_world_running_get | ( | const EPhysics_World * | world | ) |
Get running status of world.
By default a world starts running.
world | The physics world. |
EINA_TRUE
if it's running, or EINA_FALSE
if it's paused or on error.EAPI void ephysics_world_max_sleeping_time_set | ( | EPhysics_World * | world, |
double | sleeping_time | ||
) |
Set the max sleeping time value.
This value determines how long(in seconds) a rigid body under the linear and angular threshold is supposed to be marked as sleeping. Default value is set to 2.0.
world | The world to set the max sleeping time. |
sleeping_time | The max sleeping time to set to world . |
EAPI double ephysics_world_max_sleeping_time_get | ( | const EPhysics_World * | world | ) |
Get the max sleeping time value for world
.
world | The world to get the max sleeping time from. |
world
.EAPI void ephysics_world_gravity_set | ( | EPhysics_World * | world, |
double | gx, | ||
double | gy, | ||
double | gz | ||
) |
Set world gravity in the 3 axes (x, y, z).
Gravity will act over bodies with mass over all the time.
By default values are 0, 294, 0 Evas Coordinates per second ^ 2 (9.8 m/s^2, since we've a default rate of 30 pixels).
If you change the rate but wants to keep 9.8 m/s^2, you well need to set world gravity with: 9.8 * new_rate.
world | The world object. |
gx | Gravity on x axis. |
gy | Gravity on y axis. |
gz | Gravity on z axis. |
EAPI void ephysics_world_constraint_solver_iterations_set | ( | EPhysics_World * | world, |
int | iterations | ||
) |
Set the number of iterations the constraint solver will have for contact and joint constraints.
The default value is set to 10. The greater number of iterations more quality and precise the result but with performance penalty.
By default, the Projected Gauss Seidel constraint solver is used for contact and joint constraints. The algorithm is an iterative LCP solver, informally known as 'sequential impulse'.
A reasonable range of iterations is from 4 (low quality, good performance) to 20 (good quality, less but still reasonable performance).
world | The world to be set. |
iterations | The number of iterations to be set. |
EAPI int ephysics_world_constraint_solver_iterations_get | ( | const EPhysics_World * | world | ) |
Get the number of iterations the constraint solver will have for contact and joint constraints.
world | The world to get number of iterations from. |
world
, or 0 on failure.EAPI void ephysics_world_constraint_solver_mode_enable_set | ( | EPhysics_World * | world, |
EPhysics_World_Solver_Mode | solver_mode, | ||
Eina_Bool | enable | ||
) |
Enable or disable a constraint solver mode to world
.
A world can operate on several constraint solver modes.
world | The world to be set. |
solver_mode | The solver mode to set. |
enable | If EINA_TRUE enable the mode, if EINA_FALSE, disable it. |
EAPI Eina_Bool ephysics_world_constraint_solver_mode_enable_get | ( | const EPhysics_World * | world, |
EPhysics_World_Solver_Mode | solver_mode | ||
) |
Get the solver_mode
status on world
.
world | The world to be queried. |
solver_mode | The solver mode of interest. |
solver_mode
is enabled, EINA_FALSE otherwise.EAPI void ephysics_world_gravity_get | ( | const EPhysics_World * | world, |
double * | gx, | ||
double * | gy, | ||
double * | gz | ||
) |
Get world gravity values for axis x, y and z.
world | The world object. |
gx | Gravity on x axis. |
gy | Gravity on y axis. |
gz | Gravity on y axis. |
EAPI void ephysics_world_rate_set | ( | EPhysics_World * | world, |
double | rate | ||
) |
Set rate between pixels on evas canvas and meters on ephysics world.
It will be used by automatic updates of evas objects associated to physics bodies.
By default its value is 30 Evas coordinates (pixels) per meter.
If you change the rate but wants to keep gravity as (0, 9.8 m/s^2), you well need to set world gravity with: 9.8 * new_rate. For this, use ephysics_world_gravity_set();
world | The world object. |
rate | Rate between pixels and meters. Value must be > 0. |
EAPI double ephysics_world_rate_get | ( | const EPhysics_World * | world | ) |
Get rate between pixels on evas canvas and meters on ephysics world.
world | The world object. |
EAPI Eina_List * ephysics_world_bodies_get | ( | const EPhysics_World * | world | ) |
Gets the world's bodies list.
world | The world object. |
world
.EAPI EPhysics_Camera * ephysics_world_camera_get | ( | const EPhysics_World * | world | ) |
Get the camera used by an ephysics world.
world | The world object. |
EAPI void ephysics_world_event_callback_add | ( | EPhysics_World * | world, |
EPhysics_Callback_World_Type | type, | ||
EPhysics_World_Event_Cb | func, | ||
const void * | data | ||
) |
Register a callback to a type of physics world event.
The registered callback will receives the world and extra user data that can be passed.
What follows is a list of details about each callback type:
world | The physics world. |
type | Type of callback to be listened by func . |
func | Callback function that will be called when event occurs. |
data | User data that will be passed to callback function. It won't be used by ephysics in any way. |
EAPI void * ephysics_world_event_callback_del | ( | EPhysics_World * | world, |
EPhysics_Callback_World_Type | type, | ||
EPhysics_World_Event_Cb | func | ||
) |
Unregister an ephysics world event callback.
A previously added callback that match world
, type
and func
will be deleted.
world | The physics world. |
type | The type of callback to be unregistered. |
func | The callback function to be unregistered. |
NULL
on error.EAPI void * ephysics_world_event_callback_del_full | ( | EPhysics_World * | world, |
EPhysics_Callback_World_Type | type, | ||
EPhysics_World_Event_Cb | func, | ||
void * | data | ||
) |
Unregister an ephysics world event callback matching data pointer.
A previously added callback that match world
, type
, func
and data
will be deleted.
world | The physics world. |
type | The type of callback to be unregistered. |
func | The callback function to be unregistered. |
data | The data pointer that was passed to the callback. |
NULL
on error.EAPI void ephysics_world_linear_slop_set | ( | EPhysics_World * | world, |
double | linear_slop | ||
) |
Set linear slop to be used by world.
Constraint solver can be configured using some advanced settings, like the solver slop factor.
The default value is set to 0 with a small value results in a smoother stabilization for stacking bodies.
Linear slop on sequencial impulse constraint solver is used as a factor for penetration. The penetration will the manifold distance + linear slop.
world | The physics world. |
linear_slop | New linear slop value to be used by constraint solver of physics engine. |
EAPI double ephysics_world_linear_slop_get | ( | const EPhysics_World * | world | ) |
Get linear slop used by world.
world | The physics world. |
EAPI void ephysics_world_bodies_outside_top_autodel_set | ( | EPhysics_World * | world, |
Eina_Bool | autodel | ||
) |
Set world autodeleting bodies mode when they're outside of render area by the top.
It's useful when you don't care about bodies leaving the render area set with ephysics_world_render_geometry_set(), and don't think they could / should return. So you can safely delete them and save resources.
Also, it's useful if you have only a bottom border set with ephysics_body_top_boundary_add() and gravity set, and want to listen for EPHYSICS_CALLBACK_WORLD_STOPPED event. If a body goes out of the render area, they will be acting by gravity and won't collide to anything, so they could be moving forever and world would never stop. For this case, enabling autodel for left and right borders seems to be a good idea.
world | The physics world. |
autodel | If EINA_TRUE delete bodies when they are outside render area, otherwise, don't delete. |
EAPI Eina_Bool ephysics_world_bodies_outside_top_autodel_get | ( | const EPhysics_World * | world | ) |
Get world autodeleting bodies mode when they're outside of render area by the top.
world | The physics world. |
EINA_TRUE
if bodies will be deleted or EINA_FALSE
if they won't, or on error.EAPI void ephysics_world_bodies_outside_bottom_autodel_set | ( | EPhysics_World * | world, |
Eina_Bool | autodel | ||
) |
Set world autodeleting bodies mode when they're outside of render area by the bottom.
world | The physics world. |
autodel | If EINA_TRUE delete bodies when they are outside render area, otherwise, don't delete. |
EAPI Eina_Bool ephysics_world_bodies_outside_bottom_autodel_get | ( | const EPhysics_World * | world | ) |
Get world autodeleting bodies mode when they're outside of render area by the bottom.
world | The physics world. |
EINA_TRUE
if bodies will be deleted or EINA_FALSE
if they won't, or on error.EAPI void ephysics_world_bodies_outside_right_autodel_set | ( | EPhysics_World * | world, |
Eina_Bool | autodel | ||
) |
Set world autodeleting bodies mode when they're outside of render area by the right.
world | The physics world. |
autodel | If EINA_TRUE delete bodies when they are outside render area, otherwise, don't delete. |
EAPI Eina_Bool ephysics_world_bodies_outside_right_autodel_get | ( | const EPhysics_World * | world | ) |
Get world autodeleting bodies mode when they're outside of render area by the right.
world | The physics world. |
EINA_TRUE
if bodies will be deleted or EINA_FALSE
if they won't, or on error.EAPI void ephysics_world_bodies_outside_left_autodel_set | ( | EPhysics_World * | world, |
Eina_Bool | autodel | ||
) |
Set world autodeleting bodies mode when they're outside of render area by the left.
world | The physics world. |
autodel | If EINA_TRUE delete bodies when they are outside render area, otherwise, don't delete. |
EAPI Eina_Bool ephysics_world_bodies_outside_left_autodel_get | ( | const EPhysics_World * | world | ) |
Get world autodeleting bodies mode when they're outside of render area by the left.
world | The physics world. |
EINA_TRUE
if bodies will be deleted or EINA_FALSE
if they won't, or on error.EAPI void ephysics_world_bodies_outside_front_autodel_set | ( | EPhysics_World * | world, |
Eina_Bool | autodel | ||
) |
Set world autodeleting bodies mode when they're outside of render area by the front.
world | The physics world. |
autodel | If EINA_TRUE delete bodies when they are outside render area, otherwise, don't delete. |
EAPI Eina_Bool ephysics_world_bodies_outside_front_autodel_get | ( | const EPhysics_World * | world | ) |
Get world autodeleting bodies mode when they're outside of render area by the front.
world | The physics world. |
EINA_TRUE
if bodies will be deleted or EINA_FALSE
if they won't, or on error.EAPI void ephysics_world_bodies_outside_back_autodel_set | ( | EPhysics_World * | world, |
Eina_Bool | autodel | ||
) |
Set world autodeleting bodies mode when they're outside of render area by the back.
world | The physics world. |
autodel | If EINA_TRUE delete bodies when they are outside render area, otherwise, don't delete. |
EAPI Eina_Bool ephysics_world_bodies_outside_back_autodel_get | ( | const EPhysics_World * | world | ) |
Get world autodeleting bodies mode when they're outside of render area by the back.
world | The physics world. |
EINA_TRUE
if bodies will be deleted or EINA_FALSE
if they won't, or on error.EAPI void ephysics_world_simulation_set | ( | EPhysics_World * | world, |
double | fixed_time_step, | ||
int | max_sub_steps | ||
) |
Set world simulation's fixed time step and max number of sub steps configuration.
It's important that time step is always less than max_sub_steps
* fixed_time_step
, otherwise you are losing time. Mathematically:
time step < max_sub_steps
* fixed_time_step
;
If you're a using a very large time step [say, five times the size of the fixed internal time step], then you must increase the number of max sub steps to compensate for this, otherwise your simulation is “losing” time.
The time step may vary. Simulation ticks are called by an animator, so, by default, time step is 1/30
secs. If you're using elementary, default FPS configuration is 60 fps, i.e. time step is 1/60
secs. You can change that setting a different time with ecore_animator_frametime_set().
Also, keep in mind that if you're using CPU intense calculations maybe this framerate won't be achieved, so the time step will be bigger. You need to define what range of frames per seconds you need to support and configure max_sub_steps
and fixed_time_step
according to this.
By decreasing the size of fixed_time_step
, you are increasing the “resolution” of the simulation.
If you are finding that your objects are moving very fast and escaping from your walls instead of colliding with them, then one way to help fix this problem is by decreasing fixed_time_step
. If you do this, then you will need to increase max_sub_steps
to ensure the equation listed above is still satisfied.
The issue with this is that each internal “tick” takes an amount of computation. More of them means your CPU will be spending more time on physics and therefore less time on other stuff. Say you want twice the resolution, you'll need twice the max_sub_steps
, which could chew up twice as much CPU for the same amount of simulation time.
When you pass max_sub_steps
> 1, it will interpolate movement for you. This means that if your fixed_time_step
is 3 units, and you pass a timeStep of 4, then it will do exactly one tick, and estimate the remaining movement by 1/3. This saves you having to do interpolation yourself, but keep in mind that maxSubSteps needs to be greater than 1.
By default fixed_time_step
is 1/60 seconds and max_sub_steps
is 3.
world | The physics world. |
fixed_time_step | size of the internal simulation step, in seconds. |
max_sub_steps | maximum number of steps that simulation is allowed to take at each simulation tick. |
EAPI void ephysics_world_simulation_get | ( | const EPhysics_World * | world, |
double * | fixed_time_step, | ||
int * | max_sub_steps | ||
) |
Get world simulation's fixed time step and max number of sub steps configuration.
world | The physics world. |
fixed_time_step | size of the internal simulation step, in seconds. |
max_sub_steps | maximum number of steps that simulation is allowed to take at each simulation tick. |
EAPI void ephysics_world_point_light_position_set | ( | EPhysics_World * | world, |
Evas_Coord | lx, | ||
Evas_Coord | ly, | ||
Evas_Coord | lz | ||
) |
Set position of point light to be applied on the scene.
It will perform lighting calculations on the evas map applied on evas objects associated with all the bodies to have light applied over.
This is used to apply lighting calculations (from a single light source) to a given object. The R, G and B values of each vertex will be modified to reflect the lighting based on the lixth point coordinates, the light color and the ambient color, and at what angle the map is facing the light source. A surface should have its points be declared in a clockwise fashion if the face is "facing" towards you (as opposed to away from you) as faces have a "logical" side for lighting.
More details can be found on evas_map_util_3d_lighting() documentation, since this function is used internally by EPhysics.
There are two ways of setting a body to receive lighting. One is to simple set all the bodies to be affected, with ephysics_world_light_all_bodies_set(). The other, is to set each body individually, with ephysics_body_light_set().
By default, point light is set to position (0, 0, -200) and has white color (r=255, g=255, b=255). The ambient color is black (r=0, g=0, b=0). But no body will be affected. No change will be visible until some bodies are set to be enlightened.
world | The physics world. |
lx | X coordinate in space of light point |
ly | Y coordinate in space of light point |
lz | Z coordinate in space of light point |
EAPI void ephysics_world_point_light_color_set | ( | EPhysics_World * | world, |
int | lr, | ||
int | lg, | ||
int | lb | ||
) |
Set color of point light to be applied on the scene.
By default color of point light is r=255, g=255, b=255.
world | The physics world. |
lr | light red value (0 - 255) |
lg | light green value (0 - 255) |
lb | light blue value (0 - 255) |
EAPI void ephysics_world_ambient_light_color_set | ( | EPhysics_World * | world, |
int | ar, | ||
int | ag, | ||
int | ab | ||
) |
Set color of the ambient light to be applied on the scene.
By default, ambient color is set to r=0, g=0, b=0.
world | The physics world. |
ar | ambient color red value (0 - 255) |
ag | ambient color green value (0 - 255) |
ab | ambient color blue value (0 - 255) |
EAPI void ephysics_world_point_light_position_get | ( | const EPhysics_World * | world, |
Evas_Coord * | lx, | ||
Evas_Coord * | ly, | ||
Evas_Coord * | lz | ||
) |
Get position of point light applied on the scene.
world | The physics world. |
lx | X coordinate in space of light point |
ly | Y coordinate in space of light point |
lz | Z coordinate in space of light point |
EAPI void ephysics_world_point_light_color_get | ( | const EPhysics_World * | world, |
int * | lr, | ||
int * | lg, | ||
int * | lb | ||
) |
Get color of point light applied on the scene.
By default color of point light is r=255, g=255, b=255.
world | The physics world. |
lr | light red value (0 - 255) |
lg | light green value (0 - 255) |
lb | light blue value (0 - 255) |
EAPI void ephysics_world_ambient_light_color_get | ( | const EPhysics_World * | world, |
int * | ar, | ||
int * | ag, | ||
int * | ab | ||
) |
Set color of the ambient light to be applied on the scene.
By default, ambient color is set to r=0, g=0, b=0.
world | The physics world. |
ar | ambient color red value (0 - 255) |
ag | ambient color green value (0 - 255) |
ab | ambient color blue value (0 - 255) |
EAPI void ephysics_world_light_all_bodies_set | ( | EPhysics_World * | world, |
Eina_Bool | enable | ||
) |
Set if light should be applied over all the bodies.
world | The physics world. |
enable | EINA_TRUE if light should be obligatory applied over all the bodies, or EINA_FALSE if it only should be applied on bodies with light property set. |
EAPI Eina_Bool ephysics_world_light_all_bodies_get | ( | const EPhysics_World * | world | ) |
Get light setting regarding being applied over all the bodies.
world | The physics world. |
EINA_TRUE
if light will be obligatory applied over all the bodies, or EINA_FALSE
if it only will be applied on bodies with light property set, or on error.EAPI void ephysics_world_stack_enable_set | ( | EPhysics_World * | world, |
Eina_Bool | enabled | ||
) |
Enable / disable stacking based on bodies z coordinates.
Evas objects associated to bodies will be restacked when it's enabled. So if a body A has coordinates x = 10, y = 10, z = 8 and a body B has coordinates x = 10, y = 10, z = 10, the evas object associated to B will be displayed below the evas object associated to A.
Evas objects will be restacked at each simulation tick. It's enabled by default, and disabling it can lead to wrong scenarios when movement on Z axis is enabled or when cloths are used.
But disabling it can save performance, so if you won't face these scenarios, it safe to disable it, since no evas object will be moved to be below or above others.
world | The physics world. |
enabled | If EINA_TRUE , stacking based on Z coordinates will be enabled, otherwise it will be disabled. |
EAPI Eina_Bool ephysics_world_stack_enable_get | ( | const EPhysics_World * | world | ) |
Get stacking status of world.
Stacking based on bodies z coordinates can be enabled or disabled.
world | The physics world. |
EINA_TRUE
if it's running, or EINA_FALSE
if it's paused or on error.