WARNING: Removed physac
from raylib sources/examples
`physac` is available on its own repo
This commit is contained in:
parent
865a44adda
commit
8da566d6e7
@ -494,20 +494,12 @@ AUDIO = \
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audio/audio_sound_loading \
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audio/audio_multichannel_sound
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PHYSICS = \
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physics/physics_demo \
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physics/physics_friction \
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physics/physics_movement \
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physics/physics_restitution \
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physics/physics_shatter
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CURRENT_MAKEFILE = $(lastword $(MAKEFILE_LIST))
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# Define processes to execute
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#------------------------------------------------------------------------------------------------
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# Default target entry
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all: $(CORE) $(SHAPES) $(TEXT) $(TEXTURES) $(MODELS) $(SHADERS) $(AUDIO) $(PHYSICS)
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all: $(CORE) $(SHAPES) $(TEXT) $(TEXTURES) $(MODELS) $(SHADERS) $(AUDIO)
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core: $(CORE)
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shapes: $(SHAPES)
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@ -516,7 +508,6 @@ text: $(TEXT)
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models: $(MODELS)
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shaders: $(SHADERS)
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audio: $(AUDIO)
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physics: $(PHYSICS)
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# Generic compilation pattern
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# NOTE: Examples must be ready for Android compilation!
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@ -238,7 +238,7 @@ ifeq ($(PLATFORM),PLATFORM_DRM)
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endif
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# Define include paths for required headers
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# NOTE: Some external/extras libraries could be required (stb, physac, easings...)
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# NOTE: Some external/extras libraries could be required (stb, easings...)
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INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external -I$(RAYLIB_PATH)/src/extras
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# Define additional directories containing required header files
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@ -324,8 +324,6 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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# Libraries for Windows desktop compilation
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# NOTE: WinMM library required to set high-res timer resolution
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LDLIBS = -lraylib -lopengl32 -lgdi32 -lwinmm
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# Required for physac examples
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LDLIBS += -static -lpthread
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endif
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ifeq ($(PLATFORM_OS),LINUX)
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# Libraries for Debian GNU/Linux desktop compiling
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@ -508,17 +506,10 @@ AUDIO = \
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audio/audio_sound_loading \
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audio/audio_multichannel_sound
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PHYSICS = \
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physics/physics_demo \
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physics/physics_friction \
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physics/physics_movement \
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physics/physics_restitution \
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physics/physics_shatter
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CURRENT_MAKEFILE = $(lastword $(MAKEFILE_LIST))
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# Default target entry
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all: $(CORE) $(SHAPES) $(TEXT) $(TEXTURES) $(MODELS) $(SHADERS) $(AUDIO) $(PHYSICS)
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all: $(CORE) $(SHAPES) $(TEXT) $(TEXTURES) $(MODELS) $(SHADERS) $(AUDIO)
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core: $(CORE)
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shapes: $(SHAPES)
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@ -527,7 +518,6 @@ text: $(TEXT)
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models: $(MODELS)
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shaders: $(SHADERS)
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audio: $(AUDIO)
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physics: $(PHYSICS)
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# Compile CORE examples
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core/core_basic_window: core/core_basic_window.c
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@ -1007,23 +997,6 @@ audio/audio_multichannel_sound: audio/audio_multichannel_sound.c
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--preload-file audio/resources/sound.wav@resources/sound.wav \
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--preload-file audio/resources/target.ogg@resources/target.ogg
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# Compile PHYSICS examples
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physics/physics_demo: physics/physics_demo.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -DPHYSAC_AVOID_TIMMING_SYSTEM
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physics/physics_friction: physics/physics_friction.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -DPHYSAC_AVOID_TIMMING_SYSTEM
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physics/physics_movement: physics/physics_movement.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -DPHYSAC_AVOID_TIMMING_SYSTEM
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physics/physics_restitution: physics/physics_restitution.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -DPHYSAC_AVOID_TIMMING_SYSTEM
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physics/physics_shatter: physics/physics_shatter.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -DPHYSAC_AVOID_TIMMING_SYSTEM
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# Clean everything
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clean:
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ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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@ -176,18 +176,6 @@ Examples using raylib audio functionality, including sound/music loading and pla
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| 105 | [audio_sound_loading](audio/audio_sound_loading.c) | <img src="audio/audio_sound_loading.png" alt="audio_sound_loading" width="200"> | ray | |
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| 106 | [audio_multichannel_sound](audio/audio_multichannel_sound.c) | <img src="audio/audio_multichannel_sound.png" alt="audio_multichannel_sound" width="200"> | [Chris Camacho](https://github.com/codifies) | ⭐️ |
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### category: physics
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Examples showing physics functionality with raylib. This functionality is provided by [physac](https://github.com/victorfisac/Physac) library, included with raylib [sources](../src/physac.h). Note this library is not linked with raylib by default, it should be manually included in user code.
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| ## | example | image | developer | new |
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|----|----------|--------|:----------:|:---:|
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| 107 | [physics_demo](physics/physics_demo.c) | <img src="physics/physics_demo.png" alt="physics_demo" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
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| 108 | [physics_friction](physics/physics_friction.c) | <img src="physics/physics_friction.png" alt="physics_friction" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
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| 109 | [physics_movement](physics/physics_movement.c) | <img src="physics/physics_movement.png" alt="physics_movement" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
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| 110 | [physics_restitution](physics/physics_restitution.c) | <img src="physics/physics_restitution.png" alt="physics_restitution" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
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| 111 | [physics_shatter](physics/physics_shatter.c) | <img src="physics/physics_shatter.png" alt="physics_shatter" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
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### category: others
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Examples showing raylib misc functionality that does not fit in other categories, like standalone modules usage or examples integrating external libraries.
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@ -1,128 +0,0 @@
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/*******************************************************************************************
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*
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* raylib [physac] example - physics demo
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*
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* This example has been created using raylib 1.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* This example uses physac 1.1 (https://github.com/raysan5/raylib/blob/master/src/physac.h)
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*
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* Copyright (c) 2016-2021 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define PHYSAC_IMPLEMENTATION
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#include "extras/physac.h"
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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SetConfigFlags(FLAG_MSAA_4X_HINT);
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InitWindow(screenWidth, screenHeight, "raylib [physac] example - physics demo");
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// Physac logo drawing position
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int logoX = screenWidth - MeasureText("Physac", 30) - 10;
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int logoY = 15;
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// Initialize physics and default physics bodies
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InitPhysics();
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// Create floor rectangle physics body
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PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, (float)screenHeight }, 500, 100, 10);
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floor->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
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// Create obstacle circle physics body
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PhysicsBody circle = CreatePhysicsBodyCircle((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, 45, 10);
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circle->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdatePhysics(); // Update physics system
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if (IsKeyPressed(KEY_R)) // Reset physics system
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{
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ResetPhysics();
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floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, (float)screenHeight }, 500, 100, 10);
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floor->enabled = false;
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circle = CreatePhysicsBodyCircle((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, 45, 10);
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circle->enabled = false;
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}
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// Physics body creation inputs
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if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) CreatePhysicsBodyPolygon(GetMousePosition(), (float)GetRandomValue(20, 80), GetRandomValue(3, 8), 10);
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else if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) CreatePhysicsBodyCircle(GetMousePosition(), (float)GetRandomValue(10, 45), 10);
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// Destroy falling physics bodies
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int bodiesCount = GetPhysicsBodiesCount();
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for (int i = bodiesCount - 1; i >= 0; i--)
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{
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PhysicsBody body = GetPhysicsBody(i);
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if (body != NULL && (body->position.y > screenHeight*2)) DestroyPhysicsBody(body);
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(BLACK);
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DrawFPS(screenWidth - 90, screenHeight - 30);
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// Draw created physics bodies
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bodiesCount = GetPhysicsBodiesCount();
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for (int i = 0; i < bodiesCount; i++)
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{
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PhysicsBody body = GetPhysicsBody(i);
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if (body != NULL)
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{
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int vertexCount = GetPhysicsShapeVerticesCount(i);
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for (int j = 0; j < vertexCount; j++)
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{
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// Get physics bodies shape vertices to draw lines
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// Note: GetPhysicsShapeVertex() already calculates rotation transformations
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Vector2 vertexA = GetPhysicsShapeVertex(body, j);
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int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape
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Vector2 vertexB = GetPhysicsShapeVertex(body, jj);
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DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions
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}
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}
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}
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DrawText("Left mouse button to create a polygon", 10, 10, 10, WHITE);
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DrawText("Right mouse button to create a circle", 10, 25, 10, WHITE);
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DrawText("Press 'R' to reset example", 10, 40, 10, WHITE);
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DrawText("Physac", logoX, logoY, 30, WHITE);
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DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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ClosePhysics(); // Unitialize physics
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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@ -1,142 +0,0 @@
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/*******************************************************************************************
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*
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* raylib [physac] example - physics friction
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*
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* This example has been created using raylib 1.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* This example uses physac 1.1 (https://github.com/raysan5/raylib/blob/master/src/physac.h)
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*
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* Copyright (c) 2016-2021 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define PHYSAC_IMPLEMENTATION
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#include "extras/physac.h"
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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SetConfigFlags(FLAG_MSAA_4X_HINT);
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InitWindow(screenWidth, screenHeight, "raylib [physac] example - physics friction");
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// Physac logo drawing position
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int logoX = screenWidth - MeasureText("Physac", 30) - 10;
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int logoY = 15;
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// Initialize physics and default physics bodies
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InitPhysics();
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// Create floor rectangle physics body
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PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, (float)screenHeight }, (float)screenWidth, 100, 10);
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floor->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
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PhysicsBody wall = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, screenHeight*0.8f }, 10, 80, 10);
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wall->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
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// Create left ramp physics body
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PhysicsBody rectLeft = CreatePhysicsBodyRectangle((Vector2){ 25, (float)screenHeight - 5 }, 250, 250, 10);
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rectLeft->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
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SetPhysicsBodyRotation(rectLeft, 30*DEG2RAD);
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// Create right ramp physics body
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PhysicsBody rectRight = CreatePhysicsBodyRectangle((Vector2){ (float)screenWidth - 25, (float)screenHeight - 5 }, 250, 250, 10);
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rectRight->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
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SetPhysicsBodyRotation(rectRight, 330*DEG2RAD);
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// Create dynamic physics bodies
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PhysicsBody bodyA = CreatePhysicsBodyRectangle((Vector2){ 35, screenHeight*0.6f }, 40, 40, 10);
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bodyA->staticFriction = 0.1f;
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bodyA->dynamicFriction = 0.1f;
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SetPhysicsBodyRotation(bodyA, 30*DEG2RAD);
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PhysicsBody bodyB = CreatePhysicsBodyRectangle((Vector2){ (float)screenWidth - 35, (float)screenHeight*0.6f }, 40, 40, 10);
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bodyB->staticFriction = 1.0f;
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bodyB->dynamicFriction = 1.0f;
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SetPhysicsBodyRotation(bodyB, 330*DEG2RAD);
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdatePhysics(); // Update physics system
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if (IsKeyPressed(KEY_R)) // Reset physics system
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{
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// Reset dynamic physics bodies position, velocity and rotation
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bodyA->position = (Vector2){ 35, screenHeight*0.6f };
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bodyA->velocity = (Vector2){ 0, 0 };
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bodyA->angularVelocity = 0;
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SetPhysicsBodyRotation(bodyA, 30*DEG2RAD);
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bodyB->position = (Vector2){ (float)screenWidth - 35, screenHeight * 0.6f };
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bodyB->velocity = (Vector2){ 0, 0 };
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bodyB->angularVelocity = 0;
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SetPhysicsBodyRotation(bodyB, 330*DEG2RAD);
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(BLACK);
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DrawFPS(screenWidth - 90, screenHeight - 30);
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// Draw created physics bodies
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int bodiesCount = GetPhysicsBodiesCount();
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for (int i = 0; i < bodiesCount; i++)
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{
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PhysicsBody body = GetPhysicsBody(i);
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if (body != NULL)
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{
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int vertexCount = GetPhysicsShapeVerticesCount(i);
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for (int j = 0; j < vertexCount; j++)
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{
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// Get physics bodies shape vertices to draw lines
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// Note: GetPhysicsShapeVertex() already calculates rotation transformations
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Vector2 vertexA = GetPhysicsShapeVertex(body, j);
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int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape
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Vector2 vertexB = GetPhysicsShapeVertex(body, jj);
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DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions
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}
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}
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}
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DrawRectangle(0, screenHeight - 49, screenWidth, 49, BLACK);
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DrawText("Friction amount", (screenWidth - MeasureText("Friction amount", 30))/2.0f, 75, 30, WHITE);
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DrawText("0.1", (int)bodyA->position.x - MeasureText("0.1", 20)/2, (int)bodyA->position.y - 7, 20, WHITE);
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DrawText("1", (int)bodyB->position.x - MeasureText("1", 20)/2, (int)bodyB->position.y - 7, 20, WHITE);
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DrawText("Press 'R' to reset example", 10, 10, 10, WHITE);
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DrawText("Physac", logoX, logoY, 30, WHITE);
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DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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ClosePhysics(); // Unitialize physics
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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/*******************************************************************************************
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*
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* raylib [physac] example - physics movement
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*
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* This example has been created using raylib 1.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* This example uses physac 1.1 (https://github.com/raysan5/raylib/blob/master/src/physac.h)
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*
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* Copyright (c) 2016-2021 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define PHYSAC_IMPLEMENTATION
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#include "extras/physac.h"
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#define VELOCITY 0.5f
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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SetConfigFlags(FLAG_MSAA_4X_HINT);
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InitWindow(screenWidth, screenHeight, "raylib [physac] example - physics movement");
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||||
|
||||
// Physac logo drawing position
|
||||
int logoX = screenWidth - MeasureText("Physac", 30) - 10;
|
||||
int logoY = 15;
|
||||
|
||||
// Initialize physics and default physics bodies
|
||||
InitPhysics();
|
||||
|
||||
// Create floor and walls rectangle physics body
|
||||
PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, (float)screenHeight }, (float)screenWidth, 100, 10);
|
||||
PhysicsBody platformLeft = CreatePhysicsBodyRectangle((Vector2){ screenWidth*0.25f, screenHeight*0.6f }, screenWidth*0.25f, 10, 10);
|
||||
PhysicsBody platformRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth*0.75f, screenHeight*0.6f }, screenWidth*0.25f, 10, 10);
|
||||
PhysicsBody wallLeft = CreatePhysicsBodyRectangle((Vector2){ -5, screenHeight/2.0f }, 10, (float)screenHeight, 10);
|
||||
PhysicsBody wallRight = CreatePhysicsBodyRectangle((Vector2){ (float)screenWidth + 5, screenHeight/2.0f }, 10, (float)screenHeight, 10);
|
||||
|
||||
// Disable dynamics to floor and walls physics bodies
|
||||
floor->enabled = false;
|
||||
platformLeft->enabled = false;
|
||||
platformRight->enabled = false;
|
||||
wallLeft->enabled = false;
|
||||
wallRight->enabled = false;
|
||||
|
||||
// Create movement physics body
|
||||
PhysicsBody body = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, 50, 50, 1);
|
||||
body->freezeOrient = true; // Constrain body rotation to avoid little collision torque amounts
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdatePhysics(); // Update physics system
|
||||
|
||||
if (IsKeyPressed(KEY_R)) // Reset physics input
|
||||
{
|
||||
// Reset movement physics body position, velocity and rotation
|
||||
body->position = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
|
||||
body->velocity = (Vector2){ 0, 0 };
|
||||
SetPhysicsBodyRotation(body, 0);
|
||||
}
|
||||
|
||||
// Horizontal movement input
|
||||
if (IsKeyDown(KEY_RIGHT)) body->velocity.x = VELOCITY;
|
||||
else if (IsKeyDown(KEY_LEFT)) body->velocity.x = -VELOCITY;
|
||||
|
||||
// Vertical movement input checking if player physics body is grounded
|
||||
if (IsKeyDown(KEY_UP) && body->isGrounded) body->velocity.y = -VELOCITY*4;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(BLACK);
|
||||
|
||||
DrawFPS(screenWidth - 90, screenHeight - 30);
|
||||
|
||||
// Draw created physics bodies
|
||||
int bodiesCount = GetPhysicsBodiesCount();
|
||||
for (int i = 0; i < bodiesCount; i++)
|
||||
{
|
||||
PhysicsBody body = GetPhysicsBody(i);
|
||||
|
||||
int vertexCount = GetPhysicsShapeVerticesCount(i);
|
||||
for (int j = 0; j < vertexCount; j++)
|
||||
{
|
||||
// Get physics bodies shape vertices to draw lines
|
||||
// Note: GetPhysicsShapeVertex() already calculates rotation transformations
|
||||
Vector2 vertexA = GetPhysicsShapeVertex(body, j);
|
||||
|
||||
int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape
|
||||
Vector2 vertexB = GetPhysicsShapeVertex(body, jj);
|
||||
|
||||
DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions
|
||||
}
|
||||
}
|
||||
|
||||
DrawText("Use 'ARROWS' to move player", 10, 10, 10, WHITE);
|
||||
DrawText("Press 'R' to reset example", 10, 30, 10, WHITE);
|
||||
|
||||
DrawText("Physac", logoX, logoY, 30, WHITE);
|
||||
DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
ClosePhysics(); // Unitialize physics
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
Binary file not shown.
Before Width: | Height: | Size: 16 KiB |
@ -1,129 +0,0 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [physac] example - physics restitution
|
||||
*
|
||||
* This example has been created using raylib 1.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* This example uses physac 1.1 (https://github.com/raysan5/raylib/blob/master/src/physac.h)
|
||||
*
|
||||
* Copyright (c) 2016-2021 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define PHYSAC_IMPLEMENTATION
|
||||
#include "extras/physac.h"
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [physac] example - physics restitution");
|
||||
|
||||
// Physac logo drawing position
|
||||
int logoX = screenWidth - MeasureText("Physac", 30) - 10;
|
||||
int logoY = 15;
|
||||
|
||||
// Initialize physics and default physics bodies
|
||||
InitPhysics();
|
||||
|
||||
// Create floor rectangle physics body
|
||||
PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, (float)screenHeight }, (float)screenWidth, 100, 10);
|
||||
floor->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
|
||||
floor->restitution = 1;
|
||||
|
||||
// Create circles physics body
|
||||
PhysicsBody circleA = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.25f, screenHeight/2.0f }, 30, 10);
|
||||
circleA->restitution = 0;
|
||||
PhysicsBody circleB = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.5f, screenHeight/2.0f }, 30, 10);
|
||||
circleB->restitution = 0.5f;
|
||||
PhysicsBody circleC = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.75f, screenHeight/2.0f }, 30, 10);
|
||||
circleC->restitution = 1;
|
||||
|
||||
// Restitution demo needs a very tiny physics time step for a proper simulation
|
||||
SetPhysicsTimeStep(1.0/60.0/100*1000);
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdatePhysics(); // Update physics system
|
||||
|
||||
if (IsKeyPressed(KEY_R)) // Reset physics input
|
||||
{
|
||||
// Reset circles physics bodies position and velocity
|
||||
circleA->position = (Vector2){ screenWidth*0.25f, screenHeight/2.0f };
|
||||
circleA->velocity = (Vector2){ 0, 0 };
|
||||
circleB->position = (Vector2){ screenWidth*0.5f, screenHeight/2.0f };
|
||||
circleB->velocity = (Vector2){ 0, 0 };
|
||||
circleC->position = (Vector2){ screenWidth*0.75f, screenHeight/2.0f };
|
||||
circleC->velocity = (Vector2){ 0, 0 };
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(BLACK);
|
||||
|
||||
DrawFPS(screenWidth - 90, screenHeight - 30);
|
||||
|
||||
// Draw created physics bodies
|
||||
int bodiesCount = GetPhysicsBodiesCount();
|
||||
for (int i = 0; i < bodiesCount; i++)
|
||||
{
|
||||
PhysicsBody body = GetPhysicsBody(i);
|
||||
|
||||
int vertexCount = GetPhysicsShapeVerticesCount(i);
|
||||
for (int j = 0; j < vertexCount; j++)
|
||||
{
|
||||
// Get physics bodies shape vertices to draw lines
|
||||
// Note: GetPhysicsShapeVertex() already calculates rotation transformations
|
||||
Vector2 vertexA = GetPhysicsShapeVertex(body, j);
|
||||
|
||||
int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape
|
||||
Vector2 vertexB = GetPhysicsShapeVertex(body, jj);
|
||||
|
||||
DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions
|
||||
}
|
||||
}
|
||||
|
||||
DrawText("Restitution amount", (screenWidth - MeasureText("Restitution amount", 30))/2, 75, 30, WHITE);
|
||||
DrawText("0", (int)circleA->position.x - MeasureText("0", 20)/2, circleA->position.y - 7, 20, WHITE);
|
||||
DrawText("0.5", (int)circleB->position.x - MeasureText("0.5", 20)/2, circleB->position.y - 7, 20, WHITE);
|
||||
DrawText("1", (int)circleC->position.x - MeasureText("1", 20)/2, circleC->position.y - 7, 20, WHITE);
|
||||
|
||||
DrawText("Press 'R' to reset example", 10, 10, 10, WHITE);
|
||||
|
||||
DrawText("Physac", logoX, logoY, 30, WHITE);
|
||||
DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
DestroyPhysicsBody(circleA);
|
||||
DestroyPhysicsBody(circleB);
|
||||
DestroyPhysicsBody(circleC);
|
||||
DestroyPhysicsBody(floor);
|
||||
|
||||
ClosePhysics(); // Unitialize physics
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
Binary file not shown.
Before Width: | Height: | Size: 17 KiB |
@ -1,111 +0,0 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [physac] example - physics shatter
|
||||
*
|
||||
* This example has been created using raylib 1.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* This example uses physac 1.1 (https://github.com/raysan5/raylib/blob/master/src/physac.h)
|
||||
*
|
||||
* Copyright (c) 2016-2021 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define PHYSAC_IMPLEMENTATION
|
||||
#include "extras/physac.h"
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [physac] example - physics shatter");
|
||||
|
||||
// Physac logo drawing position
|
||||
int logoX = screenWidth - MeasureText("Physac", 30) - 10;
|
||||
int logoY = 15;
|
||||
|
||||
// Initialize physics and default physics bodies
|
||||
InitPhysics();
|
||||
SetPhysicsGravity(0, 0);
|
||||
|
||||
// Create random polygon physics body to shatter
|
||||
CreatePhysicsBodyPolygon((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, (float)GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdatePhysics(); // Update physics system
|
||||
|
||||
if (IsKeyPressed(KEY_R)) // Reset physics input
|
||||
{
|
||||
ResetPhysics();
|
||||
|
||||
CreatePhysicsBodyPolygon((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, (float)GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
|
||||
}
|
||||
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) // Physics shatter input
|
||||
{
|
||||
int count = GetPhysicsBodiesCount();
|
||||
for (int i = count - 1; i >= 0; i--)
|
||||
{
|
||||
PhysicsBody currentBody = GetPhysicsBody(i);
|
||||
|
||||
if (currentBody != NULL) PhysicsShatter(currentBody, GetMousePosition(), 10/currentBody->inverseMass);
|
||||
}
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(BLACK);
|
||||
|
||||
// Draw created physics bodies
|
||||
int bodiesCount = GetPhysicsBodiesCount();
|
||||
for (int i = 0; i < bodiesCount; i++)
|
||||
{
|
||||
PhysicsBody currentBody = GetPhysicsBody(i);
|
||||
|
||||
int vertexCount = GetPhysicsShapeVerticesCount(i);
|
||||
for (int j = 0; j < vertexCount; j++)
|
||||
{
|
||||
// Get physics bodies shape vertices to draw lines
|
||||
// Note: GetPhysicsShapeVertex() already calculates rotation transformations
|
||||
Vector2 vertexA = GetPhysicsShapeVertex(currentBody, j);
|
||||
|
||||
int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape
|
||||
Vector2 vertexB = GetPhysicsShapeVertex(currentBody, jj);
|
||||
|
||||
DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions
|
||||
}
|
||||
}
|
||||
|
||||
DrawText("Left mouse button in polygon area to shatter body\nPress 'R' to reset example", 10, 10, 10, WHITE);
|
||||
|
||||
DrawText("Physac", logoX, logoY, 30, WHITE);
|
||||
DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
ClosePhysics(); // Unitialize physics
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
Binary file not shown.
Before Width: | Height: | Size: 23 KiB |
1987
src/extras/physac.h
1987
src/extras/physac.h
File diff suppressed because it is too large
Load Diff
Loading…
x
Reference in New Issue
Block a user