Merge pull request #195 from victorfisac/develop
Updated Physac to new version (library and examples)
@ -1,135 +0,0 @@
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/*******************************************************************************************
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*
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* raylib [physac] example - Basic rigidbody
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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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* NOTE:
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* Physac requires multi-threading, when InitPhysics() a second thread is created to manage
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* physics calculations. To accomplish that, physac uses pthread Win32 library that can be
|
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* found inside raylib/src/external/pthread directory.
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*
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* Add pthread library when compiling physac example:
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* gcc -o $(NAME_PART).exe $(FILE_NAME) $(RAYLIB_DIR)\raylib_icon -L../src/external/pthread/lib \
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* -I../src -I../src/external/pthread/include -lraylib -lglfw3 -lopengl32 -lgdi32 -lpthreadGC2 -std=c99 -Wall
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*
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* Note that pthreadGC2.dll must be also copied to project directory!
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*
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* Copyright (c) 2016 Victor Fisac 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 "physac.h"
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#define MOVE_VELOCITY 5
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#define JUMP_VELOCITY 30
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [physac] example - basic rigidbody");
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InitPhysics((Vector2){ 0.0f, -9.81f/2 }); // Initialize physics module
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// Debug variables
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bool isDebug = false;
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// Create rectangle physic object
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PhysicBody rectangle = CreatePhysicBody((Vector2){ screenWidth*0.25f, screenHeight/2 }, 0.0f, (Vector2){ 75, 50 });
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rectangle->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
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rectangle->rigidbody.applyGravity = true;
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rectangle->rigidbody.friction = 0.1f;
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rectangle->rigidbody.bounciness = 6.0f;
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// Create square physic object
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PhysicBody square = CreatePhysicBody((Vector2){ screenWidth*0.75f, screenHeight/2 }, 0.0f, (Vector2){ 50, 50 });
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square->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
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square->rigidbody.applyGravity = true;
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square->rigidbody.friction = 0.1f;
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// Create walls physic objects
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PhysicBody floor = CreatePhysicBody((Vector2){ screenWidth/2, screenHeight*0.95f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 });
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PhysicBody leftWall = CreatePhysicBody((Vector2){ 0.0f, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight });
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PhysicBody rightWall = CreatePhysicBody((Vector2){ screenWidth, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight });
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PhysicBody roof = CreatePhysicBody((Vector2){ screenWidth/2, screenHeight*0.05f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 });
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// Create pplatform physic object
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PhysicBody platform = CreatePhysicBody((Vector2){ screenWidth/2, screenHeight*0.7f }, 0.0f, (Vector2){ screenWidth*0.25f, 20 });
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SetTargetFPS(60);
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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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// Check rectangle movement inputs
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if (IsKeyPressed('W')) rectangle->rigidbody.velocity.y = JUMP_VELOCITY;
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if (IsKeyDown('A')) rectangle->rigidbody.velocity.x = -MOVE_VELOCITY;
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else if (IsKeyDown('D')) rectangle->rigidbody.velocity.x = MOVE_VELOCITY;
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// Check square movement inputs
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if (IsKeyDown(KEY_UP) && square->rigidbody.isGrounded) square->rigidbody.velocity.y = JUMP_VELOCITY;
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if (IsKeyDown(KEY_LEFT)) square->rigidbody.velocity.x = -MOVE_VELOCITY;
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else if (IsKeyDown(KEY_RIGHT)) square->rigidbody.velocity.x = MOVE_VELOCITY;
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// Check debug switch input
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if (IsKeyPressed('P')) isDebug = !isDebug;
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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// Draw floor, roof and walls rectangles
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DrawRectangleRec(TransformToRectangle(floor->transform), DARKGRAY); // Convert transform values to rectangle data type variable
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DrawRectangleRec(TransformToRectangle(leftWall->transform), DARKGRAY);
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DrawRectangleRec(TransformToRectangle(rightWall->transform), DARKGRAY);
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DrawRectangleRec(TransformToRectangle(roof->transform), DARKGRAY);
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// Draw middle platform rectangle
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DrawRectangleRec(TransformToRectangle(platform->transform), DARKGRAY);
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// Draw physic objects
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DrawRectangleRec(TransformToRectangle(rectangle->transform), RED);
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DrawRectangleRec(TransformToRectangle(square->transform), BLUE);
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// Draw collider lines if debug is enabled
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if (isDebug)
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{
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DrawRectangleLines(floor->collider.bounds.x, floor->collider.bounds.y, floor->collider.bounds.width, floor->collider.bounds.height, GREEN);
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DrawRectangleLines(leftWall->collider.bounds.x, leftWall->collider.bounds.y, leftWall->collider.bounds.width, leftWall->collider.bounds.height, GREEN);
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DrawRectangleLines(rightWall->collider.bounds.x, rightWall->collider.bounds.y, rightWall->collider.bounds.width, rightWall->collider.bounds.height, GREEN);
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DrawRectangleLines(roof->collider.bounds.x, roof->collider.bounds.y, roof->collider.bounds.width, roof->collider.bounds.height, GREEN);
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DrawRectangleLines(platform->collider.bounds.x, platform->collider.bounds.y, platform->collider.bounds.width, platform->collider.bounds.height, GREEN);
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DrawRectangleLines(rectangle->collider.bounds.x, rectangle->collider.bounds.y, rectangle->collider.bounds.width, rectangle->collider.bounds.height, GREEN);
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DrawRectangleLines(square->collider.bounds.x, square->collider.bounds.y, square->collider.bounds.width, square->collider.bounds.height, GREEN);
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}
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// Draw help message
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DrawText("Use WASD to move rectangle and ARROWS to move square", screenWidth/2 - MeasureText("Use WASD to move rectangle and ARROWS to move square", 20)/2, screenHeight*0.075f, 20, LIGHTGRAY);
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DrawFPS(10, 10);
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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 (including all loaded objects)
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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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Before Width: | Height: | Size: 15 KiB |
122
examples/physics_demo.c
Normal file
@ -0,0 +1,122 @@
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/*******************************************************************************************
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*
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* Physac - Physics demo
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*
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* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
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* The file pthreadGC2.dll is required to run the program; you can find it in 'src\external'
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*
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* Copyright (c) 2016 Victor Fisac
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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 "..\src\physac.h"
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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SetConfigFlags(FLAG_MSAA_4X_HINT);
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InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics demo");
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SetTargetFPS(60);
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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, 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, screenHeight/2 }, 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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//--------------------------------------------------------------------------------------
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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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if (IsKeyPressed('R')) // Reset physics input
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{
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ResetPhysics();
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floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, 500, 100, 10);
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floor->enabled = false;
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circle = CreatePhysicsBodyCircle((Vector2){ screenWidth/2, screenHeight/2 }, 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_LEFT_BUTTON)) CreatePhysicsBodyPolygon(GetMousePosition(), GetRandomValue(20, 80), GetRandomValue(3, 8), 10);
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else if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) CreatePhysicsBodyCircle(GetMousePosition(), 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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BIN
examples/physics_demo.png
Normal file
After Width: | Height: | Size: 23 KiB |
@ -1,193 +0,0 @@
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/*******************************************************************************************
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*
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* raylib [physac] example - Forces
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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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* NOTE:
|
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* Physac requires multi-threading, when InitPhysics() a second thread is created to manage
|
||||
* physics calculations. To accomplish that, physac uses pthread Win32 library that can be
|
||||
* found inside raylib/src/external/pthread directory.
|
||||
*
|
||||
* Add pthread library when compiling physac example:
|
||||
* gcc -o $(NAME_PART).exe $(FILE_NAME) $(RAYLIB_DIR)\raylib_icon -L../src/external/pthread/lib \
|
||||
* -I../src -I../src/external/pthread/include -lraylib -lglfw3 -lopengl32 -lgdi32 -lpthreadGC2 -std=c99 -Wall
|
||||
*
|
||||
* Note that pthreadGC2.dll must be also copied to project directory!
|
||||
*
|
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* Copyright (c) 2016 Victor Fisac 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 "physac.h"
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#define FORCE_AMOUNT 5.0f
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#define FORCE_RADIUS 150
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#define LINE_LENGTH 75
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#define TRIANGLE_LENGTH 12
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [physac] example - forces");
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InitPhysics((Vector2){ 0.0f, -9.81f/2 }); // Initialize physics module
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// Global variables
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Vector2 mousePosition;
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bool isDebug = false;
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// Create rectangle physic objects
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PhysicBody rectangles[3];
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for (int i = 0; i < 3; i++)
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{
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rectangles[i] = CreatePhysicBody((Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/3) : (screenHeight/1.5f)) }, 0.0f, (Vector2){ 50, 50 });
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rectangles[i]->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
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||||
rectangles[i]->rigidbody.friction = 0.1f;
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}
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|
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// Create circles physic objects
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// NOTE: when creating circle physic objects, transform.scale must be { 0, 0 } and object radius must be defined in collider.radius and use this value to draw the circle.
|
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PhysicBody circles[3];
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for (int i = 0; i < 3; i++)
|
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{
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circles[i] = CreatePhysicBody((Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/1.5f) : (screenHeight/4)) }, 0.0f, (Vector2){ 0, 0 });
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circles[i]->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
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||||
circles[i]->rigidbody.friction = 0.1f;
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||||
circles[i]->collider.type = COLLIDER_CIRCLE;
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circles[i]->collider.radius = 25;
|
||||
}
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||||
|
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// Create walls physic objects
|
||||
PhysicBody leftWall = CreatePhysicBody((Vector2){ -25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight });
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PhysicBody rightWall = CreatePhysicBody((Vector2){ screenWidth + 25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight });
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||||
PhysicBody topWall = CreatePhysicBody((Vector2){ screenWidth/2, -25 }, 0.0f, (Vector2){ screenWidth, 50 });
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||||
PhysicBody bottomWall = CreatePhysicBody((Vector2){ screenWidth/2, screenHeight + 25 }, 0.0f, (Vector2){ screenWidth, 50 });
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Update mouse position value
|
||||
mousePosition = GetMousePosition();
|
||||
|
||||
// Check force input
|
||||
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) ApplyForceAtPosition(mousePosition, FORCE_AMOUNT, FORCE_RADIUS);
|
||||
|
||||
// Check reset input
|
||||
if (IsKeyPressed('R'))
|
||||
{
|
||||
// Reset rectangle physic objects positions
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
rectangles[i]->transform.position = (Vector2){ screenWidth/4*(i+1) - rectangles[i]->transform.scale.x/2, (((i % 2) == 0) ? (screenHeight/3) : (screenHeight/1.5f)) - rectangles[i]->transform.scale.y/2 };
|
||||
rectangles[i]->rigidbody.velocity =(Vector2){ 0.0f, 0.0f };
|
||||
}
|
||||
|
||||
// Reset circles physic objects positions
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
circles[i]->transform.position = (Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/1.5f) : (screenHeight/4)) };
|
||||
circles[i]->rigidbody.velocity =(Vector2){ 0.0f, 0.0f };
|
||||
}
|
||||
}
|
||||
|
||||
// Check debug switch input
|
||||
if (IsKeyPressed('P')) isDebug = !isDebug;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
// Draw rectangles
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
// Convert transform values to rectangle data type variable
|
||||
DrawRectangleRec(TransformToRectangle(rectangles[i]->transform), RED);
|
||||
if (isDebug) DrawRectangleLines(rectangles[i]->collider.bounds.x, rectangles[i]->collider.bounds.y, rectangles[i]->collider.bounds.width, rectangles[i]->collider.bounds.height, GREEN);
|
||||
|
||||
// Draw force radius
|
||||
DrawCircleLines(mousePosition.x, mousePosition.y, FORCE_RADIUS, BLACK);
|
||||
|
||||
// Draw direction lines
|
||||
if (CheckCollisionPointCircle((Vector2){ rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2, rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 }, mousePosition, FORCE_RADIUS))
|
||||
{
|
||||
Vector2 direction = { rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2 - mousePosition.x, rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 - mousePosition.y };
|
||||
float angle = atan2l(direction.y, direction.x);
|
||||
|
||||
// Calculate arrow start and end positions
|
||||
Vector2 startPosition = { rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2, rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 };
|
||||
Vector2 endPosition = { rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2 + (cos(angle)*LINE_LENGTH), rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 + (sin(angle)*LINE_LENGTH) };
|
||||
|
||||
// Draw arrow line
|
||||
DrawLineV(startPosition, endPosition, BLACK);
|
||||
|
||||
// Draw arrow triangle
|
||||
DrawTriangleLines((Vector2){ endPosition.x - cos(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH, endPosition.y - sin(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH },
|
||||
(Vector2){ endPosition.x + cos(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH, endPosition.y + sin(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH },
|
||||
(Vector2){ endPosition.x + cos(angle)*LINE_LENGTH/TRIANGLE_LENGTH*2, endPosition.y + sin(angle)*LINE_LENGTH/TRIANGLE_LENGTH*2 }, BLACK);
|
||||
}
|
||||
}
|
||||
|
||||
// Draw circles
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
DrawCircleV(circles[i]->transform.position, circles[i]->collider.radius, BLUE);
|
||||
if (isDebug) DrawCircleLines(circles[i]->transform.position.x, circles[i]->transform.position.y, circles[i]->collider.radius, GREEN);
|
||||
|
||||
// Draw force radius
|
||||
DrawCircleLines(mousePosition.x, mousePosition.y, FORCE_RADIUS, BLACK);
|
||||
|
||||
// Draw direction lines
|
||||
if (CheckCollisionPointCircle((Vector2){ circles[i]->transform.position.x, circles[i]->transform.position.y }, mousePosition, FORCE_RADIUS))
|
||||
{
|
||||
Vector2 direction = { circles[i]->transform.position.x - mousePosition.x, circles[i]->transform.position.y - mousePosition.y };
|
||||
float angle = atan2l(direction.y, direction.x);
|
||||
|
||||
// Calculate arrow start and end positions
|
||||
Vector2 startPosition = { circles[i]->transform.position.x, circles[i]->transform.position.y };
|
||||
Vector2 endPosition = { circles[i]->transform.position.x + (cos(angle)*LINE_LENGTH), circles[i]->transform.position.y + (sin(angle)*LINE_LENGTH) };
|
||||
|
||||
// Draw arrow line
|
||||
DrawLineV(startPosition, endPosition, BLACK);
|
||||
|
||||
// Draw arrow triangle
|
||||
DrawTriangleLines((Vector2){ endPosition.x - cos(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH, endPosition.y - sin(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH },
|
||||
(Vector2){ endPosition.x + cos(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH, endPosition.y + sin(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH },
|
||||
(Vector2){ endPosition.x + cos(angle)*LINE_LENGTH/TRIANGLE_LENGTH*2, endPosition.y + sin(angle)*LINE_LENGTH/TRIANGLE_LENGTH*2 }, BLACK);
|
||||
}
|
||||
}
|
||||
|
||||
// Draw help messages
|
||||
DrawText("Use LEFT MOUSE BUTTON to apply a force", screenWidth/2 - MeasureText("Use LEFT MOUSE BUTTON to apply a force", 20)/2, screenHeight*0.075f, 20, LIGHTGRAY);
|
||||
DrawText("Use R to reset objects position", screenWidth/2 - MeasureText("Use R to reset objects position", 20)/2, screenHeight*0.875f, 20, GRAY);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
ClosePhysics(); // Unitialize physics module
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
Before Width: | Height: | Size: 18 KiB |
136
examples/physics_friction.c
Normal file
@ -0,0 +1,136 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* Physac - Physics friction
|
||||
*
|
||||
* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
|
||||
* The file pthreadGC2.dll is required to run the program; you can find it in 'src\external'
|
||||
*
|
||||
* Copyright (c) 2016 Victor Fisac
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define PHYSAC_IMPLEMENTATION
|
||||
#include "..\src\physac.h"
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT);
|
||||
InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics friction");
|
||||
SetTargetFPS(60);
|
||||
|
||||
// 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, screenHeight }, screenWidth, 100, 10);
|
||||
floor->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
|
||||
PhysicsBody wall = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight*0.8f }, 10, 80, 10);
|
||||
wall->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
|
||||
|
||||
// Create left ramp physics body
|
||||
PhysicsBody rectLeft = CreatePhysicsBodyRectangle((Vector2){ 25, screenHeight - 5 }, 250, 250, 10);
|
||||
rectLeft->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
|
||||
SetPhysicsBodyRotation(rectLeft, 30*DEG2RAD);
|
||||
|
||||
// Create right ramp physics body
|
||||
PhysicsBody rectRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth - 25, screenHeight - 5 }, 250, 250, 10);
|
||||
rectRight->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
|
||||
SetPhysicsBodyRotation(rectRight, 330*DEG2RAD);
|
||||
|
||||
// Create dynamic physics bodies
|
||||
PhysicsBody bodyA = CreatePhysicsBodyRectangle((Vector2){ 35, screenHeight*0.6f }, 40, 40, 10);
|
||||
bodyA->staticFriction = 0.1f;
|
||||
bodyA->dynamicFriction = 0.1f;
|
||||
SetPhysicsBodyRotation(bodyA, 30*DEG2RAD);
|
||||
|
||||
PhysicsBody bodyB = CreatePhysicsBodyRectangle((Vector2){ screenWidth - 35, screenHeight*0.6f }, 40, 40, 10);
|
||||
bodyB->staticFriction = 1;
|
||||
bodyB->dynamicFriction = 1;
|
||||
SetPhysicsBodyRotation(bodyB, 330*DEG2RAD);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsKeyPressed('R')) // Reset physics input
|
||||
{
|
||||
// Reset dynamic physics bodies position, velocity and rotation
|
||||
bodyA->position = (Vector2){ 35, screenHeight*0.6f };
|
||||
bodyA->velocity = (Vector2){ 0, 0 };
|
||||
bodyA->angularVelocity = 0;
|
||||
SetPhysicsBodyRotation(bodyA, 30*DEG2RAD);
|
||||
|
||||
bodyB->position = (Vector2){ screenWidth - 35, screenHeight*0.6f };
|
||||
bodyB->velocity = (Vector2){ 0, 0 };
|
||||
bodyB->angularVelocity = 0;
|
||||
SetPhysicsBodyRotation(bodyB, 330*DEG2RAD);
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// 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);
|
||||
|
||||
if (body != NULL)
|
||||
{
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
DrawRectangle(0, screenHeight - 49, screenWidth, 49, BLACK);
|
||||
|
||||
DrawText("Friction amount", (screenWidth - MeasureText("Friction amount", 30))/2, 75, 30, WHITE);
|
||||
DrawText("0.1", bodyA->position.x - MeasureText("0.1", 20)/2, bodyA->position.y - 7, 20, WHITE);
|
||||
DrawText("1", bodyB->position.x - MeasureText("1", 20)/2, bodyB->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
|
||||
//--------------------------------------------------------------------------------------
|
||||
ClosePhysics(); // Unitialize physics
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
examples/physics_friction.png
Normal file
After Width: | Height: | Size: 18 KiB |
122
examples/physics_movement.c
Normal file
@ -0,0 +1,122 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* Physac - Physics movement
|
||||
*
|
||||
* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
|
||||
* The file pthreadGC2.dll is required to run the program; you can find it in 'src\external'
|
||||
*
|
||||
* Copyright (c) 2016 Victor Fisac
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define PHYSAC_IMPLEMENTATION
|
||||
#include "..\src\physac.h"
|
||||
|
||||
#define VELOCITY 0.5f
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT);
|
||||
InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics movement");
|
||||
SetTargetFPS(60);
|
||||
|
||||
// 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, screenHeight }, 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 }, 10, screenHeight, 10);
|
||||
PhysicsBody wallRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth + 5, screenHeight/2 }, 10, 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, screenHeight/2 }, 50, 50, 1);
|
||||
body->freezeOrient = true; // Constrain body rotation to avoid little collision torque amounts
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsKeyPressed('R')) // Reset physics input
|
||||
{
|
||||
// Reset movement physics body position, velocity and rotation
|
||||
body->position = (Vector2){ screenWidth/2, screenHeight/2 };
|
||||
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;
|
||||
}
|
BIN
examples/physics_movement.png
Normal file
After Width: | Height: | Size: 16 KiB |
115
examples/physics_restitution.c
Normal file
@ -0,0 +1,115 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* Physac - Physics restitution
|
||||
*
|
||||
* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
|
||||
* The file pthreadGC2.dll is required to run the program; you can find it in 'src\external'
|
||||
*
|
||||
* Copyright (c) 2016 Victor Fisac
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define PHYSAC_IMPLEMENTATION
|
||||
#include "..\src\physac.h"
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT);
|
||||
InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics restitution");
|
||||
SetTargetFPS(60);
|
||||
|
||||
// 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, screenHeight }, 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 }, 30, 10);
|
||||
circleA->restitution = 0;
|
||||
PhysicsBody circleB = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.5f, screenHeight/2 }, 30, 10);
|
||||
circleB->restitution = 0.5f;
|
||||
PhysicsBody circleC = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.75f, screenHeight/2 }, 30, 10);
|
||||
circleC->restitution = 1;
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsKeyPressed('R')) // Reset physics input
|
||||
{
|
||||
// Reset circles physics bodies position and velocity
|
||||
circleA->position = (Vector2){ screenWidth*0.25f, screenHeight/2 };
|
||||
circleA->velocity = (Vector2){ 0, 0 };
|
||||
circleB->position = (Vector2){ screenWidth*0.5f, screenHeight/2 };
|
||||
circleB->velocity = (Vector2){ 0, 0 };
|
||||
circleC->position = (Vector2){ screenWidth*0.75f, screenHeight/2 };
|
||||
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", circleA->position.x - MeasureText("0", 20)/2, circleA->position.y - 7, 20, WHITE);
|
||||
DrawText("0.5", circleB->position.x - MeasureText("0.5", 20)/2, circleB->position.y - 7, 20, WHITE);
|
||||
DrawText("1", 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
|
||||
//--------------------------------------------------------------------------------------
|
||||
ClosePhysics(); // Unitialize physics
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
examples/physics_restitution.png
Normal file
After Width: | Height: | Size: 17 KiB |
107
examples/physics_shatter.c
Normal file
@ -0,0 +1,107 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* Physac - Body shatter
|
||||
*
|
||||
* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
|
||||
* The file pthreadGC2.dll is required to run the program; you can find it in 'src\external'
|
||||
*
|
||||
* Copyright (c) 2016 Victor Fisac
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define PHYSAC_IMPLEMENTATION
|
||||
#include "..\src\physac.h"
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT);
|
||||
InitWindow(screenWidth, screenHeight, "Physac [raylib] - Body shatter");
|
||||
SetTargetFPS(60);
|
||||
|
||||
// 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
|
||||
PhysicsBody body = CreatePhysicsBodyPolygon((Vector2){ screenWidth/2, screenHeight/2 }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsKeyPressed('R')) // Reset physics input
|
||||
{
|
||||
ResetPhysics();
|
||||
|
||||
// Create random polygon physics body to shatter
|
||||
body = CreatePhysicsBodyPolygon((Vector2){ screenWidth/2, screenHeight/2 }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
|
||||
}
|
||||
|
||||
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) // Physics shatter input
|
||||
{
|
||||
// Note: some values need to be stored in variables due to asynchronous changes during main thread
|
||||
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;
|
||||
}
|
BIN
examples/physics_shatter.png
Normal file
After Width: | Height: | Size: 23 KiB |