Added new Physac examples
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examples/physics_demo.c
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122
examples/physics_demo.c
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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
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BIN
examples/physics_demo.png
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examples/physics_friction.c
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examples/physics_friction.c
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/*******************************************************************************************
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*
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* Physac - Physics friction
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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 friction");
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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 }, 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, 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, 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){ screenWidth - 25, 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){ screenWidth - 35, screenHeight*0.6f }, 40, 40, 10);
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bodyB->staticFriction = 1;
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bodyB->dynamicFriction = 1;
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SetPhysicsBodyRotation(bodyB, 330*DEG2RAD);
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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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// 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){ 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, 75, 30, WHITE);
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DrawText("0.1", bodyA->position.x - MeasureText("0.1", 20)/2, bodyA->position.y - 7, 20, WHITE);
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DrawText("1", bodyB->position.x - MeasureText("1", 20)/2, 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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BIN
examples/physics_friction.png
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BIN
examples/physics_friction.png
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Binary file not shown.
After Width: | Height: | Size: 18 KiB |
122
examples/physics_movement.c
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examples/physics_movement.c
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/*******************************************************************************************
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*
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* Physac - Physics movement
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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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#define VELOCITY 0.5f
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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 movement");
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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 and walls rectangle physics body
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PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, screenWidth, 100, 10);
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PhysicsBody platformLeft = CreatePhysicsBodyRectangle((Vector2){ screenWidth*0.25f, screenHeight*0.6f }, screenWidth*0.25f, 10, 10);
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PhysicsBody platformRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth*0.75f, screenHeight*0.6f }, screenWidth*0.25f, 10, 10);
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PhysicsBody wallLeft = CreatePhysicsBodyRectangle((Vector2){ -5, screenHeight/2 }, 10, screenHeight, 10);
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PhysicsBody wallRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth + 5, screenHeight/2 }, 10, screenHeight, 10);
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// Disable dynamics to floor and walls physics bodies
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floor->enabled = false;
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platformLeft->enabled = false;
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platformRight->enabled = false;
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wallLeft->enabled = false;
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wallRight->enabled = false;
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// Create movement physics body
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PhysicsBody body = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight/2 }, 50, 50, 1);
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body->freezeOrient = true; // Constrain body rotation to avoid little collision torque amounts
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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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// Reset movement physics body position, velocity and rotation
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body->position = (Vector2){ screenWidth/2, screenHeight/2 };
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body->velocity = (Vector2){ 0, 0 };
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SetPhysicsBodyRotation(body, 0);
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}
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// Horizontal movement input
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if (IsKeyDown(KEY_RIGHT)) body->velocity.x = VELOCITY;
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else if (IsKeyDown(KEY_LEFT)) body->velocity.x = -VELOCITY;
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// Vertical movement input checking if player physics body is grounded
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if (IsKeyDown(KEY_UP) && body->isGrounded) body->velocity.y = -VELOCITY*4;
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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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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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DrawText("Use 'ARROWS' to move player", 10, 10, 10, WHITE);
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DrawText("Press 'R' to reset example", 10, 30, 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_movement.png
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BIN
examples/physics_movement.png
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After Width: | Height: | Size: 16 KiB |
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examples/physics_restitution.c
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examples/physics_restitution.c
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/*******************************************************************************************
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*
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* Physac - Physics restitution
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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 restitution");
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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 }, 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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floor->restitution = 1;
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// Create circles physics body
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PhysicsBody circleA = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.25f, screenHeight/2 }, 30, 10);
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circleA->restitution = 0;
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PhysicsBody circleB = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.5f, screenHeight/2 }, 30, 10);
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circleB->restitution = 0.5f;
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PhysicsBody circleC = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.75f, screenHeight/2 }, 30, 10);
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circleC->restitution = 1;
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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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// Reset circles physics bodies position and velocity
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circleA->position = (Vector2){ screenWidth*0.25f, screenHeight/2 };
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circleA->velocity = (Vector2){ 0, 0 };
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circleB->position = (Vector2){ screenWidth*0.5f, screenHeight/2 };
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circleB->velocity = (Vector2){ 0, 0 };
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circleC->position = (Vector2){ screenWidth*0.75f, screenHeight/2 };
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circleC->velocity = (Vector2){ 0, 0 };
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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++)
|
||||
{
|
||||
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
BIN
examples/physics_restitution.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 17 KiB |
107
examples/physics_shatter.c
Normal file
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
BIN
examples/physics_shatter.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 23 KiB |
Loading…
Reference in New Issue
Block a user