Added new Physac examples

This commit is contained in:
victorfisac 2016-11-21 20:31:30 +01:00
parent d0fca7e02b
commit e8630c78d0
10 changed files with 602 additions and 0 deletions

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examples/physics_demo.c Normal file
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/*******************************************************************************************
*
* Physac - Physics demo
*
* 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 demo");
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 }, 500, 100, 10);
floor->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
// Create obstacle circle physics body
PhysicsBody circle = CreatePhysicsBodyCircle((Vector2){ screenWidth/2, screenHeight/2 }, 45, 10);
circle->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed('R')) // Reset physics input
{
ResetPhysics();
floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, 500, 100, 10);
floor->enabled = false;
circle = CreatePhysicsBodyCircle((Vector2){ screenWidth/2, screenHeight/2 }, 45, 10);
circle->enabled = false;
}
// Physics body creation inputs
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) CreatePhysicsBodyPolygon(GetMousePosition(), GetRandomValue(20, 80), GetRandomValue(3, 8), 10);
else if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) CreatePhysicsBodyCircle(GetMousePosition(), GetRandomValue(10, 45), 10);
// Destroy falling physics bodies
int bodiesCount = GetPhysicsBodiesCount();
for (int i = bodiesCount - 1; i >= 0; i--)
{
PhysicsBody body = GetPhysicsBody(i);
if (body != NULL && (body->position.y > screenHeight*2)) DestroyPhysicsBody(body);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(BLACK);
DrawFPS(screenWidth - 90, screenHeight - 30);
// Draw created physics bodies
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
}
}
}
DrawText("Left mouse button to create a polygon", 10, 10, 10, WHITE);
DrawText("Right mouse button to create a circle", 10, 25, 10, WHITE);
DrawText("Press 'R' to reset example", 10, 40, 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;
}

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examples/physics_friction.c Normal file
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/*******************************************************************************************
*
* 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;
}

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/*******************************************************************************************
*
* 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;
}

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/*******************************************************************************************
*
* 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;
}

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/*******************************************************************************************
*
* 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;
}

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