/******************************************************************************************* * * Physac - Physics friction * * NOTE 1: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations. * NOTE 2: Physac requires static C library linkage to avoid dependency on MinGW DLL (-static -lpthread) * * Use the following line to compile: * * gcc -o $(NAME_PART).exe $(FILE_NAME) -s -static / * -lraylib -lpthread -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm / * -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition * * Copyright (c) 2016-2018 Victor Fisac * ********************************************************************************************/ #include "raylib.h" #define PHYSAC_IMPLEMENTATION #define PHYSAC_NO_THREADS #include "physac.h" int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; SetConfigFlags(FLAG_MSAA_4X_HINT); InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics friction"); // 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 = 1.0f; bodyB->dynamicFriction = 1.0f; SetPhysicsBodyRotation(bodyB, 330*DEG2RAD); SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- RunPhysicsStep(); 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; }