148 lines
6.2 KiB
C
148 lines
6.2 KiB
C
/*******************************************************************************************
|
|
*
|
|
* 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;
|
|
}
|