54537e8f0b
and added PHYSAC_NO_THREADS define. Improved physac example drawing frames per second in screen.
182 lines
9.7 KiB
C
182 lines
9.7 KiB
C
/*******************************************************************************************
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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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* 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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// 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
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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 });
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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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// Update mouse position value
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mousePosition = GetMousePosition();
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// Check force input
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) ApplyForceAtPosition(mousePosition, FORCE_AMOUNT, FORCE_RADIUS);
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// Check reset input
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if (IsKeyPressed('R'))
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{
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// Reset rectangle physic objects positions
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for (int i = 0; i < 3; i++)
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{
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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 };
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rectangles[i]->rigidbody.velocity =(Vector2){ 0.0f, 0.0f };
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}
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// Reset circles physic objects positions
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for (int i = 0; i < 3; i++)
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{
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circles[i]->transform.position = (Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/1.5f) : (screenHeight/4)) };
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circles[i]->rigidbody.velocity =(Vector2){ 0.0f, 0.0f };
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}
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}
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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 rectangles
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for (int i = 0; i < 3; i++)
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{
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// Convert transform values to rectangle data type variable
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DrawRectangleRec(TransformToRectangle(rectangles[i]->transform), RED);
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if (isDebug) DrawRectangleLines(rectangles[i]->collider.bounds.x, rectangles[i]->collider.bounds.y, rectangles[i]->collider.bounds.width, rectangles[i]->collider.bounds.height, GREEN);
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// Draw force radius
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DrawCircleLines(mousePosition.x, mousePosition.y, FORCE_RADIUS, BLACK);
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// Draw direction lines
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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))
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{
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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 };
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float angle = atan2l(direction.y, direction.x);
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// Calculate arrow start and end positions
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Vector2 startPosition = { rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2, rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 };
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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) };
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// Draw arrow line
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DrawLineV(startPosition, endPosition, BLACK);
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// Draw arrow triangle
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DrawTriangleLines((Vector2){ endPosition.x - cos(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH, endPosition.y - sin(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH },
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(Vector2){ endPosition.x + cos(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH, endPosition.y + sin(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH },
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(Vector2){ endPosition.x + cos(angle)*LINE_LENGTH/TRIANGLE_LENGTH*2, endPosition.y + sin(angle)*LINE_LENGTH/TRIANGLE_LENGTH*2 }, BLACK);
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}
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}
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// Draw circles
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for (int i = 0; i < 3; i++)
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{
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DrawCircleV(circles[i]->transform.position, circles[i]->collider.radius, BLUE);
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if (isDebug) DrawCircleLines(circles[i]->transform.position.x, circles[i]->transform.position.y, circles[i]->collider.radius, GREEN);
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// Draw force radius
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DrawCircleLines(mousePosition.x, mousePosition.y, FORCE_RADIUS, BLACK);
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// Draw direction lines
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if (CheckCollisionPointCircle((Vector2){ circles[i]->transform.position.x, circles[i]->transform.position.y }, mousePosition, FORCE_RADIUS))
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{
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Vector2 direction = { circles[i]->transform.position.x - mousePosition.x, circles[i]->transform.position.y - mousePosition.y };
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float angle = atan2l(direction.y, direction.x);
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// Calculate arrow start and end positions
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Vector2 startPosition = { circles[i]->transform.position.x, circles[i]->transform.position.y };
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Vector2 endPosition = { circles[i]->transform.position.x + (cos(angle)*LINE_LENGTH), circles[i]->transform.position.y + (sin(angle)*LINE_LENGTH) };
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// Draw arrow line
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DrawLineV(startPosition, endPosition, BLACK);
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// Draw arrow triangle
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DrawTriangleLines((Vector2){ endPosition.x - cos(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH, endPosition.y - sin(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH },
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(Vector2){ endPosition.x + cos(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH, endPosition.y + sin(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH },
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(Vector2){ endPosition.x + cos(angle)*LINE_LENGTH/TRIANGLE_LENGTH*2, endPosition.y + sin(angle)*LINE_LENGTH/TRIANGLE_LENGTH*2 }, BLACK);
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}
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}
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// Draw help messages
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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);
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DrawText("Use R to reset objects position", screenWidth/2 - MeasureText("Use R to reset objects position", 20)/2, screenHeight*0.875f, 20, GRAY);
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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 module
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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} |