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- /*******************************************************************************************
- *
- * Physac - Physics demo
- *
- * 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 demo");
-
- // Physac logo drawing position
- int logoX = screenWidth - MeasureText("Physac", 30) - 10;
- int logoY = 15;
- bool needsReset = false;
-
- // 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)
-
- 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
- //----------------------------------------------------------------------------------
- // Delay initialization of variables due to physics reset async
- RunPhysicsStep();
-
- if (needsReset)
- {
- floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, 500, 100, 10);
- floor->enabled = false;
-
- circle = CreatePhysicsBodyCircle((Vector2){ screenWidth/2, screenHeight/2 }, 45, 10);
- circle->enabled = false;
-
- needsReset = false;
- }
-
- // Reset physics input
- if (IsKeyPressed('R'))
- {
- ResetPhysics();
- needsReset = true;
- }
-
- // 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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