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- /*******************************************************************************************
- *
- * 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 $(RAYLIB_DIR)\raylib\raylib_icon -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
- #include "physac.h"
-
- int main()
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- int screenWidth = 800;
- 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;
- bodyB->dynamicFriction = 1;
- SetPhysicsBodyRotation(bodyB, 330*DEG2RAD);
-
- SetTargetFPS(60);
- //--------------------------------------------------------------------------------------
-
- // 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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