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- /*******************************************************************************************
- *
- * raylib [physac] example - Forces
- *
- * This example has been created using raylib 1.5 (www.raylib.com)
- * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
- *
- * NOTE: This example requires raylib module [rlgl]
- *
- * Compile example using:
- * cmd /c IF NOT EXIST pthreadGC2.dll copy C:\raylib\raylib\src\external\pthread\pthreadGC2.dll $(CURRENT_DIRECTORY) /Y
- *
- * Copyright (c) 2016 Victor Fisac and Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
-
- #include "raylib.h"
-
- #define PHYSAC_IMPLEMENTATION
- #include "physac.h"
-
- #define FORCE_AMOUNT 5.0f
- #define FORCE_RADIUS 150
- #define LINE_LENGTH 75
- #define TRIANGLE_LENGTH 12
-
- int main()
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- int screenWidth = 800;
- int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [physac] example - forces");
- InitPhysics((Vector2){ 0.0f, -9.81f/2 }); // Initialize physics module
-
- // Global variables
- Vector2 mousePosition;
- bool isDebug = false;
-
- // Create rectangle physic objects
- PhysicBody rectangles[3];
- for (int i = 0; i < 3; i++)
- {
- rectangles[i] = CreatePhysicBody((Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/3) : (screenHeight/1.5f)) }, 0.0f, (Vector2){ 50, 50 });
- rectangles[i]->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
- rectangles[i]->rigidbody.friction = 0.1f;
- }
-
- // Create circles physic objects
- // 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.
- PhysicBody circles[3];
- for (int i = 0; i < 3; i++)
- {
- circles[i] = CreatePhysicBody((Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/1.5f) : (screenHeight/4)) }, 0.0f, (Vector2){ 0, 0 });
- circles[i]->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
- circles[i]->rigidbody.friction = 0.1f;
- circles[i]->collider.type = COLLIDER_CIRCLE;
- circles[i]->collider.radius = 25;
- }
-
- // Create walls physic objects
- PhysicBody leftWall = CreatePhysicBody((Vector2){ -25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight });
- PhysicBody rightWall = CreatePhysicBody((Vector2){ screenWidth + 25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight });
- PhysicBody topWall = CreatePhysicBody((Vector2){ screenWidth/2, -25 }, 0.0f, (Vector2){ screenWidth, 50 });
- PhysicBody bottomWall = CreatePhysicBody((Vector2){ screenWidth/2, screenHeight + 25 }, 0.0f, (Vector2){ screenWidth, 50 });
-
- SetTargetFPS(60);
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
-
- // Update mouse position value
- mousePosition = GetMousePosition();
-
- // Check force input
- if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) ApplyForceAtPosition(mousePosition, FORCE_AMOUNT, FORCE_RADIUS);
-
- // Check reset input
- if (IsKeyPressed('R'))
- {
- // Reset rectangle physic objects positions
- for (int i = 0; i < 3; i++)
- {
- 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 };
- rectangles[i]->rigidbody.velocity =(Vector2){ 0.0f, 0.0f };
- }
-
- // Reset circles physic objects positions
- for (int i = 0; i < 3; i++)
- {
- circles[i]->transform.position = (Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/1.5f) : (screenHeight/4)) };
- circles[i]->rigidbody.velocity =(Vector2){ 0.0f, 0.0f };
- }
- }
-
- // Check debug switch input
- if (IsKeyPressed('P')) isDebug = !isDebug;
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- // Draw rectangles
- for (int i = 0; i < 3; i++)
- {
- // Convert transform values to rectangle data type variable
- DrawRectangleRec(TransformToRectangle(rectangles[i]->transform), RED);
- if (isDebug) DrawRectangleLines(rectangles[i]->collider.bounds.x, rectangles[i]->collider.bounds.y, rectangles[i]->collider.bounds.width, rectangles[i]->collider.bounds.height, GREEN);
-
- // Draw force radius
- DrawCircleLines(mousePosition.x, mousePosition.y, FORCE_RADIUS, BLACK);
-
- // Draw direction lines
- 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))
- {
- 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 };
- float angle = atan2l(direction.y, direction.x);
-
- // Calculate arrow start and end positions
- Vector2 startPosition = { rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2, rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 };
- 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) };
-
- // Draw arrow line
- DrawLineV(startPosition, endPosition, BLACK);
-
- // Draw arrow triangle
- DrawTriangleLines((Vector2){ endPosition.x - cos(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH, endPosition.y - sin(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH },
- (Vector2){ endPosition.x + cos(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH, endPosition.y + sin(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH },
- (Vector2){ endPosition.x + cos(angle)*LINE_LENGTH/TRIANGLE_LENGTH*2, endPosition.y + sin(angle)*LINE_LENGTH/TRIANGLE_LENGTH*2 }, BLACK);
- }
- }
-
- // Draw circles
- for (int i = 0; i < 3; i++)
- {
- DrawCircleV(circles[i]->transform.position, circles[i]->collider.radius, BLUE);
- if (isDebug) DrawCircleLines(circles[i]->transform.position.x, circles[i]->transform.position.y, circles[i]->collider.radius, GREEN);
-
- // Draw force radius
- DrawCircleLines(mousePosition.x, mousePosition.y, FORCE_RADIUS, BLACK);
-
- // Draw direction lines
- if (CheckCollisionPointCircle((Vector2){ circles[i]->transform.position.x, circles[i]->transform.position.y }, mousePosition, FORCE_RADIUS))
- {
- Vector2 direction = { circles[i]->transform.position.x - mousePosition.x, circles[i]->transform.position.y - mousePosition.y };
- float angle = atan2l(direction.y, direction.x);
-
- // Calculate arrow start and end positions
- Vector2 startPosition = { circles[i]->transform.position.x, circles[i]->transform.position.y };
- Vector2 endPosition = { circles[i]->transform.position.x + (cos(angle)*LINE_LENGTH), circles[i]->transform.position.y + (sin(angle)*LINE_LENGTH) };
-
- // Draw arrow line
- DrawLineV(startPosition, endPosition, BLACK);
-
- // Draw arrow triangle
- DrawTriangleLines((Vector2){ endPosition.x - cos(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH, endPosition.y - sin(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH },
- (Vector2){ endPosition.x + cos(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH, endPosition.y + sin(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH },
- (Vector2){ endPosition.x + cos(angle)*LINE_LENGTH/TRIANGLE_LENGTH*2, endPosition.y + sin(angle)*LINE_LENGTH/TRIANGLE_LENGTH*2 }, BLACK);
- }
- }
-
- // Draw help messages
- 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);
- DrawText("Use R to reset objects position", screenWidth/2 - MeasureText("Use R to reset objects position", 20)/2, screenHeight*0.875f, 20, GRAY);
-
- DrawFPS(10, 10);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- ClosePhysics(); // Unitialize physics module
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
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