`physac` is available on its own repopull/2506/head
| @ -1,128 +0,0 @@ | |||
| /******************************************************************************************* | |||
| * | |||
| * raylib [physac] example - physics demo | |||
| * | |||
| * 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) | |||
| * | |||
| * This example uses physac 1.1 (https://github.com/raysan5/raylib/blob/master/src/physac.h) | |||
| * | |||
| * Copyright (c) 2016-2021 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5) | |||
| * | |||
| ********************************************************************************************/ | |||
| #include "raylib.h" | |||
| #define PHYSAC_IMPLEMENTATION | |||
| #include "extras/physac.h" | |||
| int main(void) | |||
| { | |||
| // Initialization | |||
| //-------------------------------------------------------------------------------------- | |||
| const int screenWidth = 800; | |||
| const int screenHeight = 450; | |||
| SetConfigFlags(FLAG_MSAA_4X_HINT); | |||
| InitWindow(screenWidth, screenHeight, "raylib [physac] example - physics demo"); | |||
| // 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/2.0f, (float)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/2.0f, screenHeight/2.0f }, 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 | |||
| //---------------------------------------------------------------------------------- | |||
| UpdatePhysics(); // Update physics system | |||
| if (IsKeyPressed(KEY_R)) // Reset physics system | |||
| { | |||
| ResetPhysics(); | |||
| floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, (float)screenHeight }, 500, 100, 10); | |||
| floor->enabled = false; | |||
| circle = CreatePhysicsBodyCircle((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, 45, 10); | |||
| circle->enabled = false; | |||
| } | |||
| // Physics body creation inputs | |||
| if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) CreatePhysicsBodyPolygon(GetMousePosition(), (float)GetRandomValue(20, 80), GetRandomValue(3, 8), 10); | |||
| else if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) CreatePhysicsBodyCircle(GetMousePosition(), (float)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; | |||
| } | |||
| @ -1,142 +0,0 @@ | |||
| /******************************************************************************************* | |||
| * | |||
| * raylib [physac] example - physics friction | |||
| * | |||
| * 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) | |||
| * | |||
| * This example uses physac 1.1 (https://github.com/raysan5/raylib/blob/master/src/physac.h) | |||
| * | |||
| * Copyright (c) 2016-2021 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5) | |||
| * | |||
| ********************************************************************************************/ | |||
| #include "raylib.h" | |||
| #define PHYSAC_IMPLEMENTATION | |||
| #include "extras/physac.h" | |||
| int main(void) | |||
| { | |||
| // Initialization | |||
| //-------------------------------------------------------------------------------------- | |||
| const int screenWidth = 800; | |||
| const int screenHeight = 450; | |||
| SetConfigFlags(FLAG_MSAA_4X_HINT); | |||
| InitWindow(screenWidth, screenHeight, "raylib [physac] example - 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/2.0f, (float)screenHeight }, (float)screenWidth, 100, 10); | |||
| floor->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions) | |||
| PhysicsBody wall = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, 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, (float)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){ (float)screenWidth - 25, (float)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){ (float)screenWidth - 35, (float)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 | |||
| //---------------------------------------------------------------------------------- | |||
| UpdatePhysics(); // Update physics system | |||
| if (IsKeyPressed(KEY_R)) // Reset physics system | |||
| { | |||
| // 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){ (float)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))/2.0f, 75, 30, WHITE); | |||
| DrawText("0.1", (int)bodyA->position.x - MeasureText("0.1", 20)/2, (int)bodyA->position.y - 7, 20, WHITE); | |||
| DrawText("1", (int)bodyB->position.x - MeasureText("1", 20)/2, (int)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; | |||
| } | |||
| @ -1,128 +0,0 @@ | |||
| /******************************************************************************************* | |||
| * | |||
| * raylib [physac] example - physics movement | |||
| * | |||
| * 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) | |||
| * | |||
| * This example uses physac 1.1 (https://github.com/raysan5/raylib/blob/master/src/physac.h) | |||
| * | |||
| * Copyright (c) 2016-2021 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5) | |||
| * | |||
| ********************************************************************************************/ | |||
| #include "raylib.h" | |||
| #define PHYSAC_IMPLEMENTATION | |||
| #include "extras/physac.h" | |||
| #define VELOCITY 0.5f | |||
| int main(void) | |||
| { | |||
| // Initialization | |||
| //-------------------------------------------------------------------------------------- | |||
| const int screenWidth = 800; | |||
| const int screenHeight = 450; | |||
| SetConfigFlags(FLAG_MSAA_4X_HINT); | |||
| InitWindow(screenWidth, screenHeight, "raylib [physac] example - physics movement"); | |||
| // Physac logo drawing position | |||
| int logoX = screenWidth - MeasureText("Physac", 30) - 10; | |||
| int logoY = 15; | |||
| // Initialize physics and default physics bodies | |||
| InitPhysics(); | |||
| // Create floor and walls rectangle physics body | |||
| PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, (float)screenHeight }, (float)screenWidth, 100, 10); | |||
| PhysicsBody platformLeft = CreatePhysicsBodyRectangle((Vector2){ screenWidth*0.25f, screenHeight*0.6f }, screenWidth*0.25f, 10, 10); | |||
| PhysicsBody platformRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth*0.75f, screenHeight*0.6f }, screenWidth*0.25f, 10, 10); | |||
| PhysicsBody wallLeft = CreatePhysicsBodyRectangle((Vector2){ -5, screenHeight/2.0f }, 10, (float)screenHeight, 10); | |||
| PhysicsBody wallRight = CreatePhysicsBodyRectangle((Vector2){ (float)screenWidth + 5, screenHeight/2.0f }, 10, (float)screenHeight, 10); | |||
| // Disable dynamics to floor and walls physics bodies | |||
| floor->enabled = false; | |||
| platformLeft->enabled = false; | |||
| platformRight->enabled = false; | |||
| wallLeft->enabled = false; | |||
| wallRight->enabled = false; | |||
| // Create movement physics body | |||
| PhysicsBody body = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, 50, 50, 1); | |||
| body->freezeOrient = true; // Constrain body rotation to avoid little collision torque amounts | |||
| 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 | |||
| //---------------------------------------------------------------------------------- | |||
| UpdatePhysics(); // Update physics system | |||
| if (IsKeyPressed(KEY_R)) // Reset physics input | |||
| { | |||
| // Reset movement physics body position, velocity and rotation | |||
| body->position = (Vector2){ screenWidth/2.0f, screenHeight/2.0f }; | |||
| body->velocity = (Vector2){ 0, 0 }; | |||
| SetPhysicsBodyRotation(body, 0); | |||
| } | |||
| // Horizontal movement input | |||
| if (IsKeyDown(KEY_RIGHT)) body->velocity.x = VELOCITY; | |||
| else if (IsKeyDown(KEY_LEFT)) body->velocity.x = -VELOCITY; | |||
| // Vertical movement input checking if player physics body is grounded | |||
| if (IsKeyDown(KEY_UP) && body->isGrounded) body->velocity.y = -VELOCITY*4; | |||
| //---------------------------------------------------------------------------------- | |||
| // 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); | |||
| 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("Use 'ARROWS' to move player", 10, 10, 10, WHITE); | |||
| DrawText("Press 'R' to reset example", 10, 30, 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; | |||
| } | |||
| @ -1,129 +0,0 @@ | |||
| /******************************************************************************************* | |||
| * | |||
| * raylib [physac] example - physics restitution | |||
| * | |||
| * 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) | |||
| * | |||
| * This example uses physac 1.1 (https://github.com/raysan5/raylib/blob/master/src/physac.h) | |||
| * | |||
| * Copyright (c) 2016-2021 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5) | |||
| * | |||
| ********************************************************************************************/ | |||
| #include "raylib.h" | |||
| #define PHYSAC_IMPLEMENTATION | |||
| #include "extras/physac.h" | |||
| int main(void) | |||
| { | |||
| // Initialization | |||
| //-------------------------------------------------------------------------------------- | |||
| const int screenWidth = 800; | |||
| const int screenHeight = 450; | |||
| SetConfigFlags(FLAG_MSAA_4X_HINT); | |||
| InitWindow(screenWidth, screenHeight, "raylib [physac] example - physics restitution"); | |||
| // 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/2.0f, (float)screenHeight }, (float)screenWidth, 100, 10); | |||
| floor->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions) | |||
| floor->restitution = 1; | |||
| // Create circles physics body | |||
| PhysicsBody circleA = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.25f, screenHeight/2.0f }, 30, 10); | |||
| circleA->restitution = 0; | |||
| PhysicsBody circleB = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.5f, screenHeight/2.0f }, 30, 10); | |||
| circleB->restitution = 0.5f; | |||
| PhysicsBody circleC = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.75f, screenHeight/2.0f }, 30, 10); | |||
| circleC->restitution = 1; | |||
| // Restitution demo needs a very tiny physics time step for a proper simulation | |||
| SetPhysicsTimeStep(1.0/60.0/100*1000); | |||
| 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 | |||
| //---------------------------------------------------------------------------------- | |||
| UpdatePhysics(); // Update physics system | |||
| if (IsKeyPressed(KEY_R)) // Reset physics input | |||
| { | |||
| // Reset circles physics bodies position and velocity | |||
| circleA->position = (Vector2){ screenWidth*0.25f, screenHeight/2.0f }; | |||
| circleA->velocity = (Vector2){ 0, 0 }; | |||
| circleB->position = (Vector2){ screenWidth*0.5f, screenHeight/2.0f }; | |||
| circleB->velocity = (Vector2){ 0, 0 }; | |||
| circleC->position = (Vector2){ screenWidth*0.75f, screenHeight/2.0f }; | |||
| circleC->velocity = (Vector2){ 0, 0 }; | |||
| } | |||
| //---------------------------------------------------------------------------------- | |||
| // 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); | |||
| 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("Restitution amount", (screenWidth - MeasureText("Restitution amount", 30))/2, 75, 30, WHITE); | |||
| DrawText("0", (int)circleA->position.x - MeasureText("0", 20)/2, circleA->position.y - 7, 20, WHITE); | |||
| DrawText("0.5", (int)circleB->position.x - MeasureText("0.5", 20)/2, circleB->position.y - 7, 20, WHITE); | |||
| DrawText("1", (int)circleC->position.x - MeasureText("1", 20)/2, circleC->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 | |||
| //-------------------------------------------------------------------------------------- | |||
| DestroyPhysicsBody(circleA); | |||
| DestroyPhysicsBody(circleB); | |||
| DestroyPhysicsBody(circleC); | |||
| DestroyPhysicsBody(floor); | |||
| ClosePhysics(); // Unitialize physics | |||
| CloseWindow(); // Close window and OpenGL context | |||
| //-------------------------------------------------------------------------------------- | |||
| return 0; | |||
| } | |||
| @ -1,111 +0,0 @@ | |||
| /******************************************************************************************* | |||
| * | |||
| * raylib [physac] example - physics shatter | |||
| * | |||
| * 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) | |||
| * | |||
| * This example uses physac 1.1 (https://github.com/raysan5/raylib/blob/master/src/physac.h) | |||
| * | |||
| * Copyright (c) 2016-2021 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5) | |||
| * | |||
| ********************************************************************************************/ | |||
| #include "raylib.h" | |||
| #define PHYSAC_IMPLEMENTATION | |||
| #include "extras/physac.h" | |||
| int main(void) | |||
| { | |||
| // Initialization | |||
| //-------------------------------------------------------------------------------------- | |||
| const int screenWidth = 800; | |||
| const int screenHeight = 450; | |||
| SetConfigFlags(FLAG_MSAA_4X_HINT); | |||
| InitWindow(screenWidth, screenHeight, "raylib [physac] example - physics shatter"); | |||
| // Physac logo drawing position | |||
| int logoX = screenWidth - MeasureText("Physac", 30) - 10; | |||
| int logoY = 15; | |||
| // Initialize physics and default physics bodies | |||
| InitPhysics(); | |||
| SetPhysicsGravity(0, 0); | |||
| // Create random polygon physics body to shatter | |||
| CreatePhysicsBodyPolygon((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, (float)GetRandomValue(80, 200), GetRandomValue(3, 8), 10); | |||
| SetTargetFPS(60); // Set our game to run at 60 frames-per-second | |||
| //-------------------------------------------------------------------------------------- | |||
| // Main game loop | |||
| while (!WindowShouldClose()) // Detect window close button or ESC key | |||
| { | |||
| //---------------------------------------------------------------------------------- | |||
| UpdatePhysics(); // Update physics system | |||
| if (IsKeyPressed(KEY_R)) // Reset physics input | |||
| { | |||
| ResetPhysics(); | |||
| CreatePhysicsBodyPolygon((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, (float)GetRandomValue(80, 200), GetRandomValue(3, 8), 10); | |||
| } | |||
| if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) // Physics shatter input | |||
| { | |||
| int count = GetPhysicsBodiesCount(); | |||
| for (int i = count - 1; i >= 0; i--) | |||
| { | |||
| PhysicsBody currentBody = GetPhysicsBody(i); | |||
| if (currentBody != NULL) PhysicsShatter(currentBody, GetMousePosition(), 10/currentBody->inverseMass); | |||
| } | |||
| } | |||
| //---------------------------------------------------------------------------------- | |||
| // Draw | |||
| //---------------------------------------------------------------------------------- | |||
| BeginDrawing(); | |||
| ClearBackground(BLACK); | |||
| // Draw created physics bodies | |||
| int bodiesCount = GetPhysicsBodiesCount(); | |||
| for (int i = 0; i < bodiesCount; i++) | |||
| { | |||
| PhysicsBody currentBody = GetPhysicsBody(i); | |||
| 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(currentBody, j); | |||
| int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape | |||
| Vector2 vertexB = GetPhysicsShapeVertex(currentBody, jj); | |||
| DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions | |||
| } | |||
| } | |||
| DrawText("Left mouse button in polygon area to shatter body\nPress '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; | |||
| } | |||