Browse Source

WARNING: Removed `physac` from raylib sources/examples

`physac` is available on its own repo
pull/2506/head
Ray 2 years ago
parent
commit
8da566d6e7
14 changed files with 3 additions and 2676 deletions
  1. +1
    -10
      examples/Makefile
  2. +2
    -29
      examples/Makefile.Web
  3. +0
    -12
      examples/README.md
  4. +0
    -128
      examples/physics/physics_demo.c
  5. BIN
      examples/physics/physics_demo.png
  6. +0
    -142
      examples/physics/physics_friction.c
  7. BIN
      examples/physics/physics_friction.png
  8. +0
    -128
      examples/physics/physics_movement.c
  9. BIN
      examples/physics/physics_movement.png
  10. +0
    -129
      examples/physics/physics_restitution.c
  11. BIN
      examples/physics/physics_restitution.png
  12. +0
    -111
      examples/physics/physics_shatter.c
  13. BIN
      examples/physics/physics_shatter.png
  14. +0
    -1987
      src/extras/physac.h

+ 1
- 10
examples/Makefile View File

@ -494,20 +494,12 @@ AUDIO = \
audio/audio_sound_loading \
audio/audio_multichannel_sound
PHYSICS = \
physics/physics_demo \
physics/physics_friction \
physics/physics_movement \
physics/physics_restitution \
physics/physics_shatter
CURRENT_MAKEFILE = $(lastword $(MAKEFILE_LIST))
# Define processes to execute
#------------------------------------------------------------------------------------------------
# Default target entry
all: $(CORE) $(SHAPES) $(TEXT) $(TEXTURES) $(MODELS) $(SHADERS) $(AUDIO) $(PHYSICS)
all: $(CORE) $(SHAPES) $(TEXT) $(TEXTURES) $(MODELS) $(SHADERS) $(AUDIO)
core: $(CORE)
shapes: $(SHAPES)
@ -516,7 +508,6 @@ text: $(TEXT)
models: $(MODELS)
shaders: $(SHADERS)
audio: $(AUDIO)
physics: $(PHYSICS)
# Generic compilation pattern
# NOTE: Examples must be ready for Android compilation!

+ 2
- 29
examples/Makefile.Web View File

@ -238,7 +238,7 @@ ifeq ($(PLATFORM),PLATFORM_DRM)
endif
# Define include paths for required headers
# NOTE: Some external/extras libraries could be required (stb, physac, easings...)
# NOTE: Some external/extras libraries could be required (stb, easings...)
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external -I$(RAYLIB_PATH)/src/extras
# Define additional directories containing required header files
@ -324,8 +324,6 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# Libraries for Windows desktop compilation
# NOTE: WinMM library required to set high-res timer resolution
LDLIBS = -lraylib -lopengl32 -lgdi32 -lwinmm
# Required for physac examples
LDLIBS += -static -lpthread
endif
ifeq ($(PLATFORM_OS),LINUX)
# Libraries for Debian GNU/Linux desktop compiling
@ -508,17 +506,10 @@ AUDIO = \
audio/audio_sound_loading \
audio/audio_multichannel_sound
PHYSICS = \
physics/physics_demo \
physics/physics_friction \
physics/physics_movement \
physics/physics_restitution \
physics/physics_shatter
CURRENT_MAKEFILE = $(lastword $(MAKEFILE_LIST))
# Default target entry
all: $(CORE) $(SHAPES) $(TEXT) $(TEXTURES) $(MODELS) $(SHADERS) $(AUDIO) $(PHYSICS)
all: $(CORE) $(SHAPES) $(TEXT) $(TEXTURES) $(MODELS) $(SHADERS) $(AUDIO)
core: $(CORE)
shapes: $(SHAPES)
@ -527,7 +518,6 @@ text: $(TEXT)
models: $(MODELS)
shaders: $(SHADERS)
audio: $(AUDIO)
physics: $(PHYSICS)
# Compile CORE examples
core/core_basic_window: core/core_basic_window.c
@ -1007,23 +997,6 @@ audio/audio_multichannel_sound: audio/audio_multichannel_sound.c
--preload-file audio/resources/sound.wav@resources/sound.wav \
--preload-file audio/resources/target.ogg@resources/target.ogg
# Compile PHYSICS examples
physics/physics_demo: physics/physics_demo.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -DPHYSAC_AVOID_TIMMING_SYSTEM
physics/physics_friction: physics/physics_friction.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -DPHYSAC_AVOID_TIMMING_SYSTEM
physics/physics_movement: physics/physics_movement.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -DPHYSAC_AVOID_TIMMING_SYSTEM
physics/physics_restitution: physics/physics_restitution.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -DPHYSAC_AVOID_TIMMING_SYSTEM
physics/physics_shatter: physics/physics_shatter.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -DPHYSAC_AVOID_TIMMING_SYSTEM
# Clean everything
clean:
ifeq ($(PLATFORM),PLATFORM_DESKTOP)

+ 0
- 12
examples/README.md View File

@ -176,18 +176,6 @@ Examples using raylib audio functionality, including sound/music loading and pla
| 105 | [audio_sound_loading](audio/audio_sound_loading.c) | <img src="audio/audio_sound_loading.png" alt="audio_sound_loading" width="200"> | ray | |
| 106 | [audio_multichannel_sound](audio/audio_multichannel_sound.c) | <img src="audio/audio_multichannel_sound.png" alt="audio_multichannel_sound" width="200"> | [Chris Camacho](https://github.com/codifies) | ⭐️ |
### category: physics
Examples showing physics functionality with raylib. This functionality is provided by [physac](https://github.com/victorfisac/Physac) library, included with raylib [sources](../src/physac.h). Note this library is not linked with raylib by default, it should be manually included in user code.
| ## | example | image | developer | new |
|----|----------|--------|:----------:|:---:|
| 107 | [physics_demo](physics/physics_demo.c) | <img src="physics/physics_demo.png" alt="physics_demo" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
| 108 | [physics_friction](physics/physics_friction.c) | <img src="physics/physics_friction.png" alt="physics_friction" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
| 109 | [physics_movement](physics/physics_movement.c) | <img src="physics/physics_movement.png" alt="physics_movement" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
| 110 | [physics_restitution](physics/physics_restitution.c) | <img src="physics/physics_restitution.png" alt="physics_restitution" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
| 111 | [physics_shatter](physics/physics_shatter.c) | <img src="physics/physics_shatter.png" alt="physics_shatter" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
### category: others
Examples showing raylib misc functionality that does not fit in other categories, like standalone modules usage or examples integrating external libraries.

+ 0
- 128
examples/physics/physics_demo.c View File

@ -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;
}

BIN
examples/physics/physics_demo.png View File

Before After
Width: 800  |  Height: 450  |  Size: 23 KiB

+ 0
- 142
examples/physics/physics_friction.c View File

@ -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;
}

BIN
examples/physics/physics_friction.png View File

Before After
Width: 800  |  Height: 450  |  Size: 18 KiB

+ 0
- 128
examples/physics/physics_movement.c View File

@ -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;
}

BIN
examples/physics/physics_movement.png View File

Before After
Width: 800  |  Height: 450  |  Size: 16 KiB

+ 0
- 129
examples/physics/physics_restitution.c View File

@ -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;
}

BIN
examples/physics/physics_restitution.png View File

Before After
Width: 800  |  Height: 450  |  Size: 17 KiB

+ 0
- 111
examples/physics/physics_shatter.c View File

@ -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;
}

BIN
examples/physics/physics_shatter.png View File

Before After
Width: 800  |  Height: 450  |  Size: 23 KiB

+ 0
- 1987
src/extras/physac.h
File diff suppressed because it is too large
View File


Loading…
Cancel
Save