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/******************************************************************************************* |
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* |
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* raylib [physac] physics example - Rigidbody forces |
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* |
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* This example has been created using raylib 1.3 (www.raylib.com) |
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) |
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* |
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* Copyright (c) 2014 Ramon Santamaria (@raysan5) |
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* |
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********************************************************************************************/ |
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#include "raylib.h" |
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#define MAX_OBJECTS 5 |
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#define OBJECTS_OFFSET 150 |
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#define FORCE_INTENSITY 250.0f // Customize by user |
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#define FORCE_RADIUS 100 // Customize by user |
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int main() |
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{ |
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// Initialization |
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//-------------------------------------------------------------------------------------- |
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int screenWidth = 800; |
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int screenHeight = 450; |
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InitWindow(screenWidth, screenHeight, "raylib [physics] example - rigidbodies forces"); |
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SetTargetFPS(60); // Enable v-sync |
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InitPhysics(); // Initialize internal physics values (max rigidbodies/colliders available: 1024) |
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// Physics initialization |
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Physics worldPhysics = {true, false, (Vector2){0, -9.81f}}; |
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// Set internal physics settings |
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SetPhysics(worldPhysics); |
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// Objects initialization |
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Transform objects[MAX_OBJECTS]; |
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for(int i = 0; i < MAX_OBJECTS; i++) |
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{ |
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objects[i] = (Transform){(Vector2){75 + OBJECTS_OFFSET * i, (screenHeight - 50) / 2}, 0.0f, (Vector2){50, 50}}; |
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AddCollider(i, (Collider){true, RectangleCollider, (Rectangle){objects[i].position.x, objects[i].position.y, objects[i].scale.x, objects[i].scale.y}, 0}); |
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AddRigidbody(i, (Rigidbody){true, 1.0f, (Vector2){0, 0}, (Vector2){0, 0}, false, false, true, 0.5f, 0.5f}); |
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} |
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// Floor initialization |
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// NOTE: floor doesn't need a rigidbody because it's a static physic object, just a collider to collide with other dynamic colliders (with rigidbody) |
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Transform floor = (Transform){(Vector2){0, screenHeight * 0.8f}, 0.0f, (Vector2){screenWidth, screenHeight * 0.2f}}; |
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AddCollider(MAX_OBJECTS, (Collider){true, RectangleCollider, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0}); |
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//-------------------------------------------------------------------------------------- |
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// Main game loop |
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while (!WindowShouldClose()) // Detect window close button or ESC key |
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{ |
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// Update |
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//---------------------------------------------------------------------------------- |
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// Update object physics |
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// NOTE: all physics detections and reactions are calculated in ApplyPhysics() function (You will live happier :D) |
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for(int i = 0; i < MAX_OBJECTS; i++) |
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{ |
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ApplyPhysics(i, &objects[i].position); |
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} |
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// Check foce button input |
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if(IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) |
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{ |
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AddForceAtPosition(GetMousePosition(), FORCE_INTENSITY, FORCE_RADIUS); |
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} |
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// Check debug mode toggle button input |
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if(IsKeyPressed(KEY_P)) |
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{ |
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// Update program physics value |
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worldPhysics.debug = !worldPhysics.debug; |
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// Update internal physics value |
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SetPhysics(worldPhysics); |
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} |
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//---------------------------------------------------------------------------------- |
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// Draw |
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//---------------------------------------------------------------------------------- |
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BeginDrawing(); |
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ClearBackground(RAYWHITE); |
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// Check if debug mode is enabled |
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if(worldPhysics.debug) |
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{ |
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// Draw every internal physics stored collider if it is active (floor included) |
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for(int i = 0; i < MAX_OBJECTS + 1; i++) |
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{ |
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if(GetCollider(i).enabled) |
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{ |
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// Draw collider bounds |
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DrawRectangleLines(GetCollider(i).bounds.x, GetCollider(i).bounds.y, GetCollider(i).bounds.width, GetCollider(i).bounds.height, GREEN); |
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// Check if current collider is not floor |
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if(i < MAX_OBJECTS) |
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{ |
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// Draw lines between mouse position and objects if they are in force range |
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if(CheckCollisionPointCircle(GetMousePosition(), (Vector2){GetCollider(i).bounds.x + GetCollider(i).bounds.width / 2, GetCollider(i).bounds.y + GetCollider(i).bounds.height / 2}, FORCE_RADIUS)) |
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{ |
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DrawLineV(GetMousePosition(), (Vector2){GetCollider(i).bounds.x + GetCollider(i).bounds.width / 2, GetCollider(i).bounds.y + GetCollider(i).bounds.height / 2}, RED); |
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} |
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} |
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} |
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} |
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// Draw radius circle |
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DrawCircleLines(GetMousePosition().x, GetMousePosition().y, FORCE_RADIUS, RED); |
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} |
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else |
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{ |
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// Draw objects |
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for(int i = 0; i < MAX_OBJECTS; i++) |
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{ |
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DrawRectangleRec((Rectangle){objects[i].position.x, objects[i].position.y, objects[i].scale.x, objects[i].scale.y}, GRAY); |
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} |
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// Draw floor |
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DrawRectangleRec((Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, BLACK); |
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} |
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// Draw help messages |
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DrawText("Use LEFT MOUSE BUTTON to create a force in mouse position", (screenWidth - MeasureText("Use LEFT MOUSE BUTTON to create a force in mouse position", 20)) / 2, screenHeight * 0.20f, 20, LIGHTGRAY); |
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DrawText("Use P to switch DEBUG MODE", (screenWidth - MeasureText("Use P to switch DEBUG MODE", 20)) / 2, screenHeight * 0.3f, 20, LIGHTGRAY); |
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EndDrawing(); |
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//---------------------------------------------------------------------------------- |
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} |
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// De-Initialization |
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//-------------------------------------------------------------------------------------- |
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CloseWindow(); // Close window and OpenGL context |
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//-------------------------------------------------------------------------------------- |
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return 0; |
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} |