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/******************************************************************************************* |
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* |
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* raylib [physac] example - Forces |
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* |
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* This example has been created using raylib 1.5 (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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* NOTE: |
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* Physac requires multi-threading, when InitPhysics() a second thread is created to manage |
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* physics calculations. To accomplish that, physac uses pthread Win32 library that can be |
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* found inside raylib/src/external/pthread directory. |
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* |
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* Add pthread library when compiling physac example: |
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* gcc -o $(NAME_PART).exe $(FILE_NAME) $(RAYLIB_DIR)\raylib_icon -L../src/external/pthread/lib \ |
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* -I../src -I../src/external/pthread/include -lraylib -lglfw3 -lopengl32 -lgdi32 -lpthreadGC2 -std=c99 -Wall |
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* |
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* Note that pthreadGC2.dll must be also copied to project directory! |
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* |
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* Copyright (c) 2016 Victor Fisac and Ramon Santamaria (@raysan5) |
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* |
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********************************************************************************************/ |
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#include "raylib.h" |
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#define PHYSAC_IMPLEMENTATION |
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#include "physac.h" |
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#define FORCE_AMOUNT 5.0f |
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#define FORCE_RADIUS 150 |
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#define LINE_LENGTH 75 |
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#define TRIANGLE_LENGTH 12 |
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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 [physac] example - forces"); |
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InitPhysics((Vector2){ 0.0f, -9.81f/2 }); // Initialize physics module |
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// Global variables |
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Vector2 mousePosition; |
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bool isDebug = false; |
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// Create rectangle physic objects |
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PhysicBody rectangles[3]; |
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for (int i = 0; i < 3; i++) |
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{ |
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rectangles[i] = CreatePhysicBody((Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/3) : (screenHeight/1.5f)) }, 0.0f, (Vector2){ 50, 50 }); |
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rectangles[i]->rigidbody.enabled = true; // Enable physic object rigidbody behaviour |
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rectangles[i]->rigidbody.friction = 0.1f; |
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} |
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// Create circles physic objects |
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// 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. |
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PhysicBody circles[3]; |
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for (int i = 0; i < 3; i++) |
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{ |
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circles[i] = CreatePhysicBody((Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/1.5f) : (screenHeight/4)) }, 0.0f, (Vector2){ 0, 0 }); |
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circles[i]->rigidbody.enabled = true; // Enable physic object rigidbody behaviour |
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circles[i]->rigidbody.friction = 0.1f; |
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circles[i]->collider.type = COLLIDER_CIRCLE; |
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circles[i]->collider.radius = 25; |
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} |
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// Create walls physic objects |
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PhysicBody leftWall = CreatePhysicBody((Vector2){ -25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight }); |
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PhysicBody rightWall = CreatePhysicBody((Vector2){ screenWidth + 25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight }); |
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PhysicBody topWall = CreatePhysicBody((Vector2){ screenWidth/2, -25 }, 0.0f, (Vector2){ screenWidth, 50 }); |
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PhysicBody bottomWall = CreatePhysicBody((Vector2){ screenWidth/2, screenHeight + 25 }, 0.0f, (Vector2){ screenWidth, 50 }); |
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SetTargetFPS(60); |
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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 mouse position value |
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mousePosition = GetMousePosition(); |
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// Check force input |
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) ApplyForceAtPosition(mousePosition, FORCE_AMOUNT, FORCE_RADIUS); |
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// Check reset input |
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if (IsKeyPressed('R')) |
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{ |
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// Reset rectangle physic objects positions |
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for (int i = 0; i < 3; i++) |
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{ |
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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 }; |
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rectangles[i]->rigidbody.velocity =(Vector2){ 0.0f, 0.0f }; |
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} |
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// Reset circles physic objects positions |
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for (int i = 0; i < 3; i++) |
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{ |
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circles[i]->transform.position = (Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/1.5f) : (screenHeight/4)) }; |
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circles[i]->rigidbody.velocity =(Vector2){ 0.0f, 0.0f }; |
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} |
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} |
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// Check debug switch input |
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if (IsKeyPressed('P')) isDebug = !isDebug; |
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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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// Draw rectangles |
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for (int i = 0; i < 3; i++) |
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{ |
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// Convert transform values to rectangle data type variable |
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DrawRectangleRec(TransformToRectangle(rectangles[i]->transform), RED); |
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if (isDebug) DrawRectangleLines(rectangles[i]->collider.bounds.x, rectangles[i]->collider.bounds.y, rectangles[i]->collider.bounds.width, rectangles[i]->collider.bounds.height, GREEN); |
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// Draw force radius |
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DrawCircleLines(mousePosition.x, mousePosition.y, FORCE_RADIUS, BLACK); |
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// Draw direction lines |
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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)) |
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{ |
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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 }; |
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float angle = atan2l(direction.y, direction.x); |
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// Calculate arrow start and end positions |
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Vector2 startPosition = { rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2, rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 }; |
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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) }; |
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// Draw arrow line |
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DrawLineV(startPosition, endPosition, BLACK); |
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// Draw arrow triangle |
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DrawTriangleLines((Vector2){ endPosition.x - cos(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH, endPosition.y - sin(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH }, |
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(Vector2){ endPosition.x + cos(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH, endPosition.y + sin(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH }, |
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(Vector2){ endPosition.x + cos(angle)*LINE_LENGTH/TRIANGLE_LENGTH*2, endPosition.y + sin(angle)*LINE_LENGTH/TRIANGLE_LENGTH*2 }, BLACK); |
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} |
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} |
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// Draw circles |
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for (int i = 0; i < 3; i++) |
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{ |
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DrawCircleV(circles[i]->transform.position, circles[i]->collider.radius, BLUE); |
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if (isDebug) DrawCircleLines(circles[i]->transform.position.x, circles[i]->transform.position.y, circles[i]->collider.radius, GREEN); |
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// Draw force radius |
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DrawCircleLines(mousePosition.x, mousePosition.y, FORCE_RADIUS, BLACK); |
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// Draw direction lines |
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if (CheckCollisionPointCircle((Vector2){ circles[i]->transform.position.x, circles[i]->transform.position.y }, mousePosition, FORCE_RADIUS)) |
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{ |
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Vector2 direction = { circles[i]->transform.position.x - mousePosition.x, circles[i]->transform.position.y - mousePosition.y }; |
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float angle = atan2l(direction.y, direction.x); |
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// Calculate arrow start and end positions |
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Vector2 startPosition = { circles[i]->transform.position.x, circles[i]->transform.position.y }; |
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Vector2 endPosition = { circles[i]->transform.position.x + (cos(angle)*LINE_LENGTH), circles[i]->transform.position.y + (sin(angle)*LINE_LENGTH) }; |
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// Draw arrow line |
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DrawLineV(startPosition, endPosition, BLACK); |
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// Draw arrow triangle |
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DrawTriangleLines((Vector2){ endPosition.x - cos(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH, endPosition.y - sin(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH }, |
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(Vector2){ endPosition.x + cos(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH, endPosition.y + sin(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH }, |
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(Vector2){ endPosition.x + cos(angle)*LINE_LENGTH/TRIANGLE_LENGTH*2, endPosition.y + sin(angle)*LINE_LENGTH/TRIANGLE_LENGTH*2 }, BLACK); |
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} |
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} |
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// Draw help messages |
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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); |
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DrawText("Use R to reset objects position", screenWidth/2 - MeasureText("Use R to reset objects position", 20)/2, screenHeight*0.875f, 20, GRAY); |
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DrawFPS(10, 10); |
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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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ClosePhysics(); // Unitialize physics module |
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CloseWindow(); // Close window and OpenGL context |
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//-------------------------------------------------------------------------------------- |
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return 0; |
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} |