Updated Physac to new version (library and examples)pull/197/head
| @ -1,135 +0,0 @@ | |||
| /******************************************************************************************* | |||
| * | |||
| * raylib [physac] example - Basic rigidbody | |||
| * | |||
| * 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: | |||
| * Physac requires multi-threading, when InitPhysics() a second thread is created to manage | |||
| * physics calculations. To accomplish that, physac uses pthread Win32 library that can be | |||
| * found inside raylib/src/external/pthread directory. | |||
| * | |||
| * Add pthread library when compiling physac example: | |||
| * gcc -o $(NAME_PART).exe $(FILE_NAME) $(RAYLIB_DIR)\raylib_icon -L../src/external/pthread/lib \ | |||
| * -I../src -I../src/external/pthread/include -lraylib -lglfw3 -lopengl32 -lgdi32 -lpthreadGC2 -std=c99 -Wall | |||
| * | |||
| * Note that pthreadGC2.dll must be also copied to project directory! | |||
| * | |||
| * Copyright (c) 2016 Victor Fisac and Ramon Santamaria (@raysan5) | |||
| * | |||
| ********************************************************************************************/ | |||
| #include "raylib.h" | |||
| #define PHYSAC_IMPLEMENTATION | |||
| #include "physac.h" | |||
| #define MOVE_VELOCITY 5 | |||
| #define JUMP_VELOCITY 30 | |||
| int main() | |||
| { | |||
| // Initialization | |||
| //-------------------------------------------------------------------------------------- | |||
| int screenWidth = 800; | |||
| int screenHeight = 450; | |||
| InitWindow(screenWidth, screenHeight, "raylib [physac] example - basic rigidbody"); | |||
| InitPhysics((Vector2){ 0.0f, -9.81f/2 }); // Initialize physics module | |||
| // Debug variables | |||
| bool isDebug = false; | |||
| // Create rectangle physic object | |||
| PhysicBody rectangle = CreatePhysicBody((Vector2){ screenWidth*0.25f, screenHeight/2 }, 0.0f, (Vector2){ 75, 50 }); | |||
| rectangle->rigidbody.enabled = true; // Enable physic object rigidbody behaviour | |||
| rectangle->rigidbody.applyGravity = true; | |||
| rectangle->rigidbody.friction = 0.1f; | |||
| rectangle->rigidbody.bounciness = 6.0f; | |||
| // Create square physic object | |||
| PhysicBody square = CreatePhysicBody((Vector2){ screenWidth*0.75f, screenHeight/2 }, 0.0f, (Vector2){ 50, 50 }); | |||
| square->rigidbody.enabled = true; // Enable physic object rigidbody behaviour | |||
| square->rigidbody.applyGravity = true; | |||
| square->rigidbody.friction = 0.1f; | |||
| // Create walls physic objects | |||
| PhysicBody floor = CreatePhysicBody((Vector2){ screenWidth/2, screenHeight*0.95f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 }); | |||
| PhysicBody leftWall = CreatePhysicBody((Vector2){ 0.0f, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight }); | |||
| PhysicBody rightWall = CreatePhysicBody((Vector2){ screenWidth, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight }); | |||
| PhysicBody roof = CreatePhysicBody((Vector2){ screenWidth/2, screenHeight*0.05f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 }); | |||
| // Create pplatform physic object | |||
| PhysicBody platform = CreatePhysicBody((Vector2){ screenWidth/2, screenHeight*0.7f }, 0.0f, (Vector2){ screenWidth*0.25f, 20 }); | |||
| SetTargetFPS(60); | |||
| //-------------------------------------------------------------------------------------- | |||
| // Main game loop | |||
| while (!WindowShouldClose()) // Detect window close button or ESC key | |||
| { | |||
| // Update | |||
| //---------------------------------------------------------------------------------- | |||
| // Check rectangle movement inputs | |||
| if (IsKeyPressed('W')) rectangle->rigidbody.velocity.y = JUMP_VELOCITY; | |||
| if (IsKeyDown('A')) rectangle->rigidbody.velocity.x = -MOVE_VELOCITY; | |||
| else if (IsKeyDown('D')) rectangle->rigidbody.velocity.x = MOVE_VELOCITY; | |||
| // Check square movement inputs | |||
| if (IsKeyDown(KEY_UP) && square->rigidbody.isGrounded) square->rigidbody.velocity.y = JUMP_VELOCITY; | |||
| if (IsKeyDown(KEY_LEFT)) square->rigidbody.velocity.x = -MOVE_VELOCITY; | |||
| else if (IsKeyDown(KEY_RIGHT)) square->rigidbody.velocity.x = MOVE_VELOCITY; | |||
| // Check debug switch input | |||
| if (IsKeyPressed('P')) isDebug = !isDebug; | |||
| //---------------------------------------------------------------------------------- | |||
| // Draw | |||
| //---------------------------------------------------------------------------------- | |||
| BeginDrawing(); | |||
| ClearBackground(RAYWHITE); | |||
| // Draw floor, roof and walls rectangles | |||
| DrawRectangleRec(TransformToRectangle(floor->transform), DARKGRAY); // Convert transform values to rectangle data type variable | |||
| DrawRectangleRec(TransformToRectangle(leftWall->transform), DARKGRAY); | |||
| DrawRectangleRec(TransformToRectangle(rightWall->transform), DARKGRAY); | |||
| DrawRectangleRec(TransformToRectangle(roof->transform), DARKGRAY); | |||
| // Draw middle platform rectangle | |||
| DrawRectangleRec(TransformToRectangle(platform->transform), DARKGRAY); | |||
| // Draw physic objects | |||
| DrawRectangleRec(TransformToRectangle(rectangle->transform), RED); | |||
| DrawRectangleRec(TransformToRectangle(square->transform), BLUE); | |||
| // Draw collider lines if debug is enabled | |||
| if (isDebug) | |||
| { | |||
| DrawRectangleLines(floor->collider.bounds.x, floor->collider.bounds.y, floor->collider.bounds.width, floor->collider.bounds.height, GREEN); | |||
| DrawRectangleLines(leftWall->collider.bounds.x, leftWall->collider.bounds.y, leftWall->collider.bounds.width, leftWall->collider.bounds.height, GREEN); | |||
| DrawRectangleLines(rightWall->collider.bounds.x, rightWall->collider.bounds.y, rightWall->collider.bounds.width, rightWall->collider.bounds.height, GREEN); | |||
| DrawRectangleLines(roof->collider.bounds.x, roof->collider.bounds.y, roof->collider.bounds.width, roof->collider.bounds.height, GREEN); | |||
| DrawRectangleLines(platform->collider.bounds.x, platform->collider.bounds.y, platform->collider.bounds.width, platform->collider.bounds.height, GREEN); | |||
| DrawRectangleLines(rectangle->collider.bounds.x, rectangle->collider.bounds.y, rectangle->collider.bounds.width, rectangle->collider.bounds.height, GREEN); | |||
| DrawRectangleLines(square->collider.bounds.x, square->collider.bounds.y, square->collider.bounds.width, square->collider.bounds.height, GREEN); | |||
| } | |||
| // Draw help message | |||
| DrawText("Use WASD to move rectangle and ARROWS to move square", screenWidth/2 - MeasureText("Use WASD to move rectangle and ARROWS to move square", 20)/2, screenHeight*0.075f, 20, LIGHTGRAY); | |||
| DrawFPS(10, 10); | |||
| EndDrawing(); | |||
| //---------------------------------------------------------------------------------- | |||
| } | |||
| // De-Initialization | |||
| //-------------------------------------------------------------------------------------- | |||
| ClosePhysics(); // Unitialize physics (including all loaded objects) | |||
| CloseWindow(); // Close window and OpenGL context | |||
| //-------------------------------------------------------------------------------------- | |||
| return 0; | |||
| } | |||
| @ -0,0 +1,122 @@ | |||
| /******************************************************************************************* | |||
| * | |||
| * Physac - Physics demo | |||
| * | |||
| * NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations. | |||
| * The file pthreadGC2.dll is required to run the program; you can find it in 'src\external' | |||
| * | |||
| * Copyright (c) 2016 Victor Fisac | |||
| * | |||
| ********************************************************************************************/ | |||
| #include "raylib.h" | |||
| #define PHYSAC_IMPLEMENTATION | |||
| #include "..\src\physac.h" | |||
| int main() | |||
| { | |||
| // Initialization | |||
| //-------------------------------------------------------------------------------------- | |||
| int screenWidth = 800; | |||
| int screenHeight = 450; | |||
| SetConfigFlags(FLAG_MSAA_4X_HINT); | |||
| InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics demo"); | |||
| SetTargetFPS(60); | |||
| // 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, 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, screenHeight/2 }, 45, 10); | |||
| circle->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions) | |||
| //-------------------------------------------------------------------------------------- | |||
| // Main game loop | |||
| while (!WindowShouldClose()) // Detect window close button or ESC key | |||
| { | |||
| // Update | |||
| //---------------------------------------------------------------------------------- | |||
| if (IsKeyPressed('R')) // Reset physics input | |||
| { | |||
| ResetPhysics(); | |||
| floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, 500, 100, 10); | |||
| floor->enabled = false; | |||
| circle = CreatePhysicsBodyCircle((Vector2){ screenWidth/2, screenHeight/2 }, 45, 10); | |||
| circle->enabled = false; | |||
| } | |||
| // Physics body creation inputs | |||
| if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) CreatePhysicsBodyPolygon(GetMousePosition(), GetRandomValue(20, 80), GetRandomValue(3, 8), 10); | |||
| else if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) CreatePhysicsBodyCircle(GetMousePosition(), 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; | |||
| } | |||
| @ -1,193 +0,0 @@ | |||
| /******************************************************************************************* | |||
| * | |||
| * 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: | |||
| * Physac requires multi-threading, when InitPhysics() a second thread is created to manage | |||
| * physics calculations. To accomplish that, physac uses pthread Win32 library that can be | |||
| * found inside raylib/src/external/pthread directory. | |||
| * | |||
| * Add pthread library when compiling physac example: | |||
| * gcc -o $(NAME_PART).exe $(FILE_NAME) $(RAYLIB_DIR)\raylib_icon -L../src/external/pthread/lib \ | |||
| * -I../src -I../src/external/pthread/include -lraylib -lglfw3 -lopengl32 -lgdi32 -lpthreadGC2 -std=c99 -Wall | |||
| * | |||
| * Note that pthreadGC2.dll must be also copied to project directory! | |||
| * | |||
| * 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; | |||
| } | |||
| @ -0,0 +1,136 @@ | |||
| /******************************************************************************************* | |||
| * | |||
| * Physac - Physics friction | |||
| * | |||
| * NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations. | |||
| * The file pthreadGC2.dll is required to run the program; you can find it in 'src\external' | |||
| * | |||
| * Copyright (c) 2016 Victor Fisac | |||
| * | |||
| ********************************************************************************************/ | |||
| #include "raylib.h" | |||
| #define PHYSAC_IMPLEMENTATION | |||
| #include "..\src\physac.h" | |||
| int main() | |||
| { | |||
| // Initialization | |||
| //-------------------------------------------------------------------------------------- | |||
| int screenWidth = 800; | |||
| int screenHeight = 450; | |||
| SetConfigFlags(FLAG_MSAA_4X_HINT); | |||
| InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics friction"); | |||
| SetTargetFPS(60); | |||
| // 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, screenHeight }, screenWidth, 100, 10); | |||
| floor->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions) | |||
| PhysicsBody wall = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, 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, 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){ screenWidth - 25, 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){ screenWidth - 35, screenHeight*0.6f }, 40, 40, 10); | |||
| bodyB->staticFriction = 1; | |||
| bodyB->dynamicFriction = 1; | |||
| SetPhysicsBodyRotation(bodyB, 330*DEG2RAD); | |||
| //-------------------------------------------------------------------------------------- | |||
| // Main game loop | |||
| while (!WindowShouldClose()) // Detect window close button or ESC key | |||
| { | |||
| // Update | |||
| //---------------------------------------------------------------------------------- | |||
| if (IsKeyPressed('R')) // Reset physics input | |||
| { | |||
| // 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){ 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, 75, 30, WHITE); | |||
| DrawText("0.1", bodyA->position.x - MeasureText("0.1", 20)/2, bodyA->position.y - 7, 20, WHITE); | |||
| DrawText("1", bodyB->position.x - MeasureText("1", 20)/2, 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; | |||
| } | |||
| @ -0,0 +1,122 @@ | |||
| /******************************************************************************************* | |||
| * | |||
| * Physac - Physics movement | |||
| * | |||
| * NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations. | |||
| * The file pthreadGC2.dll is required to run the program; you can find it in 'src\external' | |||
| * | |||
| * Copyright (c) 2016 Victor Fisac | |||
| * | |||
| ********************************************************************************************/ | |||
| #include "raylib.h" | |||
| #define PHYSAC_IMPLEMENTATION | |||
| #include "..\src\physac.h" | |||
| #define VELOCITY 0.5f | |||
| int main() | |||
| { | |||
| // Initialization | |||
| //-------------------------------------------------------------------------------------- | |||
| int screenWidth = 800; | |||
| int screenHeight = 450; | |||
| SetConfigFlags(FLAG_MSAA_4X_HINT); | |||
| InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics movement"); | |||
| SetTargetFPS(60); | |||
| // 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, screenHeight }, 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 }, 10, screenHeight, 10); | |||
| PhysicsBody wallRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth + 5, screenHeight/2 }, 10, 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, screenHeight/2 }, 50, 50, 1); | |||
| body->freezeOrient = true; // Constrain body rotation to avoid little collision torque amounts | |||
| //-------------------------------------------------------------------------------------- | |||
| // Main game loop | |||
| while (!WindowShouldClose()) // Detect window close button or ESC key | |||
| { | |||
| // Update | |||
| //---------------------------------------------------------------------------------- | |||
| if (IsKeyPressed('R')) // Reset physics input | |||
| { | |||
| // Reset movement physics body position, velocity and rotation | |||
| body->position = (Vector2){ screenWidth/2, screenHeight/2 }; | |||
| 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; | |||
| } | |||
| @ -0,0 +1,115 @@ | |||
| /******************************************************************************************* | |||
| * | |||
| * Physac - Physics restitution | |||
| * | |||
| * NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations. | |||
| * The file pthreadGC2.dll is required to run the program; you can find it in 'src\external' | |||
| * | |||
| * Copyright (c) 2016 Victor Fisac | |||
| * | |||
| ********************************************************************************************/ | |||
| #include "raylib.h" | |||
| #define PHYSAC_IMPLEMENTATION | |||
| #include "..\src\physac.h" | |||
| int main() | |||
| { | |||
| // Initialization | |||
| //-------------------------------------------------------------------------------------- | |||
| int screenWidth = 800; | |||
| int screenHeight = 450; | |||
| SetConfigFlags(FLAG_MSAA_4X_HINT); | |||
| InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics restitution"); | |||
| SetTargetFPS(60); | |||
| // 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, screenHeight }, 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 }, 30, 10); | |||
| circleA->restitution = 0; | |||
| PhysicsBody circleB = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.5f, screenHeight/2 }, 30, 10); | |||
| circleB->restitution = 0.5f; | |||
| PhysicsBody circleC = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.75f, screenHeight/2 }, 30, 10); | |||
| circleC->restitution = 1; | |||
| //-------------------------------------------------------------------------------------- | |||
| // Main game loop | |||
| while (!WindowShouldClose()) // Detect window close button or ESC key | |||
| { | |||
| // Update | |||
| //---------------------------------------------------------------------------------- | |||
| if (IsKeyPressed('R')) // Reset physics input | |||
| { | |||
| // Reset circles physics bodies position and velocity | |||
| circleA->position = (Vector2){ screenWidth*0.25f, screenHeight/2 }; | |||
| circleA->velocity = (Vector2){ 0, 0 }; | |||
| circleB->position = (Vector2){ screenWidth*0.5f, screenHeight/2 }; | |||
| circleB->velocity = (Vector2){ 0, 0 }; | |||
| circleC->position = (Vector2){ screenWidth*0.75f, screenHeight/2 }; | |||
| 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", circleA->position.x - MeasureText("0", 20)/2, circleA->position.y - 7, 20, WHITE); | |||
| DrawText("0.5", circleB->position.x - MeasureText("0.5", 20)/2, circleB->position.y - 7, 20, WHITE); | |||
| DrawText("1", 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 | |||
| //-------------------------------------------------------------------------------------- | |||
| ClosePhysics(); // Unitialize physics | |||
| CloseWindow(); // Close window and OpenGL context | |||
| //-------------------------------------------------------------------------------------- | |||
| return 0; | |||
| } | |||
| @ -0,0 +1,107 @@ | |||
| /******************************************************************************************* | |||
| * | |||
| * Physac - Body shatter | |||
| * | |||
| * NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations. | |||
| * The file pthreadGC2.dll is required to run the program; you can find it in 'src\external' | |||
| * | |||
| * Copyright (c) 2016 Victor Fisac | |||
| * | |||
| ********************************************************************************************/ | |||
| #include "raylib.h" | |||
| #define PHYSAC_IMPLEMENTATION | |||
| #include "..\src\physac.h" | |||
| int main() | |||
| { | |||
| // Initialization | |||
| //-------------------------------------------------------------------------------------- | |||
| int screenWidth = 800; | |||
| int screenHeight = 450; | |||
| SetConfigFlags(FLAG_MSAA_4X_HINT); | |||
| InitWindow(screenWidth, screenHeight, "Physac [raylib] - Body shatter"); | |||
| SetTargetFPS(60); | |||
| // 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 | |||
| PhysicsBody body = CreatePhysicsBodyPolygon((Vector2){ screenWidth/2, screenHeight/2 }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10); | |||
| //-------------------------------------------------------------------------------------- | |||
| // Main game loop | |||
| while (!WindowShouldClose()) // Detect window close button or ESC key | |||
| { | |||
| // Update | |||
| //---------------------------------------------------------------------------------- | |||
| if (IsKeyPressed('R')) // Reset physics input | |||
| { | |||
| ResetPhysics(); | |||
| // Create random polygon physics body to shatter | |||
| body = CreatePhysicsBodyPolygon((Vector2){ screenWidth/2, screenHeight/2 }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10); | |||
| } | |||
| if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) // Physics shatter input | |||
| { | |||
| // Note: some values need to be stored in variables due to asynchronous changes during main thread | |||
| 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; | |||
| } | |||