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; | |||||
} |