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/******************************************************************************************* | |||
* | |||
* 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; | |||
} |
@ -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; | |||
} |