|  | /******************************************************************************************* | 
						
						
							|  | * | 
						
						
							|  | *   Physac - Body shatter | 
						
						
							|  | * | 
						
						
							|  | *   NOTE 1: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations. | 
						
						
							|  | *   NOTE 2: Physac requires static C library linkage to avoid dependency on MinGW DLL (-static -lpthread) | 
						
						
							|  | * | 
						
						
							|  | *   Use the following line to compile: | 
						
						
							|  | * | 
						
						
							|  | *   gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread  | 
						
						
							|  | *   -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition | 
						
						
							|  | *    | 
						
						
							|  | *   Copyright (c) 2017 Victor Fisac | 
						
						
							|  | * | 
						
						
							|  | ********************************************************************************************/ | 
						
						
							|  | 
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							|  | #include "raylib.h" | 
						
						
							|  |  | 
						
						
							|  | #define PHYSAC_IMPLEMENTATION | 
						
						
							|  | #include "physac.h"  | 
						
						
							|  |  | 
						
						
							|  | int main() | 
						
						
							|  | { | 
						
						
							|  |     // Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     int screenWidth = 800; | 
						
						
							|  |     int screenHeight = 450; | 
						
						
							|  | 
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							|  |     SetConfigFlags(FLAG_MSAA_4X_HINT); | 
						
						
							|  |     InitWindow(screenWidth, screenHeight, "Physac [raylib] - Body shatter"); | 
						
						
							|  | 
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							|  |     // Physac logo drawing position | 
						
						
							|  |     int logoX = screenWidth - MeasureText("Physac", 30) - 10; | 
						
						
							|  |     int logoY = 15; | 
						
						
							|  | 
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							|  |     // Initialize physics and default physics bodies | 
						
						
							|  |     InitPhysics(); | 
						
						
							|  |     SetPhysicsGravity(0, 0); | 
						
						
							|  | 
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							|  |     // Create random polygon physics body to shatter | 
						
						
							|  |     CreatePhysicsBodyPolygon((Vector2){ screenWidth/2, screenHeight/2 }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10); | 
						
						
							|  | 
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							|  |     SetTargetFPS(60); | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |     // Main game loop | 
						
						
							|  |     while (!WindowShouldClose())    // Detect window close button or ESC key | 
						
						
							|  |     { | 
						
						
							|  |         // Update | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         if (IsKeyPressed('R'))    // Reset physics input | 
						
						
							|  |         { | 
						
						
							|  |             ResetPhysics(); | 
						
						
							|  | 
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							|  |             // Create random polygon physics body to shatter | 
						
						
							|  |             CreatePhysicsBodyPolygon((Vector2){ screenWidth/2, screenHeight/2 }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10); | 
						
						
							|  |         } | 
						
						
							|  | 
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							|  |         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(); | 
						
						
							|  | 
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							|  |             ClearBackground(BLACK); | 
						
						
							|  | 
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							|  |             // Draw created physics bodies | 
						
						
							|  |             int bodiesCount = GetPhysicsBodiesCount(); | 
						
						
							|  |             for (int i = 0; i < bodiesCount; i++) | 
						
						
							|  |             { | 
						
						
							|  |                 PhysicsBody currentBody = GetPhysicsBody(i); | 
						
						
							|  | 
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							|  |                 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); | 
						
						
							|  | 
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							|  |                     int jj = (((j + 1) < vertexCount) ? (j + 1) : 0);   // Get next vertex or first to close the shape | 
						
						
							|  |                     Vector2 vertexB = GetPhysicsShapeVertex(currentBody, jj); | 
						
						
							|  | 
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							|  |                     DrawLineV(vertexA, vertexB, GREEN);     // Draw a line between two vertex positions | 
						
						
							|  |                 } | 
						
						
							|  |             } | 
						
						
							|  | 
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							|  |             DrawText("Left mouse button in polygon area to shatter body\nPress 'R' to reset example", 10, 10, 10, WHITE); | 
						
						
							|  | 
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							|  |             DrawText("Physac", logoX, logoY, 30, WHITE); | 
						
						
							|  |             DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE); | 
						
						
							|  | 
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							|  |         EndDrawing(); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |     } | 
						
						
							|  | 
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							|  |     // De-Initialization | 
						
						
							|  |     //--------------------------------------------------------------------------------------    | 
						
						
							|  |     ClosePhysics();       // Unitialize physics | 
						
						
							|  |      | 
						
						
							|  |     CloseWindow();        // Close window and OpenGL context | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |     return 0; | 
						
						
							|  | } | 
						
						
							|  | 
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