| 
								
							 | 
							
								/*******************************************************************************************
							 | 
						
						
						
							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								*   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: This example requires raylib module [rlgl]
							 | 
						
						
						
							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								*   Compile example using:
							 | 
						
						
						
							| 
								
							 | 
							
								*   cmd /c IF NOT EXIST pthreadGC2.dll copy C:\raylib\raylib\src\external\pthread\pthreadGC2.dll $(CURRENT_DIRECTORY) /Y
							 | 
						
						
						
							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								*   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;
							 | 
						
						
						
							| 
								
							 | 
							
								}
							 |