|  | /******************************************************************************************* | 
						
						
							|  | * | 
						
						
							|  | *   Physac - Physics restitution | 
						
						
							|  | * | 
						
						
							|  | *   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 -static  / | 
						
						
							|  | *       -lraylib -lpthread -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm / | 
						
						
							|  | *       -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition | 
						
						
							|  | *    | 
						
						
							|  | *   Copyright (c) 2016-2018 Victor Fisac | 
						
						
							|  | * | 
						
						
							|  | ********************************************************************************************/ | 
						
						
							|  | 
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							|  | #include "raylib.h" | 
						
						
							|  |  | 
						
						
							|  | #define PHYSAC_IMPLEMENTATION | 
						
						
							|  | #define PHYSAC_NO_THREADS | 
						
						
							|  | #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] - Physics restitution"); | 
						
						
							|  | 
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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(); | 
						
						
							|  | 
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							|  |     // 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; | 
						
						
							|  | 
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							|  |     // 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; | 
						
						
							|  |      | 
						
						
							|  |     SetTargetFPS(60); | 
						
						
							|  | 
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							|  |     // Restitution demo needs a very tiny physics time step for a proper simulation | 
						
						
							|  |     SetPhysicsTimeStep(1.0/60.0/100 * 1000); | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |     // Main game loop | 
						
						
							|  |     while (!WindowShouldClose())    // Detect window close button or ESC key | 
						
						
							|  |     { | 
						
						
							|  |         // Update | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         RunPhysicsStep(); | 
						
						
							|  | 
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							|  |         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(); | 
						
						
							|  | 
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							|  |             ClearBackground(BLACK); | 
						
						
							|  | 
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							|  |             DrawFPS(screenWidth - 90, screenHeight - 30); | 
						
						
							|  | 
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							|  |             // Draw created physics bodies | 
						
						
							|  |             int bodiesCount = GetPhysicsBodiesCount(); | 
						
						
							|  |             for (int i = 0; i < bodiesCount; i++) | 
						
						
							|  |             { | 
						
						
							|  |                 PhysicsBody body = 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(body, 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(body, jj); | 
						
						
							|  | 
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							|  |                     DrawLineV(vertexA, vertexB, GREEN);     // Draw a line between two vertex positions | 
						
						
							|  |                 } | 
						
						
							|  |             } | 
						
						
							|  | 
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							|  |             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); | 
						
						
							|  | 
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							|  |             DrawText("Press '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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