|  | /******************************************************************************************* | 
						
						
							|  | * | 
						
						
							|  | *   Physac - Physics friction | 
						
						
							|  | * | 
						
						
							|  | *   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 | 
						
						
							|  | * | 
						
						
							|  | ********************************************************************************************/ | 
						
						
							|  | 
 | 
						
						
							|  | #include "raylib.h" | 
						
						
							|  |  | 
						
						
							|  | #define PHYSAC_IMPLEMENTATION | 
						
						
							|  | #include "physac.h" | 
						
						
							|  |  | 
						
						
							|  | int main() | 
						
						
							|  | { | 
						
						
							|  |     // Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     int screenWidth = 800; | 
						
						
							|  |     int screenHeight = 450; | 
						
						
							|  | 
 | 
						
						
							|  |     SetConfigFlags(FLAG_MSAA_4X_HINT); | 
						
						
							|  |     InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics friction"); | 
						
						
							|  | 
 | 
						
						
							|  |     // 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); | 
						
						
							|  | 
 | 
						
						
							|  |     SetTargetFPS(60); | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |     // 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; | 
						
						
							|  | } | 
						
						
							|  | 
 |