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authorRay <[email protected]>2020-01-09 13:11:56 +0100
committerRay <[email protected]>2020-01-09 13:11:56 +0100
commita1809fad4c9f03727e2067ed53f4502b3d442261 (patch)
tree0d77baae5d45d9c89794a6b014f7b3812dc83219 /examples/physics/physics_demo.c
parent8f053222639e7b877e4800eecc080468de1229bb (diff)
downloadraylib-a1809fad4c9f03727e2067ed53f4502b3d442261.tar.gz
raylib-a1809fad4c9f03727e2067ed53f4502b3d442261.zip
Renamed directory: physac -> physics
Examples categories are independent from the module they use, despite in some cases module name matches category name.
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diff --git a/examples/physics/physics_demo.c b/examples/physics/physics_demo.c
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+/*******************************************************************************************
+*
+* Physac - Physics demo
+*
+* 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
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#define PHYSAC_IMPLEMENTATION
+#define PHYSAC_NO_THREADS
+#include "physac.h"
+
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ SetConfigFlags(FLAG_MSAA_4X_HINT);
+ InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics demo");
+
+ // Physac logo drawing position
+ int logoX = screenWidth - MeasureText("Physac", 30) - 10;
+ int logoY = 15;
+ bool needsReset = false;
+
+ // 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)
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ // Delay initialization of variables due to physics reset async
+ RunPhysicsStep();
+
+ if (needsReset)
+ {
+ floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, 500, 100, 10);
+ floor->enabled = false;
+
+ circle = CreatePhysicsBodyCircle((Vector2){ screenWidth/2, screenHeight/2 }, 45, 10);
+ circle->enabled = false;
+
+ needsReset = false;
+ }
+
+ // Reset physics input
+ if (IsKeyPressed('R'))
+ {
+ ResetPhysics();
+ needsReset = true;
+ }
+
+ // 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;
+}