summaryrefslogtreecommitdiffhomepage
path: root/examples/physics/physics_restitution.c
diff options
context:
space:
mode:
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_restitution.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.
Diffstat (limited to 'examples/physics/physics_restitution.c')
-rw-r--r--examples/physics/physics_restitution.c133
1 files changed, 133 insertions, 0 deletions
diff --git a/examples/physics/physics_restitution.c b/examples/physics/physics_restitution.c
new file mode 100644
index 00000000..12a2a922
--- /dev/null
+++ b/examples/physics/physics_restitution.c
@@ -0,0 +1,133 @@
+/*******************************************************************************************
+*
+* 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
+*
+********************************************************************************************/
+
+#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 restitution");
+
+ // 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)
+ floor->restitution = 1;
+
+ // 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;
+
+ // Restitution demo needs a very tiny physics time step for a proper simulation
+ SetPhysicsTimeStep(1.0/60.0/100*1000);
+
+ 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
+ //----------------------------------------------------------------------------------
+ RunPhysicsStep();
+
+ 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();
+
+ 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);
+
+ 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("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);
+
+ 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
+ //--------------------------------------------------------------------------------------
+ DestroyPhysicsBody(circleA);
+ DestroyPhysicsBody(circleB);
+ DestroyPhysicsBody(circleC);
+ DestroyPhysicsBody(floor);
+ ClosePhysics(); // Unitialize physics
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}