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| author | Ray <[email protected]> | 2020-01-09 13:11:56 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2020-01-09 13:11:56 +0100 |
| commit | a1809fad4c9f03727e2067ed53f4502b3d442261 (patch) | |
| tree | 0d77baae5d45d9c89794a6b014f7b3812dc83219 /examples/physics/physics_shatter.c | |
| parent | 8f053222639e7b877e4800eecc080468de1229bb (diff) | |
| download | raylib-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_shatter.c')
| -rw-r--r-- | examples/physics/physics_shatter.c | 125 |
1 files changed, 125 insertions, 0 deletions
diff --git a/examples/physics/physics_shatter.c b/examples/physics/physics_shatter.c new file mode 100644 index 00000000..cbc65221 --- /dev/null +++ b/examples/physics/physics_shatter.c @@ -0,0 +1,125 @@ +/******************************************************************************************* +* +* Physac - Body shatter +* +* 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] - Body shatter"); + + // Physac logo drawing position + int logoX = screenWidth - MeasureText("Physac", 30) - 10; + int logoY = 15; + bool needsReset = false; + + // Initialize physics and default physics bodies + InitPhysics(); + SetPhysicsGravity(0, 0); + + // Create random polygon physics body to shatter + CreatePhysicsBodyPolygon((Vector2){ screenWidth/2, screenHeight/2 }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10); + + 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(); + + //---------------------------------------------------------------------------------- + // Delay initialization of variables due to physics reset asynchronous + if (needsReset) + { + // Create random polygon physics body to shatter + CreatePhysicsBodyPolygon((Vector2){ screenWidth/2, screenHeight/2 }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10); + needsReset = false; + } + + if (IsKeyPressed('R')) // Reset physics input + { + ResetPhysics(); + needsReset = true; + } + + if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) // Physics shatter input + { + // Note: some values need to be stored in variables due to asynchronous changes during main thread + int count = GetPhysicsBodiesCount(); + for (int i = count - 1; i >= 0; i--) + { + PhysicsBody currentBody = GetPhysicsBody(i); + if (currentBody != NULL) PhysicsShatter(currentBody, GetMousePosition(), 10/currentBody->inverseMass); + } + } + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(BLACK); + + // Draw created physics bodies + int bodiesCount = GetPhysicsBodiesCount(); + for (int i = 0; i < bodiesCount; i++) + { + PhysicsBody currentBody = 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(currentBody, j); + + int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape + Vector2 vertexB = GetPhysicsShapeVertex(currentBody, jj); + + DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions + } + } + + DrawText("Left mouse button in polygon area to shatter body\nPress '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; +} |
