diff options
| 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 | |
| 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')
| -rw-r--r-- | examples/physics/physics_demo.c | 142 | ||||
| -rw-r--r-- | examples/physics/physics_demo.png | bin | 0 -> 23466 bytes | |||
| -rw-r--r-- | examples/physics/physics_friction.c | 147 | ||||
| -rw-r--r-- | examples/physics/physics_friction.png | bin | 0 -> 18150 bytes | |||
| -rw-r--r-- | examples/physics/physics_movement.c | 133 | ||||
| -rw-r--r-- | examples/physics/physics_movement.png | bin | 0 -> 15947 bytes | |||
| -rw-r--r-- | examples/physics/physics_restitution.c | 133 | ||||
| -rw-r--r-- | examples/physics/physics_restitution.png | bin | 0 -> 17833 bytes | |||
| -rw-r--r-- | examples/physics/physics_shatter.c | 125 | ||||
| -rw-r--r-- | examples/physics/physics_shatter.png | bin | 0 -> 23197 bytes |
10 files changed, 680 insertions, 0 deletions
diff --git a/examples/physics/physics_demo.c b/examples/physics/physics_demo.c new file mode 100644 index 00000000..421c82a9 --- /dev/null +++ b/examples/physics/physics_demo.c @@ -0,0 +1,142 @@ +/******************************************************************************************* +* +* 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; +} diff --git a/examples/physics/physics_demo.png b/examples/physics/physics_demo.png Binary files differnew file mode 100644 index 00000000..12dc7e72 --- /dev/null +++ b/examples/physics/physics_demo.png diff --git a/examples/physics/physics_friction.c b/examples/physics/physics_friction.c new file mode 100644 index 00000000..0acf88ae --- /dev/null +++ b/examples/physics/physics_friction.c @@ -0,0 +1,147 @@ +/******************************************************************************************* +* +* 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 -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 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 = 1.0f; + bodyB->dynamicFriction = 1.0f; + SetPhysicsBodyRotation(bodyB, 330*DEG2RAD); + + 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 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; +} diff --git a/examples/physics/physics_friction.png b/examples/physics/physics_friction.png Binary files differnew file mode 100644 index 00000000..e791ec2b --- /dev/null +++ b/examples/physics/physics_friction.png diff --git a/examples/physics/physics_movement.c b/examples/physics/physics_movement.c new file mode 100644 index 00000000..d946811d --- /dev/null +++ b/examples/physics/physics_movement.c @@ -0,0 +1,133 @@ +/******************************************************************************************* +* +* Physac - Physics movement +* +* 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" + +#define VELOCITY 0.5f + +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + SetConfigFlags(FLAG_MSAA_4X_HINT); + InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics movement"); + + // Physac logo drawing position + int logoX = screenWidth - MeasureText("Physac", 30) - 10; + int logoY = 15; + + // Initialize physics and default physics bodies + InitPhysics(); + + // Create floor and walls rectangle physics body + PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, screenWidth, 100, 10); + PhysicsBody platformLeft = CreatePhysicsBodyRectangle((Vector2){ screenWidth*0.25f, screenHeight*0.6f }, screenWidth*0.25f, 10, 10); + PhysicsBody platformRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth*0.75f, screenHeight*0.6f }, screenWidth*0.25f, 10, 10); + PhysicsBody wallLeft = CreatePhysicsBodyRectangle((Vector2){ -5, screenHeight/2 }, 10, screenHeight, 10); + PhysicsBody wallRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth + 5, screenHeight/2 }, 10, screenHeight, 10); + + // Disable dynamics to floor and walls physics bodies + floor->enabled = false; + platformLeft->enabled = false; + platformRight->enabled = false; + wallLeft->enabled = false; + wallRight->enabled = false; + + // Create movement physics body + PhysicsBody body = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight/2 }, 50, 50, 1); + body->freezeOrient = true; // Constrain body rotation to avoid little collision torque amounts + + 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 movement physics body position, velocity and rotation + body->position = (Vector2){ screenWidth/2, screenHeight/2 }; + body->velocity = (Vector2){ 0, 0 }; + SetPhysicsBodyRotation(body, 0); + } + + // Horizontal movement input + if (IsKeyDown(KEY_RIGHT)) body->velocity.x = VELOCITY; + else if (IsKeyDown(KEY_LEFT)) body->velocity.x = -VELOCITY; + + // Vertical movement input checking if player physics body is grounded + if (IsKeyDown(KEY_UP) && body->isGrounded) body->velocity.y = -VELOCITY*4; + //---------------------------------------------------------------------------------- + + // 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("Use 'ARROWS' to move player", 10, 10, 10, WHITE); + DrawText("Press 'R' to reset example", 10, 30, 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; +} diff --git a/examples/physics/physics_movement.png b/examples/physics/physics_movement.png Binary files differnew file mode 100644 index 00000000..a88a7d79 --- /dev/null +++ b/examples/physics/physics_movement.png 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; +} diff --git a/examples/physics/physics_restitution.png b/examples/physics/physics_restitution.png Binary files differnew file mode 100644 index 00000000..8ec4b3f3 --- /dev/null +++ b/examples/physics/physics_restitution.png 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; +} diff --git a/examples/physics/physics_shatter.png b/examples/physics/physics_shatter.png Binary files differnew file mode 100644 index 00000000..68f9a1b7 --- /dev/null +++ b/examples/physics/physics_shatter.png |
