diff options
| author | Ray <[email protected]> | 2022-06-06 11:00:06 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2022-06-06 11:00:06 +0200 |
| commit | 8da566d6e7cb9f36d523e4d3b8f52e52079f27bc (patch) | |
| tree | 3498cb68b5064c905aa5c1cf8d34fc1063e27a4d /examples/physics | |
| parent | 865a44adda0a3b32b39c0f20a85b45f5001f274b (diff) | |
| download | raylib-8da566d6e7cb9f36d523e4d3b8f52e52079f27bc.tar.gz raylib-8da566d6e7cb9f36d523e4d3b8f52e52079f27bc.zip | |
WARNING: Removed `physac` from raylib sources/examples
`physac` is available on its own repo
Diffstat (limited to 'examples/physics')
| -rw-r--r-- | examples/physics/physics_demo.c | 128 | ||||
| -rw-r--r-- | examples/physics/physics_demo.png | bin | 23466 -> 0 bytes | |||
| -rw-r--r-- | examples/physics/physics_friction.c | 142 | ||||
| -rw-r--r-- | examples/physics/physics_friction.png | bin | 18150 -> 0 bytes | |||
| -rw-r--r-- | examples/physics/physics_movement.c | 128 | ||||
| -rw-r--r-- | examples/physics/physics_movement.png | bin | 15947 -> 0 bytes | |||
| -rw-r--r-- | examples/physics/physics_restitution.c | 129 | ||||
| -rw-r--r-- | examples/physics/physics_restitution.png | bin | 17833 -> 0 bytes | |||
| -rw-r--r-- | examples/physics/physics_shatter.c | 111 | ||||
| -rw-r--r-- | examples/physics/physics_shatter.png | bin | 23197 -> 0 bytes |
10 files changed, 0 insertions, 638 deletions
diff --git a/examples/physics/physics_demo.c b/examples/physics/physics_demo.c deleted file mode 100644 index dd7a216f..00000000 --- a/examples/physics/physics_demo.c +++ /dev/null @@ -1,128 +0,0 @@ -/******************************************************************************************* -* -* raylib [physac] example - physics demo -* -* This example has been created using raylib 1.5 (www.raylib.com) -* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) -* -* This example uses physac 1.1 (https://github.com/raysan5/raylib/blob/master/src/physac.h) -* -* Copyright (c) 2016-2021 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5) -* -********************************************************************************************/ - -#include "raylib.h" - -#define PHYSAC_IMPLEMENTATION -#include "extras/physac.h" - -int main(void) -{ - // Initialization - //-------------------------------------------------------------------------------------- - const int screenWidth = 800; - const int screenHeight = 450; - - SetConfigFlags(FLAG_MSAA_4X_HINT); - InitWindow(screenWidth, screenHeight, "raylib [physac] example - physics demo"); - - // 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/2.0f, (float)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/2.0f, screenHeight/2.0f }, 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 - //---------------------------------------------------------------------------------- - UpdatePhysics(); // Update physics system - - if (IsKeyPressed(KEY_R)) // Reset physics system - { - ResetPhysics(); - - floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, (float)screenHeight }, 500, 100, 10); - floor->enabled = false; - - circle = CreatePhysicsBodyCircle((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, 45, 10); - circle->enabled = false; - } - - // Physics body creation inputs - if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) CreatePhysicsBodyPolygon(GetMousePosition(), (float)GetRandomValue(20, 80), GetRandomValue(3, 8), 10); - else if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) CreatePhysicsBodyCircle(GetMousePosition(), (float)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 differdeleted file mode 100644 index 12dc7e72..00000000 --- a/examples/physics/physics_demo.png +++ /dev/null diff --git a/examples/physics/physics_friction.c b/examples/physics/physics_friction.c deleted file mode 100644 index 544b9931..00000000 --- a/examples/physics/physics_friction.c +++ /dev/null @@ -1,142 +0,0 @@ -/******************************************************************************************* -* -* raylib [physac] example - physics friction -* -* This example has been created using raylib 1.5 (www.raylib.com) -* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) -* -* This example uses physac 1.1 (https://github.com/raysan5/raylib/blob/master/src/physac.h) -* -* Copyright (c) 2016-2021 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5) -* -********************************************************************************************/ - -#include "raylib.h" - -#define PHYSAC_IMPLEMENTATION -#include "extras/physac.h" - -int main(void) -{ - // Initialization - //-------------------------------------------------------------------------------------- - const int screenWidth = 800; - const int screenHeight = 450; - - SetConfigFlags(FLAG_MSAA_4X_HINT); - InitWindow(screenWidth, screenHeight, "raylib [physac] example - 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/2.0f, (float)screenHeight }, (float)screenWidth, 100, 10); - floor->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions) - PhysicsBody wall = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, 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, (float)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){ (float)screenWidth - 25, (float)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){ (float)screenWidth - 35, (float)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 - //---------------------------------------------------------------------------------- - UpdatePhysics(); // Update physics system - - if (IsKeyPressed(KEY_R)) // Reset physics system - { - // 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){ (float)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))/2.0f, 75, 30, WHITE); - DrawText("0.1", (int)bodyA->position.x - MeasureText("0.1", 20)/2, (int)bodyA->position.y - 7, 20, WHITE); - DrawText("1", (int)bodyB->position.x - MeasureText("1", 20)/2, (int)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 differdeleted file mode 100644 index e791ec2b..00000000 --- a/examples/physics/physics_friction.png +++ /dev/null diff --git a/examples/physics/physics_movement.c b/examples/physics/physics_movement.c deleted file mode 100644 index 068611ad..00000000 --- a/examples/physics/physics_movement.c +++ /dev/null @@ -1,128 +0,0 @@ -/******************************************************************************************* -* -* raylib [physac] example - physics movement -* -* This example has been created using raylib 1.5 (www.raylib.com) -* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) -* -* This example uses physac 1.1 (https://github.com/raysan5/raylib/blob/master/src/physac.h) -* -* Copyright (c) 2016-2021 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5) -* -********************************************************************************************/ - -#include "raylib.h" - -#define PHYSAC_IMPLEMENTATION -#include "extras/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, "raylib [physac] example - 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/2.0f, (float)screenHeight }, (float)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/2.0f }, 10, (float)screenHeight, 10); - PhysicsBody wallRight = CreatePhysicsBodyRectangle((Vector2){ (float)screenWidth + 5, screenHeight/2.0f }, 10, (float)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/2.0f, screenHeight/2.0f }, 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 - //---------------------------------------------------------------------------------- - UpdatePhysics(); // Update physics system - - if (IsKeyPressed(KEY_R)) // Reset physics input - { - // Reset movement physics body position, velocity and rotation - body->position = (Vector2){ screenWidth/2.0f, screenHeight/2.0f }; - 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 differdeleted file mode 100644 index a88a7d79..00000000 --- a/examples/physics/physics_movement.png +++ /dev/null diff --git a/examples/physics/physics_restitution.c b/examples/physics/physics_restitution.c deleted file mode 100644 index 27241b68..00000000 --- a/examples/physics/physics_restitution.c +++ /dev/null @@ -1,129 +0,0 @@ -/******************************************************************************************* -* -* raylib [physac] example - physics restitution -* -* This example has been created using raylib 1.5 (www.raylib.com) -* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) -* -* This example uses physac 1.1 (https://github.com/raysan5/raylib/blob/master/src/physac.h) -* -* Copyright (c) 2016-2021 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5) -* -********************************************************************************************/ - -#include "raylib.h" - -#define PHYSAC_IMPLEMENTATION -#include "extras/physac.h" - -int main(void) -{ - // Initialization - //-------------------------------------------------------------------------------------- - const int screenWidth = 800; - const int screenHeight = 450; - - SetConfigFlags(FLAG_MSAA_4X_HINT); - InitWindow(screenWidth, screenHeight, "raylib [physac] example - 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/2.0f, (float)screenHeight }, (float)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/2.0f }, 30, 10); - circleA->restitution = 0; - PhysicsBody circleB = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.5f, screenHeight/2.0f }, 30, 10); - circleB->restitution = 0.5f; - PhysicsBody circleC = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.75f, screenHeight/2.0f }, 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 - //---------------------------------------------------------------------------------- - UpdatePhysics(); // Update physics system - - if (IsKeyPressed(KEY_R)) // Reset physics input - { - // Reset circles physics bodies position and velocity - circleA->position = (Vector2){ screenWidth*0.25f, screenHeight/2.0f }; - circleA->velocity = (Vector2){ 0, 0 }; - circleB->position = (Vector2){ screenWidth*0.5f, screenHeight/2.0f }; - circleB->velocity = (Vector2){ 0, 0 }; - circleC->position = (Vector2){ screenWidth*0.75f, screenHeight/2.0f }; - 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", (int)circleA->position.x - MeasureText("0", 20)/2, circleA->position.y - 7, 20, WHITE); - DrawText("0.5", (int)circleB->position.x - MeasureText("0.5", 20)/2, circleB->position.y - 7, 20, WHITE); - DrawText("1", (int)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 differdeleted file mode 100644 index 8ec4b3f3..00000000 --- a/examples/physics/physics_restitution.png +++ /dev/null diff --git a/examples/physics/physics_shatter.c b/examples/physics/physics_shatter.c deleted file mode 100644 index 809227ee..00000000 --- a/examples/physics/physics_shatter.c +++ /dev/null @@ -1,111 +0,0 @@ -/******************************************************************************************* -* -* raylib [physac] example - physics shatter -* -* This example has been created using raylib 1.5 (www.raylib.com) -* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) -* -* This example uses physac 1.1 (https://github.com/raysan5/raylib/blob/master/src/physac.h) -* -* Copyright (c) 2016-2021 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5) -* -********************************************************************************************/ - -#include "raylib.h" - -#define PHYSAC_IMPLEMENTATION -#include "extras/physac.h" - -int main(void) -{ - // Initialization - //-------------------------------------------------------------------------------------- - const int screenWidth = 800; - const int screenHeight = 450; - - SetConfigFlags(FLAG_MSAA_4X_HINT); - InitWindow(screenWidth, screenHeight, "raylib [physac] example - physics shatter"); - - // Physac logo drawing position - int logoX = screenWidth - MeasureText("Physac", 30) - 10; - int logoY = 15; - - // Initialize physics and default physics bodies - InitPhysics(); - SetPhysicsGravity(0, 0); - - // Create random polygon physics body to shatter - CreatePhysicsBodyPolygon((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, (float)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 - { - //---------------------------------------------------------------------------------- - UpdatePhysics(); // Update physics system - - if (IsKeyPressed(KEY_R)) // Reset physics input - { - ResetPhysics(); - - CreatePhysicsBodyPolygon((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, (float)GetRandomValue(80, 200), GetRandomValue(3, 8), 10); - } - - if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) // Physics shatter input - { - 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 differdeleted file mode 100644 index 68f9a1b7..00000000 --- a/examples/physics/physics_shatter.png +++ /dev/null |
