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| author | Ray <[email protected]> | 2016-11-24 17:26:07 +0100 |
|---|---|---|
| committer | GitHub <[email protected]> | 2016-11-24 17:26:07 +0100 |
| commit | 17f09cb03484a408cdd50a3d2e4d6604bb1f4c70 (patch) | |
| tree | 51e909c419de9625f1beaaca44696857a600e8d5 /examples/physics_restitution.c | |
| parent | 05f68c22d5c8d8f7c4254ae47700318e21709887 (diff) | |
| parent | a81dfabf863c512044b246e23aaf43489d2fa1ac (diff) | |
| download | raylib-1.6.0.tar.gz raylib-1.6.0.zip | |
Merge pull request #198 from raysan5/develop1.6.0
Develop branch integration
Diffstat (limited to 'examples/physics_restitution.c')
| -rw-r--r-- | examples/physics_restitution.c | 115 |
1 files changed, 115 insertions, 0 deletions
diff --git a/examples/physics_restitution.c b/examples/physics_restitution.c new file mode 100644 index 00000000..3543db69 --- /dev/null +++ b/examples/physics_restitution.c @@ -0,0 +1,115 @@ +/******************************************************************************************* +* +* Physac - Physics restitution +* +* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations. +* The file pthreadGC2.dll is required to run the program; you can find it in 'src\external' +* +* Copyright (c) 2016 Victor Fisac +* +********************************************************************************************/ + +#include "raylib.h" + +#define PHYSAC_IMPLEMENTATION +#include "..\src\physac.h" + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 800; + int screenHeight = 450; + + SetConfigFlags(FLAG_MSAA_4X_HINT); + InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics restitution"); + SetTargetFPS(60); + + // 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; + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + 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 + //-------------------------------------------------------------------------------------- + ClosePhysics(); // Unitialize physics + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} |
