diff options
Diffstat (limited to 'docs/examples/web/physac/physics_friction.c')
| -rw-r--r-- | docs/examples/web/physac/physics_friction.c | 181 |
1 files changed, 110 insertions, 71 deletions
diff --git a/docs/examples/web/physac/physics_friction.c b/docs/examples/web/physac/physics_friction.c index db1b5f4c..d0156306 100644 --- a/docs/examples/web/physac/physics_friction.c +++ b/docs/examples/web/physac/physics_friction.c @@ -2,9 +2,11 @@ * * Physac - Physics friction * -* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations. +* 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: * -* Use the following code to compile (-static -lpthread): * gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread * -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition * @@ -15,29 +17,50 @@ #include "raylib.h" #define PHYSAC_IMPLEMENTATION -#include "../src/physac.h" +#include "physac.h" + +#if defined(PLATFORM_WEB) + #include <emscripten/emscripten.h> +#endif + +//---------------------------------------------------------------------------------- +// Global Variables Definition +//---------------------------------------------------------------------------------- +int screenWidth = 800; +int screenHeight = 450; + +// Physac logo drawing position +int logoX = 0; +int logoY = 15; + +PhysicsBody bodyA; +PhysicsBody bodyB; +//---------------------------------------------------------------------------------- +// Module Functions Declaration +//---------------------------------------------------------------------------------- +void UpdateDrawFrame(void); // Update and Draw one frame + +//---------------------------------------------------------------------------------- +// Main Enry Point +//---------------------------------------------------------------------------------- int main() { // Initialization //-------------------------------------------------------------------------------------- - int screenWidth = 800; - int screenHeight = 450; - SetConfigFlags(FLAG_MSAA_4X_HINT); InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics friction"); - SetTargetFPS(60); // Physac logo drawing position - int logoX = screenWidth - MeasureText("Physac", 30) - 10; - int logoY = 15; + logoX = screenWidth - MeasureText("Physac", 30) - 10; // 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 ground = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, screenWidth, 100, 10); + ground->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) @@ -52,88 +75,104 @@ int main() SetPhysicsBodyRotation(rectRight, 330*DEG2RAD); // Create dynamic physics bodies - PhysicsBody bodyA = CreatePhysicsBodyRectangle((Vector2){ 35, screenHeight*0.6f }, 40, 40, 10); + 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 = CreatePhysicsBodyRectangle((Vector2){ screenWidth - 35, screenHeight*0.6f }, 40, 40, 10); bodyB->staticFriction = 1; bodyB->dynamicFriction = 1; SetPhysicsBodyRotation(bodyB, 330*DEG2RAD); - //-------------------------------------------------------------------------------------- +#if defined(PLATFORM_WEB) + emscripten_set_main_loop(UpdateDrawFrame, 0, 1); +#else + 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 - //---------------------------------------------------------------------------------- - 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); - } - //---------------------------------------------------------------------------------- + UpdateDrawFrame(); + } +#endif - // Draw - //---------------------------------------------------------------------------------- - BeginDrawing(); + // De-Initialization + //-------------------------------------------------------------------------------------- + ClosePhysics(); // Uninitialize physics - ClearBackground(BLACK); + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- - DrawFPS(screenWidth - 90, screenHeight - 30); + return 0; +} - // Draw created physics bodies - int bodiesCount = GetPhysicsBodiesCount(); - for (int i = 0; i < bodiesCount; i++) - { - PhysicsBody body = GetPhysicsBody(i); +//---------------------------------------------------------------------------------- +// Module Functions Definition +//---------------------------------------------------------------------------------- +void UpdateDrawFrame(void) +{ + // Update + //---------------------------------------------------------------------------------- + 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); - if (body != NULL) + // 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++) { - 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 - } - } - } + // Get physics bodies shape vertices to draw lines + // Note: GetPhysicsShapeVertex() already calculates rotation transformations + Vector2 vertexA = GetPhysicsShapeVertex(body, j); - DrawRectangle(0, screenHeight - 49, screenWidth, 49, BLACK); + int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape + Vector2 vertexB = GetPhysicsShapeVertex(body, jj); - 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); + DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions + } + } + } - DrawText("Press 'R' to reset example", 10, 10, 10, WHITE); + DrawRectangle(0, screenHeight - 49, screenWidth, 49, BLACK); - DrawText("Physac", logoX, logoY, 30, WHITE); - DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE); + 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); - EndDrawing(); - //---------------------------------------------------------------------------------- - } + DrawText("Press 'R' to reset example", 10, 10, 10, WHITE); - // De-Initialization - //-------------------------------------------------------------------------------------- - ClosePhysics(); // Unitialize physics - CloseWindow(); // Close window and OpenGL context - //-------------------------------------------------------------------------------------- + DrawText("Physac", logoX, logoY, 30, WHITE); + DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE); - return 0; + EndDrawing(); + //---------------------------------------------------------------------------------- } + |
