diff options
Diffstat (limited to 'docs/examples/web/physac/physics_restitution.c')
| -rw-r--r-- | docs/examples/web/physac/physics_restitution.c | 174 |
1 files changed, 106 insertions, 68 deletions
diff --git a/docs/examples/web/physac/physics_restitution.c b/docs/examples/web/physac/physics_restitution.c index 534d125e..70d0a14a 100644 --- a/docs/examples/web/physac/physics_restitution.c +++ b/docs/examples/web/physac/physics_restitution.c @@ -2,9 +2,11 @@ * * Physac - Physics restitution * -* 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 * @@ -15,104 +17,140 @@ #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 circleA; +PhysicsBody circleB; +PhysicsBody circleC; + +//---------------------------------------------------------------------------------- +// 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 restitution"); - 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) - floor->restitution = 1; + // Create ground rectangle physics body + 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) + ground->restitution = 1; // Create circles physics body - PhysicsBody circleA = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.25f, screenHeight/2 }, 30, 10); + 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 = 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 = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.75f, screenHeight/2 }, 30, 10); circleC->restitution = 1; - //-------------------------------------------------------------------------------------- +#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 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 }; - } - //---------------------------------------------------------------------------------- + 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 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 }; + } + //---------------------------------------------------------------------------------- - 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); + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); - int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape - Vector2 vertexB = GetPhysicsShapeVertex(body, jj); + ClearBackground(BLACK); - DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions - } - } + DrawFPS(screenWidth - 90, screenHeight - 30); - 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); + // Draw created physics bodies + int bodiesCount = GetPhysicsBodiesCount(); + for (int i = 0; i < bodiesCount; i++) + { + PhysicsBody body = GetPhysicsBody(i); - DrawText("Press 'R' to reset example", 10, 10, 10, WHITE); + 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); - DrawText("Physac", logoX, logoY, 30, WHITE); - DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE); + int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape + Vector2 vertexB = GetPhysicsShapeVertex(body, jj); - EndDrawing(); - //---------------------------------------------------------------------------------- - } + DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions + } + } - // De-Initialization - //-------------------------------------------------------------------------------------- - ClosePhysics(); // Unitialize physics - CloseWindow(); // Close window and OpenGL context - //-------------------------------------------------------------------------------------- + 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); - return 0; + 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(); + //---------------------------------------------------------------------------------- } |
