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+/*******************************************************************************************
+*
+* Physac - Physics demo
+*
+* 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 demo");
+ 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 }, 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)
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ if (IsKeyPressed('R')) // Reset physics input
+ {
+ ResetPhysics();
+
+ floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, 500, 100, 10);
+ floor->enabled = false;
+
+ circle = CreatePhysicsBodyCircle((Vector2){ screenWidth/2, screenHeight/2 }, 45, 10);
+ circle->enabled = false;
+ }
+
+ // 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;
+}