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Diffstat (limited to 'examples/physics_friction.c')
| -rw-r--r-- | examples/physics_friction.c | 136 |
1 files changed, 136 insertions, 0 deletions
diff --git a/examples/physics_friction.c b/examples/physics_friction.c new file mode 100644 index 00000000..28d3c4b8 --- /dev/null +++ b/examples/physics_friction.c @@ -0,0 +1,136 @@ +/******************************************************************************************* +* +* Physac - Physics friction +* +* 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 friction"); + 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) + 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) + + // Create left ramp physics body + PhysicsBody rectLeft = CreatePhysicsBodyRectangle((Vector2){ 25, 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){ screenWidth - 25, 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){ screenWidth - 35, screenHeight*0.6f }, 40, 40, 10); + bodyB->staticFriction = 1; + bodyB->dynamicFriction = 1; + SetPhysicsBodyRotation(bodyB, 330*DEG2RAD); + //-------------------------------------------------------------------------------------- + + // 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); + } + //---------------------------------------------------------------------------------- + + // 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, 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); + + 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; +} |
