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authorvictorfisac <victorfisac@gmail.com>2016-03-23 15:50:41 +0100
committervictorfisac <victorfisac@gmail.com>2016-03-23 15:50:41 +0100
commit60223a358b691c2769c362597c49e124b045209c (patch)
tree2850c0cbd1ec53e25cf70fd951518efd636b2066 /examples/physics_forces.c
parentc453ac8265525fd7a88ed616c7e5bdf1e6d6b09f (diff)
downloadraylib-60223a358b691c2769c362597c49e124b045209c.tar.gz
raylib-60223a358b691c2769c362597c49e124b045209c.zip
Physac redesign (3/3)
Finally, physics update is handled in main thread using steps to get accuracy in collisions detection instead of moving it to a new thread. Examples are finished as simple and clear as I could. Finally, physac module is MORE simpler than in the first version, calculation everything by the same way for both types of physic objects. I tryed to add rotated physics a couple of times but I didn't get anything good to get a base to improve it. Maybe for the next version... No bugs or strange behaviours found during testing.
Diffstat (limited to 'examples/physics_forces.c')
-rw-r--r--examples/physics_forces.c40
1 files changed, 31 insertions, 9 deletions
diff --git a/examples/physics_forces.c b/examples/physics_forces.c
index 2afd14ee..74b40d57 100644
--- a/examples/physics_forces.c
+++ b/examples/physics_forces.c
@@ -12,9 +12,12 @@
#include "raylib.h"
#include "math.h"
-#define FORCE_AMOUNT 5.0f
-#define FORCE_RADIUS 150
-#define LINE_LENGTH 100
+#define FORCE_AMOUNT 5.0f
+#define FORCE_RADIUS 150
+#define LINE_LENGTH 75
+#define TRIANGLE_LENGTH 12
+
+void DrawRigidbodyCircle(PhysicObject *obj, Color color);
int main()
{
@@ -42,6 +45,7 @@ int main()
}
// Create circles physic objects
+ // NOTE: when creating circle physic objects, transform.scale must be { 0, 0 } and object radius must be defined in collider.radius and use this value to draw the circle.
PhysicObject *circles[3];
for (int i = 0; i < 3; i++)
{
@@ -111,14 +115,23 @@ int main()
// Draw force radius
DrawCircleLines(mousePosition.x, mousePosition.y, FORCE_RADIUS, BLACK);
- // Draw direction line
+ // Draw direction lines
if (CheckCollisionPointCircle((Vector2){ rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2, rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 }, mousePosition, FORCE_RADIUS))
{
Vector2 direction = { rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2 - mousePosition.x, rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 - mousePosition.y };
float angle = atan2l(direction.y, direction.x);
- DrawLineV((Vector2){ rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2, rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 },
- (Vector2){ rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2 + (cos(angle)*LINE_LENGTH), rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 + (sin(angle)*LINE_LENGTH) }, BLACK);
+ // Calculate arrow start and end positions
+ Vector2 startPosition = { rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2, rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 };
+ Vector2 endPosition = { rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2 + (cos(angle)*LINE_LENGTH), rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 + (sin(angle)*LINE_LENGTH) };
+
+ // Draw arrow line
+ DrawLineV(startPosition, endPosition, BLACK);
+
+ // Draw arrow triangle
+ DrawTriangleLines((Vector2){ endPosition.x - cos(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH, endPosition.y - sin(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH },
+ (Vector2){ endPosition.x + cos(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH, endPosition.y + sin(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH },
+ (Vector2){ endPosition.x + cos(angle)*LINE_LENGTH/TRIANGLE_LENGTH*2, endPosition.y + sin(angle)*LINE_LENGTH/TRIANGLE_LENGTH*2 }, BLACK);
}
}
@@ -131,14 +144,23 @@ int main()
// Draw force radius
DrawCircleLines(mousePosition.x, mousePosition.y, FORCE_RADIUS, BLACK);
- // Draw direction line
+ // Draw direction lines
if (CheckCollisionPointCircle((Vector2){ circles[i]->transform.position.x, circles[i]->transform.position.y }, mousePosition, FORCE_RADIUS))
{
Vector2 direction = { circles[i]->transform.position.x - mousePosition.x, circles[i]->transform.position.y - mousePosition.y };
float angle = atan2l(direction.y, direction.x);
- DrawLineV((Vector2){ circles[i]->transform.position.x, circles[i]->transform.position.y },
- (Vector2){ circles[i]->transform.position.x + (cos(angle)*LINE_LENGTH), circles[i]->transform.position.y + (sin(angle)*LINE_LENGTH) }, BLACK);
+ // Calculate arrow start and end positions
+ Vector2 startPosition = { circles[i]->transform.position.x, circles[i]->transform.position.y };
+ Vector2 endPosition = { circles[i]->transform.position.x + (cos(angle)*LINE_LENGTH), circles[i]->transform.position.y + (sin(angle)*LINE_LENGTH) };
+
+ // Draw arrow line
+ DrawLineV(startPosition, endPosition, BLACK);
+
+ // Draw arrow triangle
+ DrawTriangleLines((Vector2){ endPosition.x - cos(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH, endPosition.y - sin(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH },
+ (Vector2){ endPosition.x + cos(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH, endPosition.y + sin(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH },
+ (Vector2){ endPosition.x + cos(angle)*LINE_LENGTH/TRIANGLE_LENGTH*2, endPosition.y + sin(angle)*LINE_LENGTH/TRIANGLE_LENGTH*2 }, BLACK);
}
}