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authorRay <raysan5@gmail.com>2016-01-04 12:40:54 +0100
committerRay <raysan5@gmail.com>2016-01-04 12:40:54 +0100
commit546c727520d8116132e57fd5e007dd7d873ba9a1 (patch)
tree9626741431535dbfdb518d35f553c8184392a23c /examples
parent3a739c38c591687d0e298a85f1e7bfe4666076bd (diff)
parent1656d17b22b362e54710b7164638464e02bd7e5a (diff)
downloadraylib-546c727520d8116132e57fd5e007dd7d873ba9a1.tar.gz
raylib-546c727520d8116132e57fd5e007dd7d873ba9a1.zip
Merge pull request #69 from victorfisac/develop
Improved lighting and physac engine modules and added new example
Diffstat (limited to 'examples')
-rw-r--r--examples/lighting_blinn_phong.c4
-rw-r--r--examples/physics_basic_rigidbody.c2
-rw-r--r--examples/physics_rigidbody_force.c141
-rw-r--r--examples/physics_rigidbody_force.pngbin0 -> 18510 bytes
4 files changed, 144 insertions, 3 deletions
diff --git a/examples/lighting_blinn_phong.c b/examples/lighting_blinn_phong.c
index 48949b03..d4ff548a 100644
--- a/examples/lighting_blinn_phong.c
+++ b/examples/lighting_blinn_phong.c
@@ -31,7 +31,7 @@ int main()
// Model initialization
Vector3 position = { 0.0, 0.0, 0.0 };
Model model = LoadModel("resources/model/dwarf.obj");
- // Shader shader = LoadShader("resources/shaders/phong.vs", "resources/shaders/phong.fs");
+ Shader shader = LoadShader("resources/shaders/phong.vs", "resources/shaders/phong.fs");
SetModelShader(&model, shader);
// Shader locations initialization
@@ -154,7 +154,7 @@ int main()
Begin3dMode(camera);
- DrawModel(model, position, 0.1f, (Color){255 * blinnMaterial.diffuseColor[0], 255 * blinnMaterial.diffuseColor[1], 255 * blinnMaterial.diffuseColor[2], 255});
+ DrawModel(model, position, 4.0f, (Color){255 * blinnMaterial.diffuseColor[0], 255 * blinnMaterial.diffuseColor[1], 255 * blinnMaterial.diffuseColor[2], 255});
DrawSphere((Vector3){directionalLight.position[0], directionalLight.position[1], directionalLight.position[2]}, 1, YELLOW);
diff --git a/examples/physics_basic_rigidbody.c b/examples/physics_basic_rigidbody.c
index 2f3fffbc..17d6564f 100644
--- a/examples/physics_basic_rigidbody.c
+++ b/examples/physics_basic_rigidbody.c
@@ -1,6 +1,6 @@
/*******************************************************************************************
*
-* raylib [physics] example - Basic rigidbody
+* raylib [physac] physics example - Basic rigidbody
*
* Welcome to raylib!
*
diff --git a/examples/physics_rigidbody_force.c b/examples/physics_rigidbody_force.c
new file mode 100644
index 00000000..726e7c67
--- /dev/null
+++ b/examples/physics_rigidbody_force.c
@@ -0,0 +1,141 @@
+/*******************************************************************************************
+*
+* raylib [physac] physics example - Rigidbody forces
+*
+* This example has been created using raylib 1.3 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2014 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#define MAX_OBJECTS 5
+#define OBJECTS_OFFSET 150
+
+#define FORCE_INTENSITY 250.0f // Customize by user
+#define FORCE_RADIUS 100 // Customize by user
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ int screenWidth = 800;
+ int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [physics] example - rigidbodies forces");
+ SetTargetFPS(60); // Enable v-sync
+ InitPhysics(); // Initialize internal physics values (max rigidbodies/colliders available: 1024)
+
+ // Physics initialization
+ Physics worldPhysics = {true, false, (Vector2){0, -9.81f}};
+
+ // Set internal physics settings
+ SetPhysics(worldPhysics);
+
+ // Objects initialization
+ Transform objects[MAX_OBJECTS];
+ for(int i = 0; i < MAX_OBJECTS; i++)
+ {
+ objects[i] = (Transform){(Vector2){75 + OBJECTS_OFFSET * i, (screenHeight - 50) / 2}, 0.0f, (Vector2){50, 50}};
+ AddCollider(i, (Collider){true, RectangleCollider, (Rectangle){objects[i].position.x, objects[i].position.y, objects[i].scale.x, objects[i].scale.y}, 0});
+ AddRigidbody(i, (Rigidbody){true, 1.0f, (Vector2){0, 0}, (Vector2){0, 0}, false, false, true, 0.5f, 0.5f});
+ }
+
+ // Floor initialization
+ // NOTE: floor doesn't need a rigidbody because it's a static physic object, just a collider to collide with other dynamic colliders (with rigidbody)
+ Transform floor = (Transform){(Vector2){0, screenHeight * 0.8f}, 0.0f, (Vector2){screenWidth, screenHeight * 0.2f}};
+ AddCollider(MAX_OBJECTS, (Collider){true, RectangleCollider, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0});
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+
+ // Update object physics
+ // NOTE: all physics detections and reactions are calculated in ApplyPhysics() function (You will live happier :D)
+ for(int i = 0; i < MAX_OBJECTS; i++)
+ {
+ ApplyPhysics(i, &objects[i].position);
+ }
+
+ // Check foce button input
+ if(IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
+ {
+ AddForceAtPosition(GetMousePosition(), FORCE_INTENSITY, FORCE_RADIUS);
+ }
+
+ // Check debug mode toggle button input
+ if(IsKeyPressed(KEY_P))
+ {
+ // Update program physics value
+ worldPhysics.debug = !worldPhysics.debug;
+
+ // Update internal physics value
+ SetPhysics(worldPhysics);
+ }
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ // Check if debug mode is enabled
+ if(worldPhysics.debug)
+ {
+ // Draw every internal physics stored collider if it is active (floor included)
+ for(int i = 0; i < MAX_OBJECTS + 1; i++)
+ {
+ if(GetCollider(i).enabled)
+ {
+ // Draw collider bounds
+ DrawRectangleLines(GetCollider(i).bounds.x, GetCollider(i).bounds.y, GetCollider(i).bounds.width, GetCollider(i).bounds.height, GREEN);
+
+ // Check if current collider is not floor
+ if(i < MAX_OBJECTS)
+ {
+ // Draw lines between mouse position and objects if they are in force range
+ if(CheckCollisionPointCircle(GetMousePosition(), (Vector2){GetCollider(i).bounds.x + GetCollider(i).bounds.width / 2, GetCollider(i).bounds.y + GetCollider(i).bounds.height / 2}, FORCE_RADIUS))
+ {
+ DrawLineV(GetMousePosition(), (Vector2){GetCollider(i).bounds.x + GetCollider(i).bounds.width / 2, GetCollider(i).bounds.y + GetCollider(i).bounds.height / 2}, RED);
+ }
+ }
+ }
+ }
+
+ // Draw radius circle
+ DrawCircleLines(GetMousePosition().x, GetMousePosition().y, FORCE_RADIUS, RED);
+ }
+ else
+ {
+ // Draw objects
+ for(int i = 0; i < MAX_OBJECTS; i++)
+ {
+ DrawRectangleRec((Rectangle){objects[i].position.x, objects[i].position.y, objects[i].scale.x, objects[i].scale.y}, GRAY);
+ }
+
+ // Draw floor
+ DrawRectangleRec((Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, BLACK);
+ }
+
+
+ // Draw help messages
+ DrawText("Use LEFT MOUSE BUTTON to create a force in mouse position", (screenWidth - MeasureText("Use LEFT MOUSE BUTTON to create a force in mouse position", 20)) / 2, screenHeight * 0.20f, 20, LIGHTGRAY);
+ DrawText("Use P to switch DEBUG MODE", (screenWidth - MeasureText("Use P to switch DEBUG MODE", 20)) / 2, screenHeight * 0.3f, 20, LIGHTGRAY);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}
diff --git a/examples/physics_rigidbody_force.png b/examples/physics_rigidbody_force.png
new file mode 100644
index 00000000..48afa91b
--- /dev/null
+++ b/examples/physics_rigidbody_force.png
Binary files differ