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authorRay <raysan5@gmail.com>2016-11-21 21:40:04 +0100
committerGitHub <noreply@github.com>2016-11-21 21:40:04 +0100
commitd1c9c34b2f374c010d3e2c4b54378b830fbc3f21 (patch)
tree24bd1f44f6e3564b63a3017e60f144baa459f7f9 /examples
parent918fc002d0e75f5ea15036634edf8aa3fba9bedc (diff)
parente8630c78d069a1cba50b1a78108663ebc19e5b9b (diff)
downloadraylib-d1c9c34b2f374c010d3e2c4b54378b830fbc3f21.tar.gz
raylib-d1c9c34b2f374c010d3e2c4b54378b830fbc3f21.zip
Merge pull request #195 from victorfisac/develop
Updated Physac to new version (library and examples)
Diffstat (limited to 'examples')
-rw-r--r--examples/physics_basic_rigidbody.c135
-rw-r--r--examples/physics_basic_rigidbody.pngbin15294 -> 0 bytes
-rw-r--r--examples/physics_demo.c122
-rw-r--r--examples/physics_demo.pngbin0 -> 23466 bytes
-rw-r--r--examples/physics_forces.c193
-rw-r--r--examples/physics_forces.pngbin17935 -> 0 bytes
-rw-r--r--examples/physics_friction.c136
-rw-r--r--examples/physics_friction.pngbin0 -> 18150 bytes
-rw-r--r--examples/physics_movement.c122
-rw-r--r--examples/physics_movement.pngbin0 -> 15947 bytes
-rw-r--r--examples/physics_restitution.c115
-rw-r--r--examples/physics_restitution.pngbin0 -> 17833 bytes
-rw-r--r--examples/physics_shatter.c107
-rw-r--r--examples/physics_shatter.pngbin0 -> 23197 bytes
14 files changed, 602 insertions, 328 deletions
diff --git a/examples/physics_basic_rigidbody.c b/examples/physics_basic_rigidbody.c
deleted file mode 100644
index 87316a98..00000000
--- a/examples/physics_basic_rigidbody.c
+++ /dev/null
@@ -1,135 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [physac] example - Basic rigidbody
-*
-* This example has been created using raylib 1.5 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* NOTE:
-* Physac requires multi-threading, when InitPhysics() a second thread is created to manage
-* physics calculations. To accomplish that, physac uses pthread Win32 library that can be
-* found inside raylib/src/external/pthread directory.
-*
-* Add pthread library when compiling physac example:
-* gcc -o $(NAME_PART).exe $(FILE_NAME) $(RAYLIB_DIR)\raylib_icon -L../src/external/pthread/lib \
-* -I../src -I../src/external/pthread/include -lraylib -lglfw3 -lopengl32 -lgdi32 -lpthreadGC2 -std=c99 -Wall
-*
-* Note that pthreadGC2.dll must be also copied to project directory!
-*
-* Copyright (c) 2016 Victor Fisac and Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-#define PHYSAC_IMPLEMENTATION
-#include "physac.h"
-
-#define MOVE_VELOCITY 5
-#define JUMP_VELOCITY 30
-
-int main()
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- int screenWidth = 800;
- int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [physac] example - basic rigidbody");
- InitPhysics((Vector2){ 0.0f, -9.81f/2 }); // Initialize physics module
-
- // Debug variables
- bool isDebug = false;
-
- // Create rectangle physic object
- PhysicBody rectangle = CreatePhysicBody((Vector2){ screenWidth*0.25f, screenHeight/2 }, 0.0f, (Vector2){ 75, 50 });
- rectangle->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
- rectangle->rigidbody.applyGravity = true;
- rectangle->rigidbody.friction = 0.1f;
- rectangle->rigidbody.bounciness = 6.0f;
-
- // Create square physic object
- PhysicBody square = CreatePhysicBody((Vector2){ screenWidth*0.75f, screenHeight/2 }, 0.0f, (Vector2){ 50, 50 });
- square->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
- square->rigidbody.applyGravity = true;
- square->rigidbody.friction = 0.1f;
-
- // Create walls physic objects
- PhysicBody floor = CreatePhysicBody((Vector2){ screenWidth/2, screenHeight*0.95f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 });
- PhysicBody leftWall = CreatePhysicBody((Vector2){ 0.0f, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight });
- PhysicBody rightWall = CreatePhysicBody((Vector2){ screenWidth, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight });
- PhysicBody roof = CreatePhysicBody((Vector2){ screenWidth/2, screenHeight*0.05f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 });
-
- // Create pplatform physic object
- PhysicBody platform = CreatePhysicBody((Vector2){ screenWidth/2, screenHeight*0.7f }, 0.0f, (Vector2){ screenWidth*0.25f, 20 });
-
- SetTargetFPS(60);
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- // Check rectangle movement inputs
- if (IsKeyPressed('W')) rectangle->rigidbody.velocity.y = JUMP_VELOCITY;
- if (IsKeyDown('A')) rectangle->rigidbody.velocity.x = -MOVE_VELOCITY;
- else if (IsKeyDown('D')) rectangle->rigidbody.velocity.x = MOVE_VELOCITY;
-
- // Check square movement inputs
- if (IsKeyDown(KEY_UP) && square->rigidbody.isGrounded) square->rigidbody.velocity.y = JUMP_VELOCITY;
- if (IsKeyDown(KEY_LEFT)) square->rigidbody.velocity.x = -MOVE_VELOCITY;
- else if (IsKeyDown(KEY_RIGHT)) square->rigidbody.velocity.x = MOVE_VELOCITY;
-
- // Check debug switch input
- if (IsKeyPressed('P')) isDebug = !isDebug;
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- // Draw floor, roof and walls rectangles
- DrawRectangleRec(TransformToRectangle(floor->transform), DARKGRAY); // Convert transform values to rectangle data type variable
- DrawRectangleRec(TransformToRectangle(leftWall->transform), DARKGRAY);
- DrawRectangleRec(TransformToRectangle(rightWall->transform), DARKGRAY);
- DrawRectangleRec(TransformToRectangle(roof->transform), DARKGRAY);
-
- // Draw middle platform rectangle
- DrawRectangleRec(TransformToRectangle(platform->transform), DARKGRAY);
-
- // Draw physic objects
- DrawRectangleRec(TransformToRectangle(rectangle->transform), RED);
- DrawRectangleRec(TransformToRectangle(square->transform), BLUE);
-
- // Draw collider lines if debug is enabled
- if (isDebug)
- {
- DrawRectangleLines(floor->collider.bounds.x, floor->collider.bounds.y, floor->collider.bounds.width, floor->collider.bounds.height, GREEN);
- DrawRectangleLines(leftWall->collider.bounds.x, leftWall->collider.bounds.y, leftWall->collider.bounds.width, leftWall->collider.bounds.height, GREEN);
- DrawRectangleLines(rightWall->collider.bounds.x, rightWall->collider.bounds.y, rightWall->collider.bounds.width, rightWall->collider.bounds.height, GREEN);
- DrawRectangleLines(roof->collider.bounds.x, roof->collider.bounds.y, roof->collider.bounds.width, roof->collider.bounds.height, GREEN);
- DrawRectangleLines(platform->collider.bounds.x, platform->collider.bounds.y, platform->collider.bounds.width, platform->collider.bounds.height, GREEN);
- DrawRectangleLines(rectangle->collider.bounds.x, rectangle->collider.bounds.y, rectangle->collider.bounds.width, rectangle->collider.bounds.height, GREEN);
- DrawRectangleLines(square->collider.bounds.x, square->collider.bounds.y, square->collider.bounds.width, square->collider.bounds.height, GREEN);
- }
-
- // Draw help message
- DrawText("Use WASD to move rectangle and ARROWS to move square", screenWidth/2 - MeasureText("Use WASD to move rectangle and ARROWS to move square", 20)/2, screenHeight*0.075f, 20, LIGHTGRAY);
-
- DrawFPS(10, 10);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- ClosePhysics(); // Unitialize physics (including all loaded objects)
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-} \ No newline at end of file
diff --git a/examples/physics_basic_rigidbody.png b/examples/physics_basic_rigidbody.png
deleted file mode 100644
index 52f265ac..00000000
--- a/examples/physics_basic_rigidbody.png
+++ /dev/null
Binary files differ
diff --git a/examples/physics_demo.c b/examples/physics_demo.c
new file mode 100644
index 00000000..bed7c94d
--- /dev/null
+++ b/examples/physics_demo.c
@@ -0,0 +1,122 @@
+/*******************************************************************************************
+*
+* 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;
+}
diff --git a/examples/physics_demo.png b/examples/physics_demo.png
new file mode 100644
index 00000000..12dc7e72
--- /dev/null
+++ b/examples/physics_demo.png
Binary files differ
diff --git a/examples/physics_forces.c b/examples/physics_forces.c
deleted file mode 100644
index e45cb44c..00000000
--- a/examples/physics_forces.c
+++ /dev/null
@@ -1,193 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [physac] example - Forces
-*
-* This example has been created using raylib 1.5 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* NOTE:
-* Physac requires multi-threading, when InitPhysics() a second thread is created to manage
-* physics calculations. To accomplish that, physac uses pthread Win32 library that can be
-* found inside raylib/src/external/pthread directory.
-*
-* Add pthread library when compiling physac example:
-* gcc -o $(NAME_PART).exe $(FILE_NAME) $(RAYLIB_DIR)\raylib_icon -L../src/external/pthread/lib \
-* -I../src -I../src/external/pthread/include -lraylib -lglfw3 -lopengl32 -lgdi32 -lpthreadGC2 -std=c99 -Wall
-*
-* Note that pthreadGC2.dll must be also copied to project directory!
-*
-* Copyright (c) 2016 Victor Fisac and Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-#define PHYSAC_IMPLEMENTATION
-#include "physac.h"
-
-#define FORCE_AMOUNT 5.0f
-#define FORCE_RADIUS 150
-#define LINE_LENGTH 75
-#define TRIANGLE_LENGTH 12
-
-int main()
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- int screenWidth = 800;
- int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [physac] example - forces");
- InitPhysics((Vector2){ 0.0f, -9.81f/2 }); // Initialize physics module
-
- // Global variables
- Vector2 mousePosition;
- bool isDebug = false;
-
- // Create rectangle physic objects
- PhysicBody rectangles[3];
- for (int i = 0; i < 3; i++)
- {
- rectangles[i] = CreatePhysicBody((Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/3) : (screenHeight/1.5f)) }, 0.0f, (Vector2){ 50, 50 });
- rectangles[i]->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
- rectangles[i]->rigidbody.friction = 0.1f;
- }
-
- // 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.
- PhysicBody circles[3];
- for (int i = 0; i < 3; i++)
- {
- circles[i] = CreatePhysicBody((Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/1.5f) : (screenHeight/4)) }, 0.0f, (Vector2){ 0, 0 });
- circles[i]->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
- circles[i]->rigidbody.friction = 0.1f;
- circles[i]->collider.type = COLLIDER_CIRCLE;
- circles[i]->collider.radius = 25;
- }
-
- // Create walls physic objects
- PhysicBody leftWall = CreatePhysicBody((Vector2){ -25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight });
- PhysicBody rightWall = CreatePhysicBody((Vector2){ screenWidth + 25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight });
- PhysicBody topWall = CreatePhysicBody((Vector2){ screenWidth/2, -25 }, 0.0f, (Vector2){ screenWidth, 50 });
- PhysicBody bottomWall = CreatePhysicBody((Vector2){ screenWidth/2, screenHeight + 25 }, 0.0f, (Vector2){ screenWidth, 50 });
-
- SetTargetFPS(60);
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
-
- // Update mouse position value
- mousePosition = GetMousePosition();
-
- // Check force input
- if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) ApplyForceAtPosition(mousePosition, FORCE_AMOUNT, FORCE_RADIUS);
-
- // Check reset input
- if (IsKeyPressed('R'))
- {
- // Reset rectangle physic objects positions
- for (int i = 0; i < 3; i++)
- {
- rectangles[i]->transform.position = (Vector2){ screenWidth/4*(i+1) - rectangles[i]->transform.scale.x/2, (((i % 2) == 0) ? (screenHeight/3) : (screenHeight/1.5f)) - rectangles[i]->transform.scale.y/2 };
- rectangles[i]->rigidbody.velocity =(Vector2){ 0.0f, 0.0f };
- }
-
- // Reset circles physic objects positions
- for (int i = 0; i < 3; i++)
- {
- circles[i]->transform.position = (Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/1.5f) : (screenHeight/4)) };
- circles[i]->rigidbody.velocity =(Vector2){ 0.0f, 0.0f };
- }
- }
-
- // Check debug switch input
- if (IsKeyPressed('P')) isDebug = !isDebug;
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- // Draw rectangles
- for (int i = 0; i < 3; i++)
- {
- // Convert transform values to rectangle data type variable
- DrawRectangleRec(TransformToRectangle(rectangles[i]->transform), RED);
- if (isDebug) DrawRectangleLines(rectangles[i]->collider.bounds.x, rectangles[i]->collider.bounds.y, rectangles[i]->collider.bounds.width, rectangles[i]->collider.bounds.height, GREEN);
-
- // Draw force radius
- DrawCircleLines(mousePosition.x, mousePosition.y, FORCE_RADIUS, BLACK);
-
- // 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);
-
- // 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);
- }
- }
-
- // Draw circles
- for (int i = 0; i < 3; i++)
- {
- DrawCircleV(circles[i]->transform.position, circles[i]->collider.radius, BLUE);
- if (isDebug) DrawCircleLines(circles[i]->transform.position.x, circles[i]->transform.position.y, circles[i]->collider.radius, GREEN);
-
- // Draw force radius
- DrawCircleLines(mousePosition.x, mousePosition.y, FORCE_RADIUS, BLACK);
-
- // 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);
-
- // 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);
- }
- }
-
- // Draw help messages
- DrawText("Use LEFT MOUSE BUTTON to apply a force", screenWidth/2 - MeasureText("Use LEFT MOUSE BUTTON to apply a force", 20)/2, screenHeight*0.075f, 20, LIGHTGRAY);
- DrawText("Use R to reset objects position", screenWidth/2 - MeasureText("Use R to reset objects position", 20)/2, screenHeight*0.875f, 20, GRAY);
-
- DrawFPS(10, 10);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- ClosePhysics(); // Unitialize physics module
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-} \ No newline at end of file
diff --git a/examples/physics_forces.png b/examples/physics_forces.png
deleted file mode 100644
index 832bdbd9..00000000
--- a/examples/physics_forces.png
+++ /dev/null
Binary files differ
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;
+}
diff --git a/examples/physics_friction.png b/examples/physics_friction.png
new file mode 100644
index 00000000..e791ec2b
--- /dev/null
+++ b/examples/physics_friction.png
Binary files differ
diff --git a/examples/physics_movement.c b/examples/physics_movement.c
new file mode 100644
index 00000000..ca18f3df
--- /dev/null
+++ b/examples/physics_movement.c
@@ -0,0 +1,122 @@
+/*******************************************************************************************
+*
+* Physac - Physics movement
+*
+* 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"
+
+#define VELOCITY 0.5f
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ int screenWidth = 800;
+ int screenHeight = 450;
+
+ SetConfigFlags(FLAG_MSAA_4X_HINT);
+ InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics movement");
+ 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 and walls rectangle physics body
+ PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, screenWidth, 100, 10);
+ PhysicsBody platformLeft = CreatePhysicsBodyRectangle((Vector2){ screenWidth*0.25f, screenHeight*0.6f }, screenWidth*0.25f, 10, 10);
+ PhysicsBody platformRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth*0.75f, screenHeight*0.6f }, screenWidth*0.25f, 10, 10);
+ PhysicsBody wallLeft = CreatePhysicsBodyRectangle((Vector2){ -5, screenHeight/2 }, 10, screenHeight, 10);
+ PhysicsBody wallRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth + 5, screenHeight/2 }, 10, screenHeight, 10);
+
+ // Disable dynamics to floor and walls physics bodies
+ floor->enabled = false;
+ platformLeft->enabled = false;
+ platformRight->enabled = false;
+ wallLeft->enabled = false;
+ wallRight->enabled = false;
+
+ // Create movement physics body
+ PhysicsBody body = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight/2 }, 50, 50, 1);
+ body->freezeOrient = true; // Constrain body rotation to avoid little collision torque amounts
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ if (IsKeyPressed('R')) // Reset physics input
+ {
+ // Reset movement physics body position, velocity and rotation
+ body->position = (Vector2){ screenWidth/2, screenHeight/2 };
+ body->velocity = (Vector2){ 0, 0 };
+ SetPhysicsBodyRotation(body, 0);
+ }
+
+ // Horizontal movement input
+ if (IsKeyDown(KEY_RIGHT)) body->velocity.x = VELOCITY;
+ else if (IsKeyDown(KEY_LEFT)) body->velocity.x = -VELOCITY;
+
+ // Vertical movement input checking if player physics body is grounded
+ if (IsKeyDown(KEY_UP) && body->isGrounded) body->velocity.y = -VELOCITY*4;
+ //----------------------------------------------------------------------------------
+
+ // 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);
+
+ 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("Use 'ARROWS' to move player", 10, 10, 10, WHITE);
+ DrawText("Press 'R' to reset example", 10, 30, 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;
+}
diff --git a/examples/physics_movement.png b/examples/physics_movement.png
new file mode 100644
index 00000000..a88a7d79
--- /dev/null
+++ b/examples/physics_movement.png
Binary files differ
diff --git a/examples/physics_restitution.c b/examples/physics_restitution.c
new file mode 100644
index 00000000..3543db69
--- /dev/null
+++ b/examples/physics_restitution.c
@@ -0,0 +1,115 @@
+/*******************************************************************************************
+*
+* Physac - Physics restitution
+*
+* 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 restitution");
+ 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)
+ floor->restitution = 1;
+
+ // Create circles physics body
+ PhysicsBody 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->restitution = 0.5f;
+ PhysicsBody circleC = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.75f, screenHeight/2 }, 30, 10);
+ circleC->restitution = 1;
+ //--------------------------------------------------------------------------------------
+
+ // 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 };
+ }
+ //----------------------------------------------------------------------------------
+
+ // 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);
+
+ 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("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);
+
+ 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;
+}
diff --git a/examples/physics_restitution.png b/examples/physics_restitution.png
new file mode 100644
index 00000000..8ec4b3f3
--- /dev/null
+++ b/examples/physics_restitution.png
Binary files differ
diff --git a/examples/physics_shatter.c b/examples/physics_shatter.c
new file mode 100644
index 00000000..2cb9d195
--- /dev/null
+++ b/examples/physics_shatter.c
@@ -0,0 +1,107 @@
+/*******************************************************************************************
+*
+* Physac - Body shatter
+*
+* 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] - Body shatter");
+ SetTargetFPS(60);
+
+ // Physac logo drawing position
+ int logoX = screenWidth - MeasureText("Physac", 30) - 10;
+ int logoY = 15;
+
+ // Initialize physics and default physics bodies
+ InitPhysics();
+ SetPhysicsGravity(0, 0);
+
+ // Create random polygon physics body to shatter
+ PhysicsBody body = CreatePhysicsBodyPolygon((Vector2){ screenWidth/2, screenHeight/2 }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ if (IsKeyPressed('R')) // Reset physics input
+ {
+ ResetPhysics();
+
+ // Create random polygon physics body to shatter
+ body = CreatePhysicsBodyPolygon((Vector2){ screenWidth/2, screenHeight/2 }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
+ }
+
+ if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) // Physics shatter input
+ {
+ // Note: some values need to be stored in variables due to asynchronous changes during main thread
+ int count = GetPhysicsBodiesCount();
+ for (int i = count - 1; i >= 0; i--)
+ {
+ PhysicsBody currentBody = GetPhysicsBody(i);
+ if (currentBody != NULL) PhysicsShatter(currentBody, GetMousePosition(), 10/currentBody->inverseMass);
+ }
+ }
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(BLACK);
+
+ // Draw created physics bodies
+ int bodiesCount = GetPhysicsBodiesCount();
+ for (int i = 0; i < bodiesCount; i++)
+ {
+ PhysicsBody currentBody = GetPhysicsBody(i);
+
+ 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(currentBody, j);
+
+ int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape
+ Vector2 vertexB = GetPhysicsShapeVertex(currentBody, jj);
+
+ DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions
+ }
+ }
+
+ DrawText("Left mouse button in polygon area to shatter body\nPress '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;
+}
diff --git a/examples/physics_shatter.png b/examples/physics_shatter.png
new file mode 100644
index 00000000..68f9a1b7
--- /dev/null
+++ b/examples/physics_shatter.png
Binary files differ