diff options
| author | Ray <raysan5@gmail.com> | 2016-11-21 21:40:04 +0100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2016-11-21 21:40:04 +0100 |
| commit | d1c9c34b2f374c010d3e2c4b54378b830fbc3f21 (patch) | |
| tree | 24bd1f44f6e3564b63a3017e60f144baa459f7f9 /examples | |
| parent | 918fc002d0e75f5ea15036634edf8aa3fba9bedc (diff) | |
| parent | e8630c78d069a1cba50b1a78108663ebc19e5b9b (diff) | |
| download | raylib-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.c | 135 | ||||
| -rw-r--r-- | examples/physics_basic_rigidbody.png | bin | 15294 -> 0 bytes | |||
| -rw-r--r-- | examples/physics_demo.c | 122 | ||||
| -rw-r--r-- | examples/physics_demo.png | bin | 0 -> 23466 bytes | |||
| -rw-r--r-- | examples/physics_forces.c | 193 | ||||
| -rw-r--r-- | examples/physics_forces.png | bin | 17935 -> 0 bytes | |||
| -rw-r--r-- | examples/physics_friction.c | 136 | ||||
| -rw-r--r-- | examples/physics_friction.png | bin | 0 -> 18150 bytes | |||
| -rw-r--r-- | examples/physics_movement.c | 122 | ||||
| -rw-r--r-- | examples/physics_movement.png | bin | 0 -> 15947 bytes | |||
| -rw-r--r-- | examples/physics_restitution.c | 115 | ||||
| -rw-r--r-- | examples/physics_restitution.png | bin | 0 -> 17833 bytes | |||
| -rw-r--r-- | examples/physics_shatter.c | 107 | ||||
| -rw-r--r-- | examples/physics_shatter.png | bin | 0 -> 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 Binary files differdeleted file mode 100644 index 52f265ac..00000000 --- a/examples/physics_basic_rigidbody.png +++ /dev/null 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 Binary files differnew file mode 100644 index 00000000..12dc7e72 --- /dev/null +++ b/examples/physics_demo.png 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 Binary files differdeleted file mode 100644 index 832bdbd9..00000000 --- a/examples/physics_forces.png +++ /dev/null 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 Binary files differnew file mode 100644 index 00000000..e791ec2b --- /dev/null +++ b/examples/physics_friction.png 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 Binary files differnew file mode 100644 index 00000000..a88a7d79 --- /dev/null +++ b/examples/physics_movement.png 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 Binary files differnew file mode 100644 index 00000000..8ec4b3f3 --- /dev/null +++ b/examples/physics_restitution.png 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 Binary files differnew file mode 100644 index 00000000..68f9a1b7 --- /dev/null +++ b/examples/physics_shatter.png |
