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			148 lines
		
	
	
		
			6.2 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			148 lines
		
	
	
		
			6.2 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*******************************************************************************************
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| *
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| *   Physac - Physics friction
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| *
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| *   NOTE 1: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
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| *   NOTE 2: Physac requires static C library linkage to avoid dependency on MinGW DLL (-static -lpthread)
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| *
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| *   Use the following line to compile:
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| *
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| *   gcc -o $(NAME_PART).exe $(FILE_NAME) -s -static  /
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| *       -lraylib -lpthread -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm /
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| *       -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
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| *
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| *   Copyright (c) 2016-2018 Victor Fisac
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| *
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| ********************************************************************************************/
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| 
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| #include "raylib.h"
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| 
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| #define PHYSAC_IMPLEMENTATION
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| #define PHYSAC_NO_THREADS
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| #include "physac.h"
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| 
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| int main(void)
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| {
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|     // Initialization
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|     //--------------------------------------------------------------------------------------
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|     const int screenWidth = 800;
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|     const int screenHeight = 450;
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| 
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|     SetConfigFlags(FLAG_MSAA_4X_HINT);
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|     InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics friction");
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| 
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|     // Physac logo drawing position
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|     int logoX = screenWidth - MeasureText("Physac", 30) - 10;
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|     int logoY = 15;
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| 
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|     // Initialize physics and default physics bodies
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|     InitPhysics();
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| 
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|     // Create floor rectangle physics body
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|     PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, screenWidth, 100, 10);
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|     floor->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
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|     PhysicsBody wall = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight*0.8f }, 10, 80, 10);
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|     wall->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
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| 
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|     // Create left ramp physics body
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|     PhysicsBody rectLeft = CreatePhysicsBodyRectangle((Vector2){ 25, screenHeight - 5 }, 250, 250, 10);
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|     rectLeft->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
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|     SetPhysicsBodyRotation(rectLeft, 30*DEG2RAD);
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| 
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|     // Create right ramp  physics body
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|     PhysicsBody rectRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth - 25, screenHeight - 5 }, 250, 250, 10);
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|     rectRight->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
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|     SetPhysicsBodyRotation(rectRight, 330*DEG2RAD);
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| 
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|     // Create dynamic physics bodies
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|     PhysicsBody bodyA = CreatePhysicsBodyRectangle((Vector2){ 35, screenHeight*0.6f }, 40, 40, 10);
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|     bodyA->staticFriction = 0.1f;
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|     bodyA->dynamicFriction = 0.1f;
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|     SetPhysicsBodyRotation(bodyA, 30*DEG2RAD);
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| 
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|     PhysicsBody bodyB = CreatePhysicsBodyRectangle((Vector2){ screenWidth - 35, screenHeight*0.6f }, 40, 40, 10);
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|     bodyB->staticFriction = 1.0f;
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|     bodyB->dynamicFriction = 1.0f;
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|     SetPhysicsBodyRotation(bodyB, 330*DEG2RAD);
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| 
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|     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
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|     //--------------------------------------------------------------------------------------
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| 
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|     // Main game loop
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|     while (!WindowShouldClose())    // Detect window close button or ESC key
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|     {
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|         // Update
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|         //----------------------------------------------------------------------------------
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|         RunPhysicsStep();
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| 
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|         if (IsKeyPressed('R'))    // Reset physics input
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|         {
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|             // Reset dynamic physics bodies position, velocity and rotation
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|             bodyA->position = (Vector2){ 35, screenHeight*0.6f };
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|             bodyA->velocity = (Vector2){ 0, 0 };
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|             bodyA->angularVelocity = 0;
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|             SetPhysicsBodyRotation(bodyA, 30*DEG2RAD);
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| 
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|             bodyB->position = (Vector2){ screenWidth - 35, screenHeight*0.6f };
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|             bodyB->velocity = (Vector2){ 0, 0 };
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|             bodyB->angularVelocity = 0;
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|             SetPhysicsBodyRotation(bodyB, 330*DEG2RAD);
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|         }
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|         //----------------------------------------------------------------------------------
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| 
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|         // Draw
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|         //----------------------------------------------------------------------------------
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|         BeginDrawing();
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| 
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|             ClearBackground(BLACK);
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| 
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|             DrawFPS(screenWidth - 90, screenHeight - 30);
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| 
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|             // Draw created physics bodies
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|             int bodiesCount = GetPhysicsBodiesCount();
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|             for (int i = 0; i < bodiesCount; i++)
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|             {
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|                 PhysicsBody body = GetPhysicsBody(i);
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| 
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|                 if (body != NULL)
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|                 {
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|                     int vertexCount = GetPhysicsShapeVerticesCount(i);
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|                     for (int j = 0; j < vertexCount; j++)
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|                     {
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|                         // Get physics bodies shape vertices to draw lines
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|                         // Note: GetPhysicsShapeVertex() already calculates rotation transformations
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|                         Vector2 vertexA = GetPhysicsShapeVertex(body, j);
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| 
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|                         int jj = (((j + 1) < vertexCount) ? (j + 1) : 0);   // Get next vertex or first to close the shape
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|                         Vector2 vertexB = GetPhysicsShapeVertex(body, jj);
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| 
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|                         DrawLineV(vertexA, vertexB, GREEN);     // Draw a line between two vertex positions
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|                     }
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|                 }
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|             }
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| 
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|             DrawRectangle(0, screenHeight - 49, screenWidth, 49, BLACK);
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| 
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|             DrawText("Friction amount", (screenWidth - MeasureText("Friction amount", 30))/2, 75, 30, WHITE);
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|             DrawText("0.1", bodyA->position.x - MeasureText("0.1", 20)/2, bodyA->position.y - 7, 20, WHITE);
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|             DrawText("1", bodyB->position.x - MeasureText("1", 20)/2, bodyB->position.y - 7, 20, WHITE);
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| 
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|             DrawText("Press 'R' to reset example", 10, 10, 10, WHITE);
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| 
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|             DrawText("Physac", logoX, logoY, 30, WHITE);
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|             DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
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| 
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|         EndDrawing();
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|         //----------------------------------------------------------------------------------
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|     }
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| 
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|     // De-Initialization
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|     //--------------------------------------------------------------------------------------
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|     ClosePhysics();       // Unitialize physics
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| 
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|     CloseWindow();        // Close window and OpenGL context
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|     //--------------------------------------------------------------------------------------
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| 
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|     return 0;
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| }
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