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			130 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			130 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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*
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*   raylib [physac] example - physics restitution
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*
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*   This example has been created using raylib 1.5 (www.raylib.com)
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*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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*   This example uses physac 1.1 (https://github.com/raysan5/raylib/blob/master/src/physac.h)
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*
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*   Copyright (c) 2016-2021 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define PHYSAC_IMPLEMENTATION
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#include "physac.h"
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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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    SetConfigFlags(FLAG_MSAA_4X_HINT);
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    InitWindow(screenWidth, screenHeight, "raylib [physac] example - physics restitution");
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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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    // Initialize physics and default physics bodies
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    InitPhysics();
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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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    floor->restitution = 1;
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    // Create circles physics body
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    PhysicsBody circleA = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.25f, screenHeight/2 }, 30, 10);
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    circleA->restitution = 0;
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    PhysicsBody circleB = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.5f, screenHeight/2 }, 30, 10);
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    circleB->restitution = 0.5f;
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    PhysicsBody circleC = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.75f, screenHeight/2 }, 30, 10);
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    circleC->restitution = 1;
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    // Restitution demo needs a very tiny physics time step for a proper simulation
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    SetPhysicsTimeStep(1.0/60.0/100*1000);
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    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
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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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        UpdatePhysics();            // Update physics system
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        if (IsKeyPressed(KEY_R))    // Reset physics input
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        {
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            // Reset circles physics bodies position and velocity
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            circleA->position = (Vector2){ screenWidth*0.25f, screenHeight/2 };
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            circleA->velocity = (Vector2){ 0, 0 };
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            circleB->position = (Vector2){ screenWidth*0.5f, screenHeight/2 };
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            circleB->velocity = (Vector2){ 0, 0 };
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            circleC->position = (Vector2){ screenWidth*0.75f, screenHeight/2 };
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            circleC->velocity = (Vector2){ 0, 0 };
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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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            ClearBackground(BLACK);
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            DrawFPS(screenWidth - 90, screenHeight - 30);
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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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                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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                    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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                    DrawLineV(vertexA, vertexB, GREEN);     // Draw a line between two vertex positions
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                }
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            }
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            DrawText("Restitution amount", (screenWidth - MeasureText("Restitution amount", 30))/2, 75, 30, WHITE);
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            DrawText("0", circleA->position.x - MeasureText("0", 20)/2, circleA->position.y - 7, 20, WHITE);
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            DrawText("0.5", circleB->position.x - MeasureText("0.5", 20)/2, circleB->position.y - 7, 20, WHITE);
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            DrawText("1", circleC->position.x - MeasureText("1", 20)/2, circleC->position.y - 7, 20, WHITE);
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            DrawText("Press 'R' to reset example", 10, 10, 10, WHITE);
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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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        EndDrawing();
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        //----------------------------------------------------------------------------------
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    }
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    // De-Initialization
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    //--------------------------------------------------------------------------------------
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    DestroyPhysicsBody(circleA);
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    DestroyPhysicsBody(circleB);
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    DestroyPhysicsBody(circleC);
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    DestroyPhysicsBody(floor);
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    ClosePhysics();       // Unitialize physics
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    CloseWindow();        // Close window and OpenGL context
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    //--------------------------------------------------------------------------------------
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    return 0;
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}
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