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			124 lines
		
	
	
		
			5.2 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			124 lines
		
	
	
		
			5.2 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*******************************************************************************************
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| *
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| *   Physac - Physics restitution
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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 $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread 
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| *   -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
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| *   
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| *   Copyright (c) 2017 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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| #include "physac.h"
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| 
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| int main()
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| {
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|     // Initialization
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|     //--------------------------------------------------------------------------------------
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|     int screenWidth = 800;
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|     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 restitution");
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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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|     floor->restitution = 1;
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| 
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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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|     
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|     SetTargetFPS(60);
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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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|         if (IsKeyPressed('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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| 
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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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|                 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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|             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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| 
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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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| 
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