|
@@ -2,9 +2,11 @@
|
|
|
*
|
|
|
* Physac - Physics friction
|
|
|
*
|
|
|
-* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
|
|
|
+* NOTE 1: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
|
|
|
+* NOTE 2: Physac requires static C library linkage to avoid dependency on MinGW DLL (-static -lpthread)
|
|
|
+*
|
|
|
+* Use the following line to compile:
|
|
|
*
|
|
|
-* Use the following code to compile (-static -lpthread):
|
|
|
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread
|
|
|
* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
|
|
|
*
|
|
@@ -15,29 +17,50 @@
|
|
|
#include "raylib.h"
|
|
|
|
|
|
#define PHYSAC_IMPLEMENTATION
|
|
|
-#include "../src/physac.h"
|
|
|
+#include "physac.h"
|
|
|
+
|
|
|
+#if defined(PLATFORM_WEB)
|
|
|
+ #include <emscripten/emscripten.h>
|
|
|
+#endif
|
|
|
+
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
+// Global Variables Definition
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
+int screenWidth = 800;
|
|
|
+int screenHeight = 450;
|
|
|
+
|
|
|
+// Physac logo drawing position
|
|
|
+int logoX = 0;
|
|
|
+int logoY = 15;
|
|
|
+
|
|
|
+PhysicsBody bodyA;
|
|
|
+PhysicsBody bodyB;
|
|
|
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
+// Module Functions Declaration
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
+void UpdateDrawFrame(void); // Update and Draw one frame
|
|
|
+
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
+// Main Enry Point
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
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;
|
|
|
+ logoX = screenWidth - MeasureText("Physac", 30) - 10;
|
|
|
|
|
|
// 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 ground = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, screenWidth, 100, 10);
|
|
|
+ ground->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)
|
|
|
|
|
@@ -52,88 +75,104 @@ int main()
|
|
|
SetPhysicsBodyRotation(rectRight, 330*DEG2RAD);
|
|
|
|
|
|
// Create dynamic physics bodies
|
|
|
- PhysicsBody bodyA = CreatePhysicsBodyRectangle((Vector2){ 35, screenHeight*0.6f }, 40, 40, 10);
|
|
|
+ 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 = CreatePhysicsBodyRectangle((Vector2){ screenWidth - 35, screenHeight*0.6f }, 40, 40, 10);
|
|
|
bodyB->staticFriction = 1;
|
|
|
bodyB->dynamicFriction = 1;
|
|
|
SetPhysicsBodyRotation(bodyB, 330*DEG2RAD);
|
|
|
- //--------------------------------------------------------------------------------------
|
|
|
|
|
|
+#if defined(PLATFORM_WEB)
|
|
|
+ emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
|
|
|
+#else
|
|
|
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
|
|
+ //--------------------------------------------------------------------------------------
|
|
|
+
|
|
|
// 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);
|
|
|
- }
|
|
|
- //----------------------------------------------------------------------------------
|
|
|
+ UpdateDrawFrame();
|
|
|
+ }
|
|
|
+#endif
|
|
|
|
|
|
- // Draw
|
|
|
- //----------------------------------------------------------------------------------
|
|
|
- BeginDrawing();
|
|
|
+ // De-Initialization
|
|
|
+ //--------------------------------------------------------------------------------------
|
|
|
+ ClosePhysics(); // Uninitialize physics
|
|
|
|
|
|
- ClearBackground(BLACK);
|
|
|
+ CloseWindow(); // Close window and OpenGL context
|
|
|
+ //--------------------------------------------------------------------------------------
|
|
|
|
|
|
- DrawFPS(screenWidth - 90, screenHeight - 30);
|
|
|
+ return 0;
|
|
|
+}
|
|
|
|
|
|
- // Draw created physics bodies
|
|
|
- int bodiesCount = GetPhysicsBodiesCount();
|
|
|
- for (int i = 0; i < bodiesCount; i++)
|
|
|
- {
|
|
|
- PhysicsBody body = GetPhysicsBody(i);
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
+// Module Functions Definition
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
+void UpdateDrawFrame(void)
|
|
|
+{
|
|
|
+ // 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);
|
|
|
|
|
|
- if (body != NULL)
|
|
|
+ // 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++)
|
|
|
{
|
|
|
- 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
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
+ // Get physics bodies shape vertices to draw lines
|
|
|
+ // Note: GetPhysicsShapeVertex() already calculates rotation transformations
|
|
|
+ Vector2 vertexA = GetPhysicsShapeVertex(body, j);
|
|
|
|
|
|
- DrawRectangle(0, screenHeight - 49, screenWidth, 49, BLACK);
|
|
|
+ int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape
|
|
|
+ Vector2 vertexB = GetPhysicsShapeVertex(body, jj);
|
|
|
|
|
|
- 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);
|
|
|
+ DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
|
|
|
- DrawText("Press 'R' to reset example", 10, 10, 10, WHITE);
|
|
|
+ DrawRectangle(0, screenHeight - 49, screenWidth, 49, BLACK);
|
|
|
|
|
|
- DrawText("Physac", logoX, logoY, 30, WHITE);
|
|
|
- DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
|
|
|
+ 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);
|
|
|
|
|
|
- EndDrawing();
|
|
|
- //----------------------------------------------------------------------------------
|
|
|
- }
|
|
|
+ DrawText("Press 'R' to reset example", 10, 10, 10, WHITE);
|
|
|
|
|
|
- // De-Initialization
|
|
|
- //--------------------------------------------------------------------------------------
|
|
|
- ClosePhysics(); // Unitialize physics
|
|
|
- CloseWindow(); // Close window and OpenGL context
|
|
|
- //--------------------------------------------------------------------------------------
|
|
|
+ DrawText("Physac", logoX, logoY, 30, WHITE);
|
|
|
+ DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
|
|
|
|
|
|
- return 0;
|
|
|
+ EndDrawing();
|
|
|
+ //----------------------------------------------------------------------------------
|
|
|
}
|
|
|
+
|