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+/*******************************************************************************************
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+*
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+* raylib [physac] physics example - Rigidbody forces
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+*
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+* This example has been created using raylib 1.3 (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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+* Copyright (c) 2014 Ramon Santamaria (@raysan5)
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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 MAX_OBJECTS 5
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+#define OBJECTS_OFFSET 150
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+
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+#define FORCE_INTENSITY 250.0f // Customize by user
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+#define FORCE_RADIUS 100 // Customize by user
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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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+ InitWindow(screenWidth, screenHeight, "raylib [physics] example - rigidbodies forces");
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+ SetTargetFPS(60); // Enable v-sync
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+ InitPhysics(); // Initialize internal physics values (max rigidbodies/colliders available: 1024)
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+
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+ // Physics initialization
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+ Physics worldPhysics = {true, false, (Vector2){0, -9.81f}};
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+
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+ // Set internal physics settings
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+ SetPhysics(worldPhysics);
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+
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+ // Objects initialization
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+ Transform objects[MAX_OBJECTS];
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+ for(int i = 0; i < MAX_OBJECTS; i++)
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+ {
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+ objects[i] = (Transform){(Vector2){75 + OBJECTS_OFFSET * i, (screenHeight - 50) / 2}, 0.0f, (Vector2){50, 50}};
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+ AddCollider(i, (Collider){true, RectangleCollider, (Rectangle){objects[i].position.x, objects[i].position.y, objects[i].scale.x, objects[i].scale.y}, 0});
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+ AddRigidbody(i, (Rigidbody){true, 1.0f, (Vector2){0, 0}, (Vector2){0, 0}, false, false, true, 0.5f, 0.5f});
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+ }
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+
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+ // Floor initialization
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+ // NOTE: floor doesn't need a rigidbody because it's a static physic object, just a collider to collide with other dynamic colliders (with rigidbody)
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+ Transform floor = (Transform){(Vector2){0, screenHeight * 0.8f}, 0.0f, (Vector2){screenWidth, screenHeight * 0.2f}};
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+ AddCollider(MAX_OBJECTS, (Collider){true, RectangleCollider, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0});
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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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+
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+ // Update object physics
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+ // NOTE: all physics detections and reactions are calculated in ApplyPhysics() function (You will live happier :D)
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+ for(int i = 0; i < MAX_OBJECTS; i++)
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+ {
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+ ApplyPhysics(i, &objects[i].position);
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+ }
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+
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+ // Check foce button input
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+ if(IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
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+ {
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+ AddForceAtPosition(GetMousePosition(), FORCE_INTENSITY, FORCE_RADIUS);
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+ }
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+
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+ // Check debug mode toggle button input
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+ if(IsKeyPressed(KEY_P))
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+ {
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+ // Update program physics value
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+ worldPhysics.debug = !worldPhysics.debug;
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+
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+ // Update internal physics value
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+ SetPhysics(worldPhysics);
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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(RAYWHITE);
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+
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+ // Check if debug mode is enabled
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+ if(worldPhysics.debug)
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+ {
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+ // Draw every internal physics stored collider if it is active (floor included)
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+ for(int i = 0; i < MAX_OBJECTS + 1; i++)
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+ {
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+ if(GetCollider(i).enabled)
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+ {
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+ // Draw collider bounds
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+ DrawRectangleLines(GetCollider(i).bounds.x, GetCollider(i).bounds.y, GetCollider(i).bounds.width, GetCollider(i).bounds.height, GREEN);
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+
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+ // Check if current collider is not floor
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+ if(i < MAX_OBJECTS)
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+ {
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+ // Draw lines between mouse position and objects if they are in force range
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+ if(CheckCollisionPointCircle(GetMousePosition(), (Vector2){GetCollider(i).bounds.x + GetCollider(i).bounds.width / 2, GetCollider(i).bounds.y + GetCollider(i).bounds.height / 2}, FORCE_RADIUS))
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+ {
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+ DrawLineV(GetMousePosition(), (Vector2){GetCollider(i).bounds.x + GetCollider(i).bounds.width / 2, GetCollider(i).bounds.y + GetCollider(i).bounds.height / 2}, RED);
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+ }
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+ }
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+ }
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+ }
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+
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+ // Draw radius circle
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+ DrawCircleLines(GetMousePosition().x, GetMousePosition().y, FORCE_RADIUS, RED);
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+ }
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+ else
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+ {
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+ // Draw objects
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+ for(int i = 0; i < MAX_OBJECTS; i++)
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+ {
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+ DrawRectangleRec((Rectangle){objects[i].position.x, objects[i].position.y, objects[i].scale.x, objects[i].scale.y}, GRAY);
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+ }
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+
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+ // Draw floor
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+ DrawRectangleRec((Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, BLACK);
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+ }
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+
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+
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+ // Draw help messages
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+ DrawText("Use LEFT MOUSE BUTTON to create a force in mouse position", (screenWidth - MeasureText("Use LEFT MOUSE BUTTON to create a force in mouse position", 20)) / 2, screenHeight * 0.20f, 20, LIGHTGRAY);
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+ DrawText("Use P to switch DEBUG MODE", (screenWidth - MeasureText("Use P to switch DEBUG MODE", 20)) / 2, screenHeight * 0.3f, 20, LIGHTGRAY);
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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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+ 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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