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@@ -11,11 +11,11 @@
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#include "raylib.h"
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#include "raylib.h"
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-#define MAX_OBJECTS 5
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-#define OBJECTS_OFFSET 150
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+#define MAX_OBJECTS 5
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+#define OBJECTS_OFFSET 150
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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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+#define FORCE_INTENSITY 250.0f // Customize by user
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+#define FORCE_RADIUS 100 // Customize by user
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int main()
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int main()
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{
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{
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@@ -25,7 +25,7 @@ int main()
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int screenHeight = 450;
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [physics] example - rigidbodies forces");
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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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+
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InitPhysics(); // Initialize internal physics values (max rigidbodies/colliders available: 1024)
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InitPhysics(); // Initialize internal physics values (max rigidbodies/colliders available: 1024)
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// Physics initialization
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// Physics initialization
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@@ -36,17 +36,20 @@ int main()
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// Objects initialization
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// Objects initialization
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Transform objects[MAX_OBJECTS];
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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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+ for (int i = 0; i < MAX_OBJECTS; i++)
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{
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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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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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+ AddCollider(i, (Collider){true, COLLIDER_RECTANGLE, (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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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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// 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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// 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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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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+ AddCollider(MAX_OBJECTS, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0});
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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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// Main game loop
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@@ -57,19 +60,19 @@ int main()
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// Update object physics
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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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// 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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+ for (int i = 0; i < MAX_OBJECTS; i++)
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{
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{
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ApplyPhysics(i, &objects[i].position);
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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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// Check foce button input
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- if(IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
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+ if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
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{
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{
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AddForceAtPosition(GetMousePosition(), FORCE_INTENSITY, FORCE_RADIUS);
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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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// Check debug mode toggle button input
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- if(IsKeyPressed(KEY_P))
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+ if (IsKeyPressed(KEY_P))
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{
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{
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// Update program physics value
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// Update program physics value
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worldPhysics.debug = !worldPhysics.debug;
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worldPhysics.debug = !worldPhysics.debug;
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@@ -86,21 +89,21 @@ int main()
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ClearBackground(RAYWHITE);
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ClearBackground(RAYWHITE);
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// Check if debug mode is enabled
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// Check if debug mode is enabled
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- if(worldPhysics.debug)
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+ if (worldPhysics.debug)
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{
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{
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// Draw every internal physics stored collider if it is active (floor included)
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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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+ for (int i = 0; i < MAX_OBJECTS + 1; i++)
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{
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{
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- if(GetCollider(i).enabled)
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+ if (GetCollider(i).enabled)
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{
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{
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// Draw collider bounds
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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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DrawRectangleLines(GetCollider(i).bounds.x, GetCollider(i).bounds.y, GetCollider(i).bounds.width, GetCollider(i).bounds.height, GREEN);
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// Check if current collider is not floor
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// Check if current collider is not floor
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- if(i < MAX_OBJECTS)
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+ if (i < MAX_OBJECTS)
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{
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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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// 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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+ 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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{
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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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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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@@ -114,7 +117,7 @@ int main()
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else
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else
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{
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{
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// Draw objects
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// Draw objects
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- for(int i = 0; i < MAX_OBJECTS; i++)
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+ for (int i = 0; i < MAX_OBJECTS; i++)
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{
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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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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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