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Added new Physac examples

victorfisac 8 anni fa
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+ 122 - 0
examples/physics_demo.c

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+/*******************************************************************************************
+*
+*   Physac - Physics demo
+*
+*   NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
+*   The file pthreadGC2.dll is required to run the program; you can find it in 'src\external'
+*
+*   Copyright (c) 2016 Victor Fisac
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#define PHYSAC_IMPLEMENTATION
+#include "..\src\physac.h"
+
+int main()
+{
+    // Initialization
+    //--------------------------------------------------------------------------------------
+    int screenWidth = 800;
+    int screenHeight = 450;
+
+    SetConfigFlags(FLAG_MSAA_4X_HINT);
+    InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics demo");
+    SetTargetFPS(60);
+
+    // Physac logo drawing position
+    int logoX = screenWidth - MeasureText("Physac", 30) - 10;
+    int logoY = 15;
+
+    // Initialize physics and default physics bodies
+    InitPhysics();
+
+    // Create floor rectangle physics body
+    PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, 500, 100, 10);
+    floor->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
+
+    // Create obstacle circle physics body
+    PhysicsBody circle = CreatePhysicsBodyCircle((Vector2){ screenWidth/2, screenHeight/2 }, 45, 10);
+    circle->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
+    //--------------------------------------------------------------------------------------
+
+    // Main game loop
+    while (!WindowShouldClose())    // Detect window close button or ESC key
+    {
+        // Update
+        //----------------------------------------------------------------------------------
+        if (IsKeyPressed('R'))    // Reset physics input
+        {
+            ResetPhysics();
+
+            floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, 500, 100, 10);
+            floor->enabled = false;
+
+            circle = CreatePhysicsBodyCircle((Vector2){ screenWidth/2, screenHeight/2 }, 45, 10);
+            circle->enabled = false;
+        }
+
+        // Physics body creation inputs
+        if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) CreatePhysicsBodyPolygon(GetMousePosition(), GetRandomValue(20, 80), GetRandomValue(3, 8), 10);
+        else if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) CreatePhysicsBodyCircle(GetMousePosition(), GetRandomValue(10, 45), 10);
+
+        // Destroy falling physics bodies
+        int bodiesCount = GetPhysicsBodiesCount();
+        for (int i = bodiesCount - 1; i >= 0; i--)
+        {
+            PhysicsBody body = GetPhysicsBody(i);
+            if (body != NULL && (body->position.y > screenHeight*2)) DestroyPhysicsBody(body);
+        }
+        //----------------------------------------------------------------------------------
+
+        // Draw
+        //----------------------------------------------------------------------------------
+        BeginDrawing();
+
+            ClearBackground(BLACK);
+
+            DrawFPS(screenWidth - 90, screenHeight - 30);
+
+            // Draw created physics bodies
+            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++)
+                    {
+                        // 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
+                    }
+                }
+            }
+
+            DrawText("Left mouse button to create a polygon", 10, 10, 10, WHITE);
+            DrawText("Right mouse button to create a circle", 10, 25, 10, WHITE);
+            DrawText("Press 'R' to reset example", 10, 40, 10, WHITE);
+
+            DrawText("Physac", logoX, logoY, 30, WHITE);
+            DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
+
+        EndDrawing();
+        //----------------------------------------------------------------------------------
+    }
+
+    // De-Initialization
+    //--------------------------------------------------------------------------------------   
+    ClosePhysics();       // Unitialize physics
+    CloseWindow();        // Close window and OpenGL context
+    //--------------------------------------------------------------------------------------
+
+    return 0;
+}

BIN
examples/physics_demo.png


+ 136 - 0
examples/physics_friction.c

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+/*******************************************************************************************
+*
+*   Physac - Physics friction
+*
+*   NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
+*   The file pthreadGC2.dll is required to run the program; you can find it in 'src\external'
+*
+*   Copyright (c) 2016 Victor Fisac
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#define PHYSAC_IMPLEMENTATION
+#include "..\src\physac.h"
+
+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;
+
+    // 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 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)
+
+    // Create left ramp physics body
+    PhysicsBody rectLeft = CreatePhysicsBodyRectangle((Vector2){ 25, screenHeight - 5 }, 250, 250, 10);
+    rectLeft->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
+    SetPhysicsBodyRotation(rectLeft, 30*DEG2RAD);
+
+    // Create right ramp  physics body
+    PhysicsBody rectRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth - 25, screenHeight - 5 }, 250, 250, 10);
+    rectRight->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
+    SetPhysicsBodyRotation(rectRight, 330*DEG2RAD);
+
+    // Create dynamic physics bodies
+    PhysicsBody 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->staticFriction = 1;
+    bodyB->dynamicFriction = 1;
+    SetPhysicsBodyRotation(bodyB, 330*DEG2RAD);
+    //--------------------------------------------------------------------------------------
+
+    // 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);
+        }
+        //----------------------------------------------------------------------------------
+
+        // Draw
+        //----------------------------------------------------------------------------------
+        BeginDrawing();
+
+            ClearBackground(BLACK);
+
+            DrawFPS(screenWidth - 90, screenHeight - 30);
+
+            // 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++)
+                    {
+                        // 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
+                    }
+                }
+            }
+
+            DrawRectangle(0, screenHeight - 49, screenWidth, 49, BLACK);
+
+            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);
+
+            DrawText("Press 'R' to reset example", 10, 10, 10, WHITE);
+
+            DrawText("Physac", logoX, logoY, 30, WHITE);
+            DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
+
+        EndDrawing();
+        //----------------------------------------------------------------------------------
+    }
+
+    // De-Initialization
+    //--------------------------------------------------------------------------------------   
+    ClosePhysics();       // Unitialize physics
+    CloseWindow();        // Close window and OpenGL context
+    //--------------------------------------------------------------------------------------
+
+    return 0;
+}

BIN
examples/physics_friction.png


+ 122 - 0
examples/physics_movement.c

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+/*******************************************************************************************
+*
+*   Physac - Physics movement
+*
+*   NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
+*   The file pthreadGC2.dll is required to run the program; you can find it in 'src\external'
+*
+*   Copyright (c) 2016 Victor Fisac
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#define PHYSAC_IMPLEMENTATION
+#include "..\src\physac.h"
+
+#define     VELOCITY    0.5f
+
+int main()
+{
+    // Initialization
+    //--------------------------------------------------------------------------------------
+    int screenWidth = 800;
+    int screenHeight = 450;
+
+    SetConfigFlags(FLAG_MSAA_4X_HINT);
+    InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics movement");
+    SetTargetFPS(60);
+
+    // Physac logo drawing position
+    int logoX = screenWidth - MeasureText("Physac", 30) - 10;
+    int logoY = 15;
+
+    // Initialize physics and default physics bodies
+    InitPhysics();
+
+    // Create floor and walls rectangle physics body
+    PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, screenWidth, 100, 10);
+    PhysicsBody platformLeft = CreatePhysicsBodyRectangle((Vector2){ screenWidth*0.25f, screenHeight*0.6f }, screenWidth*0.25f, 10, 10);
+    PhysicsBody platformRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth*0.75f, screenHeight*0.6f }, screenWidth*0.25f, 10, 10);
+    PhysicsBody wallLeft = CreatePhysicsBodyRectangle((Vector2){ -5, screenHeight/2 }, 10, screenHeight, 10);
+    PhysicsBody wallRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth + 5, screenHeight/2 }, 10, screenHeight, 10);
+
+    // Disable dynamics to floor and walls physics bodies
+    floor->enabled = false;
+    platformLeft->enabled = false;
+    platformRight->enabled = false;
+    wallLeft->enabled = false;
+    wallRight->enabled = false;
+
+    // Create movement physics body
+    PhysicsBody body = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight/2 }, 50, 50, 1);
+    body->freezeOrient = true;  // Constrain body rotation to avoid little collision torque amounts
+    //--------------------------------------------------------------------------------------
+
+    // Main game loop
+    while (!WindowShouldClose())    // Detect window close button or ESC key
+    {
+        // Update
+        //----------------------------------------------------------------------------------
+        if (IsKeyPressed('R'))    // Reset physics input
+        {
+            // Reset movement physics body position, velocity and rotation
+            body->position = (Vector2){ screenWidth/2, screenHeight/2 };
+            body->velocity = (Vector2){ 0, 0 };
+            SetPhysicsBodyRotation(body, 0);
+        }
+
+        // Horizontal movement input
+        if (IsKeyDown(KEY_RIGHT)) body->velocity.x = VELOCITY;
+        else if (IsKeyDown(KEY_LEFT)) body->velocity.x = -VELOCITY;
+
+        // Vertical movement input checking if player physics body is grounded
+        if (IsKeyDown(KEY_UP) && body->isGrounded) body->velocity.y = -VELOCITY*4;
+        //----------------------------------------------------------------------------------
+
+        // Draw
+        //----------------------------------------------------------------------------------
+        BeginDrawing();
+
+            ClearBackground(BLACK);
+
+            DrawFPS(screenWidth - 90, screenHeight - 30);
+
+            // Draw created physics bodies
+            int bodiesCount = GetPhysicsBodiesCount();
+            for (int i = 0; i < bodiesCount; i++)
+            {
+                PhysicsBody body = GetPhysicsBody(i);
+
+                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
+                }
+            }
+
+            DrawText("Use 'ARROWS' to move player", 10, 10, 10, WHITE);
+            DrawText("Press 'R' to reset example", 10, 30, 10, WHITE);
+
+            DrawText("Physac", logoX, logoY, 30, WHITE);
+            DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
+
+        EndDrawing();
+        //----------------------------------------------------------------------------------
+    }
+
+    // De-Initialization
+    //--------------------------------------------------------------------------------------   
+    ClosePhysics();       // Unitialize physics
+    CloseWindow();        // Close window and OpenGL context
+    //--------------------------------------------------------------------------------------
+
+    return 0;
+}

BIN
examples/physics_movement.png


+ 115 - 0
examples/physics_restitution.c

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+/*******************************************************************************************
+*
+*   Physac - Physics restitution
+*
+*   NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
+*   The file pthreadGC2.dll is required to run the program; you can find it in 'src\external'
+*
+*   Copyright (c) 2016 Victor Fisac
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#define PHYSAC_IMPLEMENTATION
+#include "..\src\physac.h"
+
+int main()
+{
+    // Initialization
+    //--------------------------------------------------------------------------------------
+    int screenWidth = 800;
+    int screenHeight = 450;
+
+    SetConfigFlags(FLAG_MSAA_4X_HINT);
+    InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics restitution");
+    SetTargetFPS(60);
+
+    // Physac logo drawing position
+    int logoX = screenWidth - MeasureText("Physac", 30) - 10;
+    int logoY = 15;
+
+    // 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)
+    floor->restitution = 1;
+
+    // Create circles physics body
+    PhysicsBody circleA = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.25f, screenHeight/2 }, 30, 10);
+    circleA->restitution = 0;
+    PhysicsBody circleB = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.5f, screenHeight/2 }, 30, 10);
+    circleB->restitution = 0.5f;
+    PhysicsBody circleC = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.75f, screenHeight/2 }, 30, 10);
+    circleC->restitution = 1;
+    //--------------------------------------------------------------------------------------
+
+    // Main game loop
+    while (!WindowShouldClose())    // Detect window close button or ESC key
+    {
+        // Update
+        //----------------------------------------------------------------------------------
+        if (IsKeyPressed('R'))    // Reset physics input
+        {
+            // Reset circles physics bodies position and velocity
+            circleA->position = (Vector2){ screenWidth*0.25f, screenHeight/2 };
+            circleA->velocity = (Vector2){ 0, 0 };
+            circleB->position = (Vector2){ screenWidth*0.5f, screenHeight/2 };
+            circleB->velocity = (Vector2){ 0, 0 };
+            circleC->position = (Vector2){ screenWidth*0.75f, screenHeight/2 };
+            circleC->velocity = (Vector2){ 0, 0 };
+        }
+        //----------------------------------------------------------------------------------
+
+        // Draw
+        //----------------------------------------------------------------------------------
+        BeginDrawing();
+
+            ClearBackground(BLACK);
+
+            DrawFPS(screenWidth - 90, screenHeight - 30);
+
+            // Draw created physics bodies
+            int bodiesCount = GetPhysicsBodiesCount();
+            for (int i = 0; i < bodiesCount; i++)
+            {
+                PhysicsBody body = GetPhysicsBody(i);
+
+                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
+                }
+            }
+
+            DrawText("Restitution amount", (screenWidth - MeasureText("Restitution amount", 30))/2, 75, 30, WHITE);
+            DrawText("0", circleA->position.x - MeasureText("0", 20)/2, circleA->position.y - 7, 20, WHITE);
+            DrawText("0.5", circleB->position.x - MeasureText("0.5", 20)/2, circleB->position.y - 7, 20, WHITE);
+            DrawText("1", circleC->position.x - MeasureText("1", 20)/2, circleC->position.y - 7, 20, WHITE);
+
+            DrawText("Press 'R' to reset example", 10, 10, 10, WHITE);
+
+            DrawText("Physac", logoX, logoY, 30, WHITE);
+            DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
+
+        EndDrawing();
+        //----------------------------------------------------------------------------------
+    }
+
+    // De-Initialization
+    //--------------------------------------------------------------------------------------   
+    ClosePhysics();       // Unitialize physics
+    CloseWindow();        // Close window and OpenGL context
+    //--------------------------------------------------------------------------------------
+
+    return 0;
+}

BIN
examples/physics_restitution.png


+ 107 - 0
examples/physics_shatter.c

@@ -0,0 +1,107 @@
+/*******************************************************************************************
+*
+*   Physac - Body shatter
+*
+*   NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
+*   The file pthreadGC2.dll is required to run the program; you can find it in 'src\external'
+*
+*   Copyright (c) 2016 Victor Fisac
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#define PHYSAC_IMPLEMENTATION
+#include "..\src\physac.h" 
+
+int main()
+{
+    // Initialization
+    //--------------------------------------------------------------------------------------
+    int screenWidth = 800;
+    int screenHeight = 450;
+
+    SetConfigFlags(FLAG_MSAA_4X_HINT);
+    InitWindow(screenWidth, screenHeight, "Physac [raylib] - Body shatter");
+    SetTargetFPS(60);
+
+    // Physac logo drawing position
+    int logoX = screenWidth - MeasureText("Physac", 30) - 10;
+    int logoY = 15;
+
+    // Initialize physics and default physics bodies
+    InitPhysics();
+    SetPhysicsGravity(0, 0);
+
+    // Create random polygon physics body to shatter
+    PhysicsBody body = CreatePhysicsBodyPolygon((Vector2){ screenWidth/2, screenHeight/2 }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
+    //--------------------------------------------------------------------------------------
+
+    // Main game loop
+    while (!WindowShouldClose())    // Detect window close button or ESC key
+    {
+        // Update
+        //----------------------------------------------------------------------------------
+        if (IsKeyPressed('R'))    // Reset physics input
+        {
+            ResetPhysics();
+
+            // Create random polygon physics body to shatter
+            body = CreatePhysicsBodyPolygon((Vector2){ screenWidth/2, screenHeight/2 }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
+        }
+
+        if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))    // Physics shatter input
+        {
+            // Note: some values need to be stored in variables due to asynchronous changes during main thread
+            int count = GetPhysicsBodiesCount();
+            for (int i = count - 1; i >= 0; i--)
+            {
+                PhysicsBody currentBody = GetPhysicsBody(i);
+                if (currentBody != NULL) PhysicsShatter(currentBody, GetMousePosition(), 10/currentBody->inverseMass);
+            }
+        }
+        //----------------------------------------------------------------------------------
+
+        // Draw
+        //----------------------------------------------------------------------------------
+        BeginDrawing();
+
+            ClearBackground(BLACK);
+
+            // Draw created physics bodies
+            int bodiesCount = GetPhysicsBodiesCount();
+            for (int i = 0; i < bodiesCount; i++)
+            {
+                PhysicsBody currentBody = GetPhysicsBody(i);
+
+                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(currentBody, j);
+
+                    int jj = (((j + 1) < vertexCount) ? (j + 1) : 0);   // Get next vertex or first to close the shape
+                    Vector2 vertexB = GetPhysicsShapeVertex(currentBody, jj);
+
+                    DrawLineV(vertexA, vertexB, GREEN);     // Draw a line between two vertex positions
+                }
+            }
+
+            DrawText("Left mouse button in polygon area to shatter body\nPress 'R' to reset example", 10, 10, 10, WHITE);
+
+            DrawText("Physac", logoX, logoY, 30, WHITE);
+            DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
+
+        EndDrawing();
+        //----------------------------------------------------------------------------------
+    }
+
+    // De-Initialization
+    //--------------------------------------------------------------------------------------   
+    ClosePhysics();       // Unitialize physics
+    CloseWindow();        // Close window and OpenGL context
+    //--------------------------------------------------------------------------------------
+
+    return 0;
+}

BIN
examples/physics_shatter.png