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subrepo: subdir: "OTRGui" merged: "a6066a251" upstream: origin: "https://github.com/HarbourMasters/otrgui.git" branch: "master" commit: "a6066a251" git-subrepo: version: "0.4.1" origin: "???" commit: "???"
143 lines
6.2 KiB
C
143 lines
6.2 KiB
C
/*******************************************************************************************
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*
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* raylib [physac] example - physics friction
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*
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* This example has been created using raylib 1.5 (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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* This example uses physac 1.1 (https://github.com/raysan5/raylib/blob/master/src/physac.h)
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*
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* Copyright (c) 2016-2021 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define PHYSAC_IMPLEMENTATION
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#include "extras/physac.h"
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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SetConfigFlags(FLAG_MSAA_4X_HINT);
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InitWindow(screenWidth, screenHeight, "raylib [physac] example - physics friction");
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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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// Initialize physics and default physics bodies
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InitPhysics();
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// Create floor rectangle physics body
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PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, (float)screenHeight }, (float)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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PhysicsBody wall = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, screenHeight*0.8f }, 10, 80, 10);
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wall->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
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// Create left ramp physics body
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PhysicsBody rectLeft = CreatePhysicsBodyRectangle((Vector2){ 25, (float)screenHeight - 5 }, 250, 250, 10);
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rectLeft->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
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SetPhysicsBodyRotation(rectLeft, 30*DEG2RAD);
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// Create right ramp physics body
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PhysicsBody rectRight = CreatePhysicsBodyRectangle((Vector2){ (float)screenWidth - 25, (float)screenHeight - 5 }, 250, 250, 10);
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rectRight->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
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SetPhysicsBodyRotation(rectRight, 330*DEG2RAD);
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// Create dynamic physics bodies
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PhysicsBody bodyA = CreatePhysicsBodyRectangle((Vector2){ 35, screenHeight*0.6f }, 40, 40, 10);
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bodyA->staticFriction = 0.1f;
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bodyA->dynamicFriction = 0.1f;
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SetPhysicsBodyRotation(bodyA, 30*DEG2RAD);
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PhysicsBody bodyB = CreatePhysicsBodyRectangle((Vector2){ (float)screenWidth - 35, (float)screenHeight*0.6f }, 40, 40, 10);
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bodyB->staticFriction = 1.0f;
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bodyB->dynamicFriction = 1.0f;
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SetPhysicsBodyRotation(bodyB, 330*DEG2RAD);
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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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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UpdatePhysics(); // Update physics system
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if (IsKeyPressed(KEY_R)) // Reset physics system
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{
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// Reset dynamic physics bodies position, velocity and rotation
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bodyA->position = (Vector2){ 35, screenHeight*0.6f };
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bodyA->velocity = (Vector2){ 0, 0 };
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bodyA->angularVelocity = 0;
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SetPhysicsBodyRotation(bodyA, 30*DEG2RAD);
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bodyB->position = (Vector2){ (float)screenWidth - 35, screenHeight * 0.6f };
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bodyB->velocity = (Vector2){ 0, 0 };
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bodyB->angularVelocity = 0;
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SetPhysicsBodyRotation(bodyB, 330*DEG2RAD);
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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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ClearBackground(BLACK);
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DrawFPS(screenWidth - 90, screenHeight - 30);
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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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if (body != NULL)
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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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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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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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DrawRectangle(0, screenHeight - 49, screenWidth, 49, BLACK);
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DrawText("Friction amount", (screenWidth - MeasureText("Friction amount", 30))/2.0f, 75, 30, WHITE);
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DrawText("0.1", (int)bodyA->position.x - MeasureText("0.1", 20)/2, (int)bodyA->position.y - 7, 20, WHITE);
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DrawText("1", (int)bodyB->position.x - MeasureText("1", 20)/2, (int)bodyB->position.y - 7, 20, WHITE);
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DrawText("Press 'R' to reset example", 10, 10, 10, WHITE);
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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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EndDrawing();
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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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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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