Improve physics and add examples
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7 changed files with 1039 additions and 376 deletions
118
examples/physics/physac/demo/main.go
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118
examples/physics/physac/demo/main.go
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package main
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import (
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//"fmt"
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"github.com/gen2brain/raylib-go/physics"
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"github.com/gen2brain/raylib-go/raylib"
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)
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func main() {
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screenWidth := int32(800)
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screenHeight := int32(450)
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raylib.SetConfigFlags(raylib.FlagMsaa4xHint)
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raylib.InitWindow(screenWidth, screenHeight, "Physac [raylib] - physics demo")
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// Physac logo drawing position
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logoX := screenWidth - raylib.MeasureText("Physac", 30) - 10
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logoY := int32(15)
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// Initialize physics and default physics bodies
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physics.Init()
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// Create floor rectangle physics body
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floor := physics.NewBodyRectangle(raylib.NewVector2(float32(screenWidth)/2, float32(screenHeight)), 500, 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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// Create obstacle circle physics body
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circle := physics.NewBodyCircle(raylib.NewVector2(float32(screenWidth)/2, float32(screenHeight)/2), 45, 10)
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circle.Enabled = false // Disable body state to convert it to static (no dynamics, but collisions)
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raylib.SetTargetFPS(60)
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for !raylib.WindowShouldClose() {
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// Update created physics objects
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physics.Update()
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if raylib.IsKeyPressed(raylib.KeyR) { // Reset physics input
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physics.Reset()
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floor = physics.NewBodyRectangle(raylib.NewVector2(float32(screenWidth)/2, float32(screenHeight)), 500, 100, 10)
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floor.Enabled = false
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circle = physics.NewBodyCircle(raylib.NewVector2(float32(screenWidth)/2, float32(screenHeight)/2), 45, 10)
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circle.Enabled = false
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}
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// Physics body creation inputs
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if raylib.IsMouseButtonPressed(raylib.MouseLeftButton) {
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physics.NewBodyPolygon(raylib.GetMousePosition(), float32(raylib.GetRandomValue(20, 80)), int(raylib.GetRandomValue(3, 8)), 10)
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} else if raylib.IsMouseButtonPressed(raylib.MouseRightButton) {
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physics.NewBodyCircle(raylib.GetMousePosition(), float32(raylib.GetRandomValue(10, 45)), 10)
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}
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// Destroy falling physics bodies
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for _, body := range physics.GetBodies() {
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if body.Position.Y > float32(screenHeight)*2 {
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physics.DestroyBody(body)
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}
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}
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raylib.BeginDrawing()
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raylib.ClearBackground(raylib.Black)
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raylib.DrawFPS(screenWidth-90, screenHeight-30)
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// Draw created physics bodies
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for i, body := range physics.GetBodies() {
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//if body.Enabled && body.IsGrounded {
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//fmt.Printf("%+v\n", body)
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//fmt.Printf("Velocity: %.6f, %.6f\n", body.Velocity.X, body.Velocity.X)
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//fmt.Printf("Force: %.6f, %.6f\n", body.Force.X, body.Force.X)
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//fmt.Printf("AngularVelocity: %.6f\n", body.AngularVelocity)
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//fmt.Printf("Torque: %.6f\n", body.Torque)
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//fmt.Printf("Orient: %.6f\n", body.Orient)
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//fmt.Printf("Inertia: %.6f\n", body.Inertia)
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//fmt.Printf("InverseInertia: %.6f\n", body.InverseInertia)
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//fmt.Printf("Mass: %.6f\n", body.Mass)
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//fmt.Printf("InverseMass: %.6f\n", body.InverseMass)
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//fmt.Printf("StaticF: %.6f\n", body.StaticFriction)
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//fmt.Printf("DynamicF: %.6f\n", body.DynamicFriction)
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//fmt.Printf("Restitution: %.6f\n\n", body.Restitution)
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//fmt.Println()
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//}
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vertexCount := physics.GetShapeVerticesCount(i)
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for j := 0; j < vertexCount; j++ {
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// Get physics bodies shape vertices to draw lines
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// NOTE: GetShapeVertex() already calculates rotation transformations
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vertexA := body.GetShapeVertex(j)
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jj := 0
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if j+1 < vertexCount { // Get next vertex or first to close the shape
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jj = j + 1
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}
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vertexB := body.GetShapeVertex(jj)
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raylib.DrawLineV(vertexA, vertexB, raylib.Green) // Draw a line between two vertex positions
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}
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}
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raylib.DrawText("Left mouse button to create a polygon", 10, 10, 10, raylib.White)
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raylib.DrawText("Right mouse button to create a circle", 10, 25, 10, raylib.White)
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raylib.DrawText("Press 'R' to reset example", 10, 40, 10, raylib.White)
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raylib.DrawText("Physac", logoX, logoY, 30, raylib.White)
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raylib.DrawText("Powered by", logoX+50, logoY-7, 10, raylib.White)
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raylib.EndDrawing()
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}
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physics.Close() // Unitialize physics
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raylib.CloseWindow()
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}
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