package main import ( "git.terah.dev/UnrealXR/raylib-go/physics" rl "git.terah.dev/UnrealXR/raylib-go/raylib" ) func main() { screenWidth := int32(800) screenHeight := int32(450) rl.SetConfigFlags(rl.FlagMsaa4xHint) rl.InitWindow(screenWidth, screenHeight, "Physac [raylib] - physics demo") // Physac logo drawing position logoX := screenWidth - rl.MeasureText("Physac", 30) - 10 logoY := int32(15) // Initialize physics and default physics bodies physics.Init() // Create floor rectangle physics body floor := physics.NewBodyRectangle(rl.NewVector2(float32(screenWidth)/2, float32(screenHeight)), 500, 100, 10) floor.Enabled = false // Disable body state to convert it to static (no dynamics, but collisions) // Create obstacle circle physics body circle := physics.NewBodyCircle(rl.NewVector2(float32(screenWidth)/2, float32(screenHeight)/2), 45, 10) circle.Enabled = false // Disable body state to convert it to static (no dynamics, but collisions) rl.SetTargetFPS(60) for !rl.WindowShouldClose() { // Update created physics objects physics.Update() if rl.IsKeyPressed(rl.KeyR) { // Reset physics input physics.Reset() floor = physics.NewBodyRectangle(rl.NewVector2(float32(screenWidth)/2, float32(screenHeight)), 500, 100, 10) floor.Enabled = false circle = physics.NewBodyCircle(rl.NewVector2(float32(screenWidth)/2, float32(screenHeight)/2), 45, 10) circle.Enabled = false } // Physics body creation inputs if rl.IsMouseButtonPressed(rl.MouseLeftButton) { physics.NewBodyPolygon(rl.GetMousePosition(), float32(rl.GetRandomValue(20, 80)), int(rl.GetRandomValue(3, 8)), 10) } else if rl.IsMouseButtonPressed(rl.MouseRightButton) { physics.NewBodyCircle(rl.GetMousePosition(), float32(rl.GetRandomValue(10, 45)), 10) } // Destroy falling physics bodies for i := 0; i < physics.GetBodiesCount(); i++ { body := physics.GetBody(i) if body.Position.Y > float32(screenHeight)*2 { body.Destroy() } } rl.BeginDrawing() rl.ClearBackground(rl.Black) rl.DrawFPS(screenWidth-90, screenHeight-30) // Draw created physics bodies for i := 0; i < physics.GetBodiesCount(); i++ { body := physics.GetBody(i) vertexCount := physics.GetShapeVerticesCount(i) for j := 0; j < vertexCount; j++ { // Get physics bodies shape vertices to draw lines // NOTE: GetShapeVertex() already calculates rotation transformations vertexA := body.GetShapeVertex(j) jj := 0 if j+1 < vertexCount { // Get next vertex or first to close the shape jj = j + 1 } vertexB := body.GetShapeVertex(jj) rl.DrawLineV(vertexA, vertexB, rl.Green) // Draw a line between two vertex positions } } rl.DrawText("Left mouse button to create a polygon", 10, 10, 10, rl.White) rl.DrawText("Right mouse button to create a circle", 10, 25, 10, rl.White) rl.DrawText("Press 'R' to reset example", 10, 40, 10, rl.White) rl.DrawText("Physac", logoX, logoY, 30, rl.White) rl.DrawText("Powered by", logoX+50, logoY-7, 10, rl.White) rl.EndDrawing() } physics.Close() // Unitialize physics rl.CloseWindow() }