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