113 lines
3.9 KiB
Go
113 lines
3.9 KiB
Go
package main
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import (
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"git.terah.dev/UnrealXR/raylib-go/physics"
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"git.terah.dev/UnrealXR/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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rl.SetConfigFlags(rl.FlagMsaa4xHint)
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rl.InitWindow(screenWidth, screenHeight, "Physac [raylib] - physics friction")
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// Physac logo drawing position
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logoX := screenWidth - rl.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(rl.NewVector2(float32(screenWidth)/2, float32(screenHeight)), float32(screenHeight), 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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wall := physics.NewBodyRectangle(rl.NewVector2(float32(screenWidth)/2, float32(screenHeight)*0.8), 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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rectLeft := physics.NewBodyRectangle(rl.NewVector2(25, float32(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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rectLeft.SetRotation(30 * rl.Deg2rad)
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// Create right ramp physics body
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rectRight := physics.NewBodyRectangle(rl.NewVector2(float32(screenWidth)-25, float32(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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rectRight.SetRotation(330 * rl.Deg2rad)
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// Create dynamic physics bodies
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bodyA := physics.NewBodyRectangle(rl.NewVector2(35, float32(screenHeight)*0.6), 40, 40, 10)
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bodyA.StaticFriction = 0.1
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bodyA.DynamicFriction = 0.1
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bodyA.SetRotation(30 * rl.Deg2rad)
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bodyB := physics.NewBodyRectangle(rl.NewVector2(float32(screenWidth)-35, float32(screenHeight)*0.6), 40, 40, 10)
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bodyB.StaticFriction = 1
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bodyB.DynamicFriction = 1
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bodyB.SetRotation(330 * rl.Deg2rad)
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rl.SetTargetFPS(60)
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for !rl.WindowShouldClose() {
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// Physics steps calculations
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physics.Update()
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if rl.IsKeyPressed(rl.KeyR) { // Reset physics input
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// Reset dynamic physics bodies position, velocity and rotation
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bodyA.Position = rl.NewVector2(35, float32(screenHeight)*0.6)
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bodyA.Velocity = rl.NewVector2(0, 0)
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bodyA.AngularVelocity = 0
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bodyA.SetRotation(30 * rl.Deg2rad)
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bodyB.Position = rl.NewVector2(float32(screenWidth)-35, float32(screenHeight)*0.6)
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bodyB.Velocity = rl.NewVector2(0, 0)
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bodyB.AngularVelocity = 0
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bodyB.SetRotation(330 * rl.Deg2rad)
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}
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rl.BeginDrawing()
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rl.ClearBackground(rl.Black)
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rl.DrawFPS(screenWidth-90, screenHeight-30)
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// Draw created physics bodies
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bodiesCount := physics.GetBodiesCount()
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for i := 0; i < bodiesCount; i++ {
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body := physics.GetBody(i)
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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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rl.DrawLineV(vertexA, vertexB, rl.Green) // Draw a line between two vertex positions
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}
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}
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rl.DrawRectangle(0, screenHeight-49, screenWidth, 49, rl.Black)
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rl.DrawText("Friction amount", (screenWidth-rl.MeasureText("Friction amount", 30))/2, 75, 30, rl.White)
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rl.DrawText("0.1", int32(bodyA.Position.X)-rl.MeasureText("0.1", 20)/2, int32(bodyA.Position.Y)-7, 20, rl.White)
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rl.DrawText("1", int32(bodyB.Position.X)-rl.MeasureText("1", 20)/2, int32(bodyB.Position.Y)-7, 20, rl.White)
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rl.DrawText("Press 'R' to reset example", 10, 10, 10, rl.White)
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rl.DrawText("Physac", logoX, logoY, 30, rl.White)
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rl.DrawText("Powered by", logoX+50, logoY-7, 10, rl.White)
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rl.EndDrawing()
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}
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physics.Close() // Unitialize physics
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rl.CloseWindow()
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}
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