From dc68205a18168a611b11d3b042a806edcdd96781 Mon Sep 17 00:00:00 2001 From: victorfisac Date: Wed, 16 Mar 2016 12:46:12 +0100 Subject: [PATCH] Updated and improved physac examples --- examples/physics_basic_rigidbody.c | 90 ++++++++-------- examples/physics_forces.c | 160 +++++++++++++++++++++++++++++ 2 files changed, 201 insertions(+), 49 deletions(-) create mode 100644 examples/physics_forces.c diff --git a/examples/physics_basic_rigidbody.c b/examples/physics_basic_rigidbody.c index c604dd14b..f0edba723 100644 --- a/examples/physics_basic_rigidbody.c +++ b/examples/physics_basic_rigidbody.c @@ -12,7 +12,7 @@ #include "raylib.h" #define MOVE_VELOCITY 5 -#define JUMP_VELOCITY 35 +#define JUMP_VELOCITY 30 int main() { @@ -22,42 +22,34 @@ int main() int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [physac] example - basic rigidbody"); - InitPhysics(); // Initialize physics module + InitPhysics((Vector2){ 0.0f, -9.81f/2 }); // Initialize physics module SetTargetFPS(60); // Debug variables bool isDebug = false; - // Player physic object - PhysicObject *player = CreatePhysicObject((Vector2){ screenWidth*0.25f, screenHeight/2 }, 0.0f, (Vector2){ 50, 50 }); - player->rigidbody.enabled = true; // Enable physic object rigidbody behaviour - player->rigidbody.applyGravity = true; - player->rigidbody.friction = 0.3f; - player->collider.enabled = true; // Enable physic object collisions detection + // Create rectangle physic object + PhysicObject *rectangle = CreatePhysicObject((Vector2){ screenWidth*0.25f, screenHeight/2 }, 0.0f, (Vector2){ 75, 50 }); + rectangle->rigidbody.enabled = true; // Enable physic object rigidbody behaviour + rectangle->rigidbody.applyGravity = true; + rectangle->rigidbody.friction = 0.1f; + rectangle->rigidbody.bounciness = 6.0f; - // Player physic object - PhysicObject *player2 = CreatePhysicObject((Vector2){ screenWidth*0.75f, screenHeight/2 }, 0.0f, (Vector2){ 50, 50 }); - player2->rigidbody.enabled = true; - player2->rigidbody.applyGravity = true; - player2->rigidbody.friction = 0.1f; - player2->collider.enabled = true; + // Create square physic object + PhysicObject *square = CreatePhysicObject((Vector2){ screenWidth*0.75f, screenHeight/2 }, 0.0f, (Vector2){ 50, 50 }); + square->rigidbody.enabled = true; // Enable physic object rigidbody behaviour + square->rigidbody.applyGravity = true; + square->rigidbody.friction = 0.1f; - // Floor physic object + // Create walls physic objects PhysicObject *floor = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.95f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 }); - floor->collider.enabled = true; // Enable just physic object collisions detection - - // Left wall physic object PhysicObject *leftWall = CreatePhysicObject((Vector2){ 0.0f, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight }); - leftWall->collider.enabled = true; - - // Right wall physic object PhysicObject *rightWall = CreatePhysicObject((Vector2){ screenWidth, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight }); - rightWall->collider.enabled = true; + PhysicObject *roof = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.05f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 }); - // Platform physic objectdd + // Create pplatform physic object PhysicObject *platform = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.7f }, 0.0f, (Vector2){ screenWidth*0.25f, 20 }); - platform->collider.enabled = true; //-------------------------------------------------------------------------------------- @@ -68,20 +60,18 @@ int main() //---------------------------------------------------------------------------------- UpdatePhysics(); // Update all created physic objects - // Check debug switch input - if (IsKeyPressed('P')) isDebug = !isDebug; - - // Check player movement inputs - if (IsKeyDown('W') && player->rigidbody.isGrounded) player->rigidbody.velocity.y = JUMP_VELOCITY; - - if (IsKeyDown('A')) player->rigidbody.velocity.x = -MOVE_VELOCITY; - else if (IsKeyDown('D')) player->rigidbody.velocity.x = MOVE_VELOCITY; + // Check rectangle movement inputs + if (IsKeyDown('W') && rectangle->rigidbody.isGrounded) rectangle->rigidbody.velocity.y = JUMP_VELOCITY; + if (IsKeyDown('A')) rectangle->rigidbody.velocity.x = -MOVE_VELOCITY; + else if (IsKeyDown('D')) rectangle->rigidbody.velocity.x = MOVE_VELOCITY; // Check player 2 movement inputs - if (IsKeyDown(KEY_UP) && player2->rigidbody.isGrounded) player2->rigidbody.velocity.y = JUMP_VELOCITY; + if (IsKeyDown(KEY_UP) && square->rigidbody.isGrounded) square->rigidbody.velocity.y = JUMP_VELOCITY; + if (IsKeyDown(KEY_LEFT)) square->rigidbody.velocity.x = -MOVE_VELOCITY; + else if (IsKeyDown(KEY_RIGHT)) square->rigidbody.velocity.x = MOVE_VELOCITY; - if (IsKeyDown(KEY_LEFT)) player2->rigidbody.velocity.x = -MOVE_VELOCITY; - else if (IsKeyDown(KEY_RIGHT)) player2->rigidbody.velocity.x = MOVE_VELOCITY; + // Check debug switch input + if (IsKeyPressed('P')) isDebug = !isDebug; //---------------------------------------------------------------------------------- // Draw @@ -89,29 +79,31 @@ int main() BeginDrawing(); ClearBackground(RAYWHITE); + + // Convert transform values to rectangle data type variable + DrawRectangleRec(TransformToRectangle(floor->transform), DARKGRAY); + DrawRectangleRec(TransformToRectangle(leftWall->transform), DARKGRAY); + DrawRectangleRec(TransformToRectangle(rightWall->transform), DARKGRAY); + DrawRectangleRec(TransformToRectangle(roof->transform), DARKGRAY); + + DrawRectangleRec(TransformToRectangle(platform->transform), DARKGRAY); + + DrawRectangleRec(TransformToRectangle(rectangle->transform), RED); + DrawRectangleRec(TransformToRectangle(square->transform), BLUE); if (isDebug) { DrawRectangleLines(floor->collider.bounds.x, floor->collider.bounds.y, floor->collider.bounds.width, floor->collider.bounds.height, GREEN); DrawRectangleLines(leftWall->collider.bounds.x, leftWall->collider.bounds.y, leftWall->collider.bounds.width, leftWall->collider.bounds.height, GREEN); DrawRectangleLines(rightWall->collider.bounds.x, rightWall->collider.bounds.y, rightWall->collider.bounds.width, rightWall->collider.bounds.height, GREEN); + DrawRectangleLines(roof->collider.bounds.x, roof->collider.bounds.y, roof->collider.bounds.width, roof->collider.bounds.height, GREEN); DrawRectangleLines(platform->collider.bounds.x, platform->collider.bounds.y, platform->collider.bounds.width, platform->collider.bounds.height, GREEN); - DrawRectangleLines(player->collider.bounds.x, player->collider.bounds.y, player->collider.bounds.width, player->collider.bounds.height, GREEN); - DrawRectangleLines(player2->collider.bounds.x, player2->collider.bounds.y, player2->collider.bounds.width, player2->collider.bounds.height, GREEN); - } - else - { - // Convert transform values to rectangle data type variable - DrawRectangleRec(TransformToRectangle(floor->transform), DARKGRAY); - DrawRectangleRec(TransformToRectangle(leftWall->transform), DARKGRAY); - DrawRectangleRec(TransformToRectangle(rightWall->transform), DARKGRAY); - DrawRectangleRec(TransformToRectangle(platform->transform), DARKGRAY); - DrawRectangleRec(TransformToRectangle(player->transform), RED); - DrawRectangleRec(TransformToRectangle(player2->transform), BLUE); + DrawRectangleLines(rectangle->collider.bounds.x, rectangle->collider.bounds.y, rectangle->collider.bounds.width, rectangle->collider.bounds.height, GREEN); + DrawRectangleLines(square->collider.bounds.x, square->collider.bounds.y, square->collider.bounds.width, square->collider.bounds.height, GREEN); } - // Draw all physic object information in specific screen position and font size - // DrawPhysicObjectInfo(player, (Vector2){ 10.0f, 10.0f }, 10); + // Draw help message + DrawText("Use WASD to move rectangle and ARROWS to move square", screenWidth/2 - MeasureText("Use WASD to move rectangle and ARROWS to move square", 20)/2, screenHeight*0.075f, 20, LIGHTGRAY); EndDrawing(); //---------------------------------------------------------------------------------- diff --git a/examples/physics_forces.c b/examples/physics_forces.c new file mode 100644 index 000000000..2afd14ee3 --- /dev/null +++ b/examples/physics_forces.c @@ -0,0 +1,160 @@ +/******************************************************************************************* +* +* raylib [physac] example - Forces +* +* This example has been created using raylib 1.5 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2016 Victor Fisac and Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" +#include "math.h" + +#define FORCE_AMOUNT 5.0f +#define FORCE_RADIUS 150 +#define LINE_LENGTH 100 + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 800; + int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [physac] example - forces"); + InitPhysics((Vector2){ 0.0f, -9.81f/2 }); // Initialize physics module + + SetTargetFPS(60); + + // Global variables + Vector2 mousePosition; + bool isDebug = false; + + // Create rectangle physic objects + PhysicObject *rectangles[3]; + for (int i = 0; i < 3; i++) + { + rectangles[i] = CreatePhysicObject((Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/3) : (screenHeight/1.5f)) }, 0.0f, (Vector2){ 50, 50 }); + rectangles[i]->rigidbody.enabled = true; // Enable physic object rigidbody behaviour + rectangles[i]->rigidbody.friction = 0.1f; + } + + // Create circles physic objects + PhysicObject *circles[3]; + for (int i = 0; i < 3; i++) + { + circles[i] = CreatePhysicObject((Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/1.5f) : (screenHeight/4)) }, 0.0f, (Vector2){ 0, 0 }); + circles[i]->rigidbody.enabled = true; // Enable physic object rigidbody behaviour + circles[i]->rigidbody.friction = 0.1f; + circles[i]->collider.type = COLLIDER_CIRCLE; + circles[i]->collider.radius = 25; + } + + // Create walls physic objects + PhysicObject *leftWall = CreatePhysicObject((Vector2){ -25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight }); + PhysicObject *rightWall = CreatePhysicObject((Vector2){ screenWidth + 25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight }); + PhysicObject *topWall = CreatePhysicObject((Vector2){ screenWidth/2, -25 }, 0.0f, (Vector2){ screenWidth, 50 }); + PhysicObject *bottomWall = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight + 25 }, 0.0f, (Vector2){ screenWidth, 50 }); + + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + UpdatePhysics(); // Update all created physic objects + + // Update mouse position value + mousePosition = GetMousePosition(); + + // Check force input + if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) ApplyForceAtPosition(mousePosition, FORCE_AMOUNT, FORCE_RADIUS); + + // Check reset input + if (IsKeyPressed('R')) + { + // Reset rectangle physic objects positions + for (int i = 0; i < 3; i++) + { + rectangles[i]->transform.position = (Vector2){ screenWidth/4*(i+1) - rectangles[i]->transform.scale.x/2, (((i % 2) == 0) ? (screenHeight/3) : (screenHeight/1.5f)) - rectangles[i]->transform.scale.y/2 }; + rectangles[i]->rigidbody.velocity =(Vector2){ 0.0f, 0.0f }; + } + + // Reset circles physic objects positions + for (int i = 0; i < 3; i++) + { + circles[i]->transform.position = (Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/1.5f) : (screenHeight/4)) }; + circles[i]->rigidbody.velocity =(Vector2){ 0.0f, 0.0f }; + } + } + + // Check debug switch input + if (IsKeyPressed('P')) isDebug = !isDebug; + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + // Draw rectangles + for (int i = 0; i < 3; i++) + { + // Convert transform values to rectangle data type variable + DrawRectangleRec(TransformToRectangle(rectangles[i]->transform), RED); + if (isDebug) DrawRectangleLines(rectangles[i]->collider.bounds.x, rectangles[i]->collider.bounds.y, rectangles[i]->collider.bounds.width, rectangles[i]->collider.bounds.height, GREEN); + + // Draw force radius + DrawCircleLines(mousePosition.x, mousePosition.y, FORCE_RADIUS, BLACK); + + // Draw direction line + if (CheckCollisionPointCircle((Vector2){ rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2, rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 }, mousePosition, FORCE_RADIUS)) + { + Vector2 direction = { rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2 - mousePosition.x, rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 - mousePosition.y }; + float angle = atan2l(direction.y, direction.x); + + DrawLineV((Vector2){ rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2, rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 }, + (Vector2){ rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2 + (cos(angle)*LINE_LENGTH), rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 + (sin(angle)*LINE_LENGTH) }, BLACK); + } + } + + // Draw circles + for (int i = 0; i < 3; i++) + { + DrawCircleV(circles[i]->transform.position, circles[i]->collider.radius, BLUE); + if (isDebug) DrawCircleLines(circles[i]->transform.position.x, circles[i]->transform.position.y, circles[i]->collider.radius, GREEN); + + // Draw force radius + DrawCircleLines(mousePosition.x, mousePosition.y, FORCE_RADIUS, BLACK); + + // Draw direction line + if (CheckCollisionPointCircle((Vector2){ circles[i]->transform.position.x, circles[i]->transform.position.y }, mousePosition, FORCE_RADIUS)) + { + Vector2 direction = { circles[i]->transform.position.x - mousePosition.x, circles[i]->transform.position.y - mousePosition.y }; + float angle = atan2l(direction.y, direction.x); + + DrawLineV((Vector2){ circles[i]->transform.position.x, circles[i]->transform.position.y }, + (Vector2){ circles[i]->transform.position.x + (cos(angle)*LINE_LENGTH), circles[i]->transform.position.y + (sin(angle)*LINE_LENGTH) }, BLACK); + } + } + + // Draw help messages + DrawText("Use LEFT MOUSE BUTTON to apply a force", screenWidth/2 - MeasureText("Use LEFT MOUSE BUTTON to apply a force", 20)/2, screenHeight*0.075f, 20, LIGHTGRAY); + DrawText("Use R to reset objects position", screenWidth/2 - MeasureText("Use R to reset objects position", 20)/2, screenHeight*0.875f, 20, GRAY); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + ClosePhysics(); // Unitialize physics module + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} \ No newline at end of file