Updated edge collision

This commit is contained in:
h3cx committed 2026-09-30 20:54:55 +02:00
1 parent 848af2bcac
commit 14152cb5a0
1 file changed
+50 -36
+50 -36
View File
@@ -36,29 +36,6 @@ Vector2 body_collision(mass_body_t *a, mass_body_t *b) {
return result;
}
Vector2 edge_collision(mass_body_t *b) {
float width = GetRenderWidth();
float height = GetRenderHeight();
Vector2 result = {0, 0};
if (b->position.x + b->radius > width / 2) {
result.x = -1;
} else if (b->position.x - b->radius < -width / 2) {
result.x = 1;
}
if (b->position.y + b->radius > height / 2) {
result.y = -1;
} else if (b->position.y - b->radius < -height / 2) {
result.y = 1;
}
if (result.x == 0 && result.y == 0) {
return NULL_VEC2;
}
return vec2_normalize(result);
}
void collide(mass_body_t *a, mass_body_t *b, const Vector2 *normal,
float resitution) {
float inverse_a = 1.0f / a->mass;
@@ -91,12 +68,29 @@ void collide(mass_body_t *a, mass_body_t *b, const Vector2 *normal,
b->speed = vec2_sum(&b->speed, &b_diff);
}
void collide_rigid(mass_body_t *a, const Vector2 *normal, float restitution) {
void collide_rigid(mass_body_t *a, float restitution) {
float max_x = GetRenderWidth() / 2.0f - a->radius;
float max_y = GetRenderHeight() / 2.0f - a->radius;
float v_normal = vec2_dot(&a->speed, normal);
if (a->position.x > max_x) {
a->position.x = max_x;
if (a->speed.x > 0)
a->speed.x *= -restitution;
} else if (a->position.x < -max_x) {
a->position.x = -max_x;
if (a->speed.x < 0)
a->speed.x *= -restitution;
}
Vector2 delta_v = vec2_scale(normal, -(1.0 + restitution) * v_normal);
a->speed = vec2_sum(&a->speed, &delta_v);
if (a->position.y > max_y) {
a->position.y = max_y;
if (a->speed.y > 0)
a->speed.y *= -restitution;
} else if (a->position.y < -max_y) {
a->position.y = -max_y;
if (a->speed.y < 0)
a->speed.y *= -restitution;
}
}
bool vec2_is_null(Vector2 v) {
@@ -129,15 +123,12 @@ void *physics(void *args) {
body_2 = uni->bodies[y];
collision = body_collision(&body_1, &body_2);
if (!vec2_is_null(collision)) {
collide(&body_1, &body_2, &collision, 0.99);
collide(&body_1, &body_2, &collision, 1.0);
}
uni->bodies[y] = body_2;
}
}
collision = edge_collision(&body_1);
if (!vec2_is_null(collision)) {
collide_rigid(&body_1, &collision, 1.0005);
}
collide_rigid(&body_1, 1.1);
uni->bodies[i] = body_1;
}
ot = ct;
@@ -163,16 +154,39 @@ int main(void) {
const char *welcome_text = "Welcome to Fucked Physics!";
universe_t universe = {0, NULL};
universe.bodies = malloc(1024 * sizeof(mass_body_t));
for (int i = 0; i < 100; i++) {
float radius = 12.0f + 8.0f / (i + 1);
universe.num_bodies = 0;
for (int slot = -1; slot < 32 * 20 && universe.num_bodies < 1024; slot++) {
float radius = 12.0f + 8.0f / (universe.num_bodies + 1);
float x = slot < 0
? 0.0f
: -387.5f + 25.0f * (slot % 32) + (slot / 32 % 2) * 12.5f;
float y = slot < 0 ? 0.0f : -209.0f + 22.0f * (slot / 32);
if (fabsf(x) + radius > 400.0f || fabsf(y) + radius > 225.0f) {
continue;
}
bool overlaps = false;
for (unsigned int j = 0; j < universe.num_bodies; j++) {
float dx = x - universe.bodies[j].position.x;
float dy = y - universe.bodies[j].position.y;
float min_distance = radius + universe.bodies[j].radius;
if (dx * dx + dy * dy <= min_distance * min_distance) {
overlaps = true;
break;
}
}
if (overlaps) {
continue;
}
unsigned int i = universe.num_bodies++;
universe.bodies[i] = (mass_body_t){
radius,
radius,
{-360.0f + 80.0f * (i % 10), -202.5f + 45.0f * (i / 10)},
{x, y},
{-0.1f, 0.8f - i * 0.005f},
};
}
universe.num_bodies = 100;
SetConfigFlags(FLAG_WINDOW_RESIZABLE);
InitWindow(800, 450, "Fucked Physics");
SetTargetFPS(120);