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