Merge branch 'main' of git.h3cx.dev:h3cx/fphysics

This commit is contained in:
h3cx committed 2026-09-29 22:07:53 +02:00
commit 2823d3e0c0
5 files changed
+74 -4

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+8
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@@ -0,0 +1,8 @@
#include "cphysics.h"
void gravity(universe_t* univ){
}
void magnetism(universe_t* univ){
}
+7
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@@ -0,0 +1,7 @@
#ifndef CPHYSICS_H_
#define CPHYSICS_H_
#include "objects.h"
void gravity(universe_t* univ);
void magnetism(universe_t* univ);
void mechanics(universe_t* univ);
#endif // CPHYSICS_H_
+1 -4
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@@ -3,6 +3,7 @@
#include <bits/time.h> #include <bits/time.h>
#include <math.h> #include <math.h>
#include <pthread.h> #include <pthread.h>
#include <unistd.h>
#include <raylib.h> #include <raylib.h>
#include <stdio.h> #include <stdio.h>
#include <stdlib.h> #include <stdlib.h>
@@ -130,10 +131,6 @@ bool vec2_is_null(Vector2 v) {
return false; return false;
} }
typedef struct universe {
unsigned int num_bodies;
mass_body_t *bodies;
} universe_t;
long long timespec_diff_ns(struct timespec end, struct timespec start) { long long timespec_diff_ns(struct timespec end, struct timespec start) {
return (end.tv_sec - start.tv_sec) * 1000000000LL + return (end.tv_sec - start.tv_sec) * 1000000000LL +
+16
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#ifndef OBJECTS_H_
#define OBJECTS_H_
#include "vec_util.h"
typedef struct {
float mass;
float radius;
Vector2 position;
Vector2 speed;
} mass_body_t;
typedef struct universe {
unsigned int num_bodies;
mass_body_t *bodies;
} universe_t;
#endif // OBJECTS_H_
+42
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@@ -0,0 +1,42 @@
#ifndef VEC_UTIL_H_
#define VEC_UTIL_H_
#include <raylib.h>
#include <math.h>
static const Vector2 NULL_VEC2 = {0, 0};
Vector2 transform_to_center(Vector2 v) {
int width = GetRenderWidth();
int height = GetRenderHeight();
Vector2 result = {v.x + width / 2.0, v.y + height / 2.0};
return result;
}
Vector2 vec2_sum(const Vector2 *a, const Vector2 *b) {
Vector2 result = {a->x + b->x, a->y + b->y};
return result;
}
Vector2 vec2_diff(const Vector2 *a, const Vector2 *b) {
Vector2 result = {a->x - b->x, a->y - b->y};
return result;
}
float vec2_len(Vector2 v) { return sqrtf(v.x * v.x + v.y * v.y); }
Vector2 vec2_normalize(const Vector2 v) {
float len = vec2_len(v);
Vector2 result = {v.x / len, v.y / len};
return result;
}
Vector2 vec2_scale(const Vector2 *normal, const float len) {
Vector2 result = {len * normal->x, len * normal->y};
return result;
}
float vec2_dot(const Vector2 *a, const Vector2 *b) {
return a->x * b->x + a->y * b->y;
}
#endif // VEC_UTIL_H_