Separating into lots of headers
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@@ -0,0 +1,8 @@
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#include "cphysics.h"
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void gravity(universe_t* univ){
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}
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void magnetism(universe_t* univ){
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}
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@@ -0,0 +1,7 @@
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#ifndef CPHYSICS_H_
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#define CPHYSICS_H_
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#include "objects.h"
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void gravity(universe_t* univ);
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void magnetism(universe_t* univ);
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void mechanics(universe_t* univ);
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#endif // CPHYSICS_H_
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@@ -1,18 +1,12 @@
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#include <math.h>
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#include <math.h>
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#include <time.h>
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#include <time.h>
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#include <pthread.h>
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#include <pthread.h>
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#include <unistd.h>
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#include <raylib.h>
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#include <raylib.h>
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#include <stdio.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdlib.h>
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#include "objects.h"
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static const Vector2 NULL_VEC2 = {0, 0};
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typedef struct {
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float mass;
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float radius;
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Vector2 position;
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Vector2 speed;
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} mass_body_t;
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int center_x_text(const char *text, int width, int size) {
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int center_x_text(const char *text, int width, int size) {
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return (width - MeasureText(text, size)) / 2;
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return (width - MeasureText(text, size)) / 2;
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@@ -20,39 +14,6 @@ int center_x_text(const char *text, int width, int size) {
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static inline int center_y_text(int height, int size) { return (height - size) / 2; }
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static inline int center_y_text(int height, int size) { return (height - size) / 2; }
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Vector2 transform_to_center(Vector2 v) {
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int width = GetRenderWidth();
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int height = GetRenderHeight();
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Vector2 result = {v.x + width / 2.0, v.y + height / 2.0};
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return result;
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}
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Vector2 vec2_sum(const Vector2 *a, const Vector2 *b) {
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Vector2 result = {a->x + b->x, a->y + b->y};
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return result;
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}
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Vector2 vec2_diff(const Vector2 *a, const Vector2 *b) {
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Vector2 result = {a->x - b->x, a->y - b->y};
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return result;
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}
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float vec2_len(Vector2 v) { return sqrtf(v.x * v.x + v.y * v.y); }
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Vector2 vec2_normalize(const Vector2 v) {
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float len = vec2_len(v);
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Vector2 result = {v.x / len, v.y / len};
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return result;
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}
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Vector2 vec2_scale(const Vector2 *normal, const float len) {
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Vector2 result = {len * normal->x, len * normal->y};
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return result;
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}
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float vec2_dot(const Vector2 *a, const Vector2 *b) {
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return a->x * b->x + a->y * b->y;
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}
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Vector2 body_collision(mass_body_t *a, mass_body_t *b) {
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Vector2 body_collision(mass_body_t *a, mass_body_t *b) {
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Vector2 diff = vec2_diff(&a->position, &b->position);
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Vector2 diff = vec2_diff(&a->position, &b->position);
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float len = vec2_len(diff);
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float len = vec2_len(diff);
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@@ -119,22 +80,19 @@ bool vec2_is_null(Vector2 v) {
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return false;
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return false;
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}
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}
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typedef struct universe {
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unsigned int num_bodies;
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mass_body_t *bodies;
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} universe_t;
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void *physics(void *args) {
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void *physics(void *args) {
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universe_t* uni= (universe_t*)args;
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universe_t* uni= (universe_t*)args;
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mass_body_t body_1;
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mass_body_t body_1;
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mass_body_t body_2;
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mass_body_t body_2;
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Vector2 collision;
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Vector2 collision;
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struct timespec ot, ct;
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clock_gettime(CLOCK_REALTIME,&ot);
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while(true){
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while(true){
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clock_gettime(CLOCK_REALTIME,&ct);
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for(unsigned int i=0;i<uni->num_bodies;i++){
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for(unsigned int i=0;i<uni->num_bodies;i++){
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body_1=uni->bodies[i];
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body_1=uni->bodies[i];
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printf("body %d pos is : %f %f \n speed is : %f %f\n",i,uni->bodies[i].position.x,uni->bodies[i].position.y,uni->bodies[i].speed.x,uni->bodies[i].speed.x);
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body_1.position = vec2_sum(&body_1.position, &body_1.speed);
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body_1.position = vec2_sum(&body_1.position, &body_1.speed);
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printf("body %d pos is : %f %f \n speed is : %f %f\n",i,uni->bodies[i].position.x,uni->bodies[i].position.y,uni->bodies[i].speed.x,uni->bodies[i].speed.x);
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for(unsigned int y=0;y<uni->num_bodies;y++){
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for(unsigned int y=0;y<uni->num_bodies;y++){
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body_2=uni->bodies[y];
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body_2=uni->bodies[y];
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collision = body_collision(&body_1, &body_2);
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collision = body_collision(&body_1, &body_2);
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@@ -149,6 +107,7 @@ void *physics(void *args) {
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}
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}
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uni->bodies[i]=body_1;
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uni->bodies[i]=body_1;
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}
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}
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ot=ct;
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}
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}
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}
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}
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@@ -0,0 +1,16 @@
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#ifndef OBJECTS_H_
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#define OBJECTS_H_
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#include "vec_util.h"
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typedef struct {
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float mass;
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float radius;
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Vector2 position;
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Vector2 speed;
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} mass_body_t;
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typedef struct universe {
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unsigned int num_bodies;
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mass_body_t *bodies;
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} universe_t;
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#endif // OBJECTS_H_
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+42
@@ -0,0 +1,42 @@
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#ifndef VEC_UTIL_H_
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#define VEC_UTIL_H_
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#include <raylib.h>
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#include <math.h>
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static const Vector2 NULL_VEC2 = {0, 0};
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Vector2 transform_to_center(Vector2 v) {
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int width = GetRenderWidth();
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int height = GetRenderHeight();
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Vector2 result = {v.x + width / 2.0, v.y + height / 2.0};
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return result;
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}
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Vector2 vec2_sum(const Vector2 *a, const Vector2 *b) {
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Vector2 result = {a->x + b->x, a->y + b->y};
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return result;
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}
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Vector2 vec2_diff(const Vector2 *a, const Vector2 *b) {
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Vector2 result = {a->x - b->x, a->y - b->y};
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return result;
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}
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float vec2_len(Vector2 v) { return sqrtf(v.x * v.x + v.y * v.y); }
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Vector2 vec2_normalize(const Vector2 v) {
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float len = vec2_len(v);
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Vector2 result = {v.x / len, v.y / len};
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return result;
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}
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Vector2 vec2_scale(const Vector2 *normal, const float len) {
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Vector2 result = {len * normal->x, len * normal->y};
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return result;
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}
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float vec2_dot(const Vector2 *a, const Vector2 *b) {
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return a->x * b->x + a->y * b->y;
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}
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#endif // VEC_UTIL_H_
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