Some level of fucked physics needs to be isolated to thread
This commit is contained in:
3 files changed
+206
No files matched your search
@@ -0,0 +1,171 @@
|
||||
#include <math.h>
|
||||
#include <raylib.h>
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
static const Vector2 NULL_VEC2 = {0, 0};
|
||||
|
||||
typedef struct {
|
||||
float mass;
|
||||
float radius;
|
||||
Vector2 position;
|
||||
Vector2 speed;
|
||||
} mass_body_t;
|
||||
|
||||
int center_x_text(const char *text, int width, int size) {
|
||||
return (width - MeasureText(text, size)) / 2;
|
||||
}
|
||||
|
||||
int center_y_text(int height, int size) { return (height - size) / 2; }
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
Vector2 body_collision(mass_body_t *a, mass_body_t *b) {
|
||||
Vector2 diff = vec2_diff(&a->position, &b->position);
|
||||
float len = vec2_len(diff);
|
||||
if (len > a->radius + b->radius) {
|
||||
return NULL_VEC2;
|
||||
}
|
||||
Vector2 result = vec2_normalize(diff);
|
||||
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) {
|
||||
Vector2 relative = vec2_diff(&b->speed, &a->speed);
|
||||
float v_normal = vec2_dot(&relative, normal);
|
||||
|
||||
float factor = -(1 + resitution);
|
||||
float j = factor * v_normal;
|
||||
|
||||
j /= (1.0 / a->mass) + (1.0 / b->mass);
|
||||
|
||||
Vector2 final = vec2_scale(normal, j);
|
||||
|
||||
Vector2 a_diff = vec2_scale(&final, 1.0 / a->mass);
|
||||
a->speed = vec2_diff(&a->speed, &a_diff);
|
||||
Vector2 b_diff = vec2_scale(&final, 1.0 / b->mass);
|
||||
b->speed = vec2_sum(&b->speed, &b_diff);
|
||||
}
|
||||
|
||||
void collide_rigid(mass_body_t *a, const Vector2 *normal, float restitution) {
|
||||
|
||||
float v_normal = vec2_dot(&a->speed, normal);
|
||||
|
||||
Vector2 delta_v = vec2_scale(normal, -(1.0 + restitution) * v_normal);
|
||||
a->speed = vec2_sum(&a->speed, &delta_v);
|
||||
}
|
||||
|
||||
bool vec2_is_null(Vector2 v) {
|
||||
if (v.x == 0 && v.y == 0) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
typedef struct universe {
|
||||
unsigned int num_bodies;
|
||||
mass_body_t *bodies;
|
||||
} universe_t;
|
||||
|
||||
void *physics(void *args) {}
|
||||
|
||||
int main(void) {
|
||||
const char *welcome_text = "Welcome to Fucked Physics!";
|
||||
universe_t universe = {0, NULL};
|
||||
|
||||
universe.bodies = malloc(1024 * sizeof(mass_body_t));
|
||||
|
||||
mass_body_t body_1 = {100, 50, {-200, -100}, {0.5, 0.1}};
|
||||
mass_body_t body_2 = {100, 50, {200, 0}, {-0.5, 0}};
|
||||
|
||||
SetConfigFlags(FLAG_WINDOW_RESIZABLE);
|
||||
InitWindow(800, 450, "Fucked Physics");
|
||||
SetTargetFPS(120);
|
||||
|
||||
while (!WindowShouldClose()) {
|
||||
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
DrawCircleV(transform_to_center(body_1.position), body_1.radius, RED);
|
||||
DrawCircleV(transform_to_center(body_2.position), body_2.radius, GREEN);
|
||||
body_1.position = vec2_sum(&body_1.position, &body_1.speed);
|
||||
body_2.position = vec2_sum(&body_2.position, &body_2.speed);
|
||||
|
||||
Vector2 collision = body_collision(&body_1, &body_2);
|
||||
if (!vec2_is_null(collision)) {
|
||||
collide(&body_1, &body_2, &collision, 1.0);
|
||||
}
|
||||
|
||||
collision = edge_collision(&body_1);
|
||||
if (!vec2_is_null(collision)) {
|
||||
collide_rigid(&body_1, &collision, 2.0);
|
||||
}
|
||||
|
||||
collision = edge_collision(&body_2);
|
||||
if (!vec2_is_null(collision)) {
|
||||
collide_rigid(&body_2, &collision, 2.0);
|
||||
}
|
||||
|
||||
DrawText(welcome_text, center_x_text(welcome_text, GetRenderWidth(), 20),
|
||||
center_y_text(GetRenderHeight(), 20), 20, BLACK);
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
CloseWindow();
|
||||
return EXIT_SUCCESS;
|
||||
}
|
||||
Reference in new issue
Block a user