Update to non pointers and not working gravit
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12 files changed
+94
-100
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@@ -1,7 +1,9 @@
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#define _POSIX_C_SOURCE 200809L
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#include "consts.h"
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#include "gravity.h"
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#include "mechanics.h"
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#include "objects.h"
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#include <bits/time.h>
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#include <math.h>
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#include <pthread.h>
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@@ -29,7 +31,9 @@ void *physics(void *args) {
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universe_t *uni = (universe_t *)args;
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struct timespec ot, ct;
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while (true) {
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printf("a");
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clock_gettime(CLOCK_MONOTONIC, &ct);
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// gravity(uni);
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mechanics(uni);
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ot = ct;
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long long elapsed = timespec_diff_ns(ct, ot);
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@@ -55,39 +59,10 @@ 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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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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universe.num_bodies = 2;
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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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{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.bodies[0] = (mass_body_t){100000000000.0f, 200, {0, 0}, {0, 0}};
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universe.bodies[1] = (mass_body_t){100, 50, {500, 0}, {0, 2}};
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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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@@ -144,9 +119,9 @@ int main(void) {
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BeginDrawing();
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ClearBackground(RAYWHITE);
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for (unsigned int i = 0; i < universe.num_bodies; i++) {
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Vector2 scaled_offset = vec2_scale(&canvas_offset, v_scale);
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Vector2 body_position = vec2_scale(&universe.bodies[i].position, v_scale);
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body_position = vec2_sum(&body_position, &scaled_offset);
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Vector2 scaled_offset = vec2_scale(canvas_offset, v_scale);
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Vector2 body_position = vec2_scale(universe.bodies[i].position, v_scale);
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body_position = vec2_sum(body_position, scaled_offset);
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DrawCircleV(transform_to_center(body_position),
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universe.bodies[i].radius * v_scale,
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(Color){((256 / universe.num_bodies) * i) % 256,
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