Update to non pointers and not working gravit

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h3cx committed 2026-09-30 22:23:04 +02:00
1 parent 397d818c62
commit aa4f0dfe52
12 files changed
+94 -100

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+10 -35
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@@ -1,7 +1,9 @@
#define _POSIX_C_SOURCE 200809L
#include "consts.h"
#include "gravity.h"
#include "mechanics.h"
#include "objects.h"
#include <bits/time.h>
#include <math.h>
#include <pthread.h>
@@ -29,7 +31,9 @@ void *physics(void *args) {
universe_t *uni = (universe_t *)args;
struct timespec ot, ct;
while (true) {
printf("a");
clock_gettime(CLOCK_MONOTONIC, &ct);
// gravity(uni);
mechanics(uni);
ot = ct;
long long elapsed = timespec_diff_ns(ct, ot);
@@ -55,39 +59,10 @@ int main(void) {
const char *welcome_text = "Welcome to Fucked Physics!";
universe_t universe = {0, NULL};
universe.bodies = malloc(1024 * sizeof(mass_body_t));
universe.num_bodies = 0;
for (int slot = -1; slot < 32 * 20 && universe.num_bodies < 1024; slot++) {
float radius = 12.0f + 8.0f / (universe.num_bodies + 1);
float x = slot < 0
? 0.0f
: -387.5f + 25.0f * (slot % 32) + (slot / 32 % 2) * 12.5f;
float y = slot < 0 ? 0.0f : -209.0f + 22.0f * (slot / 32);
if (fabsf(x) + radius > 400.0f || fabsf(y) + radius > 225.0f) {
continue;
}
universe.num_bodies = 2;
bool overlaps = false;
for (unsigned int j = 0; j < universe.num_bodies; j++) {
float dx = x - universe.bodies[j].position.x;
float dy = y - universe.bodies[j].position.y;
float min_distance = radius + universe.bodies[j].radius;
if (dx * dx + dy * dy <= min_distance * min_distance) {
overlaps = true;
break;
}
}
if (overlaps) {
continue;
}
unsigned int i = universe.num_bodies++;
universe.bodies[i] = (mass_body_t){
radius,
radius,
{x, y},
{-0.1f, 0.8f - i * 0.005f},
};
}
universe.bodies[0] = (mass_body_t){100000000000.0f, 200, {0, 0}, {0, 0}};
universe.bodies[1] = (mass_body_t){100, 50, {500, 0}, {0, 2}};
SetConfigFlags(FLAG_WINDOW_RESIZABLE);
InitWindow(800, 450, "Fucked Physics");
SetTargetFPS(120);
@@ -144,9 +119,9 @@ int main(void) {
BeginDrawing();
ClearBackground(RAYWHITE);
for (unsigned int i = 0; i < universe.num_bodies; i++) {
Vector2 scaled_offset = vec2_scale(&canvas_offset, v_scale);
Vector2 body_position = vec2_scale(&universe.bodies[i].position, v_scale);
body_position = vec2_sum(&body_position, &scaled_offset);
Vector2 scaled_offset = vec2_scale(canvas_offset, v_scale);
Vector2 body_position = vec2_scale(universe.bodies[i].position, v_scale);
body_position = vec2_sum(body_position, scaled_offset);
DrawCircleV(transform_to_center(body_position),
universe.bodies[i].radius * v_scale,
(Color){((256 / universe.num_bodies) * i) % 256,