Update to non pointers and not working gravit
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-100
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@@ -3,7 +3,7 @@
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#include <stdio.h>
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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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if (len > a->radius + b->radius) {
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return NULL_VEC2;
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@@ -15,21 +15,21 @@ Vector2 body_collision(mass_body_t *a, mass_body_t *b) {
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return result;
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}
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void collide(mass_body_t *a, mass_body_t *b, const Vector2 *normal,
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void collide(mass_body_t *a, mass_body_t *b, const Vector2 normal,
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float resitution) {
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float inverse_a = 1.0f / a->mass;
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float inverse_b = 1.0f / b->mass;
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float inverse_total = inverse_a + inverse_b;
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float overlap =
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a->radius + b->radius - vec2_len(vec2_diff(&a->position, &b->position));
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a->radius + b->radius - vec2_len(vec2_diff(a->position, b->position));
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Vector2 correction = vec2_scale(normal, overlap / inverse_total);
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Vector2 a_move = vec2_scale(&correction, inverse_a);
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Vector2 b_move = vec2_scale(&correction, inverse_b);
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a->position = vec2_sum(&a->position, &a_move);
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b->position = vec2_diff(&b->position, &b_move);
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Vector2 a_move = vec2_scale(correction, inverse_a);
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Vector2 b_move = vec2_scale(correction, inverse_b);
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a->position = vec2_sum(a->position, a_move);
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b->position = vec2_diff(b->position, b_move);
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Vector2 relative = vec2_diff(&b->speed, &a->speed);
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float v_normal = vec2_dot(&relative, normal);
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Vector2 relative = vec2_diff(b->speed, a->speed);
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float v_normal = vec2_dot(relative, normal);
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if (v_normal <= 0) {
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return;
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}
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@@ -41,10 +41,10 @@ void collide(mass_body_t *a, mass_body_t *b, const Vector2 *normal,
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Vector2 final = vec2_scale(normal, j);
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Vector2 a_diff = vec2_scale(&final, inverse_a);
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a->speed = vec2_diff(&a->speed, &a_diff);
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Vector2 b_diff = vec2_scale(&final, inverse_b);
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b->speed = vec2_sum(&b->speed, &b_diff);
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Vector2 a_diff = vec2_scale(final, inverse_a);
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a->speed = vec2_diff(a->speed, a_diff);
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Vector2 b_diff = vec2_scale(final, inverse_b);
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b->speed = vec2_sum(b->speed, b_diff);
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}
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void collide_rigid(mass_body_t *a, float restitution) {
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@@ -79,14 +79,14 @@ void mechanics(universe_t *uni) {
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Vector2 scaled_speed;
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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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scaled_speed = vec2_scale(&body_1.speed, 1.0 / simx);
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body_1.position = vec2_sum(&body_1.position, &scaled_speed);
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scaled_speed = vec2_scale(body_1.speed, 1.0 / simx);
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body_1.position = vec2_sum(body_1.position, scaled_speed);
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if (i < uni->num_bodies - 1) {
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for (unsigned int y = i + 1; y < uni->num_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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if (!vec2_is_null(collision)) {
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collide(&body_1, &body_2, &collision, 1.0);
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collide(&body_1, &body_2, collision, 1.0);
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}
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uni->bodies[y] = body_2;
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}
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