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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+2 -2
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@@ -21,9 +21,9 @@ find_package(raylib REQUIRED)
add_executable(${PROJECT_NAME} add_executable(${PROJECT_NAME}
main.c main.c
cphysics.c
mechanics.c mechanics.c
vec_util.c vec_utils.c
gravity.c
) )
target_link_libraries(${PROJECT_NAME} target_link_libraries(${PROJECT_NAME}
+1 -1
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@@ -2,6 +2,6 @@
#define CONSTS_H_ #define CONSTS_H_
#define TIMESTEP 1000000 #define TIMESTEP 1000000
#define simx 2 #define simx 2
#define NEWTON_G 6.674e-11
#endif // CONSTS_H_ #endif // CONSTS_H_
-9
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@@ -1,9 +0,0 @@
#include "cphysics.h"
#include "objects.h"
void gravity(universe_t* univ){
}
void magnetism(universe_t* univ){
}
-6
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@@ -1,6 +0,0 @@
#ifndef CPHYSICS_H_
#define CPHYSICS_H_
#include "objects.h"
void gravity(universe_t* univ);
void magnetism(universe_t* univ);
#endif // CPHYSICS_H_
+26
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@@ -0,0 +1,26 @@
#include "gravity.h"
#include "consts.h"
#include "vec_utils.h"
#include <raylib.h>
void gravity(universe_t *uni) {
mass_body_t body_1;
mass_body_t body_2;
for (unsigned int i = 0; i < uni->num_bodies - 1; i++) {
body_1 = uni->bodies[i];
for (unsigned int y = i + 1; y < uni->num_bodies; y++) {
body_2 = uni->bodies[y];
float force =
simx * NEWTON_G * body_1.mass * body_2.mass /
(vec2_len(vec2_diff(body_2.position, body_1.position)) * TIMESTEP);
Vector2 acceleration =
vec2_normalize(vec2_diff(body_2.position, body_1.position));
Vector2 acceleration_1 = vec2_scale(acceleration, force / body_1.mass);
Vector2 acceleration_2 = vec2_scale(acceleration, -force / body_2.mass);
body_1.speed = vec2_sum(body_1.speed, acceleration_1);
body_2.speed = vec2_sum(body_1.speed, acceleration_2);
uni->bodies[y] = body_2;
}
uni->bodies[i] = body_1;
}
}
+8
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@@ -0,0 +1,8 @@
#pragma once
#ifndef GRAVITY_H_
#define GRAVITY_H_
#include "consts.h"
#include "objects.h"
void gravity(universe_t *uni);
#endif // MECHANICS_H_
+10 -35
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@@ -1,7 +1,9 @@
#define _POSIX_C_SOURCE 200809L #define _POSIX_C_SOURCE 200809L
#include "consts.h" #include "consts.h"
#include "gravity.h"
#include "mechanics.h" #include "mechanics.h"
#include "objects.h"
#include <bits/time.h> #include <bits/time.h>
#include <math.h> #include <math.h>
#include <pthread.h> #include <pthread.h>
@@ -29,7 +31,9 @@ void *physics(void *args) {
universe_t *uni = (universe_t *)args; universe_t *uni = (universe_t *)args;
struct timespec ot, ct; struct timespec ot, ct;
while (true) { while (true) {
printf("a");
clock_gettime(CLOCK_MONOTONIC, &ct); clock_gettime(CLOCK_MONOTONIC, &ct);
// gravity(uni);
mechanics(uni); mechanics(uni);
ot = ct; ot = ct;
long long elapsed = timespec_diff_ns(ct, ot); long long elapsed = timespec_diff_ns(ct, ot);
@@ -55,39 +59,10 @@ int main(void) {
const char *welcome_text = "Welcome to Fucked Physics!"; const char *welcome_text = "Welcome to Fucked Physics!";
universe_t universe = {0, NULL}; universe_t universe = {0, NULL};
universe.bodies = malloc(1024 * sizeof(mass_body_t)); universe.bodies = malloc(1024 * sizeof(mass_body_t));
universe.num_bodies = 0; universe.num_bodies = 2;
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;
}
bool overlaps = false; universe.bodies[0] = (mass_body_t){100000000000.0f, 200, {0, 0}, {0, 0}};
for (unsigned int j = 0; j < universe.num_bodies; j++) { universe.bodies[1] = (mass_body_t){100, 50, {500, 0}, {0, 2}};
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},
};
}
SetConfigFlags(FLAG_WINDOW_RESIZABLE); SetConfigFlags(FLAG_WINDOW_RESIZABLE);
InitWindow(800, 450, "Fucked Physics"); InitWindow(800, 450, "Fucked Physics");
SetTargetFPS(120); SetTargetFPS(120);
@@ -144,9 +119,9 @@ int main(void) {
BeginDrawing(); BeginDrawing();
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
for (unsigned int i = 0; i < universe.num_bodies; i++) { for (unsigned int i = 0; i < universe.num_bodies; i++) {
Vector2 scaled_offset = vec2_scale(&canvas_offset, v_scale); Vector2 scaled_offset = vec2_scale(canvas_offset, v_scale);
Vector2 body_position = vec2_scale(&universe.bodies[i].position, v_scale); Vector2 body_position = vec2_scale(universe.bodies[i].position, v_scale);
body_position = vec2_sum(&body_position, &scaled_offset); body_position = vec2_sum(body_position, scaled_offset);
DrawCircleV(transform_to_center(body_position), DrawCircleV(transform_to_center(body_position),
universe.bodies[i].radius * v_scale, universe.bodies[i].radius * v_scale,
(Color){((256 / universe.num_bodies) * i) % 256, (Color){((256 / universe.num_bodies) * i) % 256,
+16 -16
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@@ -3,7 +3,7 @@
#include <stdio.h> #include <stdio.h>
Vector2 body_collision(mass_body_t *a, mass_body_t *b) { Vector2 body_collision(mass_body_t *a, mass_body_t *b) {
Vector2 diff = vec2_diff(&a->position, &b->position); Vector2 diff = vec2_diff(a->position, b->position);
float len = vec2_len(diff); float len = vec2_len(diff);
if (len > a->radius + b->radius) { if (len > a->radius + b->radius) {
return NULL_VEC2; return NULL_VEC2;
@@ -15,21 +15,21 @@ Vector2 body_collision(mass_body_t *a, mass_body_t *b) {
return result; return result;
} }
void collide(mass_body_t *a, mass_body_t *b, const Vector2 *normal, void collide(mass_body_t *a, mass_body_t *b, const Vector2 normal,
float resitution) { float resitution) {
float inverse_a = 1.0f / a->mass; float inverse_a = 1.0f / a->mass;
float inverse_b = 1.0f / b->mass; float inverse_b = 1.0f / b->mass;
float inverse_total = inverse_a + inverse_b; float inverse_total = inverse_a + inverse_b;
float overlap = float overlap =
a->radius + b->radius - vec2_len(vec2_diff(&a->position, &b->position)); a->radius + b->radius - vec2_len(vec2_diff(a->position, b->position));
Vector2 correction = vec2_scale(normal, overlap / inverse_total); Vector2 correction = vec2_scale(normal, overlap / inverse_total);
Vector2 a_move = vec2_scale(&correction, inverse_a); Vector2 a_move = vec2_scale(correction, inverse_a);
Vector2 b_move = vec2_scale(&correction, inverse_b); Vector2 b_move = vec2_scale(correction, inverse_b);
a->position = vec2_sum(&a->position, &a_move); a->position = vec2_sum(a->position, a_move);
b->position = vec2_diff(&b->position, &b_move); b->position = vec2_diff(b->position, b_move);
Vector2 relative = vec2_diff(&b->speed, &a->speed); Vector2 relative = vec2_diff(b->speed, a->speed);
float v_normal = vec2_dot(&relative, normal); float v_normal = vec2_dot(relative, normal);
if (v_normal <= 0) { if (v_normal <= 0) {
return; return;
} }
@@ -41,10 +41,10 @@ void collide(mass_body_t *a, mass_body_t *b, const Vector2 *normal,
Vector2 final = vec2_scale(normal, j); Vector2 final = vec2_scale(normal, j);
Vector2 a_diff = vec2_scale(&final, inverse_a); Vector2 a_diff = vec2_scale(final, inverse_a);
a->speed = vec2_diff(&a->speed, &a_diff); a->speed = vec2_diff(a->speed, a_diff);
Vector2 b_diff = vec2_scale(&final, inverse_b); Vector2 b_diff = vec2_scale(final, inverse_b);
b->speed = vec2_sum(&b->speed, &b_diff); b->speed = vec2_sum(b->speed, b_diff);
} }
void collide_rigid(mass_body_t *a, float restitution) { void collide_rigid(mass_body_t *a, float restitution) {
@@ -79,14 +79,14 @@ void mechanics(universe_t *uni) {
Vector2 scaled_speed; Vector2 scaled_speed;
for (unsigned int i = 0; i < uni->num_bodies; i++) { for (unsigned int i = 0; i < uni->num_bodies; i++) {
body_1 = uni->bodies[i]; body_1 = uni->bodies[i];
scaled_speed = vec2_scale(&body_1.speed, 1.0 / simx); scaled_speed = vec2_scale(body_1.speed, 1.0 / simx);
body_1.position = vec2_sum(&body_1.position, &scaled_speed); body_1.position = vec2_sum(body_1.position, scaled_speed);
if (i < uni->num_bodies - 1) { if (i < uni->num_bodies - 1) {
for (unsigned int y = i + 1; y < uni->num_bodies; y++) { for (unsigned int y = i + 1; y < uni->num_bodies; y++) {
body_2 = uni->bodies[y]; body_2 = uni->bodies[y];
collision = body_collision(&body_1, &body_2); collision = body_collision(&body_1, &body_2);
if (!vec2_is_null(collision)) { if (!vec2_is_null(collision)) {
collide(&body_1, &body_2, &collision, 1.0); collide(&body_1, &body_2, collision, 1.0);
} }
uni->bodies[y] = body_2; uni->bodies[y] = body_2;
} }
+1 -1
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@@ -1,6 +1,6 @@
#ifndef OBJECTS_H_ #ifndef OBJECTS_H_
#define OBJECTS_H_ #define OBJECTS_H_
#include "vec_util.h" #include "vec_utils.h"
typedef struct { typedef struct {
float mass; float mass;
-21
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@@ -1,21 +0,0 @@
#pragma once
#ifndef VEC_UTIL_H_
#define VEC_UTIL_H_
#include <math.h>
#include <raylib.h>
static const Vector2 NULL_VEC2 = {0, 0};
bool vec2_is_null(Vector2 v) ;
Vector2 transform_to_center(Vector2 v);
Vector2 vec2_sum(const Vector2 *a, const Vector2 *b);
float vec2_len(Vector2 v) ;
Vector2 vec2_normalize(const Vector2 v) ;
Vector2 vec2_scale(const Vector2 *normal, const float len) ;
float vec2_dot(const Vector2 *a, const Vector2 *b) ;
Vector2 vec2_diff(const Vector2 *a, const Vector2 *b) ;
#endif // VEC_UTIL_H_
+9 -9
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@@ -1,4 +1,4 @@
#include "vec_util.h" #include "vec_utils.h"
bool vec2_is_null(Vector2 v) { bool vec2_is_null(Vector2 v) {
@@ -15,12 +15,12 @@ Vector2 transform_to_center(Vector2 v) {
return result; return result;
} }
Vector2 vec2_sum(const Vector2 *a, const Vector2 *b) { Vector2 vec2_sum(const Vector2 a, const Vector2 b) {
Vector2 result = {a->x + b->x, a->y + b->y}; Vector2 result = {a.x + b.x, a.y + b.y};
return result; return result;
} }
Vector2 vec2_diff(const Vector2 *a, const Vector2 *b) { Vector2 vec2_diff(const Vector2 a, const Vector2 b) {
Vector2 result = {a->x - b->x, a->y - b->y}; Vector2 result = {a.x - b.x, a.y - b.y};
return result; return result;
} }
@@ -35,11 +35,11 @@ Vector2 vec2_normalize(const Vector2 v) {
return result; return result;
} }
Vector2 vec2_scale(const Vector2 *normal, const float len) { Vector2 vec2_scale(const Vector2 normal, const float len) {
Vector2 result = {len * normal->x, len * normal->y}; Vector2 result = {len * normal.x, len * normal.y};
return result; return result;
} }
float vec2_dot(const Vector2 *a, const Vector2 *b) { float vec2_dot(const Vector2 a, const Vector2 b) {
return a->x * b->x + a->y * b->y; return a.x * b.x + a.y * b.y;
} }
+21
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@@ -0,0 +1,21 @@
#pragma once
#ifndef VEC_UTILS_H_
#define VEC_UTILS_H_
#include <math.h>
#include <raylib.h>
static const Vector2 NULL_VEC2 = {0, 0};
bool vec2_is_null(Vector2 v) ;
Vector2 transform_to_center(Vector2 v);
Vector2 vec2_sum(const Vector2 a, const Vector2 b);
float vec2_len(Vector2 v) ;
Vector2 vec2_normalize(const Vector2 v) ;
Vector2 vec2_scale(const Vector2 normal, const float len) ;
float vec2_dot(const Vector2 a, const Vector2 b) ;
Vector2 vec2_diff(const Vector2 a, const Vector2 b) ;
#endif // VEC_UTILS_H_