Fixed stupid shit
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+10
-54
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@@ -1,9 +1,9 @@
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#define _POSIX_C_SOURCE 200809L
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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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#include <unistd.h>
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#include <raylib.h>
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#include <stdio.h>
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#include <stdlib.h>
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@@ -11,16 +11,8 @@
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#include <time.h>
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#include <unistd.h>
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static const Vector2 NULL_VEC2 = {0, 0};
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static const long TIMESTEP = 1000000;
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typedef struct {
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float mass;
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float radius;
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Vector2 position;
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Vector2 speed;
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} mass_body_t;
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int center_x_text(const char *text, int width, int size) {
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return (width - MeasureText(text, size)) / 2;
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}
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@@ -29,42 +21,6 @@ static inline int center_y_text(int height, int size) {
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return (height - size) / 2;
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}
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Vector2 transform_to_center(Vector2 v) {
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int width = GetRenderWidth();
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int height = GetRenderHeight();
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Vector2 result = {v.x + width / 2.0, v.y + height / 2.0};
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return result;
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}
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Vector2 vec2_sum(const Vector2 *a, const Vector2 *b) {
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Vector2 result = {a->x + b->x, a->y + b->y};
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return result;
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}
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Vector2 vec2_diff(const Vector2 *a, const Vector2 *b) {
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Vector2 result = {a->x - b->x, a->y - b->y};
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return result;
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}
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float vec2_len(Vector2 v) { return sqrtf(v.x * v.x + v.y * v.y); }
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Vector2 vec2_normalize(const Vector2 v) {
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float len = vec2_len(v);
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if (len == 0.0) {
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return NULL_VEC2;
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}
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Vector2 result = {v.x / len, v.y / len};
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return result;
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}
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Vector2 vec2_scale(const Vector2 *normal, const float len) {
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Vector2 result = {len * normal->x, len * normal->y};
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return result;
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}
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float vec2_dot(const Vector2 *a, const Vector2 *b) {
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return a->x * b->x + a->y * b->y;
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}
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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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float len = vec2_len(diff);
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@@ -131,7 +87,6 @@ bool vec2_is_null(Vector2 v) {
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return false;
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}
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long long timespec_diff_ns(struct timespec end, struct timespec start) {
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return (end.tv_sec - start.tv_sec) * 1000000000LL +
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(end.tv_nsec - start.tv_nsec);
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@@ -153,14 +108,14 @@ void *physics(void *args) {
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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, 1.2);
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}
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uni->bodies[y] = body_2;
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}
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}
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collision = edge_collision(&body_1);
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if (!vec2_is_null(collision)) {
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collide_rigid(&body_1, &collision, 1.0);
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collide_rigid(&body_1, &collision, 1.2);
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}
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uni->bodies[i] = body_1;
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}
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@@ -186,17 +141,17 @@ int main(void) {
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pthread_t physics_thread;
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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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pthread_create(&physics_thread, NULL, physics, (void *)&universe);
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universe.bodies = malloc(1024 * sizeof(mass_body_t));
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mass_body_t body_1 = {100, 50, {-200, -100}, {0.1, 0.00000000001}};
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mass_body_t body_2 = {100, 50, {200, 0}, {0.1, 0.000000000001}};
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mass_body_t body_1 = {100, 50, {-200, -200}, {0.1, -0.1}};
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mass_body_t body_2 = {100, 50, {200, 200}, {-0.1, 0.105}};
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universe.bodies[0] = body_1;
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universe.bodies[1] = body_2;
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universe.num_bodies = 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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pthread_create(&physics_thread, NULL, physics, (void *)&universe);
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while (!WindowShouldClose()) {
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+4
-3
@@ -1,11 +1,9 @@
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#ifndef VEC_UTIL_H_
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#define VEC_UTIL_H_
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#include <raylib.h>
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#include <math.h>
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#include <raylib.h>
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static const Vector2 NULL_VEC2 = {0, 0};
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Vector2 transform_to_center(Vector2 v) {
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int width = GetRenderWidth();
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int height = GetRenderHeight();
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@@ -26,6 +24,9 @@ float vec2_len(Vector2 v) { return sqrtf(v.x * v.x + v.y * v.y); }
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Vector2 vec2_normalize(const Vector2 v) {
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float len = vec2_len(v);
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if (len == 0) {
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return NULL_VEC2;
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}
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Vector2 result = {v.x / len, v.y / len};
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return result;
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}
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