diff --git a/CMakeLists.txt b/CMakeLists.txt index 7e891be..e88e4d6 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -21,9 +21,9 @@ find_package(raylib REQUIRED) add_executable(${PROJECT_NAME} main.c - cphysics.c mechanics.c - vec_util.c + vec_utils.c + gravity.c ) target_link_libraries(${PROJECT_NAME} diff --git a/consts.h b/consts.h index 027031f..487b5a8 100644 --- a/consts.h +++ b/consts.h @@ -2,6 +2,6 @@ #define CONSTS_H_ #define TIMESTEP 1000000 #define simx 2 - +#define NEWTON_G 6.674e-11 #endif // CONSTS_H_ diff --git a/cphysics.h b/cphysics.h deleted file mode 100644 index 26c0e5d..0000000 --- a/cphysics.h +++ /dev/null @@ -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_ diff --git a/gravity.c b/gravity.c new file mode 100644 index 0000000..cd27349 --- /dev/null +++ b/gravity.c @@ -0,0 +1,26 @@ +#include "gravity.h" +#include "consts.h" +#include "vec_utils.h" +#include + +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; + } +} diff --git a/gravity.h b/gravity.h new file mode 100644 index 0000000..85dcbdc --- /dev/null +++ b/gravity.h @@ -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_ diff --git a/main.c b/main.c index 796c207..2cf2b43 100644 --- a/main.c +++ b/main.c @@ -1,8 +1,13 @@ #define _POSIX_C_SOURCE 200809L #include "consts.h" +#include "gravity.h" #include "mechanics.h" +<<<<<<< HEAD #include "magnetism.h" +======= +#include "objects.h" +>>>>>>> aa4f0dfe52bab37ef3bf82a47c44316c74c3ccbc #include #include #include @@ -30,7 +35,9 @@ 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); magnetism(uni); ot = ct; @@ -57,39 +64,10 @@ 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); @@ -146,9 +124,9 @@ 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, diff --git a/mechanics.c b/mechanics.c index c902fcd..d0c83f8 100644 --- a/mechanics.c +++ b/mechanics.c @@ -3,7 +3,7 @@ #include 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); if (len > a->radius + b->radius) { return NULL_VEC2; @@ -15,21 +15,21 @@ Vector2 body_collision(mass_body_t *a, mass_body_t *b) { 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 inverse_a = 1.0f / a->mass; float inverse_b = 1.0f / b->mass; float inverse_total = inverse_a + inverse_b; 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 a_move = vec2_scale(&correction, inverse_a); - Vector2 b_move = vec2_scale(&correction, inverse_b); - a->position = vec2_sum(&a->position, &a_move); - b->position = vec2_diff(&b->position, &b_move); + Vector2 a_move = vec2_scale(correction, inverse_a); + Vector2 b_move = vec2_scale(correction, inverse_b); + a->position = vec2_sum(a->position, a_move); + b->position = vec2_diff(b->position, b_move); - Vector2 relative = vec2_diff(&b->speed, &a->speed); - float v_normal = vec2_dot(&relative, normal); + Vector2 relative = vec2_diff(b->speed, a->speed); + float v_normal = vec2_dot(relative, normal); if (v_normal <= 0) { 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 a_diff = vec2_scale(&final, inverse_a); - a->speed = vec2_diff(&a->speed, &a_diff); - Vector2 b_diff = vec2_scale(&final, inverse_b); - b->speed = vec2_sum(&b->speed, &b_diff); + Vector2 a_diff = vec2_scale(final, inverse_a); + a->speed = vec2_diff(a->speed, a_diff); + Vector2 b_diff = vec2_scale(final, inverse_b); + b->speed = vec2_sum(b->speed, b_diff); } void collide_rigid(mass_body_t *a, float restitution) { @@ -79,14 +79,14 @@ void mechanics(universe_t *uni) { Vector2 scaled_speed; for (unsigned int i = 0; i < uni->num_bodies; i++) { body_1 = uni->bodies[i]; - scaled_speed = vec2_scale(&body_1.speed, 1.0 / simx); - body_1.position = vec2_sum(&body_1.position, &scaled_speed); + scaled_speed = vec2_scale(body_1.speed, 1.0 / simx); + body_1.position = vec2_sum(body_1.position, scaled_speed); if (i < uni->num_bodies - 1) { for (unsigned int y = i + 1; y < uni->num_bodies; y++) { body_2 = uni->bodies[y]; collision = body_collision(&body_1, &body_2); 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; } diff --git a/objects.h b/objects.h index 95ddd09..d20cfe8 100644 --- a/objects.h +++ b/objects.h @@ -1,6 +1,6 @@ #ifndef OBJECTS_H_ #define OBJECTS_H_ -#include "vec_util.h" +#include "vec_utils.h" typedef struct { float mass; diff --git a/vec_util.h b/vec_util.h deleted file mode 100644 index 57f3d16..0000000 --- a/vec_util.h +++ /dev/null @@ -1,21 +0,0 @@ -#pragma once -#ifndef VEC_UTIL_H_ -#define VEC_UTIL_H_ -#include -#include -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_ diff --git a/vec_util.c b/vec_utils.c similarity index 57% rename from vec_util.c rename to vec_utils.c index 096988a..8a18d48 100644 --- a/vec_util.c +++ b/vec_utils.c @@ -1,4 +1,4 @@ -#include "vec_util.h" +#include "vec_utils.h" bool vec2_is_null(Vector2 v) { @@ -15,12 +15,12 @@ Vector2 transform_to_center(Vector2 v) { return result; } -Vector2 vec2_sum(const Vector2 *a, const Vector2 *b) { - Vector2 result = {a->x + b->x, a->y + b->y}; +Vector2 vec2_sum(const Vector2 a, const Vector2 b) { + Vector2 result = {a.x + b.x, a.y + b.y}; return result; } -Vector2 vec2_diff(const Vector2 *a, const Vector2 *b) { - Vector2 result = {a->x - b->x, a->y - b->y}; +Vector2 vec2_diff(const Vector2 a, const Vector2 b) { + Vector2 result = {a.x - b.x, a.y - b.y}; return result; } @@ -35,11 +35,11 @@ Vector2 vec2_normalize(const Vector2 v) { return result; } -Vector2 vec2_scale(const Vector2 *normal, const float len) { - Vector2 result = {len * normal->x, len * normal->y}; +Vector2 vec2_scale(const Vector2 normal, const float len) { + Vector2 result = {len * normal.x, len * normal.y}; return result; } -float vec2_dot(const Vector2 *a, const Vector2 *b) { - return a->x * b->x + a->y * b->y; +float vec2_dot(const Vector2 a, const Vector2 b) { + return a.x * b.x + a.y * b.y; } diff --git a/vec_utils.h b/vec_utils.h new file mode 100644 index 0000000..18e8658 --- /dev/null +++ b/vec_utils.h @@ -0,0 +1,21 @@ +#pragma once +#ifndef VEC_UTILS_H_ +#define VEC_UTILS_H_ +#include +#include +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_