separated the headers and c files properly

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Pierre committed 2026-09-30 21:38:44 +02:00
1 parent 14152cb5a0
commit f7e2d85e37
8 files changed
+173 -137

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+7
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@@ -0,0 +1,7 @@
#ifndef CONSTS_H_
#define CONSTS_H_
#define TIMESTEP 1000000
#define simx 2
#endif // CONSTS_H_
+1 -3
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@@ -1,4 +1,5 @@
#include "cphysics.h"
#include "objects.h"
void gravity(universe_t* univ){
@@ -6,6 +7,3 @@ void gravity(universe_t* univ){
void magnetism(universe_t* univ){
}
void mechanics(universe_t* univ){
}
-1
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@@ -3,5 +3,4 @@
#include "objects.h"
void gravity(universe_t* univ);
void magnetism(universe_t* univ);
void mechanics(universe_t* univ);
#endif // CPHYSICS_H_
+3 -102
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@@ -1,7 +1,5 @@
#define _POSIX_C_SOURCE 200809L
#include "objects.h"
#include "vec_util.h"
#include <bits/time.h>
#include <math.h>
#include <pthread.h>
@@ -11,9 +9,8 @@
#include <threads.h>
#include <time.h>
#include <unistd.h>
static const long TIMESTEP = 1000000;
static const long simx = 2;
#include "consts.h"
#include "mechanics.h"
int center_x_text(const char *text, int width, int size) {
return (width - MeasureText(text, size)) / 2;
@@ -23,82 +20,7 @@ static inline int center_y_text(int height, int size) {
return (height - size) / 2;
}
Vector2 body_collision(mass_body_t *a, mass_body_t *b) {
Vector2 diff = vec2_diff(&a->position, &b->position);
float len = vec2_len(diff);
if (len > a->radius + b->radius) {
return NULL_VEC2;
}
if (len == 0) {
return (Vector2){1, 0};
}
Vector2 result = vec2_normalize(diff);
return result;
}
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));
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 relative = vec2_diff(&b->speed, &a->speed);
float v_normal = vec2_dot(&relative, normal);
if (v_normal <= 0) {
return;
}
float factor = -(1 + resitution);
float j = factor * v_normal;
j /= inverse_total;
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);
}
void collide_rigid(mass_body_t *a, float restitution) {
float max_x = GetRenderWidth() / 2.0f - a->radius;
float max_y = GetRenderHeight() / 2.0f - a->radius;
if (a->position.x > max_x) {
a->position.x = max_x;
if (a->speed.x > 0)
a->speed.x *= -restitution;
} else if (a->position.x < -max_x) {
a->position.x = -max_x;
if (a->speed.x < 0)
a->speed.x *= -restitution;
}
if (a->position.y > max_y) {
a->position.y = max_y;
if (a->speed.y > 0)
a->speed.y *= -restitution;
} else if (a->position.y < -max_y) {
a->position.y = -max_y;
if (a->speed.y < 0)
a->speed.y *= -restitution;
}
}
bool vec2_is_null(Vector2 v) {
if (v.x == 0 && v.y == 0) {
return true;
}
return false;
}
long long timespec_diff_ns(struct timespec end, struct timespec start) {
return (end.tv_sec - start.tv_sec) * 1000000000LL +
@@ -107,30 +29,9 @@ long long timespec_diff_ns(struct timespec end, struct timespec start) {
void *physics(void *args) {
universe_t *uni = (universe_t *)args;
mass_body_t body_1;
mass_body_t body_2;
Vector2 collision;
Vector2 scaled_speed;
struct timespec ot, ct;
while (true) {
clock_gettime(CLOCK_MONOTONIC, &ct);
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);
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);
}
uni->bodies[y] = body_2;
}
}
collide_rigid(&body_1, 1.1);
uni->bodies[i] = body_1;
}
mechanics(uni);
ot = ct;
clock_gettime(CLOCK_MONOTONIC, &ct);
long long elapsed = timespec_diff_ns(ct, ot);
+99
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@@ -0,0 +1,99 @@
#include "mechanics.h"
#include "objects.h"
#include <stdio.h>
Vector2 body_collision(mass_body_t *a, mass_body_t *b) {
Vector2 diff = vec2_diff(&a->position, &b->position);
float len = vec2_len(diff);
if (len > a->radius + b->radius) {
return NULL_VEC2;
}
if (len == 0) {
return (Vector2){1, 0};
}
Vector2 result = vec2_normalize(diff);
return result;
}
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));
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 relative = vec2_diff(&b->speed, &a->speed);
float v_normal = vec2_dot(&relative, normal);
if (v_normal <= 0) {
return;
}
float factor = -(1 + resitution);
float j = factor * v_normal;
j /= inverse_total;
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);
}
void collide_rigid(mass_body_t *a, float restitution) {
float max_x = GetRenderWidth() / 2.0f - a->radius;
float max_y = GetRenderHeight() / 2.0f - a->radius;
if (a->position.x > max_x) {
a->position.x = max_x;
if (a->speed.x > 0)
a->speed.x *= -restitution;
} else if (a->position.x < -max_x) {
a->position.x = -max_x;
if (a->speed.x < 0)
a->speed.x *= -restitution;
}
if (a->position.y > max_y) {
a->position.y = max_y;
if (a->speed.y > 0)
a->speed.y *= -restitution;
} else if (a->position.y < -max_y) {
a->position.y = -max_y;
if (a->speed.y < 0)
a->speed.y *= -restitution;
}
}
void mechanics(universe_t* uni){
mass_body_t body_1;
mass_body_t body_2;
Vector2 collision;
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);
printf("aaa");
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);
}
uni->bodies[y] = body_2;
}
}
collide_rigid(&body_1, 1.1);
uni->bodies[i] = body_1;
}
}
+9
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@@ -0,0 +1,9 @@
#pragma once
#ifndef MECHANICS_H_
#define MECHANICS_H_
#include "objects.h"
#include "consts.h"
void mechanics(universe_t* uni);
#endif // MECHANICS_H_
+45
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@@ -0,0 +1,45 @@
#include "vec_util.h"
bool vec2_is_null(Vector2 v) {
if (v.x == 0 && v.y == 0) {
return true;
}
return false;
}
Vector2 transform_to_center(Vector2 v) {
int width = GetRenderWidth();
int height = GetRenderHeight();
Vector2 result = {v.x + width / 2.0, v.y + height / 2.0};
return result;
}
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};
return result;
}
float vec2_len(Vector2 v) { return sqrtf(v.x * v.x + v.y * v.y); }
Vector2 vec2_normalize(const Vector2 v) {
float len = vec2_len(v);
if (len == 0) {
return NULL_VEC2;
}
Vector2 result = {v.x / len, v.y / len};
return result;
}
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;
}
+9 -31
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@@ -1,43 +1,21 @@
#pragma once
#ifndef VEC_UTIL_H_
#define VEC_UTIL_H_
#include <math.h>
#include <raylib.h>
static const Vector2 NULL_VEC2 = {0, 0};
Vector2 transform_to_center(Vector2 v) {
int width = GetRenderWidth();
int height = GetRenderHeight();
Vector2 result = {v.x + width / 2.0, v.y + height / 2.0};
return result;
}
bool vec2_is_null(Vector2 v) ;
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};
return result;
}
Vector2 transform_to_center(Vector2 v);
Vector2 vec2_sum(const Vector2 *a, const Vector2 *b);
float vec2_len(Vector2 v) ;
float vec2_len(Vector2 v) { return sqrtf(v.x * v.x + v.y * v.y); }
Vector2 vec2_normalize(const Vector2 v) ;
Vector2 vec2_normalize(const Vector2 v) {
float len = vec2_len(v);
if (len == 0) {
return NULL_VEC2;
}
Vector2 result = {v.x / len, v.y / len};
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};
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) ;
Vector2 vec2_diff(const Vector2 *a, const Vector2 *b) ;
#endif // VEC_UTIL_H_