separated the headers and c files properly
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@@ -0,0 +1,7 @@
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#ifndef CONSTS_H_
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#define CONSTS_H_
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#define TIMESTEP 1000000
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#define simx 2
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#endif // CONSTS_H_
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+1
-3
@@ -1,4 +1,5 @@
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#include "cphysics.h"
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#include "objects.h"
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void gravity(universe_t* univ){
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@@ -6,6 +7,3 @@ void gravity(universe_t* univ){
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void magnetism(universe_t* univ){
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}
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void mechanics(universe_t* univ){
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}
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@@ -3,5 +3,4 @@
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#include "objects.h"
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void gravity(universe_t* univ);
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void magnetism(universe_t* univ);
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void mechanics(universe_t* univ);
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#endif // CPHYSICS_H_
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@@ -1,7 +1,5 @@
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#define _POSIX_C_SOURCE 200809L
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#include "objects.h"
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#include "vec_util.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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@@ -11,9 +9,8 @@
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#include <threads.h>
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#include <time.h>
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#include <unistd.h>
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static const long TIMESTEP = 1000000;
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static const long simx = 2;
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#include "consts.h"
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#include "mechanics.h"
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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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@@ -23,82 +20,7 @@ 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 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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if (len > a->radius + b->radius) {
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return NULL_VEC2;
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}
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if (len == 0) {
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return (Vector2){1, 0};
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}
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Vector2 result = vec2_normalize(diff);
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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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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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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 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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float factor = -(1 + resitution);
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float j = factor * v_normal;
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j /= inverse_total;
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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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}
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void collide_rigid(mass_body_t *a, float restitution) {
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float max_x = GetRenderWidth() / 2.0f - a->radius;
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float max_y = GetRenderHeight() / 2.0f - a->radius;
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if (a->position.x > max_x) {
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a->position.x = max_x;
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if (a->speed.x > 0)
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a->speed.x *= -restitution;
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} else if (a->position.x < -max_x) {
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a->position.x = -max_x;
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if (a->speed.x < 0)
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a->speed.x *= -restitution;
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}
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if (a->position.y > max_y) {
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a->position.y = max_y;
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if (a->speed.y > 0)
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a->speed.y *= -restitution;
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} else if (a->position.y < -max_y) {
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a->position.y = -max_y;
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if (a->speed.y < 0)
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a->speed.y *= -restitution;
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}
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}
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bool vec2_is_null(Vector2 v) {
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if (v.x == 0 && v.y == 0) {
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return true;
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}
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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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@@ -107,30 +29,9 @@ long long timespec_diff_ns(struct timespec end, struct timespec start) {
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void *physics(void *args) {
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universe_t *uni = (universe_t *)args;
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mass_body_t body_1;
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mass_body_t body_2;
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Vector2 collision;
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Vector2 scaled_speed;
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struct timespec ot, ct;
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while (true) {
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clock_gettime(CLOCK_MONOTONIC, &ct);
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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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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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}
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uni->bodies[y] = body_2;
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}
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}
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collide_rigid(&body_1, 1.1);
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uni->bodies[i] = body_1;
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}
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mechanics(uni);
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ot = ct;
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clock_gettime(CLOCK_MONOTONIC, &ct);
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long long elapsed = timespec_diff_ns(ct, ot);
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+99
@@ -0,0 +1,99 @@
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#include "mechanics.h"
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#include "objects.h"
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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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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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}
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if (len == 0) {
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return (Vector2){1, 0};
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}
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Vector2 result = vec2_normalize(diff);
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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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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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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 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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float factor = -(1 + resitution);
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float j = factor * v_normal;
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j /= inverse_total;
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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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}
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void collide_rigid(mass_body_t *a, float restitution) {
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float max_x = GetRenderWidth() / 2.0f - a->radius;
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float max_y = GetRenderHeight() / 2.0f - a->radius;
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if (a->position.x > max_x) {
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a->position.x = max_x;
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if (a->speed.x > 0)
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a->speed.x *= -restitution;
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} else if (a->position.x < -max_x) {
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a->position.x = -max_x;
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if (a->speed.x < 0)
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a->speed.x *= -restitution;
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}
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if (a->position.y > max_y) {
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a->position.y = max_y;
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if (a->speed.y > 0)
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a->speed.y *= -restitution;
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} else if (a->position.y < -max_y) {
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a->position.y = -max_y;
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if (a->speed.y < 0)
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a->speed.y *= -restitution;
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}
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}
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void mechanics(universe_t* uni){
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mass_body_t body_1;
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mass_body_t body_2;
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Vector2 collision;
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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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printf("aaa");
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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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}
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uni->bodies[y] = body_2;
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}
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}
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collide_rigid(&body_1, 1.1);
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uni->bodies[i] = body_1;
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}
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}
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@@ -0,0 +1,9 @@
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#pragma once
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#ifndef MECHANICS_H_
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#define MECHANICS_H_
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#include "objects.h"
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#include "consts.h"
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void mechanics(universe_t* uni);
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#endif // MECHANICS_H_
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+45
@@ -0,0 +1,45 @@
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#include "vec_util.h"
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bool vec2_is_null(Vector2 v) {
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if (v.x == 0 && v.y == 0) {
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return true;
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}
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return false;
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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) {
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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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+9
-31
@@ -1,43 +1,21 @@
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#pragma once
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#ifndef VEC_UTIL_H_
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#define VEC_UTIL_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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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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bool vec2_is_null(Vector2 v) ;
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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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Vector2 transform_to_center(Vector2 v);
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Vector2 vec2_sum(const Vector2 *a, const Vector2 *b);
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float vec2_len(Vector2 v) ;
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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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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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Vector2 vec2_scale(const Vector2 *normal, const float len) ;
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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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float vec2_dot(const Vector2 *a, const Vector2 *b) ;
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Vector2 vec2_diff(const Vector2 *a, const Vector2 *b) ;
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#endif // VEC_UTIL_H_
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