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2823d3e0c0
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2823d3e0c0
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6c98e3007c
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@@ -1,18 +1,69 @@
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#define _POSIX_C_SOURCE 200809L
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#include <bits/time.h>
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#include <math.h>
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#include <time.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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#include "objects.h"
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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 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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static inline int center_y_text(int height, int size) { return (height - size) / 2; }
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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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@@ -81,33 +132,53 @@ bool vec2_is_null(Vector2 v) {
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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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}
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void *physics(void *args) {
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universe_t* uni= (universe_t*)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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struct timespec ot, ct;
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clock_gettime(CLOCK_REALTIME,&ot);
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while(true){
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clock_gettime(CLOCK_REALTIME,&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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body_1.position = vec2_sum(&body_1.position, &body_1.speed);
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for(unsigned int y=0;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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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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body_1.position = vec2_sum(&body_1.position, &body_1.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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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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uni->bodies[y] = body_2;
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}
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uni->bodies[i]=body_1;
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}
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ot=ct;
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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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}
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uni->bodies[i] = body_1;
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}
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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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long long remaining = TIMESTEP - elapsed;
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if (remaining > 0) {
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long long sleep_time = remaining * 9 / 10;
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struct timespec sleep_time_spec = {0, sleep_time};
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thrd_sleep(&sleep_time_spec, NULL);
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}
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do {
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clock_gettime(CLOCK_MONOTONIC, &ct);
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} while (timespec_diff_ns(ct, ot) < TIMESTEP);
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}
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}
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@@ -115,14 +186,14 @@ 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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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}, {0.5, 0.1}};
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mass_body_t body_2 = {100, 50, {200, 0}, {-0.5, 0}};
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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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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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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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@@ -131,15 +202,15 @@ int main(void) {
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BeginDrawing();
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ClearBackground(RAYWHITE);
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for(unsigned int i=0;i<universe.num_bodies;i++){
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DrawCircleV(transform_to_center(universe.bodies[i].position), universe.bodies[i].radius, (Color){((256/universe.num_bodies)*i)%256,255*(i%2),255*(i%2)*(i%3),255});
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for (unsigned int i = 0; i < universe.num_bodies; i++) {
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DrawCircleV(transform_to_center(universe.bodies[i].position),
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universe.bodies[i].radius,
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(Color){((256 / universe.num_bodies) * i) % 256,
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255 * (i % 2), 255 * (i % 2) * (i % 3), 255});
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}
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DrawText(welcome_text, center_x_text(welcome_text, GetRenderWidth(), 20),
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center_y_text(GetRenderHeight(), 20), 20, BLACK);
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center_y_text(GetRenderHeight(), 20), 20, BLACK);
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EndDrawing();
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}
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