#define _POSIX_C_SOURCE 200809L #include "objects.h" #include "vec_util.h" #include #include #include #include #include #include #include #include #include static const long TIMESTEP = 1000000; static const long simx = 2; int center_x_text(const char *text, int width, int size) { return (width - MeasureText(text, size)) / 2; } 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 + (end.tv_nsec - start.tv_nsec); } 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; } ot = ct; clock_gettime(CLOCK_MONOTONIC, &ct); long long elapsed = timespec_diff_ns(ct, ot); long long remaining = TIMESTEP / simx - elapsed; if (remaining > 0) { long long sleep_time = remaining * 9 / 10; struct timespec sleep_time_spec = {0, sleep_time}; thrd_sleep(&sleep_time_spec, NULL); } do { clock_gettime(CLOCK_MONOTONIC, &ct); } while (timespec_diff_ns(ct, ot) < TIMESTEP / simx); } } int main(void) { pthread_t physics_thread; 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; } 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}, }; } SetConfigFlags(FLAG_WINDOW_RESIZABLE); InitWindow(800, 450, "Fucked Physics"); SetTargetFPS(120); pthread_create(&physics_thread, NULL, physics, (void *)&universe); while (!WindowShouldClose()) { BeginDrawing(); ClearBackground(RAYWHITE); for (unsigned int i = 0; i < universe.num_bodies; i++) { 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}); } DrawText(welcome_text, center_x_text(welcome_text, GetRenderWidth(), 20), center_y_text(GetRenderHeight(), 20), 20, BLACK); EndDrawing(); } CloseWindow(); return EXIT_SUCCESS; }