#define _POSIX_C_SOURCE 200809L #include #include #include #include #include #include #include #include #include #include static const Vector2 NULL_VEC2 = {0, 0}; static const long TIMESTEP = 1000000; typedef struct { float mass; float radius; Vector2 position; Vector2 speed; } mass_body_t; 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 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 == 0.0) { 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; } 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; } Vector2 result = vec2_normalize(diff); return result; } Vector2 edge_collision(mass_body_t *b) { float width = GetRenderWidth(); float height = GetRenderHeight(); Vector2 result = {0, 0}; if (b->position.x + b->radius > width / 2) { result.x = -1; } else if (b->position.x - b->radius < -width / 2) { result.x = 1; } if (b->position.y + b->radius > height / 2) { result.y = -1; } else if (b->position.y - b->radius < -height / 2) { result.y = 1; } if (result.x == 0 && result.y == 0) { return NULL_VEC2; } return vec2_normalize(result); } void collide(mass_body_t *a, mass_body_t *b, const Vector2 *normal, float resitution) { Vector2 relative = vec2_diff(&b->speed, &a->speed); float v_normal = vec2_dot(&relative, normal); float factor = -(1 + resitution); float j = factor * v_normal; j /= (1.0 / a->mass) + (1.0 / b->mass); Vector2 final = vec2_scale(normal, j); Vector2 a_diff = vec2_scale(&final, 1.0 / a->mass); a->speed = vec2_diff(&a->speed, &a_diff); Vector2 b_diff = vec2_scale(&final, 1.0 / b->mass); b->speed = vec2_sum(&b->speed, &b_diff); } void collide_rigid(mass_body_t *a, const Vector2 *normal, float restitution) { float v_normal = vec2_dot(&a->speed, normal); Vector2 delta_v = vec2_scale(normal, -(1.0 + restitution) * v_normal); a->speed = vec2_sum(&a->speed, &delta_v); } 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; 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]; body_1.position = vec2_sum(&body_1.position, &body_1.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; } } collision = edge_collision(&body_1); if (!vec2_is_null(collision)) { collide_rigid(&body_1, &collision, 1.0); } uni->bodies[i] = body_1; } ot = ct; clock_gettime(CLOCK_MONOTONIC, &ct); long long elapsed = timespec_diff_ns(ct, ot); long long remaining = TIMESTEP - 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); } } int main(void) { pthread_t physics_thread; const char *welcome_text = "Welcome to Fucked Physics!"; universe_t universe = {0, NULL}; pthread_create(&physics_thread, NULL, physics, (void *)&universe); universe.bodies = malloc(1024 * sizeof(mass_body_t)); mass_body_t body_1 = {100, 50, {-200, -100}, {0.1, 0.00000000001}}; mass_body_t body_2 = {100, 50, {200, 0}, {0.1, 0.000000000001}}; universe.bodies[0] = body_1; universe.bodies[1] = body_2; universe.num_bodies = 2; SetConfigFlags(FLAG_WINDOW_RESIZABLE); InitWindow(800, 450, "Fucked Physics"); SetTargetFPS(120); 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; }