#include #include #include #include #include #include #include #include "objects.h" 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; } 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; } 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; clock_gettime(CLOCK_REALTIME,&ot); while(true){ clock_gettime(CLOCK_REALTIME,&ct); for(unsigned int i=0;inum_bodies;i++){ body_1=uni->bodies[i]; body_1.position = vec2_sum(&body_1.position, &body_1.speed); for(unsigned int y=0;ynum_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; } } 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}, {0.5, 0.1}}; mass_body_t body_2 = {100, 50, {200, 0}, {-0.5, 0}}; 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