Files
fphysics/main.c
T

164 lines
4.7 KiB
C

#define _POSIX_C_SOURCE 200809L
#include "consts.h"
#include "mechanics.h"
#include <bits/time.h>
#include <math.h>
#include <pthread.h>
#include <raylib.h>
#include <stdio.h>
#include <stdlib.h>
#include <threads.h>
#include <time.h>
#include <unistd.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;
}
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;
struct timespec ot, ct;
while (true) {
clock_gettime(CLOCK_MONOTONIC, &ct);
mechanics(uni);
ot = 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) {
float v_scale = 1;
Vector2 canvas_offset = {0, 0};
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()) {
int key_pressed = 0;
do {
key_pressed = GetKeyPressed();
switch (key_pressed) {
case KEY_I:
v_scale += 0.1;
break;
case KEY_O:
if (v_scale > 0.1) {
v_scale -= 0.1;
}
break;
case KEY_LEFT:
canvas_offset.x += 100;
break;
case KEY_RIGHT:
canvas_offset.x -= 100;
break;
case KEY_UP:
canvas_offset.y += 100;
break;
case KEY_DOWN:
canvas_offset.y -= 100;
break;
}
} while (key_pressed != 0);
if (canvas_offset.x + GetRenderWidth() * 0.5 / v_scale >
GetRenderWidth() * 5) {
canvas_offset.x =
-GetRenderWidth() * 0.5 / v_scale + GetRenderWidth() * 5;
} else if (canvas_offset.x - GetRenderWidth() * 0.5 / v_scale <
-GetRenderWidth() * 5) {
canvas_offset.x = GetRenderWidth() * 0.5 / v_scale - GetRenderWidth() * 5;
}
if (canvas_offset.y + GetRenderHeight() * 0.5 / v_scale >
GetRenderHeight() * 5) {
canvas_offset.y =
-GetRenderHeight() * 0.5 / v_scale + GetRenderHeight() * 5;
} else if (canvas_offset.y - GetRenderHeight() * 0.5 / v_scale <
-GetRenderHeight() * 5) {
canvas_offset.y =
GetRenderHeight() * 0.5 / v_scale - GetRenderHeight() * 5;
}
BeginDrawing();
ClearBackground(RAYWHITE);
for (unsigned int i = 0; i < universe.num_bodies; i++) {
Vector2 scaled_offset = vec2_scale(&canvas_offset, v_scale);
Vector2 body_position = vec2_scale(&universe.bodies[i].position, v_scale);
body_position = vec2_sum(&body_position, &scaled_offset);
DrawCircleV(transform_to_center(body_position),
universe.bodies[i].radius * v_scale,
(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;
}