149 lines
4.0 KiB
C
149 lines
4.0 KiB
C
#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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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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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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float len = vec2_len(diff);
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if (len > a->radius + b->radius) {
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return NULL_VEC2;
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}
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Vector2 result = vec2_normalize(diff);
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return result;
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}
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Vector2 edge_collision(mass_body_t *b) {
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float width = GetRenderWidth();
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float height = GetRenderHeight();
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Vector2 result = {0, 0};
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if (b->position.x + b->radius > width / 2) {
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result.x = -1;
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} else if (b->position.x - b->radius < -width / 2) {
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result.x = 1;
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}
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if (b->position.y + b->radius > height / 2) {
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result.y = -1;
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} else if (b->position.y - b->radius < -height / 2) {
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result.y = 1;
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}
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if (result.x == 0 && result.y == 0) {
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return NULL_VEC2;
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}
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return vec2_normalize(result);
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}
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void collide(mass_body_t *a, mass_body_t *b, const Vector2 *normal,
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float resitution) {
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Vector2 relative = vec2_diff(&b->speed, &a->speed);
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float v_normal = vec2_dot(&relative, normal);
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float factor = -(1 + resitution);
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float j = factor * v_normal;
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j /= (1.0 / a->mass) + (1.0 / b->mass);
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Vector2 final = vec2_scale(normal, j);
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Vector2 a_diff = vec2_scale(&final, 1.0 / a->mass);
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a->speed = vec2_diff(&a->speed, &a_diff);
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Vector2 b_diff = vec2_scale(&final, 1.0 / b->mass);
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b->speed = vec2_sum(&b->speed, &b_diff);
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}
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void collide_rigid(mass_body_t *a, const Vector2 *normal, float restitution) {
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float v_normal = vec2_dot(&a->speed, normal);
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Vector2 delta_v = vec2_scale(normal, -(1.0 + restitution) * v_normal);
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a->speed = vec2_sum(&a->speed, &delta_v);
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}
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bool vec2_is_null(Vector2 v) {
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if (v.x == 0 && v.y == 0) {
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return true;
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}
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return false;
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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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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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}
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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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}
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}
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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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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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SetConfigFlags(FLAG_WINDOW_RESIZABLE);
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InitWindow(800, 450, "Fucked Physics");
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SetTargetFPS(120);
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while (!WindowShouldClose()) {
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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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}
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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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EndDrawing();
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}
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CloseWindow();
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return EXIT_SUCCESS;
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}
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