200 lines
5.5 KiB
C
200 lines
5.5 KiB
C
#define _POSIX_C_SOURCE 200809L
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#include "objects.h"
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#include "vec_util.h"
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#include <bits/time.h>
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#include <math.h>
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#include <pthread.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 <threads.h>
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#include <time.h>
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#include <unistd.h>
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static const long TIMESTEP = 1000000;
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static const long simx = 2;
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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) {
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return (height - size) / 2;
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}
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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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if (len == 0) {
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return (Vector2){1, 0};
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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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float inverse_a = 1.0f / a->mass;
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float inverse_b = 1.0f / b->mass;
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float inverse_total = inverse_a + inverse_b;
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float overlap =
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a->radius + b->radius - vec2_len(vec2_diff(&a->position, &b->position));
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Vector2 correction = vec2_scale(normal, overlap / inverse_total);
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Vector2 a_move = vec2_scale(&correction, inverse_a);
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Vector2 b_move = vec2_scale(&correction, inverse_b);
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a->position = vec2_sum(&a->position, &a_move);
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b->position = vec2_diff(&b->position, &b_move);
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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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if (v_normal <= 0) {
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return;
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}
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float factor = -(1 + resitution);
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float j = factor * v_normal;
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j /= inverse_total;
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Vector2 final = vec2_scale(normal, j);
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Vector2 a_diff = vec2_scale(&final, inverse_a);
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a->speed = vec2_diff(&a->speed, &a_diff);
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Vector2 b_diff = vec2_scale(&final, inverse_b);
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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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long long timespec_diff_ns(struct timespec end, struct timespec start) {
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return (end.tv_sec - start.tv_sec) * 1000000000LL +
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(end.tv_nsec - start.tv_nsec);
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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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Vector2 scaled_speed;
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struct timespec ot, ct;
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while (true) {
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clock_gettime(CLOCK_MONOTONIC, &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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scaled_speed = vec2_scale(&body_1.speed, 1.0 / simx);
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body_1.position = vec2_sum(&body_1.position, &scaled_speed);
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if (i < uni->num_bodies - 1) {
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for (unsigned int y = i + 1; 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, 0.99);
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}
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uni->bodies[y] = body_2;
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}
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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, 1.0005);
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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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clock_gettime(CLOCK_MONOTONIC, &ct);
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long long elapsed = timespec_diff_ns(ct, ot);
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long long remaining = TIMESTEP / simx - elapsed;
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if (remaining > 0) {
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long long sleep_time = remaining * 9 / 10;
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struct timespec sleep_time_spec = {0, sleep_time};
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thrd_sleep(&sleep_time_spec, NULL);
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}
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do {
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clock_gettime(CLOCK_MONOTONIC, &ct);
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} while (timespec_diff_ns(ct, ot) < TIMESTEP / simx);
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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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universe.bodies = malloc(1024 * sizeof(mass_body_t));
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for (int i = 0; i < 100; i++) {
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float radius = 12.0f + 8.0f / (i + 1);
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universe.bodies[i] = (mass_body_t){
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radius,
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radius,
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{-360.0f + 80.0f * (i % 10), -202.5f + 45.0f * (i / 10)},
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{-0.1f, 0.8f - i * 0.005f},
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};
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}
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universe.num_bodies = 100;
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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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pthread_create(&physics_thread, NULL, physics, (void *)&universe);
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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),
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universe.bodies[i].radius,
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(Color){((256 / universe.num_bodies) * i) % 256,
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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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