Files
fphysics/main.c
T
2026-09-30 09:07:28 +02:00

200 lines
5.5 KiB
C

#define _POSIX_C_SOURCE 200809L
#include "objects.h"
#include "vec_util.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>
static const long TIMESTEP = 1000000;
static const long simx = 2;
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;
}
if (len == 0) {
return (Vector2){1, 0};
}
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) {
float inverse_a = 1.0f / a->mass;
float inverse_b = 1.0f / b->mass;
float inverse_total = inverse_a + inverse_b;
float overlap =
a->radius + b->radius - vec2_len(vec2_diff(&a->position, &b->position));
Vector2 correction = vec2_scale(normal, overlap / inverse_total);
Vector2 a_move = vec2_scale(&correction, inverse_a);
Vector2 b_move = vec2_scale(&correction, inverse_b);
a->position = vec2_sum(&a->position, &a_move);
b->position = vec2_diff(&b->position, &b_move);
Vector2 relative = vec2_diff(&b->speed, &a->speed);
float v_normal = vec2_dot(&relative, normal);
if (v_normal <= 0) {
return;
}
float factor = -(1 + resitution);
float j = factor * v_normal;
j /= inverse_total;
Vector2 final = vec2_scale(normal, j);
Vector2 a_diff = vec2_scale(&final, inverse_a);
a->speed = vec2_diff(&a->speed, &a_diff);
Vector2 b_diff = vec2_scale(&final, inverse_b);
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;
Vector2 scaled_speed;
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];
scaled_speed = vec2_scale(&body_1.speed, 1.0 / simx);
body_1.position = vec2_sum(&body_1.position, &scaled_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, 0.99);
}
uni->bodies[y] = body_2;
}
}
collision = edge_collision(&body_1);
if (!vec2_is_null(collision)) {
collide_rigid(&body_1, &collision, 1.0005);
}
uni->bodies[i] = body_1;
}
ot = ct;
clock_gettime(CLOCK_MONOTONIC, &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) {
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));
for (int i = 0; i < 100; i++) {
float radius = 12.0f + 8.0f / (i + 1);
universe.bodies[i] = (mass_body_t){
radius,
radius,
{-360.0f + 80.0f * (i % 10), -202.5f + 45.0f * (i / 10)},
{-0.1f, 0.8f - i * 0.005f},
};
}
universe.num_bodies = 100;
SetConfigFlags(FLAG_WINDOW_RESIZABLE);
InitWindow(800, 450, "Fucked Physics");
SetTargetFPS(120);
pthread_create(&physics_thread, NULL, physics, (void *)&universe);
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;
}