181 lines
5.9 KiB
C
181 lines
5.9 KiB
C
#define _POSIX_C_SOURCE 200809L
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#include "consts.h"
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#include "gravity.h"
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#include "magnetism.h"
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#include "mechanics.h"
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#include "objects.h"
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#include "vec_utils.h"
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#include <errno.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 <time.h>
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#include <unistd.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) {
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return (height - size) / 2;
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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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struct timespec next_step;
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clock_gettime(CLOCK_MONOTONIC, &next_step);
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while (true) {
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next_step.tv_sec += LOOP_TIMESTEP / 1000000000LL;
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next_step.tv_nsec += LOOP_TIMESTEP % 1000000000LL;
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if (next_step.tv_nsec >= 1000000000L) {
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next_step.tv_nsec -= 1000000000L;
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next_step.tv_sec++;
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}
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gravity(uni);
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magnetism(uni);
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mechanics(uni);
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struct timespec now;
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clock_gettime(CLOCK_MONOTONIC, &now);
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if (now.tv_sec > next_step.tv_sec ||
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(now.tv_sec == next_step.tv_sec && now.tv_nsec > next_step.tv_nsec)) {
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next_step =
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now; // An overrun starts a fresh schedule, without catch-up steps.
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}
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// Sleep only until the deadline; processing time is already included.
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while (clock_nanosleep(CLOCK_MONOTONIC, TIMER_ABSTIME, &next_step, NULL) ==
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EINTR) {
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}
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}
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}
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int main(void) {
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float v_scale = 1;
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Vector2 canvas_offset = {0, 0};
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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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universe.num_bodies = 7;
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universe.bodies[0] =
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(mass_body_t){330432.0f, 696340 / RT, {0, 0}, {0, 0}, 600, 0, "Sun"};
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universe.bodies[1] = (mass_body_t){
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0.055f, 2439.7 / RT, {0.387 * UA / RT, 0}, {0, -38.86 / RT}, 80,
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0, "Mercury"};
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universe.bodies[2] = (mass_body_t){
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0.815f, 6051.8 / RT, {0.723 * UA / RT, 0}, {0, -34.79 / RT}, 190,
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0, "Venus"};
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universe.bodies[3] = (mass_body_t){
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1.0f, 1.0f, {1 * UA / RT, 0}, {0, -29.29 / RT}, 200, 0, "Earth"};
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universe.bodies[4] = (mass_body_t){
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0.107f, 3389.5 / RT, {1.524 * UA / RT, 0}, {0, -21.97 / RT}, 106,
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0, "Mars"};
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universe.bodies[5] = (mass_body_t){
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317.83f, 69911 / RT, {5.203 * UA / RT, 0}, {0, -12.43 / RT}, 400,
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0, "Jupiter"};
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universe.bodies[6] = (mass_body_t){
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95.159f, 58232 / RT, {9.582 * UA / RT, 0}, {0, -9.11 / RT}, 300,
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0, "Saturn"};
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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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int key_pressed = 0;
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do {
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key_pressed = GetKeyPressed();
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switch (key_pressed) {
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case KEY_I:
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if (v_scale >= 0.1) {
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v_scale += 0.1;
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} else {
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v_scale += 0.01;
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}
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break;
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case KEY_O:
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if (v_scale > 0.1) {
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v_scale -= 0.1;
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} else if (v_scale > 0.01) {
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v_scale -= 0.01;
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}
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break;
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case KEY_LEFT:
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canvas_offset.x += 100;
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break;
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case KEY_RIGHT:
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canvas_offset.x -= 100;
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break;
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case KEY_UP:
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canvas_offset.y += 100;
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break;
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case KEY_DOWN:
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canvas_offset.y -= 100;
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break;
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}
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} while (key_pressed != 0);
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if (universe.num_bodies < 1024 &&
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(IsMouseButtonPressed(MOUSE_LEFT_BUTTON) ||
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IsMouseButtonDown(MOUSE_RIGHT_BUTTON))) {
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Vector2 mouse_pos = vec2_scale(
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transform_to_center(vec2_scale(GetMousePosition(), -1)), -1);
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mouse_pos = vec2_scale(mouse_pos, 1 / v_scale);
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universe.bodies[universe.num_bodies] =
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(mass_body_t){100000.0f, 0.1, mouse_pos, {0, 0}, 10, 0, ""};
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snprintf(universe.bodies[universe.num_bodies].name,
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sizeof(universe.bodies[universe.num_bodies].name), "Body %u",
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universe.num_bodies + 1);
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universe.num_bodies++;
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}
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if (canvas_offset.x + GetRenderWidth() * 0.5 / v_scale >
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GetRenderWidth() * 50) {
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canvas_offset.x =
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-GetRenderWidth() * 0.5 / v_scale + GetRenderWidth() * 50;
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} else if (canvas_offset.x - GetRenderWidth() * 0.5 / v_scale <
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-GetRenderWidth() * 50) {
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canvas_offset.x =
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GetRenderWidth() * 0.5 / v_scale - GetRenderWidth() * 50;
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}
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if (canvas_offset.y + GetRenderHeight() * 0.5 / v_scale >
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GetRenderHeight() * 50) {
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canvas_offset.y =
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-GetRenderHeight() * 0.5 / v_scale + GetRenderHeight() * 50;
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} else if (canvas_offset.y - GetRenderHeight() * 0.5 / v_scale <
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-GetRenderHeight() * 50) {
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canvas_offset.y =
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GetRenderHeight() * 0.5 / v_scale - GetRenderHeight() * 50;
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}
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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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Vector2 scaled_offset = vec2_scale(canvas_offset, v_scale);
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Vector2 body_position = vec2_scale(universe.bodies[i].position, v_scale);
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body_position = vec2_sum(body_position, scaled_offset);
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body_position = transform_to_center(body_position);
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float draw_radius = universe.bodies[i].draw_radius * v_scale;
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DrawCircleV(body_position, draw_radius,
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(Color){((256 / universe.num_bodies) * i) % 256 / 2,
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255 * (i % 2) / 2, 255 * (i % 2) * (i % 3) / 2, 255});
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// Keep labels readable at every zoom level.
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DrawText(universe.bodies[i].name,
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(int)(body_position.x + draw_radius + 6),
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(int)(body_position.y - 8), 16, BLACK);
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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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