gravitation, no collisions
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98
main.c
98
main.c
@@ -1,17 +1,25 @@
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#include <stddef.h>
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#include <raylib.h>
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#include <raymath.h>
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#include <stdio.h>
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#include "objects.h"
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struct global {
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const int scwidth, scheight;
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int fps;
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object *objs[128];
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size_t obj_count;
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double terminal_yv;
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double terminal_v;
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};
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struct global gl = {1600, 900, 60, {}, 0, -20};
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struct global gl = {1600, 900, 144, {}, 0, 15};
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float min(float a, float b)
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{return a>b?b:a;}
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float max(float a, float b)
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{return a>b?a:b;}
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void addobj(object *obj)
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{
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@@ -27,23 +35,72 @@ void drawobjs()
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}
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}
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Vector3 gravitation_force(object *obj1, object *obj2)
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{
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const double GRAVITY_FACTOR = 1;
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Vector3 force;
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double dist, mass, total_g;
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mass = obj1->mass * obj2->mass;
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force = Vector3Subtract(obj2->pos, obj1->pos);
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dist = Vector3Length(force);
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force = Vector3Normalize(force);
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dist = max(dist, obj1->r+obj2->r);
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total_g = GRAVITY_FACTOR * mass / (dist * dist);
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force = Vector3Scale(force, total_g);
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return force;
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}
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void integrate_g(object *obj1, object *obj2, Vector3 force)
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{
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Vector3 acc;
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double f, a;
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f = Vector3Length(force);
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//acc = Vector3Scale(Vector3Subtract(obj1->pos, obj2->pos), f);
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acc = force;
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a = f / obj1->mass;
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acc = Vector3Scale(Vector3Normalize(acc), a*GetFrameTime());
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obj1->vel = Vector3Add(obj1->vel, acc);
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a = f / obj2->mass;
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acc = Vector3Scale(Vector3Normalize(acc), a*GetFrameTime());
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obj2->vel = Vector3Add(obj2->vel, acc);
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}
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void updateobjs()
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{
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for (int i = 0; i < gl.obj_count; i++)
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{
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object *obj = gl.objs[i];
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obj->vel.y -= 9.81 * GetFrameTime();
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if (obj->vel.y < gl.terminal_yv)
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{
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obj->vel.y = gl.terminal_yv;
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}
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obj->vel.y -= 0 * GetFrameTime();
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//if (obj->vel.y < gl.terminal_yv)
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if (obj->pos.y < obj->r) {
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obj->pos.y = obj->r;
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obj->vel.y *= -obj->restitution;
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}
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obj->pos.x += obj->vel.x * GetFrameTime();
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obj->pos.y += obj->vel.y * GetFrameTime();
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obj->pos.z += obj->vel.z * GetFrameTime();
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for (int j = 0; j < gl.obj_count; j++)
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{
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if (i==j) continue;
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object *obj2 = gl.objs[j];
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integrate_g(obj, obj2, gravitation_force(obj, obj2));
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//float min_dist_delta = Vector3Distance(obj->pos, obj2->pos) - (obj->r+obj2->r);
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//if (min_dist_delta < 0)
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//{
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// Vector3SubtractValue(obj->pos, min_dist_delta);
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//}
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}
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float ratio_speed_to_terminal = Vector3Length(obj->vel)/gl.terminal_v;
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if (Vector3Length(obj->vel) > gl.terminal_v)
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{
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obj->vel = Vector3Scale(obj->vel, 1.0f/ratio_speed_to_terminal);
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}
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DrawLine3D(obj->pos, Vector3Add(obj->pos, obj->vel), GREEN);
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obj->pos = Vector3Add(obj->pos, Vector3Scale(obj->vel, GetFrameTime()));
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}
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}
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@@ -56,23 +113,17 @@ void freeobjs()
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}
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}
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void applyforce()
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{
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for (int i = 0; i < gl.obj_count; i++)
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{
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object *obj = gl.objs[i];
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obj->vel.x += 1;
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}
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}
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int main(void) {
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InitWindow(gl.scwidth, gl.scheight, "raylib engine");
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SetTargetFPS(gl.fps);
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addobj(newobj((Vector3){0, 30, 0}, 2, RED, 0.5));
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addobj(newobj((Vector3){5, 2, 0}, 1, BLUE, 1));
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addobj(newobj((Vector3){0, 20, 0}, 3, RED, 1, 50000));
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addobj(newobj((Vector3){4, 20, 0}, 1, BLUE, 1, 1000));
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addobj(newobj((Vector3){-6, 18, 0}, 2, GREEN, 1, 2000));
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gl.objs[1]->vel = (Vector3){0, 0, 2};
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Camera3D camera = {{0, 20, -30}, {0, 0, 0}, {0, 1, 0}, 45, CAMERA_PERSPECTIVE};
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DisableCursor();
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while(!WindowShouldClose())
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{
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@@ -85,11 +136,6 @@ int main(void) {
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DrawPlane((Vector3){0, 0, 0}, (Vector2){100, 100}, GRAY);
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updateobjs();
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drawobjs();
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if (IsKeyPressed(KEY_L)) {
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applyforce();
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}
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EndMode3D();
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}
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EndDrawing();
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@@ -5,12 +5,13 @@
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typedef struct {
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Vector3 pos;
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Vector3 vel;
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float r;
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double r;
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Color color;
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float restitution;
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double restitution;
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double mass;
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} object;
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object *newobj(Vector3 pos, float r, Color c, float rest)
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object *newobj(Vector3 pos, double r, Color c, double rest, double m)
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{
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object *obj = (object*)malloc(sizeof(object));
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obj->r = r;
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@@ -18,5 +19,6 @@ object *newobj(Vector3 pos, float r, Color c, float rest)
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obj->color = c;
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obj->vel = (Vector3){0, 0, 0};
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obj->restitution = rest;
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obj->mass = m;
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return obj;
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}
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