non mi ricordo nemmeno io che cosa ho aggiunto

This commit is contained in:
uan
2025-12-25 15:18:06 +01:00
parent e4c77ed5e2
commit 930330d024
3 changed files with 17 additions and 13 deletions

BIN
main

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18
main.c
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@@ -2,6 +2,7 @@
#include <raylib.h>
#include <raymath.h>
#include <stdio.h>
#include <stdlib.h>
#include "objects.h"
struct global {
@@ -10,9 +11,10 @@ struct global {
object *objs[128];
size_t obj_count;
double terminal_v;
double friction;
};
struct global gl = {1600, 900, 144, {}, 0, 15};
struct global gl = {1600, 900, 144, {}, 0, 15, 0.001};
void addobj(object *obj)
{
@@ -25,6 +27,8 @@ void drawobjs()
{
object *obj = gl.objs[i];
DrawSphere(obj->pos, obj->r, obj->color);
DrawSphereWires(obj->pos, obj->r, 16, 16, ColorBrightness(obj->color, -0.5f));
DrawLine3D(obj->pos, Vector3Add(obj->pos, obj->vel), PURPLE);
}
}
@@ -59,7 +63,7 @@ void updateobjs()
{
obj->vel = Vector3Scale(obj->vel, 1.0f/ratio_speed_to_terminal);
}
DrawLine3D(obj->pos, Vector3Add(obj->pos, obj->vel), GREEN);
obj->vel = Vector3Scale(obj->vel, (1.0f-gl.friction));
obj->pos = Vector3Add(obj->pos, Vector3Scale(obj->vel, GetFrameTime()));
}
}
@@ -78,18 +82,18 @@ int main(void) {
InitWindow(gl.scwidth, gl.scheight, "raylib engine");
SetTargetFPS(gl.fps);
addobj(newobj((Vector3){0, 20, 0}, 1, RED, 1, 1000));
addobj(newobj((Vector3){8, 20, 0}, 2, BLUE, 1, 2000));
gl.objs[1]->vel = (Vector3){0, 0, 0};
Camera3D camera = {{0, 20, -30}, {0, 0, 0}, {0, 1, 0}, 45, CAMERA_PERSPECTIVE};
addobj(newobj((Vector3){10, 40, 0}, 2, BLUE, 1, 200000));
addobj(newobj((Vector3){50, 20, 0}, 5, RAYWHITE, 0., 5000000));
Camera3D camera = {{0, 20, 10}, {0, 20, 0}, {0, 1, 0}, 50, CAMERA_PERSPECTIVE};
DisableCursor();
SetWindowMonitor(0);
while(!WindowShouldClose())
{
UpdateCamera(&camera, CAMERA_FREE);
BeginDrawing();
{
UpdateCamera(&camera, CAMERA_FREE);
ClearBackground(BLACK);
BeginMode3D(camera);
DrawPlane((Vector3){0, 0, 0}, (Vector2){500, 500}, RAYWHITE);

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@@ -1,6 +1,7 @@
#include "objects.h"
#include <math.h>
#include <raymath.h>
#include <stdio.h>
#define min(a, b) (a>b?b:a);
#define max(a, b) (a>b?a:b);
@@ -61,7 +62,7 @@ void resolve_collision(object *obj1, object *obj2)
float sumrad = obj1->r+obj2->r;
float mindistsq = sumrad*sumrad;
if (distsq < mindistsq) {
if (distsq <= mindistsq) {
float dist = sqrtf(distsq);
if (dist == 0) {
@@ -73,9 +74,8 @@ void resolve_collision(object *obj1, object *obj2)
float overlap = sumrad - dist;
Vector3 separation = Vector3Scale(normal, overlap / 2.0f);
obj1->pos = Vector3Subtract(obj1->pos, separation);
obj2->pos = Vector3Add(obj2->pos, separation);
obj1->pos = Vector3Add(obj1->pos, separation);
obj2->pos = Vector3Subtract(obj2->pos, separation);
} else {
normal = Vector3Normalize(normal);
@@ -87,8 +87,8 @@ void resolve_collision(object *obj1, object *obj2)
if (vel1_normal - vel2_normal > 0) return;
float totalmass = obj1->mass + obj2->mass;
float vel1_normal_final = (obj1->mass * vel1_normal + obj2->mass * vel2_normal - obj2->mass * obj2->restitution * (vel1_normal - vel2_normal)) / totalmass;
float vel2_normal_final = (obj1->mass * vel1_normal + obj2->mass * vel2_normal - obj2->mass * obj1->restitution * (vel2_normal - vel1_normal)) / totalmass;
float vel1_normal_final = (obj1->mass * vel1_normal + obj2->mass * vel2_normal - obj2->mass * (vel1_normal - vel2_normal)) * obj1->restitution / totalmass;
float vel2_normal_final = (obj1->mass * vel1_normal + obj2->mass * vel2_normal - obj2->mass * (vel2_normal - vel1_normal)) * obj2->restitution / totalmass;
Vector3 vel1_tang = Vector3Subtract(obj1->vel, Vector3Scale(normal, vel1_normal));
Vector3 vel2_tang = Vector3Subtract(obj2->vel, Vector3Scale(normal, vel2_normal));