non mi ricordo nemmeno io che cosa ho aggiunto
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18
main.c
18
main.c
@@ -2,6 +2,7 @@
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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 <stdlib.h>
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#include "objects.h"
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struct global {
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@@ -10,9 +11,10 @@ struct global {
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object *objs[128];
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size_t obj_count;
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double terminal_v;
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double friction;
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};
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struct global gl = {1600, 900, 144, {}, 0, 15};
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struct global gl = {1600, 900, 144, {}, 0, 15, 0.001};
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void addobj(object *obj)
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{
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@@ -25,6 +27,8 @@ void drawobjs()
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{
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object *obj = gl.objs[i];
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DrawSphere(obj->pos, obj->r, obj->color);
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DrawSphereWires(obj->pos, obj->r, 16, 16, ColorBrightness(obj->color, -0.5f));
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DrawLine3D(obj->pos, Vector3Add(obj->pos, obj->vel), PURPLE);
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}
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}
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@@ -59,7 +63,7 @@ void updateobjs()
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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->vel = Vector3Scale(obj->vel, (1.0f-gl.friction));
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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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@@ -78,18 +82,18 @@ 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, 20, 0}, 1, RED, 1, 1000));
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addobj(newobj((Vector3){8, 20, 0}, 2, BLUE, 1, 2000));
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gl.objs[1]->vel = (Vector3){0, 0, 0};
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Camera3D camera = {{0, 20, -30}, {0, 0, 0}, {0, 1, 0}, 45, CAMERA_PERSPECTIVE};
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addobj(newobj((Vector3){10, 40, 0}, 2, BLUE, 1, 200000));
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addobj(newobj((Vector3){50, 20, 0}, 5, RAYWHITE, 0., 5000000));
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Camera3D camera = {{0, 20, 10}, {0, 20, 0}, {0, 1, 0}, 50, CAMERA_PERSPECTIVE};
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DisableCursor();
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SetWindowMonitor(0);
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while(!WindowShouldClose())
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{
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UpdateCamera(&camera, CAMERA_FREE);
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BeginDrawing();
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{
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UpdateCamera(&camera, CAMERA_FREE);
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ClearBackground(BLACK);
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BeginMode3D(camera);
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DrawPlane((Vector3){0, 0, 0}, (Vector2){500, 500}, RAYWHITE);
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12
objects.c
12
objects.c
@@ -1,6 +1,7 @@
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#include "objects.h"
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#include <math.h>
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#include <raymath.h>
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#include <stdio.h>
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#define min(a, b) (a>b?b:a);
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#define max(a, b) (a>b?a:b);
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@@ -61,7 +62,7 @@ void resolve_collision(object *obj1, object *obj2)
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float sumrad = obj1->r+obj2->r;
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float mindistsq = sumrad*sumrad;
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if (distsq < mindistsq) {
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if (distsq <= mindistsq) {
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float dist = sqrtf(distsq);
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if (dist == 0) {
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@@ -73,9 +74,8 @@ void resolve_collision(object *obj1, object *obj2)
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float overlap = sumrad - dist;
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Vector3 separation = Vector3Scale(normal, overlap / 2.0f);
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obj1->pos = Vector3Subtract(obj1->pos, separation);
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obj2->pos = Vector3Add(obj2->pos, separation);
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obj1->pos = Vector3Add(obj1->pos, separation);
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obj2->pos = Vector3Subtract(obj2->pos, separation);
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} else {
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normal = Vector3Normalize(normal);
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@@ -87,8 +87,8 @@ void resolve_collision(object *obj1, object *obj2)
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if (vel1_normal - vel2_normal > 0) return;
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float totalmass = obj1->mass + obj2->mass;
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float vel1_normal_final = (obj1->mass * vel1_normal + obj2->mass * vel2_normal - obj2->mass * obj2->restitution * (vel1_normal - vel2_normal)) / totalmass;
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float vel2_normal_final = (obj1->mass * vel1_normal + obj2->mass * vel2_normal - obj2->mass * obj1->restitution * (vel2_normal - vel1_normal)) / totalmass;
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float vel1_normal_final = (obj1->mass * vel1_normal + obj2->mass * vel2_normal - obj2->mass * (vel1_normal - vel2_normal)) * obj1->restitution / totalmass;
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float vel2_normal_final = (obj1->mass * vel1_normal + obj2->mass * vel2_normal - obj2->mass * (vel2_normal - vel1_normal)) * obj2->restitution / totalmass;
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Vector3 vel1_tang = Vector3Subtract(obj1->vel, Vector3Scale(normal, vel1_normal));
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Vector3 vel2_tang = Vector3Subtract(obj2->vel, Vector3Scale(normal, vel2_normal));
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