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// physics.c
#include <raylib.h>
#include <time.h>
#include "physics.h"
#include "common.h"
void init_physics(object_t* world, uint32_t max_objs)
{
for(uint32_t iter = 0; iter < max_objs; iter++) {
world[iter].registered = false;
world[iter].grabbed = false;
}
}
void update_physics(object_t* world, uint32_t objs_count, float gravity, float dt)
{
const uint32_t screen_width = GetScreenWidth();
const uint32_t screen_height = GetScreenHeight();
if(dt > 0.033f) dt = 0.033f;
for(uint32_t iter = 0; iter < objs_count; iter++)
{
object_t* obj = &world[iter];
if(!obj->grabbed && obj->registered) {
obj->pos.x += obj->vel.x * dt;
obj->pos.y += obj->vel.y * dt;
float half_width = obj->size_x/2.0f;
float half_height = obj->size_y/2.0f;
if((obj->pos.x + half_width >= screen_width)) {
obj->pos.x = screen_width - half_width;
obj->vel.x = -obj->vel.x * obj->elast;
} else if((obj->pos.x - half_width) <= 0) {
obj->pos.x = half_width;
obj->vel.x = -obj->vel.x * obj->elast;
} else if((obj->pos.y + half_height) >= screen_height) {
obj->pos.y = screen_height - half_height;
obj->vel.y = -obj->vel.y * obj->elast;
} else if((obj->pos.y - half_height) <= 0) {
obj->pos.y = half_height;
obj->vel.y = -obj->vel.y * obj->elast;
}
obj->vel.x = obj->vel.x * obj->frict;
obj->vel.y = obj->vel.y * obj->frict * gravity * dt;
}
if(obj->grabbed) {
Vector2 cursor_pos = GetMousePosition();
obj->pos = cursor_pos;
obj->vel = (Vector2){0, 0};
}
}
}
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