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#import "Basic";
#import "Math";
#import "Window_Creation";
Debug :: #import "Debug";
Input :: #import "Input";
Simp :: #import "Simp";
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TIMESTEP: float = 1.0 / 60.0;
DEBUGGING :: true;
window_width : s32 = 1280;
window_height : s32 = 720;
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dbgprint :: print; // so can be
xy :: (x: int, y: int) -> Vector2 {
return xy(cast(float)x, cast(float)y);
}
normalize :: (using v: *Vector2) -> float {
sq := sqrt(x*x + y*y);
factor := 1.0 / sq;
x *= factor;
y *= factor;
return sq;
}
normalize :: (v: Vector2) -> Vector2 #must {
normalize(*v);
return v;
}
normalize_or_zero :: inline (using _v: Vector2) -> Vector2 #must {
v := _v;
normalize_or_zero(*v);
return v;
}
negative :: (v: Vector2) -> Vector2 #must {
return xy(-v.x, -v.y);
}
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WHITE :: Vector4.{1.0, 1.0, 1.0, 1.0};
RED :: Vector4.{1.0, 0.0, 0.0, 1.0};
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GREEN :: Vector4.{0.0, 1.0, 0.0, 1.0};
DrawingSettings :: struct {
world_space: bool = true;
color: Vector4 = WHITE;
};
line :: (using d: DrawingSettings, _from: Vector2, _to: Vector2, thickness: float = 1.0) {
width := thickness;
from := _from;
to := _to;
if world_space {
from = world_to_screen(from);
to = world_to_screen(to);
}
Simp.set_shader_for_color(true);
normal := rotate(unit_vector(to - from), PI/2.0);
Simp.immediate_quad(from + normal*width, from - normal*width, to + normal*width, to - normal*width, color = color);
}
LastingPip :: struct {
alive_for: float;
pos: Vector2;
d: DrawingSettings;
}
pips : [10] LastingPip;
push_pip :: (d: DrawingSettings, at: Vector2)
{
for * pips
{
if it.alive_for <= 0.0
{
it.alive_for = 1.0;
it.pos = at;
it.d = d;
break;
}
}
}
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font: *Simp.Dynamic_Font;
text :: (using d: DrawingSettings, t: string, p: Vector2) {
drawing_at := p;
if world_space {
drawing_at = world_to_screen(drawing_at);
}
Simp.draw_text(font, xx drawing_at.x, xx drawing_at.y, t, color = color);
}
draw_pips :: (dt: float)
{
for * pips if it.alive_for > 0.0
{
d := it.d;
d.color.w *= it.alive_for;
pip(d, it.pos);
it.alive_for -= dt;
}
}
pip :: (using d: DrawingSettings, _at: Vector2, size: float = 0.05) {
at := _at;
Simp.set_shader_for_color(true);
if world_space {
at = world_to_screen(at);
size /= camera.zoom;
}
Simp.immediate_quad(at + xy(-size, size), at + xy(size, size), at + xy(size, -size), at + xy(-size, -size), color = color);
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}
ShapeType :: enum {
Circle;
Rectangle;
};
Shape :: struct {
type: ShapeType;
offset: Vector2; // in local space of body
radius: float; // only valid on circle
halfsize: Vector2; // only valid on rectangle
mass: float = 1.0;
moment_of_inertia: float;
}
Body :: struct {
pos , vel , force : Vector2; // pos is in world space
angle, angle_vel, torque: float;
static: bool;
shape: Shape;
}
local_to_world :: (using b: Body, local_point: Vector2) -> Vector2 {
return rotate(local_point, angle) + pos;
}
draw_body :: (using b: Body) {
if shape.type == {
case .Circle;
d: DrawingSettings = .{true, GREEN};
POINTS :: 31;
drawing_circle_at: Vector2 = local_to_world(b, shape.offset);
for 0..POINTS {
theta: float = (it/cast(float)POINTS) * PI*2.0;
theta_next: float = (it+1)/cast(float)POINTS * PI*2.0;
from := drawing_circle_at + .{cos(theta),sin(theta)} * shape.radius;
to := drawing_circle_at + .{cos(theta_next),sin(theta_next)} * shape.radius;
line(d, from, to);
}
case .Rectangle;
assert(false);
}
}
/*
draw_rect :: (using r: Shape) {
assert(type == .Rectangle);
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facing_to_right := rotate(xy(halfsize.x,0.0), angle);
facing_to_up := rotate(xy(0.0,halfsize.y), angle);
upper_right := pos + facing_to_right + facing_to_up;
upper_left := pos - facing_to_right + facing_to_up;
lower_left := pos - facing_to_right - facing_to_up;
lower_right := pos + facing_to_right - facing_to_up;
line(upper_left, upper_right);
line(upper_right, lower_right);
line(lower_right, lower_left);
line(lower_left, upper_left);
}
*/
mouse :: () -> Vector2 {
x, y := get_mouse_pointer_position();
pos: Vector2 = xy(cast(float)x, cast(float)y);
// simp is lower left is (0, 0) and y+ is up
pos.y = window_height - pos.y;
return pos;
}
Camera :: struct {
pos: Vector2;
zoom: float = 1.0;
};
camera : Camera;
screen_to_world :: (screen: Vector2) -> Vector2 {
using camera;
return (screen + pos)*zoom;
}
world_to_screen :: (world: Vector2) -> Vector2 {
using camera;
// world = (screen + pos)*zoom;
// world/zoom = screen + pos;
// world/zoom - pos = screen;
return (world/zoom) - pos;
}
main :: () {
window := create_window(window_width, window_height, "A Window");
// Actual render size in pixels can be different from the window dimensions we specified above (for example on high-resolution displays on macOS/iOS).
window_width, window_height = Simp.get_render_dimensions(window);
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camera.pos = -xy(window_width, window_height)/2.0;
camera.zoom = 0.01;
Simp.set_render_target(window);
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font = Simp.get_font_at_size(".", "Roboto-Regular.ttf", 18);
assert(font != null);
bodies: [..]Body;
array_add(*bodies, .{pos = .{0.0, 0.0}, shape = .{type = .Circle, radius = 1.0}});
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array_add(*bodies, .{pos = .{3.0, 0.0}, shape = .{type = .Circle, radius = 1.0}});
quit := false;
last_time := get_time();
panning: bool = false;
last_mouse_pos := mouse();
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unprocessed_time: float = 0.0;
while !quit {
dt := cast(float)(get_time() - last_time);
last_time = get_time();
Input.update_window_events();
mouse_delta := mouse() - last_mouse_pos; // using Input.mouse_delta_x seems to incorrectly accumulate
last_mouse_pos = mouse();
for Input.get_window_resizes() {
Simp.update_window(it.window); // Simp will do nothing if it doesn't care about this window.
if it.window == window {
should_reinit := (it.width != window_width) || (it.height != window_height);
window_width = it.width;
window_height = it.height;
//if should_reinit my_init_fonts(); // Resize the font for the new window size.
}
}
camera.zoom *= 1.0 - 0.1*Input.mouse_delta_z/120.0;
if panning {
camera.pos -= mouse_delta;
// this doesn't fix it
//Input.mouse_delta_x = 0;
//Input.mouse_delta_y = 0;
}
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// process physics
unprocessed_time += dt;
{
dt: string = "do not use, physics processes with TIMESTEP not dt";
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while unprocessed_time > TIMESTEP
{
defer unprocessed_time -= TIMESTEP;
if get_time() < 0.5
{
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//apply_force_at_point(*rects[0], xy(3, 0), rects[0].pos + xy(-0.1, 0.03));
}
for * bodies {
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defer it.force = .{};
defer it.torque = 0.0;
// calculate moment of inertia
if it.shape.type == {
case .Circle;
it.shape.moment_of_inertia = PI * pow(it.shape.radius, 4.0) / 4.0;
}
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// gravity
//it.force.y += -9.81;
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if !it.static
{
it.vel += (it.force/it.shape.mass) * TIMESTEP;
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it.pos += it.vel * TIMESTEP;
it.angle_vel += (it.torque / it.shape.moment_of_inertia) * TIMESTEP;
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it.angle += it.angle_vel * TIMESTEP;
}
}
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}
}
Simp.immediate_begin();
Simp.clear_render_target(0.0, 0.0, 0.0, 1.0);
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// draw grid
grid_d: DrawingSettings = .{true,.{0.2, 0.2, 0.2, 0.5}};
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text_d := grid_d;
text_d.color = .{0.6, 0.6, 0.6, 1.0};
help_text_max :: 8;
help_zoom_max :: 0.04;
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for x: -30..30 {
line(grid_d, xy(x, 30), xy(x, -30));
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if camera.zoom <= help_zoom_max && abs(x) < help_text_max then text(text_d, tprint("%m", x), .{xx x, 0.0});
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}
for y: -30..30 {
line(grid_d, xy(30, y), xy(-30, y));
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if camera.zoom <= help_zoom_max && abs(y) < help_text_max then text(text_d, tprint("%m", y), .{0.0, xx y});
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}
draw_pips(dt);
for bodies draw_body(it);
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Simp.immediate_flush();
Simp.swap_buffers(window);
for Input.events_this_frame {
if it.type == .QUIT then quit = true;
if it.type == {
case .KEYBOARD;
if it.key_pressed && it.key_code == .ESCAPE {
quit = true;
}
if it.key_code == .MOUSE_BUTTON_LEFT {
panning = cast(bool)it.key_pressed;
}
}
}
}
}