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-rwxr-xr-xsrc/1-3-rand-vec.c5
-rwxr-xr-xsrc/1-5-unit-vec.c63
-rwxr-xr-xsrc/1-6-mover.c80
-rwxr-xr-xsrc/2-1-gravity-wind.c103
-rwxr-xr-xsrc/2-2-mass-accel.c107
5 files changed, 353 insertions, 5 deletions
diff --git a/src/1-3-rand-vec.c b/src/1-3-rand-vec.c
index f592fdc..2880f6b 100755
--- a/src/1-3-rand-vec.c
+++ b/src/1-3-rand-vec.c
@@ -1,4 +1,3 @@
-#include <stdlib.h>
#include <stdbool.h>
#include <global_objects.c>
@@ -13,10 +12,6 @@ typedef struct {
#include <init.h>
-float RandomFloat(float min, float max){
- return ((max - min) * ((float)rand() / RAND_MAX)) + min;
-}
-
void constructor(int w, int h, OBJECT *obj){
obj->pos.x = (float)w/2;
obj->pos.y = (float)h/2;
diff --git a/src/1-5-unit-vec.c b/src/1-5-unit-vec.c
new file mode 100755
index 0000000..84710eb
--- /dev/null
+++ b/src/1-5-unit-vec.c
@@ -0,0 +1,63 @@
+#include <stdlib.h>
+#include <stdbool.h>
+#include <global_objects.c>
+
+#include <SDL2/SDL.h>
+#include <SDL2/SDL_video.h>
+
+#define PROJECT_NAME "vecotrs-main"
+
+typedef struct {
+ Point pos;
+} OBJECT;
+
+#include <init.h>
+
+void constructor(int w, int h, OBJECT *obj){
+ obj->pos.x = (float)w/2;
+ obj->pos.y = (float)h/2;
+}
+
+OBJECT init_stuffs(int w, int h){
+ OBJECT obj;
+ constructor(w,h,&obj);
+
+ return obj;
+}
+
+void normalize(Point *p){
+ point_set_mag(p, 1);
+}
+
+void draw(SDL_Renderer* renderer,SDL_Window* window, STUFFS *stuff){
+ SDL_SetRenderDrawColor(renderer,0,0,0,255);
+ SDL_RenderClear(renderer);
+
+ Point pos = { 200,200 };
+ Point mouse = {stuff->mx, stuff->my};
+
+ Point v = {
+ mouse.x - pos.x,
+ mouse.y - pos.y,
+ };
+
+ //float mag = magnitude(v.x, v.y);
+ //point_div(&v,&(Point){mag,mag});
+
+ //normalize(&v);
+
+ //point_mul(&v,&(Point){50,50});
+
+ point_set_mag(&v, 50);
+
+ SDL_SetRenderDrawColor(renderer,150,50,255,255);
+ SDL_RenderDrawLine(renderer,stuff->width/2,stuff->height/2,v.x + (float)stuff->width/2,v.y + (float)stuff->height/2);
+
+ SDL_RenderPresent(renderer);
+}
+
+void mousePressed(STUFFS *stuff){
+
+}
+
+#include <init.c>
diff --git a/src/1-6-mover.c b/src/1-6-mover.c
new file mode 100755
index 0000000..c7ff186
--- /dev/null
+++ b/src/1-6-mover.c
@@ -0,0 +1,80 @@
+#include <stdlib.h>
+#include <stdbool.h>
+#include <global_objects.c>
+
+#include <SDL2/SDL.h>
+#include <SDL2/SDL_video.h>
+#include <time.h>
+
+#define PROJECT_NAME "vecotrs-main"
+
+typedef struct {
+ Point pos;
+ Point vel;
+ Point acc;
+} OBJECT;
+
+#include <init.h>
+
+void constructor(int w, int h, OBJECT *obj){
+ obj->pos.x = (float)w/2;
+ obj->pos.y = (float)h/2;
+ obj->vel.x = RandomFloat(-1, 1);
+ obj->vel.y = RandomFloat(-1, 1);
+ point_mul(&obj->vel, &(Point){3,3});
+ obj->acc.x = RandomFloat(-1, 1);
+ obj->acc.y = RandomFloat(-1, 1);
+ point_set_mag(&obj->acc, 0.01);
+}
+
+OBJECT init_stuffs(int w, int h){
+ srand(time(NULL));
+ OBJECT obj;
+ constructor(w,h,&obj);
+
+ return obj;
+}
+
+Point vec_sub(Point A, Point B){
+ point_sub(&A, &B);
+ return A;
+}
+
+void update(STUFFS *stuff){
+ Point mouse = {
+ stuff->mx,
+ stuff->my,
+ };
+
+ stuff->obj->acc = vec_sub(mouse, stuff->obj->pos);
+ point_set_mag(&stuff->obj->acc, 1);
+
+ //stuff->obj->acc.x = RandomFloat(-1, 1);
+ //stuff->obj->acc.y = RandomFloat(-1, 1);
+
+ point_add(&stuff->obj->vel,&stuff->obj->acc);
+ point_limit(&stuff->obj->vel, 5);
+
+ point_add(&stuff->obj->pos, &stuff->obj->vel);
+}
+
+void show(SDL_Renderer* renderer,STUFFS *stuff){
+ SDL_SetRenderDrawColor(renderer,150,50,255,255);
+ SDL_RenderFillRect(renderer,&(SDL_Rect){.x = stuff->obj->pos.x - 5, .y=stuff->obj->pos.y - 5, .w = 10, .h = 10});
+}
+
+void draw(SDL_Renderer* renderer,SDL_Window* window, STUFFS *stuff){
+ SDL_SetRenderDrawColor(renderer,0,0,0,255);
+ SDL_RenderClear(renderer);
+
+ update(stuff);
+ show(renderer,stuff);
+
+ SDL_RenderPresent(renderer);
+}
+
+void mousePressed(STUFFS *stuff){
+
+}
+
+#include <init.c>
diff --git a/src/2-1-gravity-wind.c b/src/2-1-gravity-wind.c
new file mode 100755
index 0000000..7a54b05
--- /dev/null
+++ b/src/2-1-gravity-wind.c
@@ -0,0 +1,103 @@
+#include <stdlib.h>
+#include <stdbool.h>
+#include <global_objects.c>
+
+#include <SDL2/SDL.h>
+#include <SDL2/SDL_video.h>
+#include <time.h>
+
+#define PROJECT_NAME "vecotrs-main"
+
+typedef struct {
+ Point pos;
+ Point vel;
+ Point acc;
+ float r;
+} OBJECT;
+
+#include <init.h>
+
+void constructor(int w, int h, OBJECT *obj){
+ obj->pos.x = (float)w/2;
+ obj->pos.y = (float)h/2;
+ obj->vel = (Point){0,0};
+ obj->acc = (Point){0,0};
+ obj->r = 40;
+}
+
+OBJECT init_stuffs(int w, int h){
+ srand(time(NULL));
+ OBJECT obj;
+ constructor(w,h,&obj);
+
+ return obj;
+}
+
+Point vec_sub(Point A, Point B){
+ point_sub(&A, &B);
+ return A;
+}
+
+void applyForce(OBJECT *obj, Point force){
+ point_add(&obj->acc, &force);
+}
+
+void edges(STUFFS *stuff) {
+ if (stuff->obj->pos.y >= stuff->height - stuff->obj->r / 2){
+ stuff->obj->pos.y = stuff->height - stuff->obj->r / 2;
+ stuff->obj->vel.y = stuff->obj->vel.y * -1;
+ }
+
+ if (stuff->obj->pos.x >= stuff->width - stuff->obj->r / 2){
+ stuff->obj->pos.x = stuff->width - stuff->obj->r / 2;
+ stuff->obj->vel.x = stuff->obj->vel.x * -1;
+ } else if (stuff->obj->pos.x <= stuff->obj->r / 2){
+ stuff->obj->pos.x = stuff->obj->r / 2;
+ stuff->obj->vel.x = stuff->obj->vel.x * -1;
+ }
+}
+
+void update(STUFFS *stuff){
+ //Point mouse = {
+ // stuff->mx,
+ // stuff->my,
+ //};
+
+ //stuff->obj->acc = vec_sub(mouse, stuff->obj->pos);
+ //point_set_mag(&stuff->obj->acc, 0.1);
+
+ point_add(&stuff->obj->vel,&stuff->obj->acc);
+ point_add(&stuff->obj->pos, &stuff->obj->vel);
+ stuff->obj->acc = (Point){0,0};
+}
+
+void show(SDL_Renderer* renderer,STUFFS *stuff){
+ SDL_SetRenderDrawColor(renderer,150,50,255,255);
+ SDL_RenderFillRect(renderer,&(SDL_Rect){.x = stuff->obj->pos.x - (stuff->obj->r / 2), .y=stuff->obj->pos.y - (stuff->obj->r / 2), .w = stuff->obj->r, .h = stuff->obj->r});
+}
+
+void draw(SDL_Renderer* renderer,SDL_Window* window, STUFFS *stuff){
+ SDL_SetRenderDrawColor(renderer,0,0,0,255);
+ SDL_RenderClear(renderer);
+
+ if(stuff->mousedown == true){
+ Point wind = {0.1, 0};
+ applyForce(stuff->obj, wind);
+ }
+
+ Point gravity = {0, 0.2};
+ applyForce(stuff->obj, gravity);
+
+
+ update(stuff);
+ edges(stuff);
+ show(renderer,stuff);
+
+ SDL_RenderPresent(renderer);
+}
+
+void mousePressed(STUFFS *stuff){
+
+}
+
+#include <init.c>
diff --git a/src/2-2-mass-accel.c b/src/2-2-mass-accel.c
new file mode 100755
index 0000000..dc79d3e
--- /dev/null
+++ b/src/2-2-mass-accel.c
@@ -0,0 +1,107 @@
+#include <stdbool.h>
+#include <global_objects.c>
+
+#include <SDL2/SDL.h>
+#include <SDL2/SDL_video.h>
+#include <SDL2/SDL2_gfxPrimitives.h>
+
+#define PROJECT_NAME "vecotrs-main"
+
+typedef struct OBJECT {
+ Point pos;
+ Point vel;
+ Point acc;
+ float r;
+ float mass;
+} OBJECT;
+
+#define obj_n 2
+
+#include <init-multi.h>
+
+void constructor(int w, int h, OBJECT *obj, float x, float y, float mass){
+ obj->pos.x = (float)w/2 + x;
+ obj->pos.y = (float)h/2 + y;
+ obj->vel = (Point){0,0};
+ obj->acc = (Point){0,0};
+ obj->mass = mass;
+ obj->r = sqrt(obj->mass) * 10;
+}
+
+void init_stuffs(int w, int h, OBJECT *objs){
+ constructor(w, h, &objs[0], 100, 100, 4);
+ constructor(w, h, &objs[1], -100, 100, 10);
+}
+
+Point vec_sub(Point A, Point B){
+ point_sub(&A, &B);
+ return A;
+}
+
+void applyForce(OBJECT *obj, Point force){
+ //no need to make a copy. tis not a pointer
+ point_div(&force, &(Point){obj->mass,obj->mass});
+ point_add(&obj->acc, &force);
+}
+
+void edges(STUFFS *stuff, OBJECT *obj) {
+ if (obj->pos.y >= stuff->height - obj->r){
+ obj->pos.y = stuff->height - obj->r;
+ obj->vel.y = obj->vel.y * -1;
+ }
+
+ if (obj->pos.x >= stuff->width - obj->r){
+ obj->pos.x = stuff->width - obj->r;
+ obj->vel.x = obj->vel.x * -1;
+ } else if (obj->pos.x <= obj->r){
+ obj->pos.x = obj->r;
+ obj->vel.x = obj->vel.x * -1;
+ }
+}
+
+void update(STUFFS *stuff, OBJECT *obj){
+ point_add(&obj->vel,&obj->acc);
+ point_add(&obj->pos, &obj->vel);
+ obj->acc = (Point){0,0};
+}
+
+void show(SDL_Renderer* renderer,STUFFS *stuff,OBJECT *obj){
+ SDL_SetRenderDrawColor(renderer,150,50,255,10);
+
+ Sint16 x = (Sint16)obj->pos.x;
+ Sint16 y = (Sint16)obj->pos.y;
+
+ filledCircleRGBA(renderer, x, y, obj->r, 150, 50, 255, 255);
+}
+
+void draw(SDL_Renderer* renderer,SDL_Window* window, STUFFS *stuff){
+ SDL_SetRenderDrawColor(renderer,0,0,0,255);
+ SDL_RenderClear(renderer);
+
+ for (int i=0; i<obj_n; i++){
+ Point gravity = {0, 0.2};
+ Point weight = {0};
+
+ weight.x = gravity.x * stuff->obj[i]->mass;
+ weight.y = gravity.y * stuff->obj[i]->mass;
+ if(stuff->mousedown == true){
+ Point wind = {0.1, 0};
+ applyForce(stuff->obj[i], wind);
+ }
+
+ applyForce(stuff->obj[i], weight);
+
+
+ update(stuff,stuff->obj[i]);
+ edges(stuff,stuff->obj[i]);
+ show(renderer,stuff,stuff->obj[i]);
+ }
+
+ SDL_RenderPresent(renderer);
+}
+
+void mousePressed(STUFFS *stuff){
+
+}
+
+#include <init-multi.c>