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#include <SDL2/SDL_render.h>
#include <stdbool.h>
#include <vectorlib.c>
#include <SDL2/SDL.h>
#include <SDL2/SDL_video.h>
#include <SDL2/SDL2_gfxPrimitives.h>
#define PROJECT_NAME "vectors-gravity attraction"
#define obj_n 10
typedef struct ATTRACTOR {
Point pos;
float r;
float mass;
} ATTRACTOR;
typedef struct OBJECT_INER {
Point pos;
Point vel;
Point acc;
float r;
float mass;
} OBJECT_INER;
typedef struct OBJECT {
ATTRACTOR attractor;
OBJECT_INER *objs[obj_n];
} OBJECT;
#include <init.h>
void constructor(int w, int h, OBJECT_INER *obj, float x, float y, float mass){
obj->pos.x = x;
obj->pos.y = y;
obj->vel = (Point){RandomFloat(-1, 1),RandomFloat(-1, 1)};
point_mul(&obj->vel,&(Point){5,5});
obj->acc = (Point){0,0};
obj->mass = mass;
obj->r = sqrt(obj->mass) * 2;
}
void attractor_constructor(int w, int h, ATTRACTOR *attractor, float x, float y, float mass){
attractor->pos.x = x;
attractor->pos.y = y;
attractor->mass = mass;
attractor->r = sqrt(attractor->mass) * 2;
}
void init_stuffs(int w, int h, OBJECT_INER *objs,STUFFS *stuff){
for (int i=0; i<obj_n; i++){
constructor(w, h, &objs[i], RandomFloat(0, w), RandomFloat(0, h), RandomFloat(50, 150));
}
attractor_constructor(w,h,&stuff->obj.attractor,(float)w/2,(float)h/2,100);
}
void applyForce(OBJECT_INER *obj, Point force){
point_div(&force, &(Point){obj->mass,obj->mass});
point_add(&obj->acc, &force);
}
void update(STUFFS *stuff, OBJECT_INER *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_INER *obj){
Sint16 x = (Sint16)obj->pos.x;
Sint16 y = (Sint16)obj->pos.y;
circleRGBA(renderer, x, y, obj->r, 190, 90, 255, 255);
filledCircleRGBA(renderer, x, y, obj->r, 150, 50, 255, 80);
}
void attract(ATTRACTOR *attractor, OBJECT_INER *obj){
Point force = {attractor->pos.x - obj->pos.x, attractor->pos.y - obj->pos.y};
float dist = magnitude(force.x, force.y);
dist = dist * dist;
dist = constrain(dist,100,1000);
float G = 2;
float strength = G * (attractor->mass * obj->mass) / dist;
point_set_mag(&force, strength);
applyForce(obj,force);
}
void atr_show(SDL_Renderer* renderer,STUFFS *stuff,ATTRACTOR *attr){
SDL_RenderFillRect(renderer, &(SDL_Rect){attr->pos.x - attr->r, attr->pos.y - attr->r, attr->r*2, attr->r*2});
}
void draw(SDL_Renderer* renderer,SDL_Window* window, STUFFS *stuff){
SDL_SetRenderDrawColor(renderer,0,0,0,5);
//SDL_RenderClear(renderer);
SDL_RenderFillRect(renderer, &(SDL_Rect){0,0,stuff->width,stuff->height});
for (int i=0; i<obj_n; i++){
update(stuff,stuff->obj.objs[i]);
show(renderer,stuff,stuff->obj.objs[i]);
attract(&stuff->obj.attractor, stuff->obj.objs[i]);
}
SDL_SetRenderDrawColor(renderer, 100,20,20,180);
atr_show(renderer,stuff,&stuff->obj.attractor);
SDL_RenderPresent(renderer);
}
#include <init.c>
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