#include "../../../shared_cpp/OrthographicRenderer.h" #include "../../../shared_cpp/types.h" #include "../../../shared_cpp/WebglContext.h" #include "../../../shared_cpp/mathlib.h" #include "../../../shared_cpp/MainLoop.h" #include #include #include #include #include #include #include struct Rigidbody { Vector2 linearForce = { 0, 0 }; Vector2 velocity = { 0, 0 }; Vector2 position = { 0, 0 }; float32 mass = 1.f; float32 torque = 0.f; float32 rotationalVelocity = 0.f; float32 rotation = 0.f; float32 momentOfInertia = 1.f; void reset() { linearForce = { 0, 0 }; velocity = { 0, 0 }; rotationalVelocity = 0.f; rotation = 0.f; } void applyForce(Vector2 force, Vector2 pointOfApplication) { linearForce += force; torque += pointOfApplication.getPerp().dot(force); } void applyGravity() { applyForce(Vector2 { 0.f, -100.f }, Vector2 { 0.f, 0.f }); } void update(float32 deltaTimeSeconds) { applyGravity(); Vector2 acceleration = linearForce / mass; velocity += (acceleration * deltaTimeSeconds); position += (velocity * deltaTimeSeconds); linearForce = Vector2 { 0.f, 0.f }; // New: Update the rotational velocity as well float32 rotationalAcceleration = torque / momentOfInertia; rotationalVelocity += (rotationalAcceleration * deltaTimeSeconds); rotation += (rotationalVelocity * deltaTimeSeconds); torque = 0.f; } }; struct Rectangle { OrthographicShape shape; Rigidbody body; Vector2 originalPoints[4]; Vector2 transformedPoints[4]; void load(OrthographicRenderer* renderer, Vector4 color, float32 width, float32 height) { color = color.toNormalizedColor(); float32 halfWidth = width / 2.f; float32 halfHeight = height / 2.f; OrthographicVertex vertices[6]; vertices[0].position = Vector2 { -halfWidth, -halfHeight }; vertices[1].position = Vector2 { -halfWidth, halfHeight }; vertices[2].position = Vector2 { halfWidth, halfHeight }; vertices[3].position = Vector2 { -halfWidth, -halfHeight }; vertices[4].position = Vector2 { halfWidth, -halfHeight }; vertices[5].position = Vector2 { halfWidth, halfHeight }; for (int32 i = 0; i < 6; i++) { vertices[i].color = color; } originalPoints[0] = vertices[0].position; originalPoints[1] = vertices[1].position; originalPoints[2] = vertices[2].position; originalPoints[3] = vertices[4].position; shape.load(vertices, 6, renderer); body.reset(); body.momentOfInertia = (width * width + height * height) * (body.mass / 12.f); } void update(float32 dtSeconds) { body.update(dtSeconds); shape.model = Mat4x4().translateByVec2(body.position).rotate2D(body.rotation); // Note: This helps us check if the cursor is within the bounds of the // rectangle later on. for (int idx = 0; idx < 4; idx++) { transformedPoints[idx] = shape.model * originalPoints[idx]; } } void render(OrthographicRenderer* renderer) { shape.render(renderer); } void unload() { shape.unload(); } }; EM_BOOL onPlayClicked(int eventType, const EmscriptenMouseEvent* mouseEvent, void* userData); EM_BOOL onStopClicked(int eventType, const EmscriptenMouseEvent* mouseEvent, void* userData); void load(); void update(float32 time, void* userData); void unload(); WebglContext context; OrthographicRenderer renderer; MainLoop mainLoop; Rectangle r1; Rectangle r2; int main() { context.init("#gl_canvas"); emscripten_set_click_callback("#gl_canvas_play", NULL, false, onPlayClicked); emscripten_set_click_callback("#gl_canvas_stop", NULL, false, onStopClicked); return 0; } void load() { renderer.load(&context); r1.load(&renderer, Vector4 { 55.f, 235.f, 35.f, 255.f }, 128.f, 64.f); r1.body.mass = 3.f; r1.body.position = Vector2 { context.width / 4.f, context.height / 4.f }; r1.body.velocity = Vector2 { 100.f, 250.f }; r2.load(&renderer, Vector4 { 235.f, 5.f, 35.f, 255.f }, 96.f, 64.f); r2.body.mass = 1.f; r2.body.position = Vector2 { context.width * (3.f / 4.f), context.height * (3.f / 4.f) }; r2.body.velocity = Vector2 { -300.f, -150.f }; mainLoop.run(update); } void handleCollisionWithWall(Rectangle* r) { if (r->body.position.x <= 0.f) { r->body.position.x = 0.f; r->body.velocity = r->body.velocity - Vector2 { 1.f, 0.f } * (2 * (r->body.velocity.dot(Vector2 { 1.f, 0.f }))); } if (r->body.position.y <= 0.f) { r->body.position.y = 0.f; r->body.velocity = r->body.velocity - Vector2 { 0.f, 1.f } * (2 * (r->body.velocity.dot(Vector2 { 0.f, 1.f }))); } if (r->body.position.x >= 800.f) { r->body.position.x = 800.f; r->body.velocity = r->body.velocity - Vector2 { -1.f, 0.f } * (2 * (r->body.velocity.dot(Vector2{ -1.f, 0.f }))); } if (r->body.position.y >= 600.f) { r->body.position.y = 600.f; r->body.velocity = r->body.velocity - Vector2 { 0.f, -1.f } * (2 * (r->body.velocity.dot(Vector2 { 0.f, -1.f }))) ; } } void update(float32 deltaTimeSeconds, void* userData) { r1.update(deltaTimeSeconds); r2.update(deltaTimeSeconds); handleCollisionWithWall(&r1); handleCollisionWithWall(&r2); // Renderer renderer.render(); r1.render(&renderer); r2.render(&renderer); } void unload() { mainLoop.stop(); renderer.unload(); r1.unload(); r2.unload(); } // // Interactions with DOM handled below // EM_BOOL onPlayClicked(int eventType, const EmscriptenMouseEvent* mouseEvent, void* userData) { printf("Play clicked\n"); load(); return true; } EM_BOOL onStopClicked(int eventType, const EmscriptenMouseEvent* mouseEvent, void* userData) { printf("Stop clicked\n"); unload(); return true; }