Ajout collision semi fonctionnelle entre 2 spheres
feat: + collision entre 2 spheres, fonctionne a moitie, overlap entre les 2
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@ -748,8 +748,14 @@ bool ApplicationClass::Frame(InputClass* Input)
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{
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if (m_Physics->IsColliding(object, chunk))
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{
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// Stop vertical movement, like gravity
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object->SetVelocity(XMVectorSetY(object->GetVelocity(), 0.0f));
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object->SetAcceleration(XMVectorSetY(object->GetAcceleration(), 0.0f));
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//// Stop movement in any direction
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//object->SetVelocity(XMVectorZero());
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//object->SetAcceleration(XMVectorZero());
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object->SetGrounded(true);
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}
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}
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@ -1265,21 +1271,21 @@ void ApplicationClass::GenerateTerrain()
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int scaleX, scaleY, scaleZ;
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scaleX = 10.0f;
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scaleY = 1.0f;
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scaleY = 10.0f;
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scaleZ = 10.0f;
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scaleMatrix = XMMatrixScaling(scaleX, scaleY, scaleZ);
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// Set the file name of the model.
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strcpy_s(modelFilename, "cube.txt");
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strcpy_s(modelFilename, "sphere.txt");
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strcpy_s(textureFilename, "stone01.tga");
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strcpy_s(textureFilename2, "moss01.tga");
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strcpy_s(textureFilename3, "alpha01.tga");
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// for loop to generate terrain chunks for a 10x10 grid
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for (int i = 0; i < 10; i++)
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for (int i = 0; i < 1; i++)
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{
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for (int j = 0; j < 10; j++)
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for (int j = 0; j < 1; j++)
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{
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Object* newTerrain = new Object();
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newTerrain->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename, textureFilename2, textureFilename3);
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@ -1288,7 +1294,7 @@ void ApplicationClass::GenerateTerrain()
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newTerrain->SetTranslateMatrix(XMMatrixTranslation(i / 2 * (scaleX * 2), -10.0f, j * (scaleZ * 2)));
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newTerrain->SetName("cube");
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newTerrain->SetName("sphere");
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m_terrainChunk.push_back(newTerrain);
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@ -11,6 +11,6 @@ Pos=-1,299
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Size=492,353
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[Window][Terrain]
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Pos=692,769
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Pos=692,768
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Size=418,94
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@ -87,8 +87,10 @@ bool Physics::IsColliding(Object* object1, Object* object2)
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{
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return CubesOverlap(object1, object2);
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}
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// Add more collision checks for other types of objects here...
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if (type1 == "sphere" && type2 == "sphere")
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{
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return SpheresOverlap(object1, object2);
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}
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return false;
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}
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@ -110,3 +112,23 @@ bool Physics::CubesOverlap(Object* cube1, Object* cube2)
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min1.m128_f32[1] <= max2.m128_f32[1] && max1.m128_f32[1] >= min2.m128_f32[1] &&
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min1.m128_f32[2] <= max2.m128_f32[2] && max1.m128_f32[2] >= min2.m128_f32[2]);
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}
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bool Physics::SpheresOverlap(Object* sphere1, Object* sphere2)
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{
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XMVECTOR position1 = sphere1->GetPosition();
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XMVECTOR position2 = sphere2->GetPosition();
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XMVECTOR scale1 = sphere1->GetScale();
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XMVECTOR scale2 = sphere2->GetScale();
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float distance = sqrt(
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(position1.m128_f32[0] - position2.m128_f32[0]) * (position1.m128_f32[0] - position2.m128_f32[0]) +
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(position1.m128_f32[1] - position2.m128_f32[1]) * (position1.m128_f32[1] - position2.m128_f32[1]) +
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(position1.m128_f32[2] - position2.m128_f32[2]) * (position1.m128_f32[2] - position2.m128_f32[2])
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);
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float radius1 = XMVectorGetX(XMVector3Length(scale1));
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float radius2 = XMVectorGetX(XMVector3Length(scale2) / 2);
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return distance < radius1 + radius2;
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}
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@ -2,6 +2,7 @@
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#define _PHYSICS_H_
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#include "object.h"
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#include "math.h"
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class Physics : public Object
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{
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@ -16,6 +17,7 @@ public:
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void AddForce(Object*, XMVECTOR);
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bool IsColliding(Object*, Object*);
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bool CubesOverlap(Object*, Object*);
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bool SpheresOverlap(Object*, Object*);
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private:
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XMVECTOR m_gravity;
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