Minor update - ui x physix

This commit is contained in:
CatChow0 2025-01-15 20:42:42 +01:00
parent c707e49561
commit 39fa32603f
6 changed files with 106 additions and 100 deletions

View File

@ -34,11 +34,6 @@ ApplicationClass::~ApplicationClass()
{
m_ShouldQuit = true;
// wait for the physics thread to finish
while (m_Physics)
{
std::this_thread::sleep_for(std::chrono::milliseconds(100));
}
}
@ -409,9 +404,6 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
m_Physics = new Physics;
std::thread physicsThread(&ApplicationClass::PhysicsThreadFunction, this);
physicsThread.detach();
}
catch (const std::exception& e)
@ -774,6 +766,8 @@ bool ApplicationClass::Frame(InputClass* Input)
m_Inputs.m_KeyUp = Input->IsUpArrowPressed();
m_Inputs.m_KeyDown = Input->IsDownArrowPressed();
RenderPhysics(m_Inputs.m_KeyLeft, m_Inputs.m_KeyRight, m_Inputs.m_KeyUp, m_Inputs.m_KeyDown, frameTime);
// Render the scene to a render texture.
result = RenderSceneToTexture(rotation);
if (!result)
@ -1397,6 +1391,8 @@ void ApplicationClass::GenerateTerrain()
newTerrain->SetName(filenameWithoutExtension);
newTerrain->SetType(ObjectType::Cube);
m_terrainChunk.push_back(newTerrain);
}
@ -1462,7 +1458,6 @@ void ApplicationClass::AddKobject(WCHAR* filepath)
newObject->SetTranslateMatrix(XMMatrixTranslation(0.0f, 50.0f, 0.0f));
newObject->SetName(filename);
newObject->SetId(m_ObjectId);
newObject->SetType(ObjectType::Cube);
m_ObjectId++;
@ -1880,115 +1875,105 @@ void ApplicationClass::ConstructFrustum()
}
bool ApplicationClass::RenderPhysics(bool keyLeft, bool keyRight, bool keyUp, bool keyDown, float deltaTime) {
const float maxSpeed = 50.0f; // Limite de vitesse maximale
const int subSteps = 10; // Nombre de sous-étapes pour la simulation
const float subDeltaTime = deltaTime / subSteps;
for (auto& object : m_object)
{
if (object == nullptr)
{
for (auto& object : m_object) {
if (object == nullptr) {
Logger::Get().Log("Object is null", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Reset acceleration for the new frame
object->SetAcceleration(XMVectorZero());
object->SetGrounded(false);
for (auto& chunk : m_terrainChunk)
{
if (!m_Physics->IsColliding(object, chunk))
{
continue;
}
// Stop vertical movement, like gravity
object->SetVelocity(XMVectorSetY(object->GetVelocity(), 0.0f));
object->SetAcceleration(XMVectorSetY(object->GetAcceleration(), 0.0f));
object->SetGrounded(true);
if (!object->IsPhysicsEnabled()) {
continue;
}
for (auto& object2 : m_object)
{
if (object->GetId() == object2->GetId())
{
continue;
}
if (!m_Physics->IsColliding(object, object2))
{
continue;
}
// Stop movement in any direction
object->SetVelocity(XMVectorZero());
for (int step = 0; step < subSteps; ++step) {
// Reset acceleration for the new frame
object->SetAcceleration(XMVectorZero());
object->SetGrounded(false);
for (auto& chunk : m_terrainChunk) {
if (!m_Physics->IsColliding(object, chunk)) {
continue;
}
object->SetVelocity(XMVectorSetY(object->GetVelocity(), 0.0f));
object->SetAcceleration(XMVectorSetY(object->GetAcceleration(), 0.0f));
object->SetGrounded(true);
}
for (auto& object2 : m_object) {
if (object->GetId() == object2->GetId()) {
continue;
}
if (!m_Physics->IsColliding(object, object2)) {
continue;
}
object->SetVelocity(XMVectorZero());
object->SetAcceleration(XMVectorZero());
}
float forceX = 0, forceY = 0, forceZ = 0, forceW = 0;
if (keyLeft) {
forceX = -10.0f;
}
if (keyRight) {
forceX = 10.0f;
}
if (keyUp) {
forceY = 40.0f;
}
if (keyDown && !object->IsGrounded()) {
forceY = -40.0f;
}
XMVECTOR force = XMVectorSet(forceX, forceY, forceZ, forceW);
m_Physics->AddForce(object, force);
object->AddVelocity(subDeltaTime);
XMVECTOR velocity = object->GetVelocity();
float speed = XMVectorGetX(XMVector3Length(velocity));
if (speed > maxSpeed) {
velocity = XMVectorScale(velocity, maxSpeed / speed);
object->SetVelocity(velocity);
}
XMVECTOR position = object->GetPosition();
position = position + object->GetVelocity() * subDeltaTime;
object->SetPosition(position);
m_Physics->ApplyGravity(object, subDeltaTime);
if (XMVectorGetY(object->GetPosition()) < -30.0f) {
XMVECTOR currentPosition = object->GetPosition();
object->SetPosition(XMVectorSetY(currentPosition, 50.0f));
}
object->m_previousPosition = object->GetPosition();
}
// Apply forces
float forceX = 0, forceY = 0, forceZ = 0, forceW = 0;
if (keyLeft)
{
forceX = -10.0f;
}
if (keyRight)
{
forceX = 10.0f;
}
if (keyUp)
{
forceY = 40.0f;
}
if (keyDown && !object->IsGrounded())
{
forceY = -40.0f;
}
XMVECTOR force = XMVectorSet(forceX, forceY, forceZ, forceW);
m_Physics->AddForce(object, force);
// Update velocity based on acceleration
object->AddVelocity(deltaTime);
// Update position based on velocity
XMVECTOR position = object->GetPosition();
position = position + object->GetVelocity() * deltaTime;
object->SetPosition(position);
m_Physics->ApplyGravity(object, deltaTime);
// Check if the object has fallen below a certain position
if (XMVectorGetY(object->GetPosition()) < -30.0f)
{
XMVECTOR currentPosition = object->GetPosition(); // Obtain the current position of the object
object->SetPosition(XMVectorSetY(currentPosition, 50.0f)); // Define the new position of the object
}
object->m_previousPosition = object->GetPosition();
}
return true;
}
void ApplicationClass::PhysicsThreadFunction()
{
auto lastTime = std::chrono::high_resolution_clock::now();
while (!m_ShouldQuit)
{
auto currentTime = std::chrono::high_resolution_clock::now();
std::chrono::duration<float> elapsedTime = currentTime - lastTime;
float deltaTime = elapsedTime.count();
lastTime = currentTime;
bool result = RenderPhysics(m_Inputs.m_KeyLeft, m_Inputs.m_KeyRight, m_Inputs.m_KeyUp, m_Inputs.m_KeyDown, deltaTime);
bool result = RenderPhysics(m_Inputs.m_KeyLeft, m_Inputs.m_KeyRight, m_Inputs.m_KeyUp, m_Inputs.m_KeyDown, m_Timer->GetTime());
if (!result)
{
Logger::Get().Log("Could not render the physics scene", __FILE__, __LINE__, Logger::LogLevel::Error);
return;
}
// Attendre 20 millisecondes (50 fois par seconde)
std::this_thread::sleep_for(std::chrono::milliseconds(20));
}
}

View File

@ -33,7 +33,6 @@
#include <WICTextureLoader.h>
#include <comdef.h> // Pour _com_error
#include <thread>
#include <chrono>
@ -155,8 +154,6 @@ private :
HWND m_hwnd;
bool m_windowed;
int m_PhysicTickRate = 50; // physics execute 50 times per second
// ------------------------------------- //
// ------------- RENDERING ------------- //
// ------------------------------------- //

View File

@ -259,6 +259,29 @@ void imguiManager::WidgetObjectWindow(ApplicationClass* app)
// Physics
std::string physicsLabel = "Physics##" + std::to_string(index);
if (ImGui::Checkbox(physicsLabel.c_str(), &m_isPhyiscsEnabled))
{
object->SetPhysicsEnabled(m_isPhyiscsEnabled);
}
// 3 radio button on the same line to set the ObjectType
std::string typeLabel = "Type##" + std::to_string(index);
ObjectType type = object->GetType();
if (ImGui::RadioButton("None", type == ObjectType::Unknown))
{
object->SetType(ObjectType::Unknown);
}
ImGui::SameLine();
if (ImGui::RadioButton("Cube", type == ObjectType::Cube))
{
object->SetType(ObjectType::Cube);
}
ImGui::SameLine();
if (ImGui::RadioButton("Sphere", type == ObjectType::Sphere))
{
object->SetType(ObjectType::Sphere);
}
ImGui::Separator();

View File

@ -47,7 +47,8 @@ private :
bool showShaderWindow = false;
bool showEngineSettingsWindow = false;
private:
bool m_isPhyiscsEnabled = false;
ImGuiIO* io;
ID3D11Device* m_device;

View File

@ -97,7 +97,7 @@ private:
XMVECTOR m_acceleration;
float m_mass;
bool m_isGrounded;
bool m_isPhysicsEnabled = false;
bool m_isPhysicsEnabled;
std::string m_name;
ObjectType m_type = ObjectType::Unknown;

View File

@ -30,7 +30,7 @@ void Physics::SetGravity(XMVECTOR gravity)
// Apply gravity to an object
void Physics::ApplyGravity(Object* object, float dragValue)
{
if (object == nullptr) // Verify if the object is not null
if (this == nullptr || object == nullptr) // Verify if 'this' and 'object' are not null
{
return;
}