Major Update - Physique Fixed Update And Thread
Physics process run in a fixed update in a thread
This commit is contained in:
parent
15217a5df8
commit
4ae55e73b2
@ -144,9 +144,6 @@ void SystemClass::Run()
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// Loop until there is a quit message from the window or the user.
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done = false;
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auto fixedUpdateInterval = std::chrono::milliseconds(16);
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auto m_lastFixedUpdateTime = std::chrono::steady_clock::now();
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while (!done)
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{
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// Handle the windows messages.
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@ -178,13 +175,6 @@ void SystemClass::Run()
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Logger::Get().Log("Failed to process frame", __FILE__, __LINE__, Logger::LogLevel::Error);
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done = true;
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}
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auto now = std::chrono::steady_clock::now();
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if (now - m_lastFixedUpdateTime >= fixedUpdateInterval)
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{
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FixedUpdate();
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m_lastFixedUpdateTime = now;
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}
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}
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}
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@ -476,9 +466,4 @@ void SystemClass::SendPath(wchar_t* path, std::filesystem::path WFolder)
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{
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m_Application->SetPath(path);
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m_Application->SetWFolder(WFolder);
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}
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void SystemClass::FixedUpdate()
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{
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m_Application->GetPhysics()->Update();
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}
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@ -35,6 +35,12 @@ ApplicationClass::~ApplicationClass()
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{
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m_ShouldQuit = true;
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// Joindre le thread pour s'assurer qu'il se termine correctement
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if (m_PhysicsThread.joinable())
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{
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m_PhysicsThread.join();
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}
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}
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@ -416,6 +422,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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m_Physics = new Physics;
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m_PhysicsThread = std::thread(&ApplicationClass::PhysicsThreadFunction, this);
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}
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catch (const std::exception& e)
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@ -430,7 +437,6 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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return true;
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}
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void ApplicationClass::Shutdown()
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{
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Logger::Get().Log("Shutting down application class", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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@ -785,7 +791,9 @@ bool ApplicationClass::Frame(InputClass* Input)
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m_Inputs.m_KeyUp = Input->IsUpArrowPressed();
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m_Inputs.m_KeyDown = Input->IsDownArrowPressed();
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RenderPhysics(m_Inputs.m_KeyLeft, m_Inputs.m_KeyRight, m_Inputs.m_KeyUp, m_Inputs.m_KeyDown, frameTime);
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//RenderPhysics(m_Inputs.m_KeyLeft, m_Inputs.m_KeyRight, m_Inputs.m_KeyUp, m_Inputs.m_KeyDown, frameTime);
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// Render the scene to a render texture.
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result = RenderSceneToTexture(rotation);
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@ -952,8 +960,6 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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// Generate the view matrix based on the camera's position.
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m_Camera->Render();
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// Get the world, view, and projection matrices from the camera and d3d objects.
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worldMatrix = m_Direct3D->GetWorldMatrix();
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@ -1909,8 +1915,6 @@ void ApplicationClass::ConstructFrustum()
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bool ApplicationClass::RenderPhysics(bool keyLeft, bool keyRight, bool keyUp, bool keyDown, float deltaTime) {
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const float maxSpeed = 50.0f; // Limite de vitesse maximale
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const int subSteps = 10; // Nombre de sous-étapes pour la simulation
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const float subDeltaTime = deltaTime / subSteps;
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for (auto& object : m_object) {
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if (object == nullptr) {
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@ -1922,91 +1926,99 @@ bool ApplicationClass::RenderPhysics(bool keyLeft, bool keyRight, bool keyUp, bo
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continue;
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}
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for (int step = 0; step < subSteps; ++step) {
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// Reset acceleration for the new frame
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object->SetAcceleration(XMVectorZero());
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object->SetGrounded(false);
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// Reset acceleration for the new frame
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object->SetAcceleration(XMVectorZero());
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object->SetGrounded(false);
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for (auto& chunk : m_terrainChunk) {
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if (!m_Physics->IsColliding(object, chunk)) {
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continue;
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}
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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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object->SetGrounded(true);
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for (auto& chunk : m_terrainChunk) {
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if (!m_Physics->IsColliding(object, chunk)) {
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continue;
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}
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for (auto& object2 : m_object) {
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if (object->GetId() == object2->GetId()) {
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continue;
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}
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if (!m_Physics->IsColliding(object, object2)) {
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continue;
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}
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object->SetVelocity(XMVectorZero());
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object->SetAcceleration(XMVectorZero());
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}
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float forceX = 0, forceY = 0, forceZ = 0, forceW = 0;
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if (keyLeft) {
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forceX = -10.0f;
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}
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if (keyRight) {
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forceX = 10.0f;
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}
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if (keyUp) {
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forceY = 40.0f;
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}
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if (keyDown && !object->IsGrounded()) {
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forceY = -40.0f;
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}
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XMVECTOR force = XMVectorSet(forceX, forceY, forceZ, forceW);
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m_Physics->AddForce(object, force);
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object->AddVelocity(subDeltaTime);
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XMVECTOR velocity = object->GetVelocity();
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float speed = XMVectorGetX(XMVector3Length(velocity));
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if (speed > maxSpeed) {
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velocity = XMVectorScale(velocity, maxSpeed / speed);
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object->SetVelocity(velocity);
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}
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XMVECTOR position = object->GetPosition();
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position = position + object->GetVelocity() * subDeltaTime;
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object->SetPosition(position);
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m_Physics->ApplyGravity(object, subDeltaTime);
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if (XMVectorGetY(object->GetPosition()) < -30.0f) {
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XMVECTOR currentPosition = object->GetPosition();
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object->SetPosition(XMVectorSetY(currentPosition, 50.0f));
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}
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object->m_previousPosition = object->GetPosition();
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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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object->SetGrounded(true);
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}
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for (auto& object2 : m_object) {
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if (object->GetId() == object2->GetId()) {
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continue;
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}
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if (!m_Physics->IsColliding(object, object2)) {
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continue;
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}
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object->SetVelocity(XMVectorZero());
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object->SetAcceleration(XMVectorZero());
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}
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float forceX = 0, forceY = 0, forceZ = 0, forceW = 0;
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if (keyLeft) {
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forceX = -10.0f;
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}
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if (keyRight) {
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forceX = 10.0f;
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}
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if (keyUp) {
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forceY = 40.0f;
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}
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if (keyDown && !object->IsGrounded()) {
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forceY = -40.0f;
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}
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XMVECTOR force = XMVectorSet(forceX, forceY, forceZ, forceW);
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m_Physics->AddForce(object, force);
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object->AddVelocity(deltaTime);
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XMVECTOR velocity = object->GetVelocity();
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float speed = XMVectorGetX(XMVector3Length(velocity));
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if (speed > maxSpeed) {
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velocity = XMVectorScale(velocity, maxSpeed / speed);
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object->SetVelocity(velocity);
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}
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XMVECTOR position = object->GetPosition();
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position = position + object->GetVelocity() * deltaTime;
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object->SetPosition(position);
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m_Physics->ApplyGravity(object, deltaTime);
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if (XMVectorGetY(object->GetPosition()) < -30.0f) {
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XMVECTOR currentPosition = object->GetPosition();
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object->SetPosition(XMVectorSetY(currentPosition, 50.0f));
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}
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object->m_previousPosition = object->GetPosition();
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}
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return true;
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}
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void ApplicationClass::PhysicsThreadFunction()
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{
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auto fixedUpdateInterval = std::chrono::milliseconds(1000 / m_PhysicsTickRate);
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auto lastTime = std::chrono::steady_clock::now();
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while (!m_ShouldQuit)
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{
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bool result = RenderPhysics(m_Inputs.m_KeyLeft, m_Inputs.m_KeyRight, m_Inputs.m_KeyUp, m_Inputs.m_KeyDown, m_Timer->GetTime());
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if (!result)
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auto now = std::chrono::steady_clock::now();
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if (now - lastTime >= fixedUpdateInterval)
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{
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Logger::Get().Log("Could not render the physics scene", __FILE__, __LINE__, Logger::LogLevel::Error);
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return;
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lastTime = now;
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float deltaTime = 1.0f / static_cast<float>(m_PhysicsTickRate);
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bool result = RenderPhysics(m_Inputs.m_KeyLeft, m_Inputs.m_KeyRight, m_Inputs.m_KeyUp, m_Inputs.m_KeyDown, deltaTime);
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if (!result)
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{
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Logger::Get().Log("Could not render the physics scene", __FILE__, __LINE__, Logger::LogLevel::Error);
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return;
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}
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}
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// Attendre un peu pour éviter de surcharger le CPU
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std::this_thread::sleep_for(std::chrono::milliseconds(1));
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}
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}
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@ -34,6 +34,7 @@
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#include <WICTextureLoader.h>
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#include <comdef.h> // Pour _com_error
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#include <chrono>
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#include <thread>
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/////////////
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@ -66,6 +67,8 @@ public:
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void Shutdown();
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bool Frame(InputClass*);
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void PhysicsThreadFunction();
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int GetPhysicsTickRate() const { return m_PhysicsTickRate; };
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void SetPhysicsTickRate(int physicsTickRate) { m_PhysicsTickRate = physicsTickRate; };
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int GetScreenWidth() const;
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void SetScreenWidth(int screenWidth);
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@ -130,6 +133,9 @@ public:
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float GetFrustumTolerance() const { return m_FrustumCullingTolerance; };
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void SetFrustumTolerance(float frustumTolerance) { m_FrustumCullingTolerance = frustumTolerance; };
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bool GetCanFixedUpdate() const { return CanFixedUpdate; };
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void SetCanFixedUpdate(bool canFixedUpdate) { CanFixedUpdate = canFixedUpdate; };
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private:
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bool Render(float, float, float, float, float);
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@ -232,6 +238,9 @@ private :
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float m_gravity;
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XMVECTOR m_previousPosition;
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ImVec2 windowSize;
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int m_PhysicsTickRate = 50;
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bool CanFixedUpdate = false;
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std::thread m_PhysicsThread;
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// ------------------------------------------------- //
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// ------------------- Culling --------------------- //
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@ -4,55 +4,57 @@ Size=400,400
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Collapsed=0
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[Window][Khaotic Engine]
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Pos=1201,27
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Size=375,826
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Pos=1537,27
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Size=375,974
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Collapsed=0
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DockId=0x00000005,0
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[Window][Objects]
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Pos=8,27
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Size=330,826
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Pos=8,516
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Size=330,485
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Collapsed=0
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DockId=0x00000001,1
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DockId=0x00000006,0
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[Window][Terrain]
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Pos=8,27
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Size=330,826
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Size=330,487
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Collapsed=0
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DockId=0x00000001,0
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DockId=0x00000004,0
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[Window][Light]
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Pos=1648,27
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Size=392,1094
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Pos=8,27
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Size=330,487
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Collapsed=0
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DockId=0x00000005,1
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DockId=0x00000004,1
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[Window][Shader Manager]
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Pos=8,27
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Size=330,1094
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Size=330,487
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Collapsed=0
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DockId=0x00000001,2
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DockId=0x00000004,2
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[Window][Engine Settings]
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Pos=1201,27
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Size=375,826
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Pos=1537,27
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Size=375,974
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Collapsed=0
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DockId=0x00000005,1
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[Window][DockSpace Demo]
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Pos=0,0
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Size=1584,861
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Size=1920,1009
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Collapsed=0
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[Window][Render Window]
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Pos=340,27
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Size=859,826
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Size=1195,974
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Collapsed=0
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DockId=0x00000002,0
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[Docking][Data]
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DockSpace ID=0xC0DFADC4 Window=0xD0388BC8 Pos=8,27 Size=1568,826 Split=X
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DockNode ID=0x00000001 Parent=0xC0DFADC4 SizeRef=330,1094 Selected=0x031DC75C
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DockSpace ID=0xC0DFADC4 Window=0xD0388BC8 Pos=8,27 Size=1904,974 Split=X
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DockNode ID=0x00000001 Parent=0xC0DFADC4 SizeRef=330,1094 Split=Y Selected=0x393905AB
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DockNode ID=0x00000004 Parent=0x00000001 SizeRef=330,487 Selected=0x393905AB
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DockNode ID=0x00000006 Parent=0x00000001 SizeRef=330,485 Selected=0x031DC75C
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DockNode ID=0x00000003 Parent=0xC0DFADC4 SizeRef=1700,1094 Split=X
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DockNode ID=0x00000002 Parent=0x00000003 SizeRef=1655,1094 CentralNode=1 Selected=0x9204953B
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DockNode ID=0x00000005 Parent=0x00000003 SizeRef=375,1094 Selected=0x9F035453
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@ -477,6 +477,13 @@ void imguiManager::WidgetEngineSettingsWindow(ApplicationClass* app)
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app->SetFrustumTolerance(frustumTolerance);
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}
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// Input To set the Fixed Update Interval
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int physicsInterval = app->GetPhysicsTickRate();
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if (ImGui::InputInt("Physics Tick Rate", &physicsInterval))
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{
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app->SetPhysicsTickRate(physicsInterval);
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}
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ImGui::End();
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}
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@ -93,12 +93,25 @@ XMVECTOR Object::GetScale()
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{
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XMFLOAT4X4 matrix;
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XMStoreFloat4x4(&matrix, m_scaleMatrix);
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float scaleX = XMVectorGetX(XMVector3Length(XMVectorSet(matrix._11, matrix._12, matrix._13, 0.0f)));
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float scaleY = XMVectorGetX(XMVector3Length(XMVectorSet(matrix._21, matrix._22, matrix._23, 0.0f)));
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float scaleZ = XMVectorGetX(XMVector3Length(XMVectorSet(matrix._31, matrix._32, matrix._33, 0.0f)));
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return XMVectorSet(scaleX, scaleY, scaleZ, 0.0f);
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// Utiliser des vecteurs pour les lignes de la matrice
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XMVECTOR row1 = XMLoadFloat3(reinterpret_cast<XMFLOAT3*>(&matrix._11));
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XMVECTOR row2 = XMLoadFloat3(reinterpret_cast<XMFLOAT3*>(&matrix._21));
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XMVECTOR row3 = XMLoadFloat3(reinterpret_cast<XMFLOAT3*>(&matrix._31));
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// Calculer les longueurs des vecteurs
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XMVECTOR scale = XMVectorSet(
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XMVectorGetX(XMVector3Length(row1)),
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XMVectorGetX(XMVector3Length(row2)),
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XMVectorGetX(XMVector3Length(row3)),
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0.0f
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);
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return scale;
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}
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void Object::SetPosition(XMVECTOR position)
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{
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XMFLOAT4X4 matrix;
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@ -160,7 +160,7 @@ bool Physics::SphereCubeOverlap(Object* cube, Object* sphere)
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XMVECTOR position2 = sphere->GetPosition();
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XMVECTOR scale1 = cube->GetScale();
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XMVECTOR scale2 = sphere->GetScale() / 2;
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XMVECTOR scale2 = XMVectorScale(sphere->GetScale(), 0.5f);
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XMVECTOR min1 = position1 - scale1;
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XMVECTOR max1 = position1 + scale1;
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