Physic rebuild start
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58cafd7682
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c707e49561
@ -32,6 +32,13 @@ ApplicationClass::ApplicationClass() : m_ShouldQuit(false)
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ApplicationClass::~ApplicationClass()
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{
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m_ShouldQuit = true;
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// wait for the physics thread to finish
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while (m_Physics)
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{
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std::this_thread::sleep_for(std::chrono::milliseconds(100));
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}
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}
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@ -400,6 +407,11 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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return false;
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}
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m_Physics = new Physics;
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std::thread physicsThread(&ApplicationClass::PhysicsThreadFunction, this);
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physicsThread.detach();
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}
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catch (const std::exception& e)
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@ -409,7 +421,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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}
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Logger::Get().Log("Application class initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
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m_Physics = new Physics;
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return true;
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}
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@ -637,7 +649,7 @@ void ApplicationClass::Shutdown()
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bool ApplicationClass::Frame(InputClass* Input)
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{
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int mouseX, mouseY, currentMouseX, currentMouseY;
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bool result, leftMouseDown, rightMouseDown, keyLeft, keyRight, keyUp, keyDown, buttonQ, buttonD, buttonZ, buttonS, buttonA, buttonE, scrollUp, scrollDown;
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bool result, leftMouseDown, rightMouseDown, buttonQ, buttonD, buttonZ, buttonS, buttonA, buttonE, scrollUp, scrollDown;
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float rotationY, rotationX, positionX, positionY, positionZ;
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static float textureTranslation = 0.0f;
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@ -756,104 +768,11 @@ bool ApplicationClass::Frame(InputClass* Input)
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{
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return false;
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}
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//// Update the x position variable each frame.
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//x -= 0.0174532925f * 0.6f;
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//y -= 0.0174532925f * 0.2f;
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//// Update the z position variable each frame.
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//z -= 0.0174532925f * 0.2f;
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keyLeft = Input->IsLeftArrowPressed();
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keyRight = Input->IsRightArrowPressed();
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keyUp = Input->IsUpArrowPressed();
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keyDown = Input->IsDownArrowPressed();
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for (auto& object : m_object)
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{
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if (object != nullptr) // Check if the object is not null
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{
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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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{
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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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for (auto& object2 : m_object)
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{
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if (object->GetId() != object2->GetId() && object2 != nullptr)
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{
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if (m_Physics->IsColliding(object, object2))
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{
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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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}
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}
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}
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// Apply forces
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float forceX = 0, forceY = 0, forceZ = 0, forceW = 0;
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if (keyLeft)
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{
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forceX = -10.0f;
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}
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if (keyRight)
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{
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forceX = 10.0f;
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}
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if (keyUp)
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{
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forceY = 40.0f;
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}
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if (keyDown && !object->IsGrounded())
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{
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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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// Update velocity based on acceleration
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object->AddVelocity(frameTime);
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// Update position based on velocity
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XMVECTOR position = object->GetPosition();
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position = position + object->GetVelocity() * frameTime;
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object->SetPosition(position);
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m_Physics->ApplyGravity(object, 1.0f);
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// Check if the object has fallen below a certain position
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if (XMVectorGetY(object->GetPosition()) < -30.0f)
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{
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XMVECTOR currentPosition = object->GetPosition(); // Obtain the current position of the object
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object->SetPosition(XMVectorSetY(currentPosition, 50.0f)); // Define the new position of the object
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}
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object->m_previousPosition = object->GetPosition();
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}
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}
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m_Inputs.m_KeyLeft = Input->IsLeftArrowPressed();
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m_Inputs.m_KeyRight = Input->IsRightArrowPressed();
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m_Inputs.m_KeyUp = Input->IsUpArrowPressed();
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m_Inputs.m_KeyDown = Input->IsDownArrowPressed();
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// Render the scene to a render texture.
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result = RenderSceneToTexture(rotation);
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@ -1543,6 +1462,7 @@ void ApplicationClass::AddKobject(WCHAR* filepath)
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newObject->SetTranslateMatrix(XMMatrixTranslation(0.0f, 50.0f, 0.0f));
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newObject->SetName(filename);
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newObject->SetId(m_ObjectId);
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newObject->SetType(ObjectType::Cube);
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m_ObjectId++;
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@ -1957,4 +1877,118 @@ void ApplicationClass::ConstructFrustum()
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m_Camera->GetViewMatrix(viewMatrix);
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m_FrustumCulling.ConstructFrustum(SCREEN_DEPTH, projectionMatrix, viewMatrix);
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}
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}
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bool ApplicationClass::RenderPhysics(bool keyLeft, bool keyRight, bool keyUp, bool keyDown, float deltaTime) {
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for (auto& object : m_object)
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{
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if (object == nullptr)
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{
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Logger::Get().Log("Object is null", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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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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{
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if (!m_Physics->IsColliding(object, chunk))
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{
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continue;
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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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object->SetGrounded(true);
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}
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for (auto& object2 : m_object)
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{
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if (object->GetId() == object2->GetId())
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{
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continue;
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}
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if (!m_Physics->IsColliding(object, object2))
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{
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continue;
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}
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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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}
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// Apply forces
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float forceX = 0, forceY = 0, forceZ = 0, forceW = 0;
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if (keyLeft)
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{
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forceX = -10.0f;
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}
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if (keyRight)
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{
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forceX = 10.0f;
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}
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if (keyUp)
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{
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forceY = 40.0f;
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}
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if (keyDown && !object->IsGrounded())
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{
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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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// Update velocity based on acceleration
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object->AddVelocity(deltaTime);
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// Update position based on velocity
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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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// Check if the object has fallen below a certain position
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if (XMVectorGetY(object->GetPosition()) < -30.0f)
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{
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XMVECTOR currentPosition = object->GetPosition(); // Obtain the current position of the object
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object->SetPosition(XMVectorSetY(currentPosition, 50.0f)); // Define the new position of the object
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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 lastTime = std::chrono::high_resolution_clock::now();
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while (!m_ShouldQuit)
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{
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auto currentTime = std::chrono::high_resolution_clock::now();
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std::chrono::duration<float> elapsedTime = currentTime - lastTime;
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float deltaTime = elapsedTime.count();
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lastTime = currentTime;
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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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// Attendre 20 millisecondes (50 fois par seconde)
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std::this_thread::sleep_for(std::chrono::milliseconds(20));
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}
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}
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@ -33,6 +33,8 @@
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#include <WICTextureLoader.h>
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#include <comdef.h> // Pour _com_error
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#include <thread>
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#include <chrono>
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/////////////
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@ -42,6 +44,13 @@ const bool FULL_SCREEN = false;
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const float SCREEN_DEPTH = 1000.0f;
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const float SCREEN_NEAR = 0.3f;
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struct Input
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{
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bool m_KeyLeft = false;
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bool m_KeyRight = false;
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bool m_KeyUp = false;
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bool m_KeyDown = false;
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};
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////////////////////////////////////////////////////////////////////////////////
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// Class name: ApplicationClass
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@ -50,13 +59,13 @@ class ApplicationClass
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{
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public:
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ApplicationClass();
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ApplicationClass(const ApplicationClass&);
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~ApplicationClass();
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D3DClass* GetDirect3D();
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bool Initialize(int, int, HWND);
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void Shutdown();
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bool Frame(InputClass*);
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void PhysicsThreadFunction();
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int GetScreenWidth() const;
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void SetScreenWidth(int screenWidth);
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@ -121,7 +130,7 @@ public:
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private:
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bool Render(float, float, float, float, float);
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bool RenderPhysics(float x, float y, float z);
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bool RenderPhysics(bool keyLeft, bool keyRight, bool keyUp, bool keyDown, float deltaTime);
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bool UpdateMouseStrings(int, int, bool);
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bool UpdateFps();
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bool UpdateRenderCountString(int);
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@ -146,6 +155,8 @@ private :
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HWND m_hwnd;
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bool m_windowed;
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int m_PhysicTickRate = 50; // physics execute 50 times per second
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// ------------------------------------- //
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// ------------- RENDERING ------------- //
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// ------------------------------------- //
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@ -227,6 +238,12 @@ private :
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Frustum m_FrustumCulling;
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int m_renderCount;
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float m_FrustumCullingTolerance = 5.f;
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// ------------------------------------------------- //
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// -------------------- Input ---------------------- //
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// ------------------------------------------------- //
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Input m_Inputs;
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};
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#endif
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@ -254,6 +254,11 @@ void imguiManager::WidgetObjectWindow(ApplicationClass* app)
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object->SetActiveShader(Object::SPECULAR_MAPPING);
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}
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ImGui::Separator();
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// Physics
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std::string physicsLabel = "Physics##" + std::to_string(index);
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ImGui::Separator();
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@ -176,9 +176,9 @@ void Object::SetVelocity(XMVECTOR velocity)
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m_velocity = velocity;
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}
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void Object::AddVelocity(float frameTime)
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void Object::AddVelocity(float deltaTime)
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{
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m_velocity += m_acceleration * frameTime;
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m_velocity += m_acceleration * deltaTime;
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}
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XMVECTOR Object::GetVelocity() const
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@ -3,6 +3,13 @@
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#include <WICTextureLoader.h>
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#include <SimpleMath.h>
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enum class ObjectType
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{
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Sphere,
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Cube,
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Unknown
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};
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class Object : public ModelClass
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{
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public:
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@ -30,7 +37,7 @@ public:
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XMVECTOR GetScale();
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void SetVelocity(XMVECTOR);
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void AddVelocity(float);
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void AddVelocity(float deltaTime);
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XMVECTOR GetVelocity() const;
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void SetAcceleration(XMVECTOR);
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XMVECTOR GetAcceleration() const;
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@ -54,6 +61,8 @@ public:
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void SetName(std::string name);
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int SetId(int id);
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int GetId() const;
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void SetType(ObjectType type) { m_type = type; };
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ObjectType GetType() const { return m_type; };
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bool LoadTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, const std::wstring& filename);
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@ -88,9 +97,10 @@ private:
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XMVECTOR m_acceleration;
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float m_mass;
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bool m_isGrounded;
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bool m_isPhysicsEnabled;
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bool m_isPhysicsEnabled = false;
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std::string m_name;
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ObjectType m_type = ObjectType::Unknown;
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ShaderType m_activeShader = LIGHTING;
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@ -79,21 +79,26 @@ void Physics::AddForce(Object* object, XMVECTOR force)
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bool Physics::IsColliding(Object* object1, Object* object2)
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{
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ObjectType type1 = object1->GetType();
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ObjectType type2 = object2->GetType();
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std::string type1 = object1->GetName();
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std::string type2 = object2->GetName();
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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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if (type1 == ObjectType::Unknown || type2 == ObjectType::Unknown)
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{
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return false;
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}
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if (type1 == "cube" && type2 == "sphere" || (type1 == "sphere" && type2 == "cube"))
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if (type1 == ObjectType::Sphere && type2 == ObjectType::Sphere)
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{
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if (type1 == "cube")
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return SpheresOverlap(object1, object2);
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}
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if ((type1 == ObjectType::Cube && type2 == ObjectType::Sphere) ||
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(type1 == ObjectType::Sphere && type2 == ObjectType::Cube))
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{
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if (type1 == ObjectType::Cube)
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{
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return SphereCubeOverlap(object1, object2);
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}
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else if (type1 == "sphere")
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}
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else if (type1 == ObjectType::Sphere)
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{
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return SphereCubeOverlap(object2, object1);
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}
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@ -106,6 +111,7 @@ bool Physics::IsColliding(Object* object1, Object* object2)
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return false;
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}
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/////////////////////////////////////////
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// AABB method for collision detection //
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/////////////////////////////////////////
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