Ajout collision avec le terrain, mais tres bancale

feat:

+ les cubes ajoutes s'arretent lorsqu'il y a collision avec le terrain, seulement sur un seul chunk
This commit is contained in:
StratiX0 2024-04-22 17:26:27 +02:00
parent 4a77df6102
commit fadca179e8
6 changed files with 82 additions and 17 deletions

View File

@ -624,7 +624,6 @@ void ApplicationClass::Shutdown()
}
}
bool ApplicationClass::Frame(InputClass* Input)
{
int mouseX, mouseY, currentMouseX, currentMouseY;
@ -765,20 +764,39 @@ bool ApplicationClass::Frame(InputClass* Input)
forceY = -40.0f;
}
XMVECTOR force = XMVectorSet(forceX, forceY, forceZ, forceW);
m_Physics->ApplyForce(object, force);
bool isGrounded = object->GetGrounded();
// Update velocity based on acceleration
XMVECTOR velocity = object->GetVelocity();
velocity = velocity + object->GetAcceleration() * frameTime;
object->SetVelocity(velocity);
for (auto& chunk : m_terrainChunk)
{
if (m_Physics->IsColliding(object, chunk))
{
isGrounded = true;
}
}
if (!isGrounded)
{
XMVECTOR force = XMVectorSet(forceX, forceY, forceZ, forceW);
m_Physics->ApplyForce(object, force);
// Update velocity based on acceleration
XMVECTOR velocity = object->GetVelocity();
velocity = velocity + object->GetAcceleration() * frameTime;
object->SetVelocity(velocity);
// Update position based on velocity
XMVECTOR position = object->GetPosition();
position = position + velocity * frameTime;
object->SetPosition(position);
m_Physics->ApplyGravity(object, 1.0f, frameTime);
}
else
{
object->SetVelocity(XMVectorZero());
}
// Update position based on velocity
XMVECTOR position = object->GetPosition();
position = position + velocity * frameTime;
object->SetPosition(position);
m_Physics->ApplyGravity(object, 1.0f, frameTime);
// Check if the object has fallen below a certain position
if (XMVectorGetY(object->GetPosition()) < -30.0f)
@ -1311,7 +1329,7 @@ void ApplicationClass::AddKobject(WCHAR* filepath)
newObject->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename, textureFilename2, textureFilename3);
newObject->SetMass(1.0f);
newObject->SetTranslateMatrix(XMMatrixTranslation(0.0f, 0.0f, 0.0f));
newObject->SetTranslateMatrix(XMMatrixTranslation(0.0f, 10.0f, 0.0f));
newObject->SetName(filename);
m_object.push_back(newObject);

View File

@ -3,11 +3,11 @@ Pos=60,60
Size=400,400
[Window][Khaotic Engine]
Pos=29,636
Pos=27,634
Size=694,210
[Window][Objects]
Pos=34,270
Pos=31,268
Size=492,353
[Window][Terrain]

View File

@ -11,6 +11,7 @@ Object::Object() : ModelClass()
m_velocity = XMVectorZero();
m_acceleration = XMVectorZero();
m_mass = NULL;
m_isGrounded = false;
}
Object::~Object()
@ -195,4 +196,15 @@ void Object::SetMass(float mass)
float Object::GetMass() const
{
return m_mass;
}
}
void Object::SetGrounded(bool isGrounded)
{
m_isGrounded = isGrounded;
}
bool Object::GetGrounded() const
{
return m_isGrounded;
}

View File

@ -33,6 +33,8 @@ public:
XMVECTOR GetAcceleration() const;
void SetMass(float);
float GetMass() const;
void SetGrounded(bool);
bool GetGrounded() const;
void UpdateWorldMatrix();
void UpdateSRMatrix();
@ -59,6 +61,7 @@ private:
XMVECTOR m_acceleration;
float m_mass;
bool m_isGrounded;
std::string m_name;
};

View File

@ -72,4 +72,35 @@ void Physics::ApplyForce(Object* object, XMVECTOR force)
// Add the acceleration to the object's current acceleration
object->SetAcceleration(object->GetAcceleration() + acceleration);
}
}
bool Physics::IsColliding(Object* object1, Object* object2)
{
if (object1 == nullptr || object2 == nullptr) // Verify if the objects are not null
{
return false;
}
// Get the positions of the two objects
XMVECTOR position1 = object1->GetPosition();
XMVECTOR position2 = object2->GetPosition();
// Get the scale of the two objects (assuming the scale represents the size of the cube)
XMVECTOR scale1 = object1->GetScale();
XMVECTOR scale2 = object2->GetScale();
// Calculate the min and max coordinates of the two cubes
XMVECTOR min1 = position1 - scale1 / 2.0f;
XMVECTOR max1 = position1 + scale1 / 2.0f;
XMVECTOR min2 = position2 - scale2 / 2.0f;
XMVECTOR max2 = position2 + scale2 / 2.0f;
// Check if the two cubes overlap on all three axes
bool overlapX = max1.m128_f32[0] > min2.m128_f32[0] && min1.m128_f32[0] < max2.m128_f32[0];
bool overlapY = max1.m128_f32[1] > min2.m128_f32[1] && min1.m128_f32[1] < max2.m128_f32[1];
bool overlapZ = max1.m128_f32[2] > min2.m128_f32[2] && min1.m128_f32[2] < max2.m128_f32[2];
// If the cubes overlap on all three axes, they are colliding
return overlapX && overlapY && overlapZ;
}

View File

@ -14,6 +14,7 @@ public:
void SetGravity(XMVECTOR gravity); // Define the gravity value
void ApplyGravity(Object*, float, float); // Apply gravity to an object
void ApplyForce(Object*, XMVECTOR);
bool IsColliding(Object*, Object*);
private:
XMVECTOR m_gravity;