StratiX0 e57de4f1be Ajout de la collision entre 2 cubes
feat:
+ collision entre 2 cubes

refactor:
+ changements dans quelques fonctions
+ renommage de certaines fonctions
2024-04-24 11:59:48 +02:00

113 lines
3.0 KiB
C++

#include "physics.h"
Physics::Physics()
{
m_gravity = XMVectorSet(0.0f, -9.81f, 0.0f, 0.0f); // Initialize the gravity vector
}
Physics::Physics(const Physics& other)
{
m_gravity = other.m_gravity; // Copy the gravity value
}
Physics::~Physics()
{
}
// Get the gravity value
XMVECTOR Physics::GetGravity() const
{
return m_gravity;
}
// Define the gravity value
void Physics::SetGravity(XMVECTOR gravity)
{
m_gravity = gravity;
}
// Apply gravity to an object
void Physics::ApplyGravity(Object* object, float dragValue, float frameTime)
{
if (object == nullptr) // Verify if the object is not null
{
return;
}
if (!object->GetGrounded()) // Verify if the object is grounded
{
// Calculate the acceleration caused by gravity
XMVECTOR gravityAcceleration = m_gravity / object->GetMass();
// Add the gravity acceleration to the object's current acceleration
object->SetAcceleration(object->GetAcceleration() + gravityAcceleration);
// Calculate the acceleration caused by drag
XMVECTOR dragAcceleration = -object->GetVelocity() * dragValue / object->GetMass();
// Add the drag acceleration to the object's current acceleration
object->SetAcceleration(object->GetAcceleration() + dragAcceleration);
// Get the object velocity
XMVECTOR velocity = object->GetVelocity();
// Update the velocity with the object's acceleration
velocity += object->GetAcceleration() * frameTime;
// Set the new velocity
object->SetVelocity(velocity);
}
}
void Physics::AddForce(Object* object, XMVECTOR force)
{
if (object == nullptr) // Verify if the object is not null
{
return;
}
// Get the mass of the object
float mass = object->GetMass();
// Calculate the acceleration caused by the force
XMVECTOR acceleration = force / mass;
// Add the acceleration to the object's current acceleration
object->SetAcceleration(object->GetAcceleration() + acceleration);
}
bool Physics::IsColliding(Object* object1, Object* object2)
{
std::string type1 = object1->GetName();
std::string type2 = object2->GetName();
if (type1 == "cube" && type2 == "cube")
{
return CubesOverlap(object1, object2);
}
// Add more collision checks for other types of objects here...
return false;
}
bool Physics::CubesOverlap(Object* cube1, Object* cube2)
{
XMVECTOR position1 = cube1->GetPosition();
XMVECTOR position2 = cube2->GetPosition();
XMVECTOR scale1 = cube1->GetScale();
XMVECTOR scale2 = cube2->GetScale();
XMVECTOR min1 = position1 - scale1;
XMVECTOR max1 = position1 + scale1;
XMVECTOR min2 = position2 - scale2;
XMVECTOR max2 = position2 + scale2;
return (min1.m128_f32[0] <= max2.m128_f32[0] && max1.m128_f32[0] >= min2.m128_f32[0] &&
min1.m128_f32[1] <= max2.m128_f32[1] && max1.m128_f32[1] >= min2.m128_f32[1] &&
min1.m128_f32[2] <= max2.m128_f32[2] && max1.m128_f32[2] >= min2.m128_f32[2]);
}