Merge branch 'ImGui-NoScripting'

This commit is contained in:
2024-04-25 10:57:26 +02:00
15 changed files with 665 additions and 3856 deletions

View File

@@ -24,6 +24,7 @@ ApplicationClass::ApplicationClass() : m_ShouldQuit(false)
m_Light = 0;
m_RefractionTexture = 0;
m_ReflectionTexture = 0;
m_Physics = 0;
}
@@ -360,6 +361,8 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
}
Logger::Get().Log("Application class initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
m_Physics = new Physics;
return true;
}
@@ -411,6 +414,12 @@ void ApplicationClass::Shutdown()
delete m_BathModel;
m_BathModel = 0;
}
// Release the physics object.
if (m_Physics)
{
delete m_Physics;
m_Physics = 0;
}
// Release the frustum class object.
if (m_Frustum)
@@ -588,11 +597,10 @@ void ApplicationClass::Shutdown()
Logger::Get().Log("Application class shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
bool ApplicationClass::Frame(InputClass* Input)
{
int mouseX, mouseY, currentMouseX, currentMouseY;
bool result, leftMouseDown, rightMouseDown, keyDown, buttonQ, buttonD, buttonZ, buttonS, buttonA, buttonE;
bool result, leftMouseDown, rightMouseDown, keyLeft, keyRight, keyUp, keyDown, buttonQ, buttonD, buttonZ, buttonS, buttonA, buttonE, scrollUp, scrollDown;
float rotationY, rotationX, positionX, positionY, positionZ;
static float textureTranslation = 0.0f;
@@ -601,9 +609,9 @@ bool ApplicationClass::Frame(InputClass* Input)
static int lastMouseX = 0, lastMouseY = 0;
static float rotation = 360.0f;
static float x = 0.f;
static float y = 0.f;
static float z = -8.f;
static float x = 0.0f;
static float y = 3.0f;
static float z = 0.0f;
// Update the system stats.
m_Timer->Frame();
@@ -639,17 +647,20 @@ bool ApplicationClass::Frame(InputClass* Input)
m_Position->SetFrameTime(m_Timer->GetTime());
// Check if the left or right arrow key has been pressed, if so rotate the camera accordingly.
keyDown = Input->IsLeftArrowPressed();
m_Position->TurnLeft(keyDown);
//keyDown = Input->IsLeftArrowPressed();
//m_Position->TurnLeft(keyDown);
keyDown = Input->IsRightArrowPressed();
m_Position->TurnRight(keyDown);
//keyDown = Input->IsRightArrowPressed();
//m_Position->TurnRight(keyDown);
m_Position->TurnMouse(deltaX, deltaY, rightMouseDown);
m_Position->TurnMouse(deltaX, deltaY, 0.1f, rightMouseDown);
// Get the current view point rotation.
m_Position->GetRotation(rotationY, rotationX);
scrollUp = Input->IsScrollUp();
scrollDown = Input->IsScrollDown();
// Check if the a(q), d, w(z), s, q(a), e have been pressed, if so move the camera accordingly.
buttonQ = Input->IsAPressed();
buttonD = Input->IsDPressed();
@@ -657,7 +668,7 @@ bool ApplicationClass::Frame(InputClass* Input)
buttonS = Input->IsSPressed();
buttonA = Input->IsQPressed();
buttonE = Input->IsEPressed();
m_Position->MoveCamera(buttonZ, buttonS, buttonQ, buttonD, buttonE, buttonA);
m_Position->MoveCamera(buttonZ, buttonS, buttonQ, buttonD, buttonE, buttonA, scrollUp, scrollDown, rightMouseDown);
m_Position->GetPosition(positionX, positionY, positionZ);
// Set the postion and rotation of the camera.
@@ -682,7 +693,7 @@ bool ApplicationClass::Frame(InputClass* Input)
}
// Update the rotation variable each frame.
rotation -= 0.0174532925f * speed;
rotation -= 0.0174532925f * m_speed;
if (rotation < 0.0f)
{
rotation += 360.0f;
@@ -708,6 +719,104 @@ bool ApplicationClass::Frame(InputClass* Input)
{
return false;
}
//// Update the x position variable each frame.
//x -= 0.0174532925f * 0.6f;
//y -= 0.0174532925f * 0.2f;
//// Update the z position variable each frame.
//z -= 0.0174532925f * 0.2f;
keyLeft = Input->IsLeftArrowPressed();
keyRight = Input->IsRightArrowPressed();
keyUp = Input->IsUpArrowPressed();
keyDown = Input->IsDownArrowPressed();
for (auto& object : m_object)
{
if (object != nullptr) // Check if the object is not null
{
// Reset acceleration for the new frame
object->SetAcceleration(XMVectorZero());
object->SetGrounded(false);
for (auto& chunk : m_terrainChunk)
{
if (m_Physics->IsColliding(object, chunk))
{
// Stop vertical movement, like gravity
object->SetVelocity(XMVectorSetY(object->GetVelocity(), 0.0f));
object->SetAcceleration(XMVectorSetY(object->GetAcceleration(), 0.0f));
//// Stop movement in any direction
//object->SetVelocity(XMVectorZero());
//object->SetAcceleration(XMVectorZero());
object->SetGrounded(true);
}
}
for (auto& object2 : m_object)
{
if (object->GetId() != object2->GetId() && object2 != nullptr)
{
if (m_Physics->IsColliding(object, object2))
{
// Stop movement in any direction
object->SetVelocity(XMVectorZero());
object->SetAcceleration(XMVectorZero());
}
}
}
// 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(frameTime);
// Update position based on velocity
XMVECTOR position = object->GetPosition();
position = position + object->GetVelocity() * 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)
{
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();
}
}
// Render the scene to a render texture.
result = RenderSceneToTexture(rotation);
@@ -946,7 +1055,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
}
}
for (auto object : m_object)
for (auto& object : m_object)
{
scaleMatrix = object->GetScaleMatrix();
if (object->m_demoSpinning)
@@ -980,7 +1089,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
}
// Render terrain
for (auto chunk : m_terrainChunk)
for (auto& chunk : m_terrainChunk)
{
scaleMatrix = chunk->GetScaleMatrix();
@@ -1401,6 +1510,9 @@ void ApplicationClass::GenerateTerrain()
Filename.push_back("light01.tga");
Filename.push_back("moss01.tga");
std::filesystem::path p(modelFilename);
std::string filenameWithoutExtension = p.stem().string();
// for loop to generate terrain chunks for a 10x10 grid
for (int i = 0; i < 10; i++)
{
@@ -1411,7 +1523,9 @@ void ApplicationClass::GenerateTerrain()
newTerrain->SetScaleMatrix(scaleMatrix);
newTerrain->SetTranslateMatrix(XMMatrixTranslation(i / 2 * (scaleX * 2), -5.0f, j * (scaleZ * 2)));
newTerrain->SetTranslateMatrix(XMMatrixTranslation(i / 2 * (scaleX * 2), -10.0f, j * (scaleZ * 2)));
newTerrain->SetName(filenameWithoutExtension);
m_terrainChunk.push_back(newTerrain);
@@ -1445,9 +1559,12 @@ void ApplicationClass::AddKobject(WCHAR* filepath)
Object* newObject = new Object();
newObject->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, Filename);
newObject->SetTranslateMatrix(XMMatrixTranslation(0.0f, 0.0f, 0.0f));
newObject->SetMass(1.0f);
newObject->SetTranslateMatrix(XMMatrixTranslation(0.0f, 50.0f, 0.0f));
newObject->SetName(filename);
newObject->SetId(m_ObjectId);
m_ObjectId++;
m_object.push_back(newObject);
}