Physic rebuild start

This commit is contained in:
2025-01-15 18:33:02 +01:00
parent 58cafd7682
commit c707e49561
6 changed files with 188 additions and 116 deletions

View File

@@ -32,6 +32,13 @@ ApplicationClass::ApplicationClass() : m_ShouldQuit(false)
ApplicationClass::~ApplicationClass()
{
m_ShouldQuit = true;
// wait for the physics thread to finish
while (m_Physics)
{
std::this_thread::sleep_for(std::chrono::milliseconds(100));
}
}
@@ -400,6 +407,11 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
return false;
}
m_Physics = new Physics;
std::thread physicsThread(&ApplicationClass::PhysicsThreadFunction, this);
physicsThread.detach();
}
catch (const std::exception& e)
@@ -409,7 +421,7 @@ 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;
}
@@ -637,7 +649,7 @@ void ApplicationClass::Shutdown()
bool ApplicationClass::Frame(InputClass* Input)
{
int mouseX, mouseY, currentMouseX, currentMouseY;
bool result, leftMouseDown, rightMouseDown, keyLeft, keyRight, keyUp, keyDown, buttonQ, buttonD, buttonZ, buttonS, buttonA, buttonE, scrollUp, scrollDown;
bool result, leftMouseDown, rightMouseDown, buttonQ, buttonD, buttonZ, buttonS, buttonA, buttonE, scrollUp, scrollDown;
float rotationY, rotationX, positionX, positionY, positionZ;
static float textureTranslation = 0.0f;
@@ -756,104 +768,11 @@ 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);
// 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();
}
}
m_Inputs.m_KeyLeft = Input->IsLeftArrowPressed();
m_Inputs.m_KeyRight = Input->IsRightArrowPressed();
m_Inputs.m_KeyUp = Input->IsUpArrowPressed();
m_Inputs.m_KeyDown = Input->IsDownArrowPressed();
// Render the scene to a render texture.
result = RenderSceneToTexture(rotation);
@@ -1543,6 +1462,7 @@ void ApplicationClass::AddKobject(WCHAR* filepath)
newObject->SetTranslateMatrix(XMMatrixTranslation(0.0f, 50.0f, 0.0f));
newObject->SetName(filename);
newObject->SetId(m_ObjectId);
newObject->SetType(ObjectType::Cube);
m_ObjectId++;
@@ -1957,4 +1877,118 @@ void ApplicationClass::ConstructFrustum()
m_Camera->GetViewMatrix(viewMatrix);
m_FrustumCulling.ConstructFrustum(SCREEN_DEPTH, projectionMatrix, viewMatrix);
}
}
bool ApplicationClass::RenderPhysics(bool keyLeft, bool keyRight, bool keyUp, bool keyDown, float deltaTime) {
for (auto& object : m_object)
{
if (object == nullptr)
{
Logger::Get().Log("Object is null", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Reset acceleration for the new frame
object->SetAcceleration(XMVectorZero());
object->SetGrounded(false);
for (auto& chunk : m_terrainChunk)
{
if (!m_Physics->IsColliding(object, chunk))
{
continue;
}
// Stop vertical movement, like gravity
object->SetVelocity(XMVectorSetY(object->GetVelocity(), 0.0f));
object->SetAcceleration(XMVectorSetY(object->GetAcceleration(), 0.0f));
object->SetGrounded(true);
}
for (auto& object2 : m_object)
{
if (object->GetId() == object2->GetId())
{
continue;
}
if (!m_Physics->IsColliding(object, object2))
{
continue;
}
// 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(deltaTime);
// Update position based on velocity
XMVECTOR position = object->GetPosition();
position = position + object->GetVelocity() * deltaTime;
object->SetPosition(position);
m_Physics->ApplyGravity(object, deltaTime);
// 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();
}
return true;
}
void ApplicationClass::PhysicsThreadFunction()
{
auto lastTime = std::chrono::high_resolution_clock::now();
while (!m_ShouldQuit)
{
auto currentTime = std::chrono::high_resolution_clock::now();
std::chrono::duration<float> elapsedTime = currentTime - lastTime;
float deltaTime = elapsedTime.count();
lastTime = currentTime;
bool result = RenderPhysics(m_Inputs.m_KeyLeft, m_Inputs.m_KeyRight, m_Inputs.m_KeyUp, m_Inputs.m_KeyDown, deltaTime);
if (!result)
{
Logger::Get().Log("Could not render the physics scene", __FILE__, __LINE__, Logger::LogLevel::Error);
return;
}
// Attendre 20 millisecondes (50 fois par seconde)
std::this_thread::sleep_for(std::chrono::milliseconds(20));
}
}