Ajout de la collision entre 2 cubes

feat:
+ collision entre 2 cubes

refactor:
+ changements dans quelques fonctions
+ renommage de certaines fonctions
This commit is contained in:
StratiX0
2024-04-24 11:59:48 +02:00
parent fadca179e8
commit e57de4f1be
6 changed files with 85 additions and 81 deletions

View File

@@ -35,29 +35,32 @@ void Physics::ApplyGravity(Object* object, float dragValue, float frameTime)
return;
}
// Calculate the acceleration caused by gravity
XMVECTOR gravityAcceleration = m_gravity / object->GetMass();
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);
// 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();
// 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);
// Add the drag acceleration to the object's current acceleration
object->SetAcceleration(object->GetAcceleration() + dragAcceleration);
// Get the object velocity
XMVECTOR velocity = object->GetVelocity();
// Get the object velocity
XMVECTOR velocity = object->GetVelocity();
// Update the velocity with the object's acceleration
velocity += object->GetAcceleration() * frameTime;
// Update the velocity with the object's acceleration
velocity += object->GetAcceleration() * frameTime;
// Set the new velocity
object->SetVelocity(velocity);
// Set the new velocity
object->SetVelocity(velocity);
}
}
void Physics::ApplyForce(Object* object, XMVECTOR force)
void Physics::AddForce(Object* object, XMVECTOR force)
{
if (object == nullptr) // Verify if the object is not null
{
@@ -77,30 +80,33 @@ void Physics::ApplyForce(Object* object, XMVECTOR force)
bool Physics::IsColliding(Object* object1, Object* object2)
{
if (object1 == nullptr || object2 == nullptr) // Verify if the objects are not null
std::string type1 = object1->GetName();
std::string type2 = object2->GetName();
if (type1 == "cube" && type2 == "cube")
{
return false;
}
return CubesOverlap(object1, object2);
}
// Get the positions of the two objects
XMVECTOR position1 = object1->GetPosition();
XMVECTOR position2 = object2->GetPosition();
// Add more collision checks for other types of objects here...
// 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;
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]);
}