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);