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Copy pathWorld.cpp
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188 lines (145 loc) · 5.04 KB
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#include "World.h"
#include <unordered_map>
#include <iostream>
#include "raylib.h"
#include "EnumUtility.h"
#include "Shapes.h"
#include "PhysObject.h"
using CollisionFunc = bool (*)(const glm::vec2&, const Shape&, const glm::vec2&, const Shape&);
using CollisionMap = std::unordered_map<ShapeType, CollisionFunc>;
using DepenetrationFunc = glm::vec2(*)(const glm::vec2& PositionA, const Shape& ShapeA, const glm::vec2& PositionB, const Shape& ShapeB, float& Penetration);
using DepenetrationMap = std::unordered_map<ShapeType, DepenetrationFunc>;
CollisionMap ColMap;
DepenetrationMap DepenMap;
World::World() : AccumulatedFixedTime(0), TargetFixedStep(1.0f / 30.0f)
{
}
void World::Init()
{
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
SetTargetFPS(60);
ColMap[ShapeType::CIRCLE | ShapeType::CIRCLE] = CheckCircleCircle;
ColMap[ShapeType::AABB | ShapeType::AABB] = CheckAABBAABB;
ColMap[ShapeType::CIRCLE | ShapeType::AABB] = CheckCircleAABB;
DepenMap[ShapeType::CIRCLE | ShapeType::CIRCLE] = DepenetrateCircleCircle;
DepenMap[ShapeType::AABB | ShapeType::AABB] = DepenetrateAABBAABB;
DepenMap[ShapeType::AABB | ShapeType::CIRCLE] = DepenetrateCircleAABB;
OnInit();
}
void World::Tick()
{
AccumulatedFixedTime += GetFrameTime();
OnTick();
}
void World::TickFixed()
{
AccumulatedFixedTime -= TargetFixedStep;
//Integrates forces and velocity
for (auto& physicsObjectOne : PhysObjects)
{
physicsObjectOne.physicsEnabled = true;
if (physicsObjectOne.physicsEnabled)
{
physicsObjectOne.AddAcceleration({ 0,10 });
physicsObjectOne.ContinuousTick(TargetFixedStep);
}
}
//Performs collision detection and resolution
for (auto& i : PhysObjects)
{
for (auto& j : PhysObjects)
{
//Skips if i and j point to the same object
if (&i == &j) { continue; }
//Skips if the object has no collider
if (i.Collider.Type == ShapeType::NONE || j.Collider.Type == ShapeType::NONE) { continue; }
ShapeType ColKey = i.Collider.Type | j.Collider.Type;
auto KeyPairIterator = ColMap.find(ColKey);
bool bHasFunc = KeyPairIterator != ColMap.end();
if (bHasFunc)
{
bool bIsColliding = false;
//Rearranges parameters if they are out of order
if (i.Collider.Type > j.Collider.Type)
{
bIsColliding = ColMap[ColKey](j.Position, j.Collider, i.Position, i.Collider);
}
else
{
bIsColliding = ColMap[ColKey](i.Position, i.Collider, j.Position, j.Collider);
}
//PhysObject& LeftHandSide = i;
//PhysObject& RightHandSide = j;
ShapeType PairType = i.Collider.Type | j.Collider.Type;
if (bIsColliding)
{
float penetration = 0.0f;
const glm::vec2 normal = DepenMap[PairType](i.Position, i.Collider,
j.Position, j.Collider, penetration);
i.ResolvePhysObjects(i, j, 1.0f, normal, penetration);
std::cout << "Collision detected" << std::endl;
}
}
else
{
std::cerr << "Can't test for collision; no collision function defined for this pair." << std::endl;
}
}
}
OnTickFixed();
}
void World::Draw()
{
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
for (auto& physicsObjectOne : PhysObjects)
{
physicsObjectOne.DrawPhysicsCircle();
}
EndDrawing();
OnDraw();
}
void World::Exit()
{
OnExit();
CloseWindow(); // Close window and OpenGL context
}
bool World::ShouldClose() const
{
return WindowShouldClose();
}
bool World::ShouldTickFixed() const
{
return AccumulatedFixedTime >= TargetFixedStep;
}
//Runs at the end of Init()
inline void World::OnInit()
{
}
//Runs at the end of Tick()
inline void World::OnTick()
{
if (IsMouseButtonPressed(0))
{
PhysObject newObject;
newObject.Collider.Type = ShapeType::CIRCLE;
newObject.Collider.CircleData.Radius = 10.0f;
Vector2 currentMousePosition = GetMousePosition();
newObject.Position.x = currentMousePosition.x;
newObject.Position.y = currentMousePosition.y;
PhysObjects.push_back(newObject);
}
else if (IsMouseButtonPressed(1))
{
PhysObject newObject;
newObject.Collider.Type = ShapeType::AABB;
newObject.Collider.AABBData.HalfExtents = { 30.0f, 25.0f };
Vector2 currentMousePosition = GetMousePosition();
newObject.Position.x = currentMousePosition.x;
newObject.Position.y = currentMousePosition.y;
PhysObjects.push_back(newObject);
}
}