增加重力系统

This commit is contained in:
hoen 2024-04-12 23:24:53 +08:00
parent b9c5ec712d
commit 20224f19c3
8 changed files with 270 additions and 8 deletions

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@ -1,5 +1,7 @@
#include "first_app.hpp" #include "first_app.hpp"
#include "simple_render_system.hpp" #include "simple_render_system.hpp"
#include "rainbow_system.hpp"
#include "gravity_physics_system.hpp"
// libs // libs
#define GLM_FORCE_RADIANS #define GLM_FORCE_RADIANS
@ -11,6 +13,7 @@
#include <stdexcept> #include <stdexcept>
#include <array> #include <array>
namespace hk namespace hk
{ {
FirstApp::FirstApp() FirstApp::FirstApp()
@ -22,13 +25,84 @@ namespace hk
{ {
} }
void FirstApp::runGravitySystem()
{
// Gravity Physics System
// Create some Models
std::shared_ptr<Model> squareModel = createSquareModel(m_device, {.5f, .0f});
std::shared_ptr<Model> circleModel = createCircleModel(m_device, 64);
// Create Physics Objects
std::vector<GameObject> physicsObjects{};
auto red = GameObject::createGameObject();
red.m_transform2d.scale = glm::vec2{.05f};
red.m_transform2d.translation = {.5f, .5f};
red.m_color = {1.f, 0.f, 0.f};
red.m_rigidBody2d.velocity = {-.5f, .0f};
red.m_model = circleModel;
physicsObjects.push_back(std::move(red));
auto blue = GameObject::createGameObject();
blue.m_transform2d.scale = glm::vec2{.05f};
blue.m_transform2d.translation = {-.45f, -.25f};
blue.m_color = {0.f, 0.f, 1.f};
blue.m_rigidBody2d.velocity = {.5f, .0f};
blue.m_model = circleModel;
physicsObjects.push_back(std::move(blue));
// Create Vector Field
std::vector<GameObject> vectorField{};
int gridCount = 40;
for (int i = 0; i < gridCount; i++)
{
for(int j = 0; j < gridCount; j ++)
{
auto vf = GameObject::createGameObject();
vf.m_transform2d.scale = glm::vec2{0.005f};
vf.m_transform2d.translation = {-1.0f + (i + 0.5f) * 2.0f / gridCount, -1.0f + (j + 0.5f) * 2.0f / gridCount};
vf.m_color = glm::vec3{1.0f};
vf.m_model = squareModel;
vectorField.push_back(std::move(vf));
}
}
GravityPhysicsSystem gravitySystem(0.81f);
Vec2FieldSystem vecFieldSystem{};
SimpleRenderSystem simpleRenderSystem{m_device, m_renderer.getSwapChainRenderPass()};
while(!m_window.shouldClose())
{
glfwPollEvents();
if (auto commandBuffer = m_renderer.beginFrame())
{
// update system
gravitySystem.update(physicsObjects, 1.f / 60, 5);
vecFieldSystem.update(gravitySystem, physicsObjects, vectorField);
// render system
m_renderer.beginSwapChainRenderPass(commandBuffer);
simpleRenderSystem.renderGameObjects(commandBuffer, physicsObjects);
simpleRenderSystem.renderGameObjects(commandBuffer, vectorField);
m_renderer.endSwapChainRenderPass(commandBuffer);
m_renderer.endFrame();
}
vkDeviceWaitIdle(m_device.device());
}
}
void FirstApp::run() void FirstApp::run()
{ {
SimpleRenderSystem simpleRenderSystem{m_device, m_renderer.getSwapChainRenderPass()}; SimpleRenderSystem simpleRenderSystem{m_device, m_renderer.getSwapChainRenderPass()};
RainbowSystem rainbowSystem(2000.0f);
while (!m_window.shouldClose()) while (!m_window.shouldClose())
{ {
glfwPollEvents(); glfwPollEvents();
// update objects color
rainbowSystem.update(5.0f, m_gameObjects);
if (auto commandBuffer = m_renderer.beginFrame()) if (auto commandBuffer = m_renderer.beginFrame())
{ {
m_renderer.beginSwapChainRenderPass(commandBuffer); m_renderer.beginSwapChainRenderPass(commandBuffer);

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@ -24,6 +24,7 @@ namespace hk
FirstApp &operator=(const FirstApp &) = delete; FirstApp &operator=(const FirstApp &) = delete;
void run(); void run();
void runGravitySystem();
private: private:
void loadGameObjects(); void loadGameObjects();

129
gravity_physics_system.hpp Normal file
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@ -0,0 +1,129 @@
#pragma once
#include <hk_game_object.hpp>
#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#include <glm/glm.hpp>
#include <glm/gtc/constants.hpp>
// std
#include <memory>
#include <random>
#include <vector>
namespace hk
{
class GravityPhysicsSystem
{
public:
GravityPhysicsSystem(float strength) :m_strengthGravity(strength) {}
void update(std::vector<GameObject> &objs, float dt, unsigned int substeps = 1)
{
const float stepDelta = dt / substeps;
for (int i = 0; i < substeps; i++)
{
stepSimulation(objs, stepDelta);
}
}
glm::vec2 computeForce(GameObject &fromObj, GameObject &toObj) const
{
auto offset = fromObj.m_transform2d.translation - toObj.m_transform2d.translation;
float distanceSquared = glm::dot(offset, offset);
if (glm::abs(distanceSquared < 1e-10f))
{
return {.0f, .0f};
}
float force = m_strengthGravity * toObj.m_rigidBody2d.mass * fromObj.m_rigidBody2d.mass / distanceSquared;
return force * offset / glm::sqrt(distanceSquared);
}
const float m_strengthGravity;
private:
void stepSimulation(std::vector<GameObject> &physicsObjs, float dt)
{
// Loops throught all pairs of objects and applies attractive force between them
for (auto iterA = physicsObjs.begin(); iterA != physicsObjs.end(); ++iterA)
{
auto &objA = *iterA;
for (auto iterB = iterA; iterB != physicsObjs.end(); ++iterB)
{
if (iterA == iterB) continue;
auto &objB = *iterB;
auto force = computeForce(objA, objB);
objA.m_rigidBody2d.velocity += dt * -force / objA.m_rigidBody2d.mass;
objB.m_rigidBody2d.velocity += dt * force / objB.m_rigidBody2d.mass;
}
}
// update each objects position based on its final velocity
for (auto &obj : physicsObjs)
{
obj.m_transform2d.translation += dt * obj.m_rigidBody2d.velocity;
}
}
};
class Vec2FieldSystem
{
public:
void update(const GravityPhysicsSystem &physicsSystem, std::vector<GameObject> &physicsObjs, std::vector<GameObject> &vectorField)
{
for (auto &vf : vectorField)
{
glm::vec2 direction{};
for (auto &obj : physicsObjs)
{
direction += physicsSystem.computeForce(obj, vf);
}
vf.m_transform2d.scale.x = 0.005f + 0.045f * glm::clamp(glm::log(glm::length(direction) + 1) / 3.f, 0.f, 1.f);
vf.m_transform2d.rotation = atan2(direction.y, direction.x);
}
}
};
std::unique_ptr<Model> createSquareModel(Device &device, glm::vec2 offset)
{
std::vector<Model::Vertex> vertices = {
{{-0.5f, -0.5f}}, {{0.5f, 0.5f}},
{{-0.5f, 0.5f}}, {{-0.5f, -0.5f}},
{{0.5f, -0.5f}}, {{0.5f, 0.5f}},
};
for (auto &v : vertices)
{
v.posision += offset;
}
return std::make_unique<Model>(device, vertices);
}
std::unique_ptr<Model> createCircleModel(Device &device, unsigned int numSides)
{
std::vector<Model::Vertex> uniqueVertices{};
for(int i = 0; i < numSides; i++)
{
float angle = i * glm::two_pi<float>() / numSides;
uniqueVertices.push_back({{glm::cos(angle), glm::sin(angle)}});
}
uniqueVertices.push_back({});
std::vector<Model::Vertex> vertices{};
for(int i = 0; i < numSides; i++)
{
vertices.push_back(uniqueVertices[i]);
vertices.push_back(uniqueVertices[(i+1) % numSides]);
vertices.push_back(uniqueVertices[numSides]);
}
return std::make_unique<Model>(device, vertices);
}
}

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@ -28,6 +28,12 @@ namespace hk
} }
}; };
struct RigidBody2dComponent
{
glm::vec2 velocity;
float mass{1.0f};
};
class GameObject class GameObject
{ {
public: public:
@ -51,6 +57,8 @@ namespace hk
glm::vec3 m_color{}; glm::vec3 m_color{};
Transform2dComponent m_transform2d{}; Transform2dComponent m_transform2d{};
RigidBody2dComponent m_rigidBody2d{};
private: private:
GameObject(id_t objId) : m_id(objId) {} GameObject(id_t objId) : m_id(objId) {}

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@ -423,14 +423,14 @@ namespace hk
VkPresentModeKHR SwapChain::chooseSwapPresentMode( VkPresentModeKHR SwapChain::chooseSwapPresentMode(
const std::vector<VkPresentModeKHR> &availablePresentModes) const std::vector<VkPresentModeKHR> &availablePresentModes)
{ {
// for (const auto &availablePresentMode : availablePresentModes) for (const auto &availablePresentMode : availablePresentModes)
// { {
// if (availablePresentMode == VK_PRESENT_MODE_MAILBOX_KHR) if (availablePresentMode == VK_PRESENT_MODE_MAILBOX_KHR)
// { {
// std::cout << "Present mode: Mailbox" << std::endl; std::cout << "Present mode: Mailbox" << std::endl;
// return availablePresentMode; return availablePresentMode;
// } }
// } }
// for (const auto &availablePresentMode : availablePresentModes) // for (const auto &availablePresentMode : availablePresentModes)
// { // {

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@ -5,13 +5,19 @@
#include <iostream> #include <iostream>
#include <stdexcept> #include <stdexcept>
#define GRAVITY_SYSTEM 1
int main() int main()
{ {
hk::FirstApp app{}; hk::FirstApp app{};
try try
{ {
#if GRAVITY_SYSTEM == 1
app.runGravitySystem();
#else
app.run(); app.run();
#endif
} }
catch(const std::exception& e) catch(const std::exception& e)
{ {

44
rainbow_system.hpp Normal file
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@ -0,0 +1,44 @@
#pragma once
#include <hk_game_object.hpp>
// std
#include <memory>
#include <random>
#include <vector>
namespace hk
{
class RainbowSystem
{
public:
RainbowSystem(float flickerRate) : m_flickerRate(flickerRate)
{
// initialize colors
m_color = {{.8f, .1f, .1f}, {.1f, .8f, .1f}, {.1f, .1f, .8f}, {.8f, .8f, .1f}, {.8f, .1f, .8f}, {.1f, .8f, .8f}};
m_elapsedTime = m_flickerRate;
}
void update(float dt, std::vector<GameObject> &gameObjects)
{
m_elapsedTime -= dt;
if (m_elapsedTime < 0.f)
{
std::uniform_int_distribution<int> randInt{0, static_cast<int>(m_color.size()) -1};
for (auto &obj : gameObjects)
{
int randValue = randInt(m_rng);
obj.m_color = m_color[randValue];
}
}
}
private:
std::random_device m_rd;
std::mt19937 m_rng{m_rd()};
std::vector<glm::vec3> m_color;
float m_flickerRate;
float m_elapsedTime;
};
}