增加重力系统
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VulkanTest
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VulkanTest
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@ -1,5 +1,7 @@
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#include "first_app.hpp"
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#include "simple_render_system.hpp"
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#include "rainbow_system.hpp"
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#include "gravity_physics_system.hpp"
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// libs
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#define GLM_FORCE_RADIANS
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@ -11,6 +13,7 @@
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#include <stdexcept>
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#include <array>
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namespace hk
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{
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FirstApp::FirstApp()
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@ -22,13 +25,84 @@ namespace hk
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{
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}
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void FirstApp::run()
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void FirstApp::runGravitySystem()
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{
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// Gravity Physics System
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// Create some Models
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std::shared_ptr<Model> squareModel = createSquareModel(m_device, {.5f, .0f});
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std::shared_ptr<Model> circleModel = createCircleModel(m_device, 64);
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// Create Physics Objects
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std::vector<GameObject> physicsObjects{};
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auto red = GameObject::createGameObject();
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red.m_transform2d.scale = glm::vec2{.05f};
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red.m_transform2d.translation = {.5f, .5f};
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red.m_color = {1.f, 0.f, 0.f};
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red.m_rigidBody2d.velocity = {-.5f, .0f};
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red.m_model = circleModel;
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physicsObjects.push_back(std::move(red));
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auto blue = GameObject::createGameObject();
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blue.m_transform2d.scale = glm::vec2{.05f};
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blue.m_transform2d.translation = {-.45f, -.25f};
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blue.m_color = {0.f, 0.f, 1.f};
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blue.m_rigidBody2d.velocity = {.5f, .0f};
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blue.m_model = circleModel;
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physicsObjects.push_back(std::move(blue));
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// Create Vector Field
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std::vector<GameObject> vectorField{};
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int gridCount = 40;
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for (int i = 0; i < gridCount; i++)
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{
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for(int j = 0; j < gridCount; j ++)
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{
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auto vf = GameObject::createGameObject();
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vf.m_transform2d.scale = glm::vec2{0.005f};
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vf.m_transform2d.translation = {-1.0f + (i + 0.5f) * 2.0f / gridCount, -1.0f + (j + 0.5f) * 2.0f / gridCount};
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vf.m_color = glm::vec3{1.0f};
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vf.m_model = squareModel;
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vectorField.push_back(std::move(vf));
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}
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}
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GravityPhysicsSystem gravitySystem(0.81f);
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Vec2FieldSystem vecFieldSystem{};
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SimpleRenderSystem simpleRenderSystem{m_device, m_renderer.getSwapChainRenderPass()};
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while(!m_window.shouldClose())
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{
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glfwPollEvents();
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if (auto commandBuffer = m_renderer.beginFrame())
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{
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// update system
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gravitySystem.update(physicsObjects, 1.f / 60, 5);
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vecFieldSystem.update(gravitySystem, physicsObjects, vectorField);
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// render system
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m_renderer.beginSwapChainRenderPass(commandBuffer);
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simpleRenderSystem.renderGameObjects(commandBuffer, physicsObjects);
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simpleRenderSystem.renderGameObjects(commandBuffer, vectorField);
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m_renderer.endSwapChainRenderPass(commandBuffer);
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m_renderer.endFrame();
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}
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vkDeviceWaitIdle(m_device.device());
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}
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}
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void FirstApp::run()
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{
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SimpleRenderSystem simpleRenderSystem{m_device, m_renderer.getSwapChainRenderPass()};
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RainbowSystem rainbowSystem(2000.0f);
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while (!m_window.shouldClose())
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{
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glfwPollEvents();
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// update objects color
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rainbowSystem.update(5.0f, m_gameObjects);
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if (auto commandBuffer = m_renderer.beginFrame())
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{
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m_renderer.beginSwapChainRenderPass(commandBuffer);
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@ -24,6 +24,7 @@ namespace hk
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FirstApp &operator=(const FirstApp &) = delete;
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void run();
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void runGravitySystem();
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private:
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void loadGameObjects();
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@ -0,0 +1,129 @@
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#pragma once
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#include <hk_game_object.hpp>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/gtc/constants.hpp>
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// std
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#include <memory>
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#include <random>
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#include <vector>
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namespace hk
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{
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class GravityPhysicsSystem
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{
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public:
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GravityPhysicsSystem(float strength) :m_strengthGravity(strength) {}
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void update(std::vector<GameObject> &objs, float dt, unsigned int substeps = 1)
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{
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const float stepDelta = dt / substeps;
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for (int i = 0; i < substeps; i++)
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{
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stepSimulation(objs, stepDelta);
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}
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}
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glm::vec2 computeForce(GameObject &fromObj, GameObject &toObj) const
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{
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auto offset = fromObj.m_transform2d.translation - toObj.m_transform2d.translation;
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float distanceSquared = glm::dot(offset, offset);
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if (glm::abs(distanceSquared < 1e-10f))
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{
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return {.0f, .0f};
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}
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float force = m_strengthGravity * toObj.m_rigidBody2d.mass * fromObj.m_rigidBody2d.mass / distanceSquared;
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return force * offset / glm::sqrt(distanceSquared);
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}
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const float m_strengthGravity;
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private:
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void stepSimulation(std::vector<GameObject> &physicsObjs, float dt)
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{
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// Loops throught all pairs of objects and applies attractive force between them
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for (auto iterA = physicsObjs.begin(); iterA != physicsObjs.end(); ++iterA)
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{
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auto &objA = *iterA;
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for (auto iterB = iterA; iterB != physicsObjs.end(); ++iterB)
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{
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if (iterA == iterB) continue;
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auto &objB = *iterB;
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auto force = computeForce(objA, objB);
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objA.m_rigidBody2d.velocity += dt * -force / objA.m_rigidBody2d.mass;
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objB.m_rigidBody2d.velocity += dt * force / objB.m_rigidBody2d.mass;
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}
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}
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// update each objects position based on its final velocity
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for (auto &obj : physicsObjs)
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{
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obj.m_transform2d.translation += dt * obj.m_rigidBody2d.velocity;
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}
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}
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};
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class Vec2FieldSystem
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{
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public:
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void update(const GravityPhysicsSystem &physicsSystem, std::vector<GameObject> &physicsObjs, std::vector<GameObject> &vectorField)
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{
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for (auto &vf : vectorField)
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{
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glm::vec2 direction{};
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for (auto &obj : physicsObjs)
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{
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direction += physicsSystem.computeForce(obj, vf);
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}
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vf.m_transform2d.scale.x = 0.005f + 0.045f * glm::clamp(glm::log(glm::length(direction) + 1) / 3.f, 0.f, 1.f);
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vf.m_transform2d.rotation = atan2(direction.y, direction.x);
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}
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}
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};
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std::unique_ptr<Model> createSquareModel(Device &device, glm::vec2 offset)
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{
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std::vector<Model::Vertex> vertices = {
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{{-0.5f, -0.5f}}, {{0.5f, 0.5f}},
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{{-0.5f, 0.5f}}, {{-0.5f, -0.5f}},
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{{0.5f, -0.5f}}, {{0.5f, 0.5f}},
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};
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for (auto &v : vertices)
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{
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v.posision += offset;
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}
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return std::make_unique<Model>(device, vertices);
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}
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std::unique_ptr<Model> createCircleModel(Device &device, unsigned int numSides)
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{
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std::vector<Model::Vertex> uniqueVertices{};
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for(int i = 0; i < numSides; i++)
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{
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float angle = i * glm::two_pi<float>() / numSides;
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uniqueVertices.push_back({{glm::cos(angle), glm::sin(angle)}});
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}
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uniqueVertices.push_back({});
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std::vector<Model::Vertex> vertices{};
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for(int i = 0; i < numSides; i++)
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{
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vertices.push_back(uniqueVertices[i]);
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vertices.push_back(uniqueVertices[(i+1) % numSides]);
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vertices.push_back(uniqueVertices[numSides]);
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}
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return std::make_unique<Model>(device, vertices);
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}
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}
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}
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};
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struct RigidBody2dComponent
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{
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glm::vec2 velocity;
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float mass{1.0f};
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};
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class GameObject
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{
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public:
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glm::vec3 m_color{};
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Transform2dComponent m_transform2d{};
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RigidBody2dComponent m_rigidBody2d{};
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private:
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GameObject(id_t objId) : m_id(objId) {}
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VkPresentModeKHR SwapChain::chooseSwapPresentMode(
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const std::vector<VkPresentModeKHR> &availablePresentModes)
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{
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// for (const auto &availablePresentMode : availablePresentModes)
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// {
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// if (availablePresentMode == VK_PRESENT_MODE_MAILBOX_KHR)
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// {
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// std::cout << "Present mode: Mailbox" << std::endl;
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// return availablePresentMode;
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// }
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// }
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for (const auto &availablePresentMode : availablePresentModes)
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{
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if (availablePresentMode == VK_PRESENT_MODE_MAILBOX_KHR)
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{
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std::cout << "Present mode: Mailbox" << std::endl;
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return availablePresentMode;
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}
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}
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// for (const auto &availablePresentMode : availablePresentModes)
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// {
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6
main.cpp
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main.cpp
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#include <iostream>
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#include <stdexcept>
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#define GRAVITY_SYSTEM 1
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int main()
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{
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hk::FirstApp app{};
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try
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{
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#if GRAVITY_SYSTEM == 1
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app.runGravitySystem();
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#else
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app.run();
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#endif
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}
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catch(const std::exception& e)
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{
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#pragma once
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#include <hk_game_object.hpp>
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// std
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#include <memory>
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#include <random>
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#include <vector>
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namespace hk
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{
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class RainbowSystem
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{
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public:
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RainbowSystem(float flickerRate) : m_flickerRate(flickerRate)
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{
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// initialize colors
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m_color = {{.8f, .1f, .1f}, {.1f, .8f, .1f}, {.1f, .1f, .8f}, {.8f, .8f, .1f}, {.8f, .1f, .8f}, {.1f, .8f, .8f}};
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m_elapsedTime = m_flickerRate;
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}
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void update(float dt, std::vector<GameObject> &gameObjects)
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{
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m_elapsedTime -= dt;
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if (m_elapsedTime < 0.f)
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{
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std::uniform_int_distribution<int> randInt{0, static_cast<int>(m_color.size()) -1};
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for (auto &obj : gameObjects)
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{
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int randValue = randInt(m_rng);
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obj.m_color = m_color[randValue];
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}
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}
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}
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private:
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std::random_device m_rd;
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std::mt19937 m_rng{m_rd()};
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std::vector<glm::vec3> m_color;
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float m_flickerRate;
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float m_elapsedTime;
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};
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}
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