/* * 2D Physic Engine * app.cpp: basic application handling. * Based on pikuma.com Learn Game Physics Engine Programming course. * Copyright (c) 2022 986-Studio. All rights reserved. * * Created by Manoƫl Trapier on 07/06/2022. */ #include #include #include #include #include #include void application::parseParameters(int argc, char *argv[]) { // Nothing to do for now } void application::setup() { this->running = graphics::openWindow(); this->millisecsPreviousFrame = SDL_GetTicks(); this->particles.push_back(new particle(50, 100, 1.0, 4)); this->particles.push_back(new particle(50, 200, 3.0, 12)); } void application::input() { SDL_Event event; while(SDL_PollEvent(&event)) { //ImGui_ImplSDL2_ProcessEvent(&event); //ImGuiIO &io = ImGui::GetIO(); switch(event.type) { case SDL_QUIT: this->running = false; break; case SDL_KEYDOWN: if (event.key.keysym.sym == SDLK_ESCAPE) { this->running = false; } break; } } } void application::syncAndDeltatime() { waitTime.start(); /* Let's make sure we are running at the expected framerate */ uint32_t now = SDL_GetTicks(); int32_t timeToWait = MILLISECS_PER_FRAME - (now - this->millisecsPreviousFrame); if ((timeToWait > 0) && (timeToWait <= MILLISECS_PER_FRAME)) { SDL_Delay(timeToWait); } this->deltaTime = (SDL_GetTicks() - this->millisecsPreviousFrame) / 1000.0; /* clamp maximum deltatime to avoid weird behaviours */ if (this->deltaTime > 0.016) { this->deltaTime = 0.016; } this->millisecsPreviousFrame = SDL_GetTicks(); waitTime.stop(); } void application::update() { vec2 wind = vec2(0.2 * PIXELS_PER_METER, 0); this->syncAndDeltatime(); updateTime.start(); for (auto part:this->particles) { part->addForce(wind); part->integrate(deltaTime); // check the particles position and keep the particule in the window. if ( ((part->position.y - part->radius) <= 0) || ((part->position.y + part->radius) >= graphics::height())) { part->velocity.y = -part->velocity.y; } if ( ((part->position.x - part->radius) <= 0) || ((part->position.x + part->radius) >= graphics::width())) { part->velocity.x = -part->velocity.x; } } updateTime.stop(); } void application::render() { renderTime.start(); graphics::clearScreen(0xFF056263); for (auto part:this->particles) { graphics::draw::fillCircle(part->position.x, part->position.y, part->radius, 0xFFFFFFFF); } graphics::draw::text(5, 5, 0x11FF22, "Wait time: %02.2f ms", waitTime.get()); graphics::draw::text(5, 17, 0x11FF22, "Update time: %02.2f ms", updateTime.get()); graphics::draw::text(5, 29, 0x11FF22, "Render time: %02.2f ms", renderTime.get()); graphics::draw::text(5, 41, 0x11FF22, "FPS: %.1f | dT: %.3f", 1000 / (waitTime.get() + updateTime.get() + renderTime.get()), deltaTime); graphics::renderFrame(); renderTime.stop(); } void application::destroy() { // Nothing for now. for (auto part:this->particles) { delete part; } graphics::closeWindow(); }