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- /*
- * 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 Manoël Trapier on 07/06/2022.
- */
- #include <app.h>
- #include <graphics.h>
- #include <imgui.h>
- #include <imgui_sdl.h>
- #include <imgui_impl_sdl.h>
- #include <physics/constants.h>
- #include <physics/particle.h>
- #include <physics/vec2.h>
- #include <physics/force.h>
- #include <SDL.h>
- 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(200, 100, 3.0, 12));
- this->liquid.x = 0;
- this->liquid.y = graphics::height() / 2;
- this->liquid.w = graphics::width();
- this->liquid.h = graphics::height() / 2;
- }
- 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;
- }
- if (event.key.keysym.sym == SDLK_UP) this->pushForce.y = -50 * PIXELS_PER_METER;
- if (event.key.keysym.sym == SDLK_RIGHT) this->pushForce.x = 50 * PIXELS_PER_METER;
- if (event.key.keysym.sym == SDLK_DOWN) this->pushForce.y = 50 * PIXELS_PER_METER;
- if (event.key.keysym.sym == SDLK_LEFT) this->pushForce.x = -50 * PIXELS_PER_METER;
- break;
- case SDL_KEYUP:
- if (event.key.keysym.sym == SDLK_UP) this->pushForce.y = 0;
- if (event.key.keysym.sym == SDLK_RIGHT) this->pushForce.x = 0;
- if (event.key.keysym.sym == SDLK_DOWN) this->pushForce.y = 0;
- if (event.key.keysym.sym == SDLK_LEFT) this->pushForce.x = 0;
- break;
- case SDL_MOUSEBUTTONDOWN:
- if (event.button.button == SDL_BUTTON_LEFT)
- {
- int x, y;
- SDL_GetMouseState(&x, &y);
- particle *part = new particle(x, y, 1., 5);
- this->particles.push_back(part);
- }
- 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);
- vec2 weight = vec2(0, 9.81 * PIXELS_PER_METER);
- this->syncAndDeltatime();
- updateTime.start();
- for (auto part:this->particles)
- {
- //part->addForce(wind);
- part->addForce(this->pushForce);
- part->addForce(weight * part->mass);
- // Apply drag if in liquid.
- if (part->position.y >= this->liquid.y)
- {
- vec2 drag = force::generateDragForce(*part, 0.01);
- part->addForce(drag);
- }
- part->integrate(deltaTime);
- // check the particles position and keep the particle in the window.
- if ( ((part->position.y - part->radius) <= 0) ||
- ((part->position.y + part->radius) >= graphics::height()))
- {
- if ((part->position.y - part->radius) <= 0)
- {
- part->position.y = part->radius;
- }
- else
- {
- part->position.y = graphics::height() - part->radius;
- }
- part->velocity.y = -part->velocity.y;
- }
- if ( ((part->position.x - part->radius) <= 0) ||
- ((part->position.x + part->radius) >= graphics::width()))
- {
- if ((part->position.x - part->radius) <= 0)
- {
- part->position.x = part->radius;
- }
- else
- {
- part->position.x = graphics::width() - part->radius;
- }
- part->velocity.x = -part->velocity.x;
- }
- }
- updateTime.stop();
- }
- void application::render()
- {
- renderTime.start();
- graphics::clearScreen(0xFF056263);
- // Draw the liquid
- graphics::draw::fillRect(this->liquid.x + this->liquid.w / 2, this->liquid.y + this->liquid.h / 2,
- this->liquid.w, this->liquid.h, 0xFF633713);
- 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();
- }
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