Changed toolset to vs11, for future Havok implementation.
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+1
-82
@@ -25,73 +25,6 @@ void GameWorld::Initialize()
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transform->Orientation = glm::quat(glm::vec3(0.0f, 0.0f, 0.0f));
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auto model = AddComponent<Components::Model>(terrain, "Model");
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model->ModelFile = "Models/Placeholders/PhysicsTest/Plane.obj";
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auto physics = AddComponent<Components::Physics>(terrain, "Physics");
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physics->Friction = 0.5f;
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auto Box = AddComponent<Components::BoxShape>(terrain, "BoxShape");
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Box->Width = 0.5f;
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Box->Height = 0.5;
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Box->Depth = 0.5f;
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}
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{
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for (int i = 0; i < 1; i++)
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{
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auto entity = CreateEntity();
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auto transform = AddComponent<Components::Transform>(entity, "Transform");
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transform->Scale = glm::vec3(1.0f);
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transform->Position = glm::vec3(0, 10+i, 0);
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transform->Orientation = glm::quat(glm::vec3(0.0f, 0.0f, 0.0f));
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auto model = AddComponent<Components::Model>(entity, "Model");
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model->ModelFile = "Models/Placeholders/PhysicsTest/ArrowCube.obj";
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auto physics = AddComponent<Components::Physics>(entity, "Physics");
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physics->Mass = 10;
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auto box = AddComponent<Components::BoxShape>(entity, "BoxShape");
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box->Width = 0.5;
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box->Height = 0.5;
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box->Depth = 0.5;
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{
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auto entity1 = CreateEntity();
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auto transform = AddComponent<Components::Transform>(entity1, "Transform");
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transform->Scale = glm::vec3(1.0f);
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transform->Position = glm::vec3(-5.f, 10+i, 0);
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transform->Orientation = glm::quat(glm::vec3(0.0f, 0.0f, 0.0f));
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auto model = AddComponent<Components::Model>(entity1, "Model");
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model->ModelFile = "Models/Placeholders/PhysicsTest/ArrowCube.obj";
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auto physics = AddComponent<Components::Physics>(entity1, "Physics");
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physics->Mass = 0;
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auto box = AddComponent<Components::BoxShape>(entity1, "BoxShape");
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box->Width = 0.5;
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box->Height = 0.5;
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box->Depth = 0.5;
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auto hingeConstraint = AddComponent<Components::HingeConstraint>(entity1, "HingeConstraint");
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hingeConstraint->EntityA = entity;
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hingeConstraint->EntityB = entity1;
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hingeConstraint->AxisA = glm::vec3(0, 0, 1);
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hingeConstraint->AxisB = glm::vec3(0, 0, 1);
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hingeConstraint->LowLimit = -glm::pi<float>();
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hingeConstraint->HighLimit = glm::pi<float>();
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hingeConstraint->PivotA = glm::vec3(-5, 0, 0);
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hingeConstraint->PivotB = glm::vec3(0, 0, 0);
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}
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}
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}
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{
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@@ -102,8 +35,6 @@ void GameWorld::Initialize()
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emitter->Loop = true;
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GetSystem<Systems::SoundSystem>("SoundSystem")->PlaySound(emitter);
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}
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}
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void GameWorld::Update(double dt)
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@@ -113,9 +44,7 @@ void GameWorld::Update(double dt)
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void GameWorld::RegisterComponents()
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{
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m_ComponentFactory.Register("Bounds", []() { return new Components::Bounds(); });
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m_ComponentFactory.Register("Camera", []() { return new Components::Camera(); });
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m_ComponentFactory.Register("Collision", []() { return new Components::Collision(); });
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m_ComponentFactory.Register("DirectionalLight", []() { return new Components::DirectionalLight(); });
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m_ComponentFactory.Register("Input", []() { return new Components::Input(); });
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m_ComponentFactory.Register("Model", []() { return new Components::Model(); });
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@@ -127,17 +56,7 @@ void GameWorld::RegisterComponents()
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m_ComponentFactory.Register("Transform", []() { return new Components::Transform(); });
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m_ComponentFactory.Register("FreeSteering", []() { return new Components::FreeSteering(); });
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m_ComponentFactory.Register("Physics", []() { return new Components::Physics(); });
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m_ComponentFactory.Register("CompoundShape", []() { return new Components::CompoundShape(); });
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m_ComponentFactory.Register("SphereShape", []() { return new Components::SphereShape(); });
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m_ComponentFactory.Register("BoxShape", []() { return new Components::BoxShape(); });
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m_ComponentFactory.Register("HingeConstraint", []() { return new Components::HingeConstraint(); });
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m_ComponentFactory.Register("BallSocketConstraint", []() { return new Components::BallSocketConstraint(); });
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m_ComponentFactory.Register("SliderConstraint", []() { return new Components::SliderConstraint(); });
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m_ComponentFactory.Register("Vehicle", []() { return new Components::Vehicle(); });
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m_ComponentFactory.Register("Wheel", []() { return new Components::Wheel(); });
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///m_ComponentFactory.Register("Physics", []() { return new Components::Physics(); });
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}
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void GameWorld::RegisterSystems()
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