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#include "PrecompiledHeader.h"
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#include "PhysicsSystem.h"
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#include "World.h"
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Systems::PhysicsSystem::PhysicsSystem(World* world) : System(world)
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{
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m_Broadphase = new btDbvtBroadphase();
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m_CollisionConfiguration = new btDefaultCollisionConfiguration();
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m_Dispatcher = new btCollisionDispatcher(m_CollisionConfiguration);
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m_Solver = new btSequentialImpulseConstraintSolver();
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m_DynamicsWorld = new btDiscreteDynamicsWorld(m_Dispatcher, m_Broadphase, m_Solver, m_CollisionConfiguration);
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m_DynamicsWorld->setGravity(btVector3(0, -9.82f, 0));
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}
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void Systems::PhysicsSystem::Update(double dt)
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{
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// Update entity transform in physics world
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for (auto pair : *m_World->GetEntities()) {
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EntityID entity = pair.first;
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EntityID parent = pair.second;
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if (parent != 0)
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continue;
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if (m_PhysicsData.find(entity) != m_PhysicsData.end()) {
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PhysicsData* physicsData = &m_PhysicsData[entity];
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auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
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btTransform transform;
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transform.setFromOpenGLMatrix(glm::value_ptr(glm::translate(glm::mat4(), transformComponent->Position) * glm::toMat4(transformComponent->Orientation)));
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physicsData->MotionState->setWorldTransform(transform);
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physicsData->CollisionShape->setLocalScaling(btVector3(transformComponent->Scale.x, transformComponent->Scale.y, transformComponent->Scale.z));
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auto physicsComponent = m_World->GetComponent<Components::Physics>(entity, "Physics");
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physicsData->RigidBody->setGravity(btVector3(physicsComponent->Gravity.x, physicsComponent->Gravity.y, physicsComponent->Gravity.z));
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}
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}
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m_DynamicsWorld->stepSimulation(dt, 10, 1.0f/60.0f);
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}
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void Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
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{
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auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
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if (!transformComponent)
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return;
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auto physicsComponent = m_World->GetComponent<Components::Physics>(entity, "Physics");
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auto sphereShapeComponent = m_World->GetComponent<Components::SphereShape>(entity, "SphereShape");
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auto boxShapeComponent = m_World->GetComponent<Components::BoxShape>(entity, "BoxShape");
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if (physicsComponent && (sphereShapeComponent || boxShapeComponent))
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{
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if (m_PhysicsData.find(entity) == m_PhysicsData.end()) {
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SetUpPhysicsState(entity);
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}
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if (parent != 0)
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return;
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PhysicsData* physicsData = &m_PhysicsData[entity];
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btTransform transform;
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physicsData->MotionState->getWorldTransform(transform);
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transformComponent->Position.x = transform.getOrigin().x();
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transformComponent->Position.y = transform.getOrigin().y();
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transformComponent->Position.z = transform.getOrigin().z();
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btVector3 angle = transform.getRotation().getAxis();
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transformComponent->Orientation.x = transform.getRotation().x();
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transformComponent->Orientation.y = transform.getRotation().y();
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transformComponent->Orientation.z = transform.getRotation().z();
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transformComponent->Orientation.w = transform.getRotation().w();
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}
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else
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{
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if (m_PhysicsData.find(entity) != m_PhysicsData.end()) {
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TearDownPhysicsState(entity);
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}
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}
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}
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void Systems::PhysicsSystem::OnComponentCreated(std::string type, std::shared_ptr<Component> component)
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{
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}
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void Systems::PhysicsSystem::OnComponentRemoved(std::string type, Component* component)
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{
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}
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void Systems::PhysicsSystem::SetUpPhysicsState(EntityID entity)
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{
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auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
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auto physicsComponent = m_World->GetComponent<Components::Physics>(entity, "Physics");
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auto sphereShapeComponent = m_World->GetComponent<Components::SphereShape>(entity, "SphereShape");
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auto boxShapeComponent = m_World->GetComponent<Components::BoxShape>(entity, "BoxShape");
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PhysicsData* physicsData = &m_PhysicsData[entity];
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if (boxShapeComponent)
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{
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physicsData->CollisionShape = new btBoxShape(btVector3(boxShapeComponent->Width, boxShapeComponent->Height, boxShapeComponent->Depth));
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}
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else if(sphereShapeComponent)
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{
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physicsData->CollisionShape = new btSphereShape(sphereShapeComponent->Radius);
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}
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if (transformComponent)
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{
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btTransform transform;
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transform.setFromOpenGLMatrix(glm::value_ptr(glm::translate(glm::mat4(), transformComponent->Position) * glm::toMat4(transformComponent->Orientation)));
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physicsData->MotionState = new btDefaultMotionState(transform);
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}
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btVector3 inertia;
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if (physicsComponent->Mass != 0)
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physicsData->CollisionShape->calculateLocalInertia(physicsComponent->Mass, inertia);
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btRigidBody::btRigidBodyConstructionInfo rigidBodyCI(physicsComponent->Mass, physicsData->MotionState, physicsData->CollisionShape, inertia);
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rigidBodyCI.m_friction = physicsComponent->Friction;
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if (sphereShapeComponent)
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{
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rigidBodyCI.m_rollingFriction = sphereShapeComponent->RollingFriction;
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}
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physicsData->RigidBody = new btRigidBody(rigidBodyCI);
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m_DynamicsWorld->addRigidBody(physicsData->RigidBody);
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}
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void Systems::PhysicsSystem::TearDownPhysicsState(EntityID entity)
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{
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PhysicsData* physicsData = &m_PhysicsData[entity];
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delete physicsData->RigidBody;
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delete physicsData->MotionState;
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delete physicsData->CollisionShape;
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m_PhysicsData.erase(entity);
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}
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