Constraints working, I think... :D
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+45
-46
@@ -8,8 +8,8 @@ void GameWorld::Initialize()
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{
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auto camera = CreateEntity();
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auto transform = AddComponent<Components::Transform>(camera, "Transform");
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transform->Position.z = 150.f;
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transform->Position.y = 100.f;
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transform->Position.z = 20.f;
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transform->Position.y = 20.f;
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transform->Orientation = glm::quat(glm::vec3(glm::pi<float>() / 8.f, 0.f, 0.f));
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auto cameraComp = AddComponent<Components::Camera>(camera, "Camera");
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cameraComp->FarClip = 2000.f;
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@@ -21,67 +21,30 @@ void GameWorld::Initialize()
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auto terrain = CreateEntity();
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auto transform = AddComponent<Components::Transform>(terrain, "Transform");
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transform->Scale = glm::vec3(1000.0f);
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transform->Orientation = glm::quat(glm::vec3(0.0f, 0.0f, 0.0f));
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transform->Orientation = glm::quat(glm::vec3(0.0f, 0.0f, glm::pi<float>() / 20.f));
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auto model = AddComponent<Components::Model>(terrain, "Model");
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model->ModelFile = "Models/PhysicsTest/Plane.obj";
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auto physics = AddComponent<Components::Physics>(terrain, "Physics");
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auto Box = AddComponent<Components::BoxShape>(terrain, "BoxShape");
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Box->Width = 1;
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Box->Width = 0.5f;
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Box->Height = 0;
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Box->Depth = 1;
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Box->Depth = 0.5f;
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physics->Friction = 0.5f;
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}
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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, 15, 0);
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transform->Orientation = glm::quat(glm::vec3(0.0f, 0.0f, 0.0f));
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auto physics = AddComponent<Components::Physics>(entity, "Physics");
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physics->Mass = 10;
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physics->Friction = 0.5;
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auto compound = AddComponent<Components::CompoundShape>(entity, "CompoundShape");
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{
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auto entity0 = CreateEntity(entity);
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auto transform = AddComponent<Components::Transform>(entity0, "Transform");
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transform->Scale = glm::vec3(1.f);
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auto model = AddComponent<Components::Model>(entity0, "Model");
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model->ModelFile = "Models/PhysicsTest/Sphere.obj";
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auto sphere = AddComponent<Components::SphereShape>(entity0, "SphereShape");
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sphere->Radius = 0.5f;
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}
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{
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auto entity1 = CreateEntity(entity);
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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(-1, 1, 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/PhysicsTest/Cube.obj";
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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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}
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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(1, 6, 0);
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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/PhysicsTest/Cube.obj";
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model->ModelFile = "Models/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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@@ -90,13 +53,46 @@ void GameWorld::Initialize()
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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/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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void GameWorld::Update(double dt)
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@@ -125,6 +121,9 @@ void GameWorld::RegisterComponents()
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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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}
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void GameWorld::RegisterSystems()
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