CompoundShape works, i.e parent child physics :)
Center of mass is still bugged.
This commit is contained in:
+86
-130
@@ -5,143 +5,98 @@ void GameWorld::Initialize()
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{
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World::Initialize();
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std::shared_ptr<Components::Transform> transform;
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std::shared_ptr<Components::Model> model;
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auto camera = CreateEntity();
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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->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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AddComponent(camera, "Input");
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auto freeSteering = AddComponent<Components::FreeSteering>(camera, "FreeSteering");
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auto terrain = CreateEntity();
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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, glm::pi<float>()/20.f));
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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->Height = 0;
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Box->Depth = 1;
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physics->Friction = 0.5f;
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terrain = CreateEntity();
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transform = AddComponent<Components::Transform>(terrain, "Transform");
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transform->Scale = glm::vec3(1000.0f);
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transform->Position = glm::vec3(-500, 0, 0);
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transform->Orientation = glm::quat(glm::vec3(0.0f, 0.0f, -glm::pi<float>() / 20.f));
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model = AddComponent<Components::Model>(terrain, "Model");
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model->ModelFile = "Models/PhysicsTest/Plane.obj";
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physics = AddComponent<Components::Physics>(terrain, "Physics");
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Box = AddComponent<Components::BoxShape>(terrain, "BoxShape");
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Box->Width = 1;
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Box->Height = 0;
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Box->Depth = 1;
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physics->Friction = 0.5f;
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auto Boxed = CreateEntity();
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transform = AddComponent<Components::Transform>(Boxed, "Transform");
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transform->Position.y = 100.f;
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transform->Position.x = 4.f;
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transform->Scale = glm::vec3(5.0f);
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model = AddComponent<Components::Model>(Boxed, "Model");
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model->ModelFile = "Models/PhysicsTest/Cube.obj";
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physics = AddComponent<Components::Physics>(Boxed, "Physics");
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physics->Mass = 10;
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physics->Friction = 0.5f;
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Box = AddComponent<Components::BoxShape>(Boxed, "BoxShape");
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Box->Width = 1;
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Box->Height = 1;
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Box->Depth = 1;
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for (int i = 0; i < 20; i++)
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{
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auto Sphered = CreateEntity();
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transform = AddComponent<Components::Transform>(Sphered, "Transform");
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transform->Position.y = 15.f;
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transform->Position.x = 4.f;
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transform->Scale = glm::vec3(1.0f);
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model = AddComponent<Components::Model>(Sphered, "Model");
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model->ModelFile = "Models/PhysicsTest/Sphere.obj";
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physics = AddComponent<Components::Physics>(Sphered, "Physics");
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physics->Mass = 100;
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physics->Friction = 0.5f;
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auto sphere = AddComponent<Components::SphereShape>(Sphered, "SphereShape");
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sphere->Radius = 1;
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sphere->RollingFriction = 0.5f;
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{
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auto tank_top = CreateEntity(Sphered);
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transform = AddComponent<Components::Transform>(tank_top, "Transform");
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transform->Scale = glm::vec3(1.0f/100.f);
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model = AddComponent<Components::Model>(tank_top, "Model");
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model->ModelFile = "Models/tank/tank_top.obj";
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{
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auto tank_barrel = CreateEntity(tank_top);
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transform = AddComponent<Components::Transform>(tank_barrel, "Transform");
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model = AddComponent<Components::Model>(tank_barrel, "Model");
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model->ModelFile = "Models/tank/tank_barrel.obj";
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}
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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->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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AddComponent(camera, "Input");
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auto freeSteering = AddComponent<Components::FreeSteering>(camera, "FreeSteering");
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}
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/*auto tank = CreateEntity();
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transform = AddComponent<Components::Transform>(tank, "Transform");
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transform->Position.y = 10.f;
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transform->Position.x = 4.f;
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transform->Scale = glm::vec3(.01f);
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model = AddComponent<Components::Model>(tank, "Model");
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model->ModelFile = "Models/tank/tank_base.obj";
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physics = AddComponent<Components::Physics>(tank, "Physics");
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physics->Mass = 100;
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physics->Friction = 0.5f;*/
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/*auto sphere = AddComponent<Components::SphereShape>(tank, "SphereShape");
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sphere->Radius = 10.*(1.f / .01f);
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sphere->RollingFriction = 0.5f;*/
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/*
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Box = AddComponent<Components::BoxShape>(tank, "BoxShape");
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Box->Width = 100;
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Box->Height = 50;
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Box->Depth = 100;*/
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/*
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{
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auto tank_top = CreateEntity(tank);
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transform = AddComponent<Components::Transform>(tank_top, "Transform");
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//transform->Scale = glm::vec3(.0005f);
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model = AddComponent<Components::Model>(tank_top, "Model");
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model->ModelFile = "Models/tank/tank_top.obj";
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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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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->Height = 0;
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Box->Depth = 1;
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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 tank_barrel = CreateEntity(tank_top);
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transform = AddComponent<Components::Transform>(tank_barrel, "Transform");
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//transform->Scale = glm::vec3(.0005f);
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model = AddComponent<Components::Model>(tank_barrel, "Model");
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model->ModelFile = "Models/tank/tank_barrel.obj";
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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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}*/
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//auto light = CreateEntity();
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//transform = AddComponent<Components::Transform>(light, "Transform");
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//transform->Position.y = 10.f;
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//auto pointLight = AddComponent<Components::PointLight>(light, "PointLight");
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//pointLight->Diffuse = glm::vec3(0.1f, 0.1f, 1.0f);
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//pointLight->linearAttenuation = 1.0f;
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//pointLight->quadraticAttenuation = 1.0f;
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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->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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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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}
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}
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void GameWorld::Update(double dt)
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@@ -165,9 +120,10 @@ 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("Physics", []() { return new Components::Physics(); });
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}
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