Pad modifies ball path and ball facing its direction
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@@ -108,14 +108,14 @@ public:
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
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transform->Position = glm::vec3(-0.5f, 0.f, -10.f);
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transform->Scale = glm::vec3(1.f, 1.f, 1.f);
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transform->Velocity = glm::vec3(-1.0f, -5.f, 0.f);
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transform->Velocity = glm::vec3(0.0f, -10.f, 0.f);
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auto model = m_World->AddComponent<Components::Model>(ent);
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model->ModelFile = "Models/Test/Ball/Ballopus.obj";
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std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
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std::shared_ptr<Components::Ball> ball = m_World->AddComponent<Components::Ball>(ent);
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ball->Speed = 10.f;
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
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physics->Static = false;
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@@ -16,6 +16,7 @@ namespace Components
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struct Ball : Component
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{
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int Number = 0;
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float Speed = 5.f;
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};
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}
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@@ -94,8 +94,6 @@ private:
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e.SignificantNormal = glm::normalize((glm::abs(e.Normal.x) > glm::abs(e.Normal.y)) ? glm::vec2(e.Normal.x, 0) : glm::vec2(0, e.Normal.y));
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m_PhysicsSystem->EventBroker->Publish(e);
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LOG_INFO("Entity1 = %i, Entity2 = %i\n Normal: %f, %f", e.Entity1, e.Entity2, e.SignificantNormal.x, e.SignificantNormal.y);
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}
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void EndContact(b2Contact* contact)
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{
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@@ -23,7 +23,14 @@ void dd::Systems::BallSystem::Update(double dt)
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void dd::Systems::BallSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
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{
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auto ballComponent = m_World->GetComponent<Components::Ball>(entity);
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if (ballComponent != nullptr) {
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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glm::vec2 dir = glm::normalize(glm::vec2(transform->Velocity.x, transform->Velocity.y));
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glm::vec2 up = glm::vec2(0.f, 1.f);
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float angle = glm::acos(glm::dot<float>(dir, up)) * glm::sign(dir.x);
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transform->Orientation = glm::rotate(glm::quat(), angle, glm::vec3(0.f, 0.f, -1.f));
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}
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}
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void dd::Systems::BallSystem::OnEntityCommit(EntityID entity)
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@@ -38,35 +45,48 @@ void dd::Systems::BallSystem::OnEntityRemoved(EntityID entity)
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bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
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{
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auto ballComponent1 = m_World->GetComponent<Components::Ball>(event.Entity1);
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auto ballComponent2 = m_World->GetComponent<Components::Ball>(event.Entity2);
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Components::Ball* ballComponent1 = m_World->GetComponent<Components::Ball>(event.Entity1);
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Components::Ball* ballComponent2 = m_World->GetComponent<Components::Ball>(event.Entity2);
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Components::Ball* ballComponent;
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//Which is the ball?
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EntityID ballEntity, otherEntitiy;
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glm::vec2 normal;
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if (ballComponent1 != nullptr) {
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ballEntity = event.Entity1;
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otherEntitiy = event.Entity2;
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ballComponent = ballComponent1;
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}
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else if (ballComponent2 != nullptr) {
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ballEntity = event.Entity2;
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otherEntitiy = event.Entity1;
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ballComponent = ballComponent2;
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}
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else {
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return false;
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//TODO: Add support for power-up collisions
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}
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//normal.x = -normal.x;
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auto ballTransform = m_World->GetComponent<Components::Transform>(ballEntity);
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auto otherTransform = m_World->GetComponent<Components::Transform>(otherEntitiy);
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glm::vec2 ballVelocity = glm::vec2(ballTransform->Velocity.x, ballTransform->Velocity.y);
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glm::vec2 reflectedVelocity = glm::reflect(ballVelocity, event.Normal);
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ballTransform->Velocity = glm::vec3(reflectedVelocity, 0.f);
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//LOG_INFO("Velocity: %f, %f\n", ballTransform->Velocity.x, ballTransform->Velocity.y);
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if (m_World->GetProperty<std::string>(otherEntitiy, "Name") == "Pad"){
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auto padTransform = m_World->GetComponent<Components::Transform>(otherEntitiy);
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float x = ballTransform->Position.x - padTransform->Position.x;
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float movementMultiplier = 5.0f;
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float y = glm::cos((abs(x) / ((1.6f) * movementMultiplier)) * glm::pi<float>() / 2.f) + 1.f;
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ballTransform->Velocity = glm::normalize(glm::vec3(x, y ,0.f)) * ballComponent->Speed;
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}
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else {
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glm::vec2 reflectedVelocity = glm::reflect(ballVelocity, event.Normal);
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ballTransform->Velocity = glm::vec3(reflectedVelocity, 0.f);
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}
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return true;
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@@ -61,6 +61,7 @@ void dd::Systems::PadSystem::UpdateEntity(double dt, EntityID entity, EntityID p
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//auto pointlight = m_World->AddComponent<Components::PointLight>(ent);
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std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
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std::shared_ptr<Components::Ball> cball = m_World->AddComponent<Components::Ball>(ent);
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cball->Speed = 10.f;
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
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physics->Static = false;
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