Pad modifies ball path and ball facing its direction

This commit is contained in:
viktorljung
2015-09-23 15:12:18 +02:00
parent 8ca01ae9c7
commit 03e2078cfb
5 changed files with 35 additions and 15 deletions
+2 -2
View File
@@ -108,14 +108,14 @@ public:
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
transform->Position = glm::vec3(-0.5f, 0.f, -10.f);
transform->Scale = glm::vec3(1.f, 1.f, 1.f);
transform->Velocity = glm::vec3(-1.0f, -5.f, 0.f);
transform->Velocity = glm::vec3(0.0f, -10.f, 0.f);
auto model = m_World->AddComponent<Components::Model>(ent);
model->ModelFile = "Models/Test/Ball/Ballopus.obj";
std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
std::shared_ptr<Components::Ball> ball = m_World->AddComponent<Components::Ball>(ent);
ball->Speed = 10.f;
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
physics->Static = false;
+1
View File
@@ -16,6 +16,7 @@ namespace Components
struct Ball : Component
{
int Number = 0;
float Speed = 5.f;
};
}
-2
View File
@@ -94,8 +94,6 @@ private:
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));
m_PhysicsSystem->EventBroker->Publish(e);
LOG_INFO("Entity1 = %i, Entity2 = %i\n Normal: %f, %f", e.Entity1, e.Entity2, e.SignificantNormal.x, e.SignificantNormal.y);
}
void EndContact(b2Contact* contact)
{