Working rotations and positions
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@@ -1,5 +1,5 @@
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#ifndef DAYDREAM_CBOXSHAPE_H
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#define DAYDREAM_CBOXSHAPE_H
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#ifndef DAYDREAM_CRECTANGLESHAPE_H
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#define DAYDREAM_CRECTANGLESHAPE_H
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#include "Core/Component.h"
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@@ -8,14 +8,13 @@ namespace dd
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namespace Components
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{
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struct BoxShape: public Component
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struct RectangleShape : public Component
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{
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float x;
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float y;
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};
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}
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}
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#endif //DAYDREAM_CBOXSHAPE_H
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#endif //DAYDREAM_CRECTANGLESHAPE_H
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+21
-4
@@ -68,7 +68,7 @@ public:
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m_World->ComponentFactory.Register<Components::Sprite>();
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m_World->ComponentFactory.Register<Components::BoxShape>();
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m_World->ComponentFactory.Register<Components::RectangleShape>();
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m_World->ComponentFactory.Register<Components::Physics>();
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m_World->SystemFactory.Register<Systems::PhysicsSystem>(
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[this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); });
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@@ -86,9 +86,26 @@ public:
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(ent);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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std::shared_ptr<Components::BoxShape> boxShape = m_World->AddComponent<Components::BoxShape>(ent);
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boxShape->x = 5.f;
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boxShape->y = 5.f;
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std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(ent);
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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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m_World->CommitEntity(ent);
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}
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{
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auto ent = m_World->CreateEntity();
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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.f, -3.f, -9.f);
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transform->Scale = glm::vec3(2.f, 0.5f, 1.f);
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transform->Orientation = glm::rotate(transform->Orientation, glm::radians(45.f), glm::vec3(0, 0, -1));
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(ent);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(ent);
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
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physics->Static = true;
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@@ -8,7 +8,8 @@
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#include "Core/CBoxShape.h"
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#include "Core/Physics/CPhysics.h"
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#include <Box2D/Box2D.h>
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#include <Core/CTransform.h>
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#include "Core/CTransform.h"
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#include "Transform/TransformSystem.h"
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namespace dd
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@@ -10,7 +10,7 @@ void dd::Systems::PhysicsSystem::RegisterComponents(ComponentFactory* cf)
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void dd::Systems::PhysicsSystem::Initialize()
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{
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m_Gravity = b2Vec2(0.f, 9.82f);
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m_Gravity = b2Vec2(0.f, -9.82f);
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m_PhysicsWorld = new b2World(m_Gravity);
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m_TimeStep = 1.f/60.f;
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@@ -22,6 +22,26 @@ void dd::Systems::PhysicsSystem::Update(double dt)
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{
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m_PhysicsWorld->Step(m_TimeStep, m_VelocityIterations, m_PositionIterations);
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for(auto i : m_Bodies)
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{
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EntityID entity = i.first;
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b2Body* body = i.second;
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auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
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if(m_World->GetEntityParent(entity) == 0) {
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b2Vec2 position = body->GetPosition();
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transformComponent->Position.x = position.x;
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transformComponent->Position.y = position.y;
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float angle = body->GetAngle();
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//TODO: CHECK IF THIS IS CORRECT
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transformComponent->Orientation = glm::quat(glm::vec3(0, 0, -angle));
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}
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// auto absoluteTransform = m_World->GetSystem<Systems::TransformSystem>()->
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}
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}
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void dd::Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
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@@ -49,16 +69,25 @@ void dd::Systems::PhysicsSystem::OnEntityRemoved(EntityID entity)
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void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
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{
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auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
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if(!physicsComponent)
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if(!physicsComponent){
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LOG_ERROR("No PhysicsComponent in CreateBody");
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return;
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}
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auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
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if(!transformComponent)
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if(!transformComponent) {
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LOG_ERROR("No TransformComponent in CreateBody");
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return;
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}
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auto absoluteTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(entity);
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b2BodyDef bodyDef;
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bodyDef.position.Set(transformComponent->Position.x, transformComponent->Position.y);
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bodyDef.angle = glm::eulerAngles(transformComponent->Orientation).z; //TODO: CHECK IF THIS IS CORRECT
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bodyDef.position.Set(absoluteTransform.Position.x, absoluteTransform.Position.y);
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bodyDef.angle = glm::degrees(-glm::eulerAngles(absoluteTransform.Orientation).z); //TODO: CHECK IF THIS IS CORRECT
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if(physicsComponent->Static)
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bodyDef.type = b2_staticBody;
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@@ -69,9 +98,10 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
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b2PolygonShape pShape;
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auto boxComponent = m_World->GetComponent<Components::BoxShape>(entity);
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auto boxComponent = m_World->GetComponent<Components::RectangleShape>(entity);
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if(boxComponent){
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pShape.SetAsBox(boxComponent->x, boxComponent->y);
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pShape.SetAsBox(absoluteTransform.Scale.x/2, absoluteTransform.Scale.y/2);
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}
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if(physicsComponent->Static){
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@@ -82,7 +112,7 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
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b2FixtureDef fixtureDef;
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fixtureDef.shape = &pShape;
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fixtureDef.density = 1.f;
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fixtureDef.restitution = 1.f;
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fixtureDef.restitution = 0.2f;
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fixtureDef.friction = 0.3f;
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body->CreateFixture(&fixtureDef);
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