Working rotations and positions

This commit is contained in:
viktorljung
2015-09-10 18:12:15 +01:00
parent 7132412f80
commit 0983d76444
4 changed files with 66 additions and 19 deletions
+38 -8
View File
@@ -10,7 +10,7 @@ void dd::Systems::PhysicsSystem::RegisterComponents(ComponentFactory* cf)
void dd::Systems::PhysicsSystem::Initialize()
{
m_Gravity = b2Vec2(0.f, 9.82f);
m_Gravity = b2Vec2(0.f, -9.82f);
m_PhysicsWorld = new b2World(m_Gravity);
m_TimeStep = 1.f/60.f;
@@ -22,6 +22,26 @@ void dd::Systems::PhysicsSystem::Update(double dt)
{
m_PhysicsWorld->Step(m_TimeStep, m_VelocityIterations, m_PositionIterations);
for(auto i : m_Bodies)
{
EntityID entity = i.first;
b2Body* body = i.second;
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
if(m_World->GetEntityParent(entity) == 0) {
b2Vec2 position = body->GetPosition();
transformComponent->Position.x = position.x;
transformComponent->Position.y = position.y;
float angle = body->GetAngle();
//TODO: CHECK IF THIS IS CORRECT
transformComponent->Orientation = glm::quat(glm::vec3(0, 0, -angle));
}
// auto absoluteTransform = m_World->GetSystem<Systems::TransformSystem>()->
}
}
void dd::Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
@@ -49,16 +69,25 @@ void dd::Systems::PhysicsSystem::OnEntityRemoved(EntityID entity)
void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
{
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
if(!physicsComponent)
if(!physicsComponent){
LOG_ERROR("No PhysicsComponent in CreateBody");
return;
}
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
if(!transformComponent)
if(!transformComponent) {
LOG_ERROR("No TransformComponent in CreateBody");
return;
}
auto absoluteTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(entity);
b2BodyDef bodyDef;
bodyDef.position.Set(transformComponent->Position.x, transformComponent->Position.y);
bodyDef.angle = glm::eulerAngles(transformComponent->Orientation).z; //TODO: CHECK IF THIS IS CORRECT
bodyDef.position.Set(absoluteTransform.Position.x, absoluteTransform.Position.y);
bodyDef.angle = glm::degrees(-glm::eulerAngles(absoluteTransform.Orientation).z); //TODO: CHECK IF THIS IS CORRECT
if(physicsComponent->Static)
bodyDef.type = b2_staticBody;
@@ -69,9 +98,10 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
b2PolygonShape pShape;
auto boxComponent = m_World->GetComponent<Components::BoxShape>(entity);
auto boxComponent = m_World->GetComponent<Components::RectangleShape>(entity);
if(boxComponent){
pShape.SetAsBox(boxComponent->x, boxComponent->y);
pShape.SetAsBox(absoluteTransform.Scale.x/2, absoluteTransform.Scale.y/2);
}
if(physicsComponent->Static){
@@ -82,7 +112,7 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
b2FixtureDef fixtureDef;
fixtureDef.shape = &pShape;
fixtureDef.density = 1.f;
fixtureDef.restitution = 1.f;
fixtureDef.restitution = 0.2f;
fixtureDef.friction = 0.3f;
body->CreateFixture(&fixtureDef);