Merge remote-tracking branch 'origin/master' into Physics
Conflicts: include/Core/Engine.h include/Physics/PhysicsSystem.h src/game/Game/PadSystem.cpp src/game/Physics/PhysicsSystem.cpp
This commit is contained in:
Executable
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#ifndef COMPONENTS_PARTICLE_H__
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#define COMPONENTS_PARTICLE_H__
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#include "Core/Component.h"
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namespace dd {
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namespace ParticleFlags {
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enum Type {
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waterParticle = 0,
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zombieParticle = 1 << 1,
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wallParticle = 1 << 2,
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springParticle = 1 << 3,
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elasticParticle = 1 << 4,
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viscousParticle = 1 << 5,
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powderParticle = 1 << 6,
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tensileParticle = 1 << 7,
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colorMixingParticle = 1 << 8,
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destructionListenerParticle = 1 << 9,
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barrierParticle = 1 << 10,
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staticPressureParticle = 1 << 11,
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reactiveParticle = 1 << 12,
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repulsiveParticle = 1 << 13,
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fixtureContactListenerParticle = 1 << 14,
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particleContactListenerParticle = 1 << 15,
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fixtureContactFilterParticle = 1 << 16,
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particleContactFilterParticle = 1 << 17
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};
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}
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namespace Components
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{
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struct Particle : public Component
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{
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float Radius = 0.5f;
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float LifeTime = 5.0f;
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ParticleFlags::Type Flags =
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ParticleFlags::Type::waterParticle |
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ParticleFlags::Type::zombieParticle |
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ParticleFlags::Type::wallParticle |
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ParticleFlags::Type::springParticle |
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ParticleFlags::Type::elasticParticle |
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ParticleFlags::Type::viscousParticle |
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ParticleFlags::Type::powderParticle |
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ParticleFlags::Type::tensileParticle |
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ParticleFlags::Type::colorMixingParticle |
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ParticleFlags::Type::destructionListenerParticle |
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ParticleFlags::Type::barrierParticle |
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ParticleFlags::Type::staticPressureParticle |
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ParticleFlags::Type::reactiveParticle |
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ParticleFlags::Type::repulsiveParticle |
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ParticleFlags::Type::fixtureContactListenerParticle |
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ParticleFlags::Type::particleContactListenerParticle |
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ParticleFlags::Type::fixtureContactFilterParticle |
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ParticleFlags::Type::particleContactFilterParticle;
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};
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}
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}
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#endif
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Executable
+25
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#ifndef COMPONENTS_PARTICLEEMITTER_H__
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#define COMPONENTS_PARTICLEEMITTER_H__
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#include "Core/Component.h"
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namespace dd
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{
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namespace Components
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{
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struct ParticleEmitter : public Component
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{
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int Amount = 10.f;
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float InitialSpeed = 1.f;
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double SpawnRate = 1.f;
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double TimeSinceLastSpawn = 0;
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//ParticleSystem variables
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float GravityScale = 1.0f;
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};
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}
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}
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#endif
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@@ -9,7 +9,7 @@ namespace Components
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struct WaterVolume : public Component
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{
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float Radius;
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};
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}
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@@ -8,96 +8,123 @@
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#include "Core/System.h"
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#include "Core/World.h"
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#include "Core/EventBroker.h"
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#include "Core/CTemplate.h"
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#include "Physics/CRectangleShape.h"
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#include "Physics/CCircleShape.h"
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#include "Physics/CPhysics.h"
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#include "Physics/CWaterVolume.h"
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#include "Core/CTransform.h"
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#include "Transform/TransformSystem.h"
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#include "CRectangleShape.h"
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#include "Physics/CPhysics.h"
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#include "Physics/EContact.h"
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#include "Physics/ESetImpulse.h"
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#include "Physics/CParticle.h"
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#include "Physics/CCircleShape.h"
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#include "Physics/CWaterVolume.h"
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#include "Physics/CParticleEmitter.h"
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#include "Game/CPad.h"
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#include "Game/CPad.h"
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#include "Game/CBall.h"
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#include "Transform/TransformSystem.h"
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#include "Rendering/CSprite.h"
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#include "Core/CTemplate.h"
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namespace dd
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{
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namespace Systems
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{
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class PhysicsSystem : public System
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{
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friend class ContractListener;
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public:
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PhysicsSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
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: System(world, eventBroker) { }
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~PhysicsSystem();
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void RegisterComponents(ComponentFactory* cf) override;
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void Initialize() override;
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void Update(double dt) override;
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void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
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void OnEntityCommit(EntityID entity) override;
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void OnEntityRemoved(EntityID entity) override;
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private:
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struct Impulse
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namespace Systems
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{
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b2Body* Body;
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b2Vec2 Impulse;
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b2Vec2 Point;
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};
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b2Vec2 m_Gravity = b2Vec2(0.f, -9.82f);
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b2World* m_PhysicsWorld = nullptr;
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float m_TimeStep = 1.f/60.f;
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float m_Accumulator = 0.f;
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int m_VelocityIterations = 6;
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int m_PositionIterations = 2;
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class PhysicsSystem : public System
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{
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friend class ContractListener;
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b2ParticleSystem *m_ParticleSystem;
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b2ParticleGroup* t_watergroup;
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public:
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PhysicsSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
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: System(world, eventBroker) { }
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std::unordered_map<EntityID, b2Body*> m_EntitiesToBodies;
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std::unordered_map<b2Body*, EntityID> m_BodiesToEntities;
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std::unordered_map<EntityID, const b2ParticleHandle*> m_EntitiesToParticleHandle;
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std::unordered_map<const b2ParticleHandle*, EntityID> m_ParticleHandleToEntities;
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~PhysicsSystem();
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std::list<Impulse> m_Impulses;
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void RegisterComponents(ComponentFactory* cf) override;
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void Initialize() override;
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void Update(double dt) override;
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void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
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void OnEntityCommit(EntityID entity) override;
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void OnEntityRemoved(EntityID entity) override;
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void CreateBody(EntityID entity);
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void SyncEntitiesWithBodies();
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void SyncBodiesWithEntities();
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void InitializeWater();
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void SyncWater(); //TODO: Probably remove this
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void CreateParticleGroup(EntityID entity);
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private:
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struct Impulse
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{
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b2Body* Body;
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b2Vec2 Impulse;
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b2Vec2 Point;
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};
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bool m_Pause = false;
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EventRelay<PhysicsSystem, Events::SetImpulse> m_SetImpulse;
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bool SetImpulse(const Events::SetImpulse &event);
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class ContactListener : public b2ContactListener
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{
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public:
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ContactListener(PhysicsSystem* physicsSystem)
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: m_PhysicsSystem(physicsSystem) { }
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b2Vec2 m_Gravity = b2Vec2(0.f, -9.82f);
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b2World* m_PhysicsWorld = nullptr;
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float m_TimeStep = 1.f/60.f;
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float m_Accumulator = 0.f;
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int m_VelocityIterations = 6;
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int m_PositionIterations = 2;
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void BeginContact(b2Contact* contact);
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void EndContact(b2Contact* contact);
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void PreSolve(b2Contact* contact, const b2Manifold* oldManifold);
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void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse);
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std::vector<b2ParticleSystem*> m_ParticleSystem;
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std::vector<b2ParticleGroup*> t_ParticleGroup;
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private:
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PhysicsSystem* m_PhysicsSystem;
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};
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std::vector<std::unordered_map<EntityID, const b2ParticleHandle*>> m_EntitiesToParticleHandle;
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std::vector<std::unordered_map<const b2ParticleHandle*, EntityID>> m_ParticleHandleToEntities;
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std::unordered_map<EntityID, b2Body*> m_EntitiesToBodies;
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std::unordered_map<b2Body*, EntityID> m_BodiesToEntities;
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ContactListener* m_ContactListener;
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};
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}
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void CreateBody(EntityID entity);
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void SyncEntitiesWithBodies();
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void SyncBodiesWithEntities();
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void InitializeWater();
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void CreateParticleGroup(EntityID entity);
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b2ParticleSystem* CreateParticleSystem(float radius, float gravityScale);
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void CreateParticleEmitter(EntityID entity);
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void UpdateParticleEmitters(double dt); //TODO: Remove them and particles if needed.
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EventRelay<PhysicsSystem, Events::SetImpulse> m_SetImpulse;
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bool SetImpulse(const Events::SetImpulse &event);
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//TODO: Fill struct with info needed.
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struct ParticleEmitter
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{
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std::vector<b2ParticleSystem*> ParticleSystem;
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std::vector<EntityID> ParticleEmitter;
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std::vector<EntityID> ParticleTemplate;
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};
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ParticleEmitter m_ParticleEmitters;
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std::list<Impulse> m_Impulses;
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class ContactListener : public b2ContactListener
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{
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public:
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ContactListener(PhysicsSystem* physicsSystem)
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: m_PhysicsSystem(physicsSystem) { }
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void BeginContact(b2Contact* contact);
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void EndContact(b2Contact* contact);
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void PreSolve(b2Contact* contact, const b2Manifold* oldManifold);
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void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse);
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private:
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PhysicsSystem* m_PhysicsSystem;
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};
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ContactListener* m_ContactListener;
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};
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}
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}
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