Continued work on water, can now get 1 particle? maybe? Gotta get rendering to work so i can test it.
This commit is contained in:
@@ -104,7 +104,8 @@ void dd::Systems::PadSystem::Update(double dt)
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transform->Velocity -= transform->Velocity * pad->SlowdownModifier * (float)dt;
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if (Left()) {
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acceleration.x = -pad->AccelerationSpeed;
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}
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else if (Right()) {
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acceleration.x = pad->AccelerationSpeed;
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Executable
+262
@@ -0,0 +1,262 @@
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//
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// Created by Adniklastrator on 2015-09-10.
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//
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#include "PrecompiledHeader.h"
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#include "Game/PadSystem.h"
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#include "Core/World.h"
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#include <iostream>
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#include <Game/CPad.h>
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#include <Rendering/CPointLight.h>
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void dd::Systems::PadSystem::Initialize()
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{
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Events::BindKey r;
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r.KeyCode = GLFW_KEY_RIGHT;
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r.Command = "right";
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EventBroker->Publish(r);
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Events::BindKey l;
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l.KeyCode = GLFW_KEY_LEFT;
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l.Command = "left";
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EventBroker->Publish(l);
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EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, PadSystem::OnKeyDown);
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EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, PadSystem::OnKeyUp);
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EVENT_SUBSCRIBE_MEMBER(m_EContact, PadSystem::OnContact);
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EVENT_SUBSCRIBE_MEMBER(m_EResetBall, PadSystem::ResetBall);
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return;
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}
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void dd::Systems::PadSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
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{
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auto ball = m_World->GetComponent<Components::Ball>(entity);
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if (ball != NULL) {
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if (ReplaceBall() == true) {
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SetReplaceBall(false);
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auto transformEntity = m_World->GetComponent<Components::Transform>(entity);
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transformEntity->Position = glm::vec3(20, 20, -10);
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//Temporary. Create new ball.
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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(0.5f, 0.f, -10.f);
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transform->Scale = glm::vec3(1.f, 1.f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(ent);
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sprite->SpriteFile = "Textures/Ball.png";
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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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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
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physics->Static = false;*/
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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(0.5f, 0.f, -10.f);
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transform->Scale = glm::vec3(1.f, 1.f, 1.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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//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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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->RemoveEntity(entity);
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m_World->CommitEntity(ent);
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Events::SetImpulse e;
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e.Entity = ent;
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e.Impulse = glm::vec2(0.f, -7.f);
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e.Point = glm::vec2(transform->Position.x, transform->Position.y);
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EventBroker->Publish(e);
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}
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}
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}
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void dd::Systems::PadSystem::Update(double dt)
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{
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if (Entity() == 0) {
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for (auto it = m_World->GetEntities()->begin(); it != m_World->GetEntities()->end(); it++) {
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if (m_World->GetProperty<std::string>(it->first, "Name") == "Pad") {
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SetEntity(it->first);
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SetTransform(m_World->GetComponent<Components::Transform>(Entity()));
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SetPad(m_World->GetComponent<Components::Pad>(Entity()));
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break;
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}
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}
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}
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auto transform = Transform();
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auto pad = Pad();
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auto acceleration = Acceleration();
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if (transform->Velocity.x < -pad->MaxSpeed) {
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transform->Velocity.x = -pad->MaxSpeed;
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}
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else if (transform->Velocity.x > pad->MaxSpeed) {
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transform->Velocity.x = pad->MaxSpeed;
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}
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transform->Position += transform->Velocity * (float)dt;
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<<<<<<< HEAD
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transform->Velocity += acceleration * (float)dt;
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transform->Velocity -= transform->Velocity * pad->SlowdownModifier * (float)dt;
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if (Left()) {
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acceleration.x = -pad->AccelerationSpeed;
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=======
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transform->Velocity += acceleration * (float)dt;
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transform->Velocity -= transform->Velocity * (0.9f * (float)dt);
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if (left)
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{
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acceleration.x = -20.f;
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>>>>>>> origin/physics
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}
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else if (Right()) {
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acceleration.x = pad->AccelerationSpeed;
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}
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else {
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acceleration.x = 0.f;
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}
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SetTransform(transform);
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SetPad(pad);
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SetAcceleration(acceleration);
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return;
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}
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bool dd::Systems::PadSystem::OnKeyDown(const dd::Events::KeyDown &event)
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{
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int val = event.KeyCode;
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if (val == GLFW_KEY_UP) {
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//std::cout << "Up!" << std::endl;
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} else if (val == GLFW_KEY_DOWN) {
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//std::cout << "Down!" << std::endl;
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} else if (val == GLFW_KEY_LEFT) {
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//std::cout << "Left!" << std::endl;
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//acceleration.x = -0.01f;
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SetLeft(true);
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} else if (val == GLFW_KEY_RIGHT) {
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//std::cout << "Right!" << std::endl;
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//acceleration.x = 0.01f;
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SetRight(true);
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} else if (val == GLFW_KEY_R) {
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SetReplaceBall(true);
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}
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return true;
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}
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bool dd::Systems::PadSystem::OnKeyUp(const dd::Events::KeyUp &event)
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{
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int val = event.KeyCode;
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if (val == GLFW_KEY_UP) {
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} else if (val == GLFW_KEY_DOWN) {
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} else if (val == GLFW_KEY_LEFT) {
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SetLeft(false);
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} else if (val == GLFW_KEY_RIGHT) {
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SetRight(false);
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}
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return true;
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}
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bool dd::Systems::PadSystem::OnContact(const dd::Events::Contact &event)
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{
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/*
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EntityID entityBall = event.Entity2;
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auto ball = m_World->GetComponent<Components::Ball>(entityBall);
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if (ball == NULL) {
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return false;
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}
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EntityID entityPad = event.Entity1;
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auto pad = m_World->GetComponent<Components::Pad>(entityPad);
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if (pad == NULL) {
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return false;
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}
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auto transformBall = m_World->GetComponent<Components::Transform>(entityBall);
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auto transformPad = m_World->GetComponent<Components::Transform>(entityPad);
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float movementMultiplier = 4.f;
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float whatX = transformBall->Position.x - transformPad->Position.x;
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float movementX;
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if (whatX > 0) {
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movementX = movementMultiplier * whatX;
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//std::cout << "Right!" << std::endl;
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} else {
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movementX = movementMultiplier * whatX;
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//std::cout << "Left!" << std::endl;
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}
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//float movementY = 1;
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//float movementX = (event.ContactPoint.x - transformPad->Position.x) * movementMultiplier;
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<<<<<<< HEAD
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float movementY = glm::cos((abs(movementX) / ((1.6f) * movementMultiplier)) * 3.14159265359f / 2) + 1;
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//std::cout << movementX << " " << movementY << std::endl;
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//Temporary solution. Add a new ball and delete the old one.
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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(transformBall->Position.x, transformBall->Position.y + 0.01f, -10.f);
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transform->Scale = glm::vec3(1.f, 1.f, 1.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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//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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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->RemoveEntity(entityBall);
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m_World->CommitEntity(ent);
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Events::SetImpulse e;
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e.Entity = ent;
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e.Impulse = glm::vec2(movementX, movementY);
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e.Point = glm::vec2(transform->Position.x, transform->Position.y);
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EventBroker->Publish(e);
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=======
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//float movementY = glm::cos((abs(movementX) / (3.2f * movementMultiplier)) * 3.14159265359f / 2) * 2.f;
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// std::cout << movementX << " " << movementY << std::endl;
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float len = glm::length<float>(transformBall->Velocity);
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transformBall->Velocity += glm::vec3(transformPad->Velocity.x, 0, 0);
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transformBall->Velocity = glm::normalize(transformBall->Velocity) * len;
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//transform->Velocity = glm::vec3(movementX, movementY, 0.f);
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*/
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>>>>>>> origin/physics
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}
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bool dd::Systems::PadSystem::ResetBall(const dd::Events::ResetBall &event)
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{
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SetReplaceBall(true);
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return true;
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}
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bool dd::Systems::PadSystem::PadSteeringInputController::OnCommand(const Events::InputCommand &event)
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{
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std::string command = event.Command;
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std::cout << "Command!" << std::endl;
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if (command == "right") {
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std::cout << "Right!" << std::endl;
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} else if (command == "left") {
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std::cout << "Left!" << std::endl;
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}
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return true;
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}
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@@ -22,6 +22,8 @@ void dd::Systems::PhysicsSystem::Initialize()
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m_PhysicsWorld->SetContactListener(m_ContactListener);
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InitializeWater();
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EVENT_SUBSCRIBE_MEMBER(m_SetImpulse, PhysicsSystem::SetImpulse);
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}
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@@ -225,15 +227,23 @@ void dd::Systems::PhysicsSystem::CreateParticleGroup(EntityID e)
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LOG_ERROR("No Transform component in CreateParticleGroup");
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return;
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}
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LOG_INFO("------ CREATING PARTICLE GROUP");
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b2ParticleGroupDef pd;
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b2PolygonShape shape;
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shape.SetAsBox(transform->Scale.x, transform->Scale.y);
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pd.shape = &shape;
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pd.flags = b2_elasticParticle;
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pd.angle = -0.5f;
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pd.angularVelocity = 2.0f;
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pd.position.Set(transform->Position.x, transform->Position.y);
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//pd.particleCount = 10;
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//TODO: PUT IN LIST
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t_watergroup = m_ParticleSystem->CreateParticleGroup(pd);
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LOG_INFO("ParticleCount: %i", t_watergroup->GetParticleCount());
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}
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dd::Systems::PhysicsSystem::~PhysicsSystem()
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Executable
+265
@@ -0,0 +1,265 @@
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#include "PrecompiledHeader.h"
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#include "Physics/PhysicsSystem.h"
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void dd::Systems::PhysicsSystem::RegisterComponents(ComponentFactory* cf)
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{
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cf->Register<Components::CircleShape>();
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}
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void dd::Systems::PhysicsSystem::Initialize()
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{
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m_ContactListener = new ContactListener(this);
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m_Gravity = b2Vec2(0.f, 0.f);
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m_PhysicsWorld = new b2World(m_Gravity);
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m_TimeStep = 1.f/60.f;
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m_VelocityIterations = 6;
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m_PositionIterations = 2;
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m_Accumulator = 0.f;
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m_PhysicsWorld->SetContactListener(m_ContactListener);
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EVENT_SUBSCRIBE_MEMBER(m_SetImpulse, PhysicsSystem::SetImpulse);
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}
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void dd::Systems::PhysicsSystem::InitializeWater()
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{
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m_ParticleSystem = m_PhysicsWorld->CreateParticleSystem(&m_ParticleSystemDef);
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}
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bool dd::Systems::PhysicsSystem::SetImpulse(const Events::SetImpulse &event)
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{
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b2Body* body = m_EntitiesToBodies[event.Entity];
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b2Vec2 impulse;
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impulse.x = event.Impulse.x;
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impulse.y = event.Impulse.y;
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b2Vec2 point;
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point.x = event.Point.x;
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point.y = event.Point.y;
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body->ApplyLinearImpulse(impulse, point, true);
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return true;
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}
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void dd::Systems::PhysicsSystem::Update(double dt)
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{
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for (auto i : m_EntitiesToBodies) {
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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 (! transformComponent)
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continue;
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if (body == nullptr) {
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//LOG_ERROR("This body should not exist");
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continue;
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}
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if (m_World->GetEntityParent(entity) == 0) {
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b2Vec2 position;
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position.x = transformComponent->Position.x;
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position.y = transformComponent->Position.y;
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float angle = -glm::eulerAngles(transformComponent->Orientation).z;
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body->SetTransform(position, angle);
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<<<<<<< HEAD
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=======
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body->SetLinearVelocity(b2Vec2(transformComponent->Velocity.x, transformComponent->Velocity.y));
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>>>>>>> origin/physics
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}
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}
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m_Accumulator += dt;
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while(m_Accumulator >= m_TimeStep)
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{
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m_PhysicsWorld->Step(m_TimeStep, m_VelocityIterations, m_PositionIterations);
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m_Accumulator -= dt;
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}
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<<<<<<< HEAD
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=======
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>>>>>>> origin/physics
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for (auto i : m_EntitiesToBodies) {
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EntityID entity = i.first;
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b2Body* body = i.second;
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if (body == nullptr) {
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//LOG_ERROR("This body should not exist");
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continue;
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}
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<<<<<<< HEAD
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auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
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if (! transformComponent)
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continue;
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=======
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>>>>>>> origin/physics
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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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<<<<<<< HEAD
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=======
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b2Vec2 velocity = body->GetLinearVelocity();
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transformComponent->Velocity.x = velocity.x;
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transformComponent->Velocity.y = velocity.y;
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>>>>>>> origin/physics
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}
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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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{
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}
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void dd::Systems::PhysicsSystem::OnEntityCommit(EntityID entity)
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{
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auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
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auto waterComponent = m_World->GetComponent<Components::WaterVolume>(entity);
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if (physicsComponent) {
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CreateBody(entity);
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}
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if (waterComponent) {
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CreateParticleGroup(entity);
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}
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}
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void dd::Systems::PhysicsSystem::OnEntityRemoved(EntityID entity)
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{
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b2Body* body = m_EntitiesToBodies[entity];
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if (body != nullptr) {
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m_EntitiesToBodies.erase(entity);
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m_BodiesToEntities.erase(body);
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m_PhysicsWorld->DestroyBody(body);
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}
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}
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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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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);
|
||||
if(!transformComponent) {
|
||||
LOG_ERROR("No TransformComponent in CreateBody");
|
||||
return;
|
||||
}
|
||||
|
||||
auto absoluteTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(entity);
|
||||
|
||||
b2BodyDef bodyDef;
|
||||
bodyDef.position.Set(absoluteTransform.Position.x, absoluteTransform.Position.y);
|
||||
|
||||
|
||||
bodyDef.angle = -glm::eulerAngles(absoluteTransform.Orientation).z;
|
||||
|
||||
if (physicsComponent->Static) {
|
||||
bodyDef.type = b2_staticBody;
|
||||
} else {
|
||||
bodyDef.type = b2_dynamicBody;
|
||||
|
||||
}
|
||||
|
||||
|
||||
b2Body* body = m_PhysicsWorld->CreateBody(&bodyDef);
|
||||
|
||||
b2Shape* pShape;
|
||||
|
||||
auto boxComponent = m_World->GetComponent<Components::RectangleShape>(entity);
|
||||
if (boxComponent) {
|
||||
b2PolygonShape* bShape = new b2PolygonShape();
|
||||
bShape->SetAsBox(absoluteTransform.Scale.x/2, absoluteTransform.Scale.y/2); //TODO: THIS SUCKS DUDE 4?!?!?!?
|
||||
pShape = bShape;
|
||||
} else {
|
||||
auto circleComponent = m_World->GetComponent<Components::CircleShape>(entity);
|
||||
if (circleComponent) {
|
||||
pShape = new b2CircleShape();
|
||||
pShape->m_radius = absoluteTransform.Scale.x;
|
||||
|
||||
|
||||
if (absoluteTransform.Scale.x != absoluteTransform.Scale.y && absoluteTransform.Scale.y != absoluteTransform.Scale.z) {
|
||||
LOG_WARNING("Circles has to be of uniform scale.");
|
||||
}
|
||||
pShape->m_radius = absoluteTransform.Scale.x/2; //TODO: THIS ALSO SUCKS 4 WTH
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
if(physicsComponent->Static) {
|
||||
body->CreateFixture(pShape, 0); //Density kanske ska vara 0 på statiska kroppar
|
||||
}
|
||||
else {
|
||||
//TODO: FIX THIS SHIT INTO COMPONENTS
|
||||
b2FixtureDef fixtureDef;
|
||||
fixtureDef.shape = pShape;
|
||||
fixtureDef.density = 1.f;
|
||||
fixtureDef.restitution = 1.0f;
|
||||
fixtureDef.friction = 0.0f;
|
||||
body->CreateFixture(&fixtureDef);
|
||||
|
||||
}
|
||||
|
||||
delete pShape;
|
||||
|
||||
m_EntitiesToBodies.insert(std::make_pair(entity, body));
|
||||
m_BodiesToEntities.insert(std::make_pair(body, entity));
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::CreateParticleGroup(EntityID e)
|
||||
{
|
||||
//TODO: Lägg alla pd i en lista
|
||||
auto transform = m_World->GetComponent<Components::Transform>(e);
|
||||
if (!transform) {
|
||||
LOG_ERROR("No Transform component in CreateParticleGroup");
|
||||
return;
|
||||
}
|
||||
LOG_INFO("------ CREATING PARTICLE GROUP");
|
||||
|
||||
b2ParticleGroupDef pd;
|
||||
b2PolygonShape shape;
|
||||
shape.SetAsBox(transform->Scale.x, transform->Scale.y);
|
||||
pd.shape = &shape;
|
||||
pd.flags = b2_elasticParticle;
|
||||
pd.angle = -0.5f;
|
||||
pd.angularVelocity = 2.0f;
|
||||
}
|
||||
|
||||
dd::Systems::PhysicsSystem::~PhysicsSystem()
|
||||
{
|
||||
if (m_ContactListener != nullptr) {
|
||||
delete m_ContactListener;
|
||||
m_ContactListener = nullptr;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user