Collisions kind of working

This commit is contained in:
viktorljung
2015-09-17 14:11:09 +01:00
parent 8963e94cd6
commit 442554812d
15 changed files with 47010 additions and 15 deletions
+72
View File
@@ -0,0 +1,72 @@
#include "PrecompiledHeader.h"
#include "Game/BallSystem.h"
dd::Systems::BallSystem::~BallSystem() {
}
void dd::Systems::BallSystem::RegisterComponents(ComponentFactory *cf)
{
}
void dd::Systems::BallSystem::Initialize()
{
EVENT_SUBSCRIBE_MEMBER(m_Contact, BallSystem::Contact);
}
void dd::Systems::BallSystem::Update(double dt)
{
}
void dd::Systems::BallSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
{
}
void dd::Systems::BallSystem::OnEntityCommit(EntityID entity)
{
}
void dd::Systems::BallSystem::OnEntityRemoved(EntityID entity)
{
}
bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
{
auto ballComponent1 = m_World->GetComponent<Components::Ball>(event.Entity1);
auto ballComponent2 = m_World->GetComponent<Components::Ball>(event.Entity2);
//Which is the ball?
EntityID ballEntity, otherEntitiy;
glm::vec2 normal;
if (ballComponent1 != nullptr) {
ballEntity = event.Entity1;
otherEntitiy = event.Entity2;
//Make normal point from the other entity to the ball
normal = event.Normal * -1.f;
}
else if (ballComponent2 != nullptr) {
ballEntity = event.Entity2;
otherEntitiy = event.Entity1;
//Make normal point from the other entity to the ball
normal = event.Normal * 1.f;
}
auto ballTransform = m_World->GetComponent<Components::Transform>(ballEntity);
auto otherTransform = m_World->GetComponent<Components::Transform>(otherEntitiy);
glm::vec2 ballVelocity = glm::vec2(ballTransform->Velocity.x, ballTransform->Velocity.y);
glm::vec2 reflectedVelocity = ballVelocity - 2.f * glm::dot(ballVelocity, normal)*normal;
ballTransform->Velocity = glm::vec3(reflectedVelocity, 0.f);
return true;
}