Merge branch 'Physics'
This commit is contained in:
@@ -0,0 +1,20 @@
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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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namespace dd
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{
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namespace Components
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{
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struct RectangleShape : public Component
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{
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};
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}
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}
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#endif //DAYDREAM_CRECTANGLESHAPE_H
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Executable → Regular
+66
-24
@@ -35,41 +35,83 @@
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#include "CTemplate.h"
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#include "Transform/TransformSystem.h"
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#include "Physics/PhysicsSystem.h"
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#include "Physics/CPhysics.h"
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#include "CBoxShape.h"
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namespace dd
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{
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class Engine
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{
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public:
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Engine(int argc, char* argv[])
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{
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m_EventBroker = std::make_shared<EventBroker>();
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Engine(int argc, char* argv[]) {
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m_EventBroker = std::make_shared<EventBroker>();
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m_Renderer = std::make_shared<Renderer>();
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m_Renderer->SetFullscreen(false);
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m_Renderer->SetResolution(Rectangle(0, 0, 1920, 1080));
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m_Renderer->Initialize();
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m_Renderer = std::make_shared<Renderer>();
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m_Renderer->SetFullscreen(false);
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m_Renderer->SetResolution(Rectangle(0, 0, 1920, 1080));
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m_Renderer->Initialize();
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m_InputManager = std::make_shared<InputManager>(m_Renderer->Window(), m_EventBroker);
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m_InputManager = std::make_shared<InputManager>(m_Renderer->Window(), m_EventBroker);
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m_World = std::make_shared<World>(m_EventBroker);
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m_World = std::make_shared<World>(m_EventBroker);
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//TODO: Move this out of engine.h
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m_World->ComponentFactory.Register<Components::Transform>();
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m_World->SystemFactory.Register<Systems::TransformSystem>([this]() { return new Systems::TransformSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::TransformSystem>();
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m_World->ComponentFactory.Register<Components::Model>();
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m_World->ComponentFactory.Register<Components::Sprite>();
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m_World->ComponentFactory.Register<Components::Template>();
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m_World->Initialize();
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//TODO: Move this out of engine.h
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m_World->ComponentFactory.Register<Components::Transform>();
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m_World->SystemFactory.Register<Systems::TransformSystem>(
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[this]() { return new Systems::TransformSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::TransformSystem>();
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// m_World->ComponentFactory.Register<Components::Model>();
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// m_World->ComponentFactory.Register<Components::Template>();
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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, 0.f, -10.f);
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auto sprite = m_World->AddComponent<Components::Sprite>(ent);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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}
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m_World->ComponentFactory.Register<Components::Sprite>();
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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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m_World->AddSystem<Systems::PhysicsSystem>();
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m_World->ComponentFactory.Register<Components::Model>();
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m_World->ComponentFactory.Register<Components::Template>();
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m_World->Initialize();
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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, 0.f, -10.f);
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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 = 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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m_World->CommitEntity(ent);
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}
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m_LastTime = glfwGetTime();
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}
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@@ -0,0 +1,20 @@
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#ifndef DAYDREAM_CPHYSICS_H
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#define DAYDREAM_CPHYSICS_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 Physics: public Component
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{
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//idk if anything should be here :)
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bool Static = true;
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};
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}
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}
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#endif //DAYDREAM_CPHYSICS_H
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@@ -0,0 +1,27 @@
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//
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// Created by Viktor on 10/09/2015.
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//
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#ifndef Events_ECONTACT_h__
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#define Events_ECONTACT_h__
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#include <glm/detail/type_vec.hpp>
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#include "Core/EventBroker.h"
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#include "Core/Entity.h"
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namespace dd
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{
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namespace Events
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{
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struct Contact : Event
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{
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EntityID Entity1;
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EntityID Entity2;
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glm::vec2 ContactPoint;
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};
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}
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}
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#endif //Events_ECONTACT_h__
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@@ -0,0 +1,94 @@
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#ifndef DAYDREAM_PHYSICSSYSTEM_H
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#define DAYDREAM_PHYSICSSYSTEM_H
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#include <unordered_map>
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#include "Core/System.h"
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#include "Core/World.h"
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#include "Core/CBoxShape.h"
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#include "Physics/CPhysics.h"
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#include <Box2D/Box2D.h>
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#include "Core/CTransform.h"
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#include "Transform/TransformSystem.h"
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#include "Physics/EContact.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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//KOLLA http://box2d.org/manual.pdf p52 Pre-Solve Event
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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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// Called once per system every tick
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void Update(double dt) override;
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// Called once for every entity in the world every tick
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void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
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// Called when components are committed to an entity
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void OnEntityCommit(EntityID entity) override;
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// Called when an entity is removed
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void OnEntityRemoved(EntityID entity) override;
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private:
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b2Vec2 m_Gravity;
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b2World* m_PhysicsWorld;
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float m_TimeStep;
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int m_VelocityIterations, m_PositionIterations;
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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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void CreateBody(EntityID entity);
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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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{
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b2Vec2 contactPoint = contact->GetManifold()->localPoint;
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Events::Contact e;
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e.ContactPoint = glm::vec2(contactPoint.x, contactPoint.y);
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e.Entity1 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
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e.Entity2 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureB()->GetBody()];
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m_PhysicsSystem->EventBroker->Publish(e);
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}
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void EndContact(b2Contact* contact)
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{ /* handle end event */ }
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void PreSolve(b2Contact* contact, const b2Manifold* oldManifold)
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{ /* handle pre-solve event */ }
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void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse)
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{ /* handle post-solve event */ }
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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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#endif //DAYDREAM_PHYSICSSYSTEM_H
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@@ -69,7 +69,7 @@ set(SOURCE_FILES
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${SOURCE_FILES_Rendering}
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${SOURCE_FILES_Transform}
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${SOURCE_FILES_Game}
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)
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Physics/PhysicsSystem.cpp ../../include/Physics/PhysicsSystem.h ../../include/Core/CBoxShape.h ../../include/Physics/CPhysics.h ../../include/Physics/EContact.h)
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if(CMAKE_COMPILER_IS_GNUCXX)
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -pthread")
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@@ -0,0 +1,136 @@
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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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}
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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, -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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m_VelocityIterations = 6;
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m_PositionIterations = 2;
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m_PhysicsWorld->SetContactListener(m_ContactListener);
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}
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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_EntitiesToBodies)
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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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{
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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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if(physicsComponent)
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CreateBody(entity);
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}
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void dd::Systems::PhysicsSystem::OnEntityRemoved(EntityID entity)
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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);
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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(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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else
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bodyDef.type = b2_dynamicBody;
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b2Body* body = m_PhysicsWorld->CreateBody(&bodyDef);
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b2PolygonShape pShape;
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auto boxComponent = m_World->GetComponent<Components::RectangleShape>(entity);
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if(boxComponent){
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pShape.SetAsBox(absoluteTransform.Scale.x/4, absoluteTransform.Scale.y/4); //TODO: THIS SUCKS DUDE
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}
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if(physicsComponent->Static){
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body->CreateFixture(&pShape, 0); //Density kanske ska vara 0 på statiska kroppar
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}
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else{
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//TODO: FIX THIS SHIT INTO COMPONENTS
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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 = 1.0f;
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fixtureDef.friction = 0.3f;
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body->CreateFixture(&fixtureDef);
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}
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m_EntitiesToBodies.insert(std::make_pair(entity, body));
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m_BodiesToEntities.insert(std::make_pair(body, entity));
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}
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dd::Systems::PhysicsSystem::~PhysicsSystem()
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{
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if (m_ContactListener != nullptr) {
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delete m_ContactListener;
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m_ContactListener = nullptr;
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}
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}
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Reference in New Issue
Block a user