Fixed precision loss in physics accumulator
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@@ -57,8 +57,8 @@ public:
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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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float m_Accumulator;
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double m_TimeStep;
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double m_Accumulator;
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int m_VelocityIterations, m_PositionIterations;
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@@ -1,149 +0,0 @@
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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 "CRectangleShape.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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#include "Physics/ESetImpulse.h"
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#include "Physics/CCircleShape.h"
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#include "Core/EventBroker.h"
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#include "Game/CPad.h"
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<<<<<<< HEAD
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#include "Game/CBall.h"
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=======
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#include "Physics/CWaterVolume.h"
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#include "Rendering/CSprite.h"
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>>>>>>> origin/master
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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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EventRelay<PhysicsSystem, Events::SetImpulse> m_SetImpulse;
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bool SetImpulse(const Events::SetImpulse &event);
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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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float m_Accumulator;
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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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b2ParticleSystem *m_ParticleSystem;
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b2ParticleGroup* t_watergroup;
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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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void InitializeWater();
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void SyncWater(); //TODO: Probably remove this
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void CreateParticleGroup(EntityID entity);
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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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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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{
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b2WorldManifold worldManifold;
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contact->GetWorldManifold(&worldManifold);
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Events::Contact e;
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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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e.Normal = glm::normalize(glm::vec2(contact->GetManifold()->localNormal.x, contact->GetManifold()->localNormal.y));
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e.SignificantNormal = glm::normalize((glm::abs(e.Normal.x) > glm::abs(e.Normal.y)) ? glm::vec2(e.Normal.x, 0) : glm::vec2(0, e.Normal.y));
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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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{
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}
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void PreSolve(b2Contact* contact, const b2Manifold* oldManifold)
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{
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EntityID entityA = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
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EntityID entityB = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureB()->GetBody()];
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auto physicsComponentA = m_PhysicsSystem->m_World->GetComponent<Components::Physics>(entityA);
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auto physicsComponentB = m_PhysicsSystem->m_World->GetComponent<Components::Physics>(entityB);
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if (physicsComponentA != nullptr && physicsComponentB != nullptr) {
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if (physicsComponentA->Calculate || physicsComponentB->Calculate) {
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// Turn of collisions
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contact->SetEnabled(false);
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}
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}
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}
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void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse)
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{
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}
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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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@@ -15,10 +15,10 @@ void dd::Systems::PhysicsSystem::Initialize()
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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_TimeStep = 1.0/60.0;
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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_Accumulator = 0.0;
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m_PhysicsWorld->SetContactListener(m_ContactListener);
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