diff --git a/include/Physics/PhysicsSystem.h b/include/Physics/PhysicsSystem.h index eaaf49e..05ea1e7 100644 --- a/include/Physics/PhysicsSystem.h +++ b/include/Physics/PhysicsSystem.h @@ -57,8 +57,8 @@ public: private: b2Vec2 m_Gravity; b2World* m_PhysicsWorld; - float m_TimeStep; - float m_Accumulator; + double m_TimeStep; + double m_Accumulator; int m_VelocityIterations, m_PositionIterations; diff --git a/include/Physics/PhysicsSystem.h.orig b/include/Physics/PhysicsSystem.h.orig deleted file mode 100755 index f1465aa..0000000 --- a/include/Physics/PhysicsSystem.h.orig +++ /dev/null @@ -1,149 +0,0 @@ -#ifndef DAYDREAM_PHYSICSSYSTEM_H -#define DAYDREAM_PHYSICSSYSTEM_H - -#include - -#include "Core/System.h" -#include "Core/World.h" -#include "CRectangleShape.h" -#include "Physics/CPhysics.h" -#include -#include "Core/CTransform.h" -#include "Transform/TransformSystem.h" -#include "Physics/EContact.h" -#include "Physics/ESetImpulse.h" -#include "Physics/CCircleShape.h" -#include "Core/EventBroker.h" -#include "Game/CPad.h" -<<<<<<< HEAD -#include "Game/CBall.h" -======= -#include "Physics/CWaterVolume.h" -#include "Rendering/CSprite.h" ->>>>>>> origin/master - - -namespace dd -{ - -namespace Systems -{ - - -class PhysicsSystem : public System -{ - friend class ContractListener; - -public: - PhysicsSystem(World* world, std::shared_ptr eventBroker) - : System(world, eventBroker) {} - - ~PhysicsSystem(); - - EventRelay m_SetImpulse; - bool SetImpulse(const Events::SetImpulse &event); - - void RegisterComponents(ComponentFactory* cf) override; - void Initialize() override; - - // Called once per system every tick - void Update(double dt) override; - // Called once for every entity in the world every tick - void UpdateEntity(double dt, EntityID entity, EntityID parent) override; - - // Called when components are committed to an entity - void OnEntityCommit(EntityID entity) override; - - // Called when an entity is removed - void OnEntityRemoved(EntityID entity) override; - -private: - b2Vec2 m_Gravity; - b2World* m_PhysicsWorld; - float m_TimeStep; - float m_Accumulator; - - int m_VelocityIterations, m_PositionIterations; - - std::unordered_map m_EntitiesToBodies; - std::unordered_map m_BodiesToEntities; - - void CreateBody(EntityID entity); - - b2ParticleSystem *m_ParticleSystem; - b2ParticleGroup* t_watergroup; - - std::unordered_map m_EntitiesToParticleHandle; - std::unordered_map m_ParticleHandleToEntities; - - void InitializeWater(); - void SyncWater(); //TODO: Probably remove this - void CreateParticleGroup(EntityID entity); - - struct Impulse - { - b2Body* Body; - b2Vec2 Impulse; - b2Vec2 Point; - }; - std::list m_Impulses; - - - - class ContactListener : public b2ContactListener - { - public: - ContactListener(PhysicsSystem* physicsSystem) - : m_PhysicsSystem(physicsSystem) { } - - void BeginContact(b2Contact* contact) - { - b2WorldManifold worldManifold; - - contact->GetWorldManifold(&worldManifold); - - Events::Contact e; - e.Entity1 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()]; - e.Entity2 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureB()->GetBody()]; - e.Normal = glm::normalize(glm::vec2(contact->GetManifold()->localNormal.x, contact->GetManifold()->localNormal.y)); - 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)); - - m_PhysicsSystem->EventBroker->Publish(e); - } - void EndContact(b2Contact* contact) - { - - } - void PreSolve(b2Contact* contact, const b2Manifold* oldManifold) - { - EntityID entityA = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()]; - EntityID entityB = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureB()->GetBody()]; - - auto physicsComponentA = m_PhysicsSystem->m_World->GetComponent(entityA); - auto physicsComponentB = m_PhysicsSystem->m_World->GetComponent(entityB); - - if (physicsComponentA != nullptr && physicsComponentB != nullptr) { - if (physicsComponentA->Calculate || physicsComponentB->Calculate) { - // Turn of collisions - contact->SetEnabled(false); - } - } - - - } - void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse) - { - - } - - private: - PhysicsSystem* m_PhysicsSystem; - }; - - ContactListener* m_ContactListener; -}; - -} -} - -#endif //DAYDREAM_PHYSICSSYSTEM_H diff --git a/src/game/Physics/PhysicsSystem.cpp b/src/game/Physics/PhysicsSystem.cpp index ecc2495..c425b5f 100644 --- a/src/game/Physics/PhysicsSystem.cpp +++ b/src/game/Physics/PhysicsSystem.cpp @@ -15,10 +15,10 @@ void dd::Systems::PhysicsSystem::Initialize() m_Gravity = b2Vec2(0.f, -9.82f); m_PhysicsWorld = new b2World(m_Gravity); - m_TimeStep = 1.f/60.f; + m_TimeStep = 1.0/60.0; m_VelocityIterations = 6; m_PositionIterations = 2; - m_Accumulator = 0.f; + m_Accumulator = 0.0; m_PhysicsWorld->SetContactListener(m_ContactListener);