Merge remote-tracking branch 'origin/master' into LevelSystemAndSuch
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@@ -40,7 +40,8 @@
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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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#include "Physics/CBoxShape.h"
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namespace dd
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{
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@@ -89,10 +90,11 @@ public:
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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::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(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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@@ -106,7 +108,7 @@ public:
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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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//transform->Orientation = glm::rotate(transform->Orientation, glm::radians(35.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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@@ -8,10 +8,10 @@ namespace dd
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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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struct RectangleShape : public Component
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{
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};
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};
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}
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@@ -0,0 +1,20 @@
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#ifndef CCIRCLESHAPE_H__
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#define CCIRCLESHAPE_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 CircleShape : public Component
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{
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// Circles are circles
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};
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}
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}
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#endif
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@@ -12,16 +12,17 @@
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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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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 +1,22 @@
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#ifndef ESETIMPULSE_H__
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#define ESETIMPULSE_H__
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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 SetImpulse : Event
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{
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EntityID Entity;
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glm::vec2 Impulse;
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glm::vec2 Point;
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};
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}
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}
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#endif
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@@ -5,12 +5,15 @@
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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/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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#include "Physics/ESetImpulse.h"
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#include "Physics/CCircleShape.h"
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#include "Core/EventBroker.h"
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namespace dd
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@@ -31,6 +34,9 @@ public:
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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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