Merge remote-tracking branch 'origin/master' into LevelSystemAndSuch
This commit is contained in:
@@ -56,6 +56,12 @@ file(GLOB SOURCE_FILES_Transform
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)
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source_group(Transform FILES ${SOURCE_FILES_Transform})
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file(GLOB SOURCE_FILES_Physics
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"${INCLUDE_PATH}/Physics/*.h"
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"Physics/*.cpp"
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)
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source_group(Physics FILES ${SOURCE_FILES_Physics})
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file(GLOB SOURCE_FILES_Game
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"${INCLUDE_PATH}/Game/*.h"
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"Game/*.cpp"
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@@ -68,8 +74,9 @@ set(SOURCE_FILES
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${SOURCE_FILES_Input}
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${SOURCE_FILES_Rendering}
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${SOURCE_FILES_Transform}
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${SOURCE_FILES_Physics}
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${SOURCE_FILES_Game}
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Physics/PhysicsSystem.cpp ../../include/Physics/PhysicsSystem.h ../../include/Core/CBoxShape.h ../../include/Physics/CPhysics.h ../../include/Physics/EContact.h)
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)
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if(CMAKE_COMPILER_IS_GNUCXX)
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -pthread")
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@@ -5,7 +5,7 @@
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void dd::Systems::PhysicsSystem::RegisterComponents(ComponentFactory* cf)
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{
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cf->Register<Components::CircleShape>();
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}
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void dd::Systems::PhysicsSystem::Initialize()
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@@ -21,6 +21,25 @@ void dd::Systems::PhysicsSystem::Initialize()
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m_PhysicsWorld->SetContactListener(m_ContactListener);
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EVENT_SUBSCRIBE_MEMBER(m_SetImpulse, PhysicsSystem::SetImpulse);
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}
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bool dd::Systems::PhysicsSystem::SetImpulse(const Events::SetImpulse &event)
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{
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b2Body* body = m_EntitiesToBodies[event.Entity];
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b2Vec2 impulse;
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impulse.x = event.Impulse.x;
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impulse.y = event.Impulse.y;
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b2Vec2 point;
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point.x = event.Point.x;
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point.y = event.Point.y;
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body->ApplyLinearImpulse(impulse, point, true);
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return true;
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}
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void dd::Systems::PhysicsSystem::Update(double dt)
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@@ -57,11 +76,10 @@ void dd::Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, Entity
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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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if(physicsComponent) {
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CreateBody(entity);
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}
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}
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@@ -94,28 +112,44 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
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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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if (physicsComponent->Static) {
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bodyDef.type = b2_staticBody;
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else
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} else {
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bodyDef.type = b2_dynamicBody;
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}
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b2Body* body = m_PhysicsWorld->CreateBody(&bodyDef);
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b2PolygonShape pShape;
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b2Shape* pShape;
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auto boxComponent = m_World->GetComponent<Components::RectangleShape>(entity);
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if(boxComponent){
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if (boxComponent) {
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b2PolygonShape* bShape = new b2PolygonShape();
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bShape->SetAsBox(absoluteTransform.Scale.x/4, absoluteTransform.Scale.y/4); //TODO: THIS SUCKS DUDE
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pShape = bShape;
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} else {
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auto circleComponent = m_World->GetComponent<Components::CircleShape>(entity);
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if (circleComponent) {
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pShape = new b2CircleShape();
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pShape->m_radius = absoluteTransform.Scale.x;
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if (absoluteTransform.Scale.x != absoluteTransform.Scale.y && absoluteTransform.Scale.y != absoluteTransform.Scale.z) {
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LOG_WARNING("Circles has to be of uniform scale.");
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}
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pShape->m_radius = absoluteTransform.Scale.x/4;
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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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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.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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@@ -123,6 +157,8 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
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}
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delete pShape;
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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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