Rotation right this time

This commit is contained in:
viktorljung
2015-09-11 10:48:15 +01:00
parent d0549403ab
commit 6932a22d7a
3 changed files with 6 additions and 4 deletions
+1 -1
View File
@@ -102,7 +102,7 @@ public:
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
transform->Position = glm::vec3(0.f, -3.f, -9.f);
transform->Scale = glm::vec3(2.f, 0.5f, 1.f);
//transform->Orientation = glm::rotate(transform->Orientation, glm::radians(35.f), glm::vec3(0, 0, -1));
transform->Orientation = glm::rotate(transform->Orientation, glm::radians(25.f), glm::vec3(0, 0, -1));
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(ent);
sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
+2
View File
@@ -78,6 +78,8 @@ private:
e.Entity1 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
e.Entity2 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureB()->GetBody()];
std::cout << e.Entity1 << " " << e.Entity2 << std::endl;
m_PhysicsSystem->EventBroker->Publish(e);
}
void EndContact(b2Contact* contact)
+3 -3
View File
@@ -56,7 +56,7 @@ void dd::Systems::PhysicsSystem::Update(double dt)
position.x = transformComponent->Position.x;
position.y = transformComponent->Position.y;
float angle = glm::degrees(-glm::eulerAngles(transformComponent->Orientation).z);
float angle = -glm::eulerAngles(transformComponent->Orientation).z;
body->SetTransform(position, angle);
}
@@ -131,7 +131,7 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
bodyDef.position.Set(absoluteTransform.Position.x, absoluteTransform.Position.y);
bodyDef.angle = glm::degrees(-glm::eulerAngles(absoluteTransform.Orientation).z);
bodyDef.angle = -glm::eulerAngles(absoluteTransform.Orientation).z;
if (physicsComponent->Static) {
bodyDef.type = b2_staticBody;
@@ -172,7 +172,7 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
b2FixtureDef fixtureDef;
fixtureDef.shape = pShape;
fixtureDef.density = 1.f;
fixtureDef.restitution = 1.0f;
fixtureDef.restitution = 0.0f;
fixtureDef.friction = 0.3f;
body->CreateFixture(&fixtureDef);