diff --git a/include/Core/Engine.h b/include/Core/Engine.h index 4a8efbc..2a8576a 100644 --- a/include/Core/Engine.h +++ b/include/Core/Engine.h @@ -102,7 +102,7 @@ public: std::shared_ptr transform = m_World->AddComponent(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 sprite = m_World->AddComponent(ent); sprite->SpriteFile = "Textures/Core/ErrorTexture.png"; diff --git a/include/Physics/PhysicsSystem.h b/include/Physics/PhysicsSystem.h index 265e511..6754a1a 100644 --- a/include/Physics/PhysicsSystem.h +++ b/include/Physics/PhysicsSystem.h @@ -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) diff --git a/src/game/Physics/PhysicsSystem.cpp b/src/game/Physics/PhysicsSystem.cpp index bd0b6cc..9905cbd 100644 --- a/src/game/Physics/PhysicsSystem.cpp +++ b/src/game/Physics/PhysicsSystem.cpp @@ -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);