Rotation right this time
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@@ -102,7 +102,7 @@ public:
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
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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->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->Scale = glm::vec3(2.f, 0.5f, 1.f);
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//transform->Orientation = glm::rotate(transform->Orientation, glm::radians(35.f), glm::vec3(0, 0, -1));
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transform->Orientation = glm::rotate(transform->Orientation, glm::radians(25.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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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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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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@@ -78,6 +78,8 @@ private:
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e.Entity1 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
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e.Entity1 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
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e.Entity2 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureB()->GetBody()];
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e.Entity2 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureB()->GetBody()];
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std::cout << e.Entity1 << " " << e.Entity2 << std::endl;
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m_PhysicsSystem->EventBroker->Publish(e);
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m_PhysicsSystem->EventBroker->Publish(e);
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}
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}
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void EndContact(b2Contact* contact)
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void EndContact(b2Contact* contact)
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@@ -56,7 +56,7 @@ void dd::Systems::PhysicsSystem::Update(double dt)
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position.x = transformComponent->Position.x;
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position.x = transformComponent->Position.x;
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position.y = transformComponent->Position.y;
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position.y = transformComponent->Position.y;
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float angle = glm::degrees(-glm::eulerAngles(transformComponent->Orientation).z);
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float angle = -glm::eulerAngles(transformComponent->Orientation).z;
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body->SetTransform(position, angle);
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body->SetTransform(position, angle);
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}
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}
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@@ -131,7 +131,7 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
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bodyDef.position.Set(absoluteTransform.Position.x, absoluteTransform.Position.y);
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bodyDef.position.Set(absoluteTransform.Position.x, absoluteTransform.Position.y);
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bodyDef.angle = glm::degrees(-glm::eulerAngles(absoluteTransform.Orientation).z);
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bodyDef.angle = -glm::eulerAngles(absoluteTransform.Orientation).z;
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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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bodyDef.type = b2_staticBody;
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@@ -172,7 +172,7 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
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b2FixtureDef fixtureDef;
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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.density = 1.f;
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fixtureDef.restitution = 1.0f;
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fixtureDef.restitution = 0.0f;
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fixtureDef.friction = 0.3f;
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fixtureDef.friction = 0.3f;
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body->CreateFixture(&fixtureDef);
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body->CreateFixture(&fixtureDef);
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