From 7733a44d53a56f7029108bea0a68aa61f1f62f6e Mon Sep 17 00:00:00 2001 From: viktorljung Date: Tue, 29 Sep 2015 12:08:13 +0200 Subject: [PATCH] Refactoring and starting to write test for PhysicsSystem --- include/Core/Engine.h.orig | 562 -------------------------- include/Physics/PhysicsSystem.h | 5 +- src/game/Physics/PhysicsSystem.cpp | 263 ++++++------ src/tests/RemovePhysicsSystemTest.cpp | 51 +++ 4 files changed, 201 insertions(+), 680 deletions(-) delete mode 100644 include/Core/Engine.h.orig create mode 100644 src/tests/RemovePhysicsSystemTest.cpp diff --git a/include/Core/Engine.h.orig b/include/Core/Engine.h.orig deleted file mode 100644 index f19102e..0000000 --- a/include/Core/Engine.h.orig +++ /dev/null @@ -1,562 +0,0 @@ -/* - This file is part of Daydream Engine. - Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung - - Daydream Engine is free software: you can redistribute it and/or modify - it under the terms of the GNU Lesser General Public License as published by - the Free Software Foundation, either version 3 of the License, or - (at your option) any later version. - - Daydream Engine is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU Lesser General Public License for more details. - - You should have received a copy of the GNU Lesser General Public License - along with Daydream Engine. If not, see . -*/ - -#include -#include -#include - -#include "ResourceManager.h" -#include "OBJ.h" -#include "Model.h" -#include "Texture.h" -#include "EventBroker.h" -#include "RenderQueue.h" -#include "Renderer.h" -#include "InputManager.h" -//TODO: Remove includes that are only here for the temporary draw solution. -#include "World.h" -#include "CTransform.h" -#include "Core/EventBroker.h" -#include "Rendering/CModel.h" -#include "Rendering/CSprite.h" -#include "CTemplate.h" -#include "Rendering/CPointLight.h" -#include "Transform/TransformSystem.h" -#include "Sound/SoundSystem.h" -#include "Sound/CCollisionSound.h" -#include "Game/LevelSystem.h" -#include "Game/PadSystem.h" -#include "Game/CBall.h" -#include "Game/CPad.h" -#include "Game/CBrick.h" -#include "Game/BallSystem.h" -#include "Game/Bricks/CPowerUpBrick.h" - -#include "Physics/PhysicsSystem.h" -#include "Physics/CPhysics.h" -#include "Physics/CRectangleShape.h" -#include "Physics/ESetImpulse.h" -#include "Physics/CWaterVolume.h" - -#include "Game/EGameStart.h" -#include "Sound/EPlaySound.h" - -#include "GUI/Frame.h" -#include "GUI/Button.h" -#include "Game/MainMenu.h" -#include "Game/HUD.h" - -namespace dd -{ - -class Engine -{ - -public: - Engine(int argc, char* argv[]) { - m_EventBroker = std::make_shared(); - - m_Renderer = std::make_shared(); - m_Renderer->SetFullscreen(false); - //m_Renderer->SetResolution(Rectangle(0, 0, 1920, 1080)); - m_Renderer->SetResolution(Rectangle(0, 0, 675, 1080)); - m_Renderer->Initialize(); - - m_FrameStack = new GUI::Frame(m_EventBroker.get()); - m_FrameStack->Width = 675; - m_FrameStack->Height = 1080; - auto hud = new GUI::HUD(m_FrameStack, "HUD"); - auto menu = new GUI::MainMenu(m_FrameStack, "MainMenu"); - - m_InputManager = std::make_shared(m_Renderer->Window(), m_EventBroker); - - m_World = std::make_shared(m_EventBroker); - - //TODO: Move this out of engine.h - m_World->ComponentFactory.Register(); - m_World->SystemFactory.Register( - [this]() { return new Systems::TransformSystem(m_World.get(), m_EventBroker); }); - m_World->AddSystem(); - m_World->ComponentFactory.Register(); - m_World->ComponentFactory.Register(); - - m_World->ComponentFactory.Register(); - m_World->SystemFactory.Register( - [this]() { return new Systems::SoundSystem(m_World.get(), m_EventBroker); }); - m_World->AddSystem(); - - m_World->ComponentFactory.Register(); - - m_World->ComponentFactory.Register(); - m_World->ComponentFactory.Register(); - m_World->ComponentFactory.Register(); - m_World->ComponentFactory.Register(); - m_World->ComponentFactory.Register(); - m_World->ComponentFactory.Register(); - - m_World->ComponentFactory.Register(); - m_World->ComponentFactory.Register(); - - m_World->SystemFactory.Register( - [this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); }); - m_World->AddSystem(); - - m_World->SystemFactory.Register( - [this]() { return new Systems::LevelSystem(m_World.get(), m_EventBroker); }); - m_World->AddSystem(); - m_World->SystemFactory.Register( - [this]() { return new Systems::PadSystem(m_World.get(), m_EventBroker); }); - m_World->AddSystem(); - m_World->SystemFactory.Register( - [this]() { return new Systems::BallSystem(m_World.get(), m_EventBroker); }); - m_World->AddSystem(); - - m_World->ComponentFactory.Register(); - m_World->ComponentFactory.Register(); - m_World->ComponentFactory.Register(); - m_World->ComponentFactory.Register(); - m_World->Initialize(); - - - //OctoBall - { - auto ent = m_World->CreateEntity(); - std::shared_ptr transform = m_World->AddComponent(ent); - transform->Position = glm::vec3(-0.f, 0.26f, -9.f); - transform->Scale = glm::vec3(0.5f, 0.5f, 0.5f); - transform->Velocity = glm::vec3(0.0f, -10.f, 0.f); - auto model = m_World->AddComponent(ent); - model->ModelFile = "Models/Test/Ball/Ballopus.obj"; - std::shared_ptr circleShape = m_World->AddComponent(ent); - std::shared_ptr ball = m_World->AddComponent(ent); - ball->Speed = 5.f; -<<<<<<< HEAD - std::shared_ptr physics = m_World->AddComponent(ent); - physics->Static = false; - physics->Category = CollisionLayer::Type::Ball; - physics->Mask = CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall; - physics->Calculate = true; -======= - std::shared_ptr physics = m_World->AddComponent(ent); - physics->Static = false; ->>>>>>> origin/master - - auto plight = m_World->AddComponent(ent); - plight->Radius = 2.f; - - m_World->CommitEntity(ent); - } - - //PointLightTest - { - auto t_Light = m_World->CreateEntity(); - auto transform = m_World->AddComponent(t_Light); - transform->Position = glm::vec3(2.f, 1.5f, -9.f); - auto pl = m_World->AddComponent(t_Light); - pl->Radius = 8.f; - m_World->CommitEntity(t_Light); - } - - //Halfpipe background test model. - { - auto t_halfPipe = m_World->CreateEntity(); - auto transform = m_World->AddComponent(t_halfPipe); - transform->Position = glm::vec3(0.f, 0.f, -15.f); - transform->Scale = glm::vec3(15.f); - auto model = m_World->AddComponent(t_halfPipe); - model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj"; - model->Color = glm::vec4(1.f, 1.f, 1.f, 0.3f); - m_World->CommitEntity(t_halfPipe); - } - - //Background - { - auto background = m_World->CreateEntity(); - auto transform = m_World->AddComponent(background); - transform->Position = glm::vec3(0.f, 0.f, -30.f); - transform->Scale = glm::vec3(2681.f / 50.f, 1080.f / 50.f, 1.f); - auto sprite = m_World->AddComponent(background); - sprite->SpriteFile = "Textures/Background.png"; - m_World->CommitEntity(background); - } - - //Water test - { - auto t_waterBody = m_World->CreateEntity(); - auto transform = m_World->AddComponent(t_waterBody); - transform->Position = glm::vec3(0.f, -4.5f, -10.f); - transform->Scale = glm::vec3(7.f, 1.5f, 1.f); - auto water = m_World->AddComponent(t_waterBody); - auto body = m_World->AddComponent(t_waterBody); - m_World->CommitEntity(t_waterBody); - } - //TODO: Why does the ball not collide with these bricks? - //BottomBox - { - auto topWall = m_World->CreateEntity(); - auto transform = m_World->AddComponent(topWall); - transform->Position = glm::vec3(0.f, -6.f, -9.9f); - transform->Scale = glm::vec3(10.f, 0.5f, 1.f); - std::shared_ptr sprite = m_World->AddComponent(topWall); - sprite->SpriteFile = "Textures/Core/ErrorTexture.png"; - std::shared_ptr boxShape = m_World->AddComponent( - topWall); - std::shared_ptr physics = m_World->AddComponent(topWall); - physics->Static = true; - m_World->CommitEntity(topWall); - } - //SideBox -// { -// auto topWall = m_World->CreateEntity(); -// std::shared_ptr transform = m_World->AddComponent(topWall); -// transform->Position = glm::vec3(3.f, -3.0f, -9.9f); -// transform->Scale = glm::vec3(0.5f, 3.f, 1.f); -// std::shared_ptr sprite = m_World->AddComponent(topWall); -// sprite->SpriteFile = "Textures/Core/ErrorTexture.png"; -// std::shared_ptr boxShape = m_World->AddComponent( -// topWall); -// std::shared_ptr physics = m_World->AddComponent(topWall); -// physics->Static = true; -// m_World->CommitEntity(topWall); -// } -// //OtherSideBox -// { -// auto topWall = m_World->CreateEntity(); -// std::shared_ptr transform = m_World->AddComponent(topWall); -// transform->Position = glm::vec3(-4.f, -3.0f, -9.9f); -// transform->Scale = glm::vec3(0.5f, 3.0f, 1.f); -// std::shared_ptr sprite = m_World->AddComponent(topWall); -// sprite->SpriteFile = "Textures/Core/ErrorTexture.png"; -// std::shared_ptr boxShape = m_World->AddComponent( -// topWall); -// std::shared_ptr physics = m_World->AddComponent(topWall); -// physics->Static = true; -// m_World->CommitEntity(topWall); -// } - - { - auto topWall = m_World->CreateEntity(); - std::shared_ptr transform = m_World->AddComponent( - topWall); - transform->Position = glm::vec3(0.f, 6.f, -10.f); - transform->Scale = glm::vec3(20.f, 0.5f, 1.f); - - std::shared_ptr sprite = m_World->AddComponent(topWall); - sprite->SpriteFile = "Textures/Core/ErrorTexture.png"; - - std::shared_ptr boxShape = m_World->AddComponent( - topWall); - - std::shared_ptr physics = m_World->AddComponent(topWall); - physics->Static = true; - physics->Category = CollisionLayer::Type::Wall; - physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::Brick; - - m_World->CommitEntity(topWall); - } - - { - auto leftWall = m_World->CreateEntity(); - std::shared_ptr transform = m_World->AddComponent( - leftWall); - transform->Position = glm::vec3(-4.f, 1.f, -10.f); - transform->Scale = glm::vec3(0.5f, 20.f, 1.f); - - std::shared_ptr sprite = m_World->AddComponent(leftWall); - sprite->SpriteFile = "Textures/Core/ErrorTexture.png"; - - std::shared_ptr boxShape = m_World->AddComponent( - leftWall); - - std::shared_ptr physics = m_World->AddComponent(leftWall); - physics->Static = true; - physics->Category = CollisionLayer::Type::Wall; - physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::Brick; - - m_World->CommitEntity(leftWall); - } - - { - auto rightWall = m_World->CreateEntity(); - std::shared_ptr transform = m_World->AddComponent( - rightWall); - transform->Position = glm::vec3(4.f, 1.f, -10.f); - transform->Scale = glm::vec3(0.5f, 20.f, 1.f); - - std::shared_ptr sprite = m_World->AddComponent(rightWall); - sprite->SpriteFile = "Textures/Core/ErrorTexture.png"; - - std::shared_ptr boxShape = m_World->AddComponent( - rightWall); - - std::shared_ptr physics = m_World->AddComponent(rightWall); - physics->Static = true; - physics->Category = CollisionLayer::Type::Wall; - physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::Brick; - - m_World->CommitEntity(rightWall); - } - - { - auto ent = m_World->CreateEntity(); - m_World->SetProperty(ent, "Name", "Pad"); - auto ctransform = m_World->AddComponent(ent); - ctransform->Position = glm::vec3(0.f, -5.f, -10.f); - ctransform->Scale = glm::vec3(1.0f, 1.0f, 1.f); - auto rectangle = m_World->AddComponent(ent); - auto physics = m_World->AddComponent(ent); - physics->Static = false; - physics->Category = CollisionLayer::Type::Pad; - physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::PowerUp; - physics->Calculate = true; - auto cModel = m_World->AddComponent(ent); - cModel->ModelFile = "Models/Submarine2.obj"; - - auto pad = m_World->AddComponent(ent); - m_World->CommitEntity(ent); - } - - - //EVENT_SUBSCRIBE_MEMBER(m_EGameStart, &Engine::OnGameStart); - m_EGameStart = decltype(m_EGameStart)(std::bind(&Engine::OnGameStart, this, std::placeholders::_1)); - m_EventBroker->Subscribe(m_EGameStart); - - m_LastTime = glfwGetTime(); - } - - bool Running() const { return !glfwWindowShouldClose(m_Renderer->Window()); } - - void Tick() - { - double currentTime = glfwGetTime(); - double dt = currentTime - m_LastTime; - m_LastTime = currentTime; - - // Update input - m_InputManager->Update(dt); - // Swap event queues to get fresh input data in the read queue - //m_EventBroker->Swap(); - - ResourceManager::Update(); - if (m_GameIsRunning) { - m_World->Update(dt); - } - m_EventBroker->Process(); - m_FrameStack->UpdateLayered(dt); - - m_RendererQueue.Clear(); - m_FrameStack->DrawLayered(m_RendererQueue); - //TODO Fill up the renderQueue with models (Temp fix) - if (m_GameIsRunning) { - TEMPAddToRenderQueue(); - } - - // Render scene - //TODO send renderqueue to draw. - m_Renderer->Draw(m_RendererQueue); - - m_EventBroker->Process(); - // Swap event queues - m_EventBroker->Swap(); - - glfwPollEvents(); - } - - std::shared_ptr m_TransformSystem; - std::shared_ptr m_LevelSystem; - - //TODO: Get this out of engine.h - void TEMPAddToRenderQueue() - { - if (!m_TransformSystem) - m_TransformSystem = m_World->GetSystem(); - - for (auto &pair : *m_World->GetEntities()) - { - EntityID entity = pair.first; - - auto templateComponent = m_World->GetComponent(entity); - if (templateComponent) - continue; - - auto transform = m_World->GetComponent(entity); - if (!transform) - continue; - - auto modelComponent = m_World->GetComponent(entity); - if (modelComponent) - { - Model* modelAsset = nullptr; - modelAsset = ResourceManager::Load(modelComponent->ModelFile); - - if (modelAsset) - { - Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity); - glm::mat4 modelMatrix = glm::translate(glm::mat4(), absoluteTransform.Position) - * glm::toMat4(absoluteTransform.Orientation) - * glm::scale(absoluteTransform.Scale); - EnqueueModel(modelAsset, modelMatrix, modelComponent->Transparent, modelComponent->Color, modelComponent->ModelFile); - } - } - - auto pointLightComponent = m_World->GetComponent(entity); - if (pointLightComponent) - { - Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity); - EnqueuePointLight(absoluteTransform.Position, - pointLightComponent->Diffuse, - pointLightComponent->Specular, - pointLightComponent->Radius); - } - - auto parent = m_World->GetEntityParent(entity); - if(parent != 0) { - auto waterParticleComponent = m_World->GetComponent(parent); - if (waterParticleComponent) { - //TODO: Remove hardcoded color. - //TODO: Do i even need modelMatrix? - Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity); - glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position) - * glm::scale(absoluteTransform.Scale); - EnqueueWaterParticles(absoluteTransform.Position, glm::vec4(1.f, 1.f, 1.f, 1.f), modelMatrix, absoluteTransform.Position.z); - } - } - - - auto spriteComponent = m_World->GetComponent(entity); - if (spriteComponent) - { - - std::string normal = spriteComponent->NormalTexture; - std::string spec = spriteComponent->SpecularTexture; - - if (normal.empty()) { - normal = "Textures/Core/NeutralNormalMap.png"; - } - if (spec.empty()) { - spec = "Textures/Core/NeutralSpecularMap.png"; - } - auto texturediff = ResourceManager::Load(spriteComponent->SpriteFile); - auto texturenorm = ResourceManager::Load(normal); - auto texturespec = ResourceManager::Load(spec); - - - Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity); - glm::quat orientation2D = glm::angleAxis(glm::eulerAngles(absoluteTransform.Orientation).z, glm::vec3(0, 0, -1)); - glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position) - * glm::toMat4(orientation2D) - * glm::scale(absoluteTransform.Scale); - EnqueueSprite(texturediff, texturenorm, texturespec, modelMatrix, spriteComponent->Color, absoluteTransform.Position.z); - } - } - - } - - //TODO: Get this out of engine.h - void EnqueueModel(Model* model, glm::mat4 modelMatrix, float transparent, glm::vec4 color, std::string fileName) - { - for (auto texGroup : model->TextureGroups) - { - ModelJob job; - job.TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0; - job.DiffuseTexture = (texGroup.Texture) ? *texGroup.Texture : 0; - job.NormalTexture = (texGroup.NormalMap) ? *texGroup.NormalMap : 0; - job.SpecularTexture = (texGroup.SpecularMap) ? *texGroup.SpecularMap : 0; - job.VAO = model->VAO; - job.ElementBuffer = model->ElementBuffer; - job.StartIndex = texGroup.StartIndex; - job.EndIndex = texGroup.EndIndex; - job.ModelMatrix = modelMatrix; - job.Color = color; - - m_RendererQueue.Deferred.Add(job); - } - } - - // TODO: Get this out of engine.h - void EnqueueSprite(Texture* texture, Texture* normalTexture, Texture* specularTexture, glm::mat4 modelMatrix, glm::vec4 color, float depth) - { - SpriteJob job; - job.TextureID = texture->ResourceID; - job.DiffuseTexture = *texture; - job.NormalTexture = *normalTexture; - job.SpecularTexture = *specularTexture; - job.ModelMatrix = modelMatrix; - job.Color = color; - job.Depth = depth; - - - m_RendererQueue.Forward.Add(job); - } - - void EnqueuePointLight(glm::vec3 position, glm::vec3 diffuseColor, glm::vec3 specularColor, float radius) - { - PointLightJob job; - job.Position = position; - job.DiffuseColor = diffuseColor; - job.SpecularColor = specularColor; - job.Radius = radius; - - m_RendererQueue.Lights.Add(job); - - } - - void EnqueueWaterParticles(glm::vec3 position, glm::vec4 color, glm::mat4 modelMatrix, float depth) - { - WaterParticleJob job; - job.Position = position; - job.Color = color; - job.ModelMatrix = modelMatrix; - job.Depth = depth; - - m_RendererQueue.Forward.Add(job); - } - -private: - std::shared_ptr m_EventBroker; - GUI::Frame* m_FrameStack = nullptr; - std::shared_ptr m_Renderer; - RenderQueueCollection m_RendererQueue; - std::shared_ptr m_InputManager; - std::shared_ptr m_World; - - //TODO: Redo - bool m_GameIsRunning = false; - dd::EventRelay m_EGameStart; - bool OnGameStart(const dd::Events::GameStart &event) - { - m_GameIsRunning = true; - //Todo: Move this - { - dd::Events::PlaySound e; - e.path = "Sounds/BGM/under-the-sea-instrumental.wav"; - e.isAmbient = true; - m_EventBroker->Publish(e); - } - { - dd::Events::PlaySound e; - e.path = "Sounds/BGM/water-flowing.wav"; - e.volume = 0.3f; - e.isAmbient = true; - m_EventBroker->Publish(e); - } - }; - double m_LastTime; -}; - -} diff --git a/include/Physics/PhysicsSystem.h b/include/Physics/PhysicsSystem.h index 4ab4157..43ca4a0 100644 --- a/include/Physics/PhysicsSystem.h +++ b/include/Physics/PhysicsSystem.h @@ -70,6 +70,8 @@ private: std::list m_Impulses; void CreateBody(EntityID entity); + void SyncEntitiesWithBodies(); + void SyncBodiesWithEntities(); void InitializeWater(); void SyncWater(); //TODO: Probably remove this void CreateParticleGroup(EntityID entity); @@ -96,6 +98,7 @@ private: }; } + } -#endif //DAYDREAM_PHYSICSSYSTEM_H +#endif diff --git a/src/game/Physics/PhysicsSystem.cpp b/src/game/Physics/PhysicsSystem.cpp index 8c6f5ed..5929178 100644 --- a/src/game/Physics/PhysicsSystem.cpp +++ b/src/game/Physics/PhysicsSystem.cpp @@ -1,8 +1,6 @@ #include "PrecompiledHeader.h" #include "Physics/PhysicsSystem.h" - - void dd::Systems::PhysicsSystem::RegisterComponents(ComponentFactory* cf) { cf->Register(); @@ -22,7 +20,6 @@ void dd::Systems::PhysicsSystem::InitializeWater() { b2ParticleSystemDef m_ParticleSystemDef; m_ParticleSystemDef.radius = 0.13f; - m_ParticleSystem = m_PhysicsWorld->CreateParticleSystem(&m_ParticleSystemDef); } @@ -30,6 +27,11 @@ bool dd::Systems::PhysicsSystem::SetImpulse(const Events::SetImpulse &event) { b2Body* body = m_EntitiesToBodies[event.Entity]; + if (body == nullptr) { + LOG_ERROR("Entity: %i, Tried to set an impulse on a body that does not exsist", event.Entity); + return false; + } + b2Vec2 impulse; impulse.x = event.Impulse.x; impulse.y = event.Impulse.y; @@ -38,123 +40,139 @@ bool dd::Systems::PhysicsSystem::SetImpulse(const Events::SetImpulse &event) point.x = event.Point.x; point.y = event.Point.y; - Impulse i; i.Body = body; i.Impulse = impulse; i.Point = point; m_Impulses.push_back(i); - return true; } +void dd::Systems::PhysicsSystem::SyncEntitiesWithBodies() +{ + + for (auto i : m_EntitiesToBodies) { + EntityID entity = i.first; + b2Body* body = i.second; + + if (body == nullptr) { + LOG_ERROR("This body should not exist, please fix this"); + continue; + } + + auto transformComponent = m_World->GetComponent(entity); + if (! transformComponent) { + continue; + LOG_ERROR("RigidBody with no TransformComponent"); + } + + auto physicsComponent = m_World->GetComponent(entity); + if (! physicsComponent) { + continue; + LOG_ERROR("RigidBody with no PhysicsComponent"); + } + + + + if (m_World->GetEntityParent(entity) == 0) { //TODO: Make this work with childs too + b2Vec2 position; + position.x = transformComponent->Position.x; + position.y = transformComponent->Position.y; + float angle = glm::eulerAngles(transformComponent->Orientation).z; + body->SetTransform(position, angle); + body->SetLinearVelocity(b2Vec2(transformComponent->Velocity.x, transformComponent->Velocity.y)); + body->SetGravityScale(physicsComponent->GravityScale); + + b2Filter filter; + filter.categoryBits = physicsComponent->Category; + filter.maskBits = physicsComponent->Mask; + body->GetFixtureList()->SetFilterData(filter); + } + } +} + +void dd::Systems::PhysicsSystem::SyncBodiesWithEntities() +{ + for (auto i : m_BodiesToEntities) { + b2Body* body = i.first; + EntityID entity = i.second; + + if (body == nullptr) { + LOG_ERROR("This body should not exist, please fix this"); + continue; + } + + auto transformComponent = m_World->GetComponent(entity); + if (! transformComponent) { + continue; + LOG_ERROR("RigidBody with no TransformComponent"); + } + + auto physicsComponent = m_World->GetComponent(entity); + if (! physicsComponent) { + continue; + LOG_ERROR("RigidBody with no PhysicsComponent"); + } + + auto parent = m_World->GetEntityParent(entity); + if (parent == 0) { + auto physicsComponent = m_World->GetComponent(entity); + + if (physicsComponent->Calculate) { //TODO: REPLACE THIS WITH PARTICLE COLLISION FILTERS + transformComponent->Position.x = transformComponent->Position.x + (transformComponent->Velocity.x * m_TimeStep); + transformComponent->Position.y = transformComponent->Position.y + (transformComponent->Velocity.y * m_TimeStep); + } else { + b2Vec2 position = body->GetPosition(); + transformComponent->Position.x = position.x; + transformComponent->Position.y = position.y; + + float angle = body->GetAngle(); + transformComponent->Orientation = glm::quat(glm::vec3(0, 0, angle)); + + b2Vec2 velocity = body->GetLinearVelocity(); + transformComponent->Velocity.x = velocity.x; + transformComponent->Velocity.y = velocity.y; + } + } + } +} + void dd::Systems::PhysicsSystem::Update(double dt) { - m_Accumulator += dt; + while(m_Accumulator >= m_TimeStep) { + SyncEntitiesWithBodies(); - for (auto i : m_EntitiesToBodies) { - EntityID entity = i.first; - b2Body* body = i.second; - - auto transformComponent = m_World->GetComponent(entity); - if (! transformComponent) { - continue; - LOG_ERROR("RigidBody with no TransformComponent"); - } - auto physicsComponent = m_World->GetComponent(entity); - if (! physicsComponent) { - continue; - LOG_ERROR("RigidBody with no PhysicsComponent"); - } - - - if (body == nullptr) { - LOG_ERROR("This body should not exist"); - continue; - } - - if (m_World->GetEntityParent(entity) == 0) { //TODO: Make this work with childs too - b2Vec2 position; - position.x = transformComponent->Position.x; - position.y = transformComponent->Position.y; - float angle = glm::eulerAngles(transformComponent->Orientation).z; - body->SetTransform(position, angle); - body->SetLinearVelocity(b2Vec2(transformComponent->Velocity.x, transformComponent->Velocity.y)); - body->SetGravityScale(physicsComponent->GravityScale); - - b2Filter filter; - filter.categoryBits = physicsComponent->Category; - filter.maskBits = physicsComponent->Mask; - body->GetFixtureList()->SetFilterData(filter); - } - } - + //Apply Impulses Must be done after SyncEntitiesWithBodies for (auto i : m_Impulses) { i.Body->ApplyLinearImpulse(i.Impulse, i.Point, true); } m_Impulses.clear(); - + //Update the PhysicsWorld m_PhysicsWorld->Step(m_TimeStep, m_VelocityIterations, m_PositionIterations); + SyncBodiesWithEntities(); - - for (auto i : m_EntitiesToBodies) { + b2Vec2* positionBuffer = m_ParticleSystem->GetPositionBuffer(); + for (auto i : m_EntitiesToParticleHandle) { EntityID entity = i.first; - b2Body* body = i.second; + b2ParticleHandle* particleH = i.second; - if (body == nullptr) { - LOG_ERROR("This body should not exist"); - continue; - } + b2Vec2 positionB2 = positionBuffer[particleH->GetIndex()]; + glm::vec2 position = glm::vec2(positionB2.x, positionB2.y); - auto transformComponent = m_World->GetComponent(entity); - if (! transformComponent) - continue; - auto parent = m_World->GetEntityParent(entity); - if (parent == 0) { - auto physicsComponent = m_World->GetComponent(entity); - if (physicsComponent->Calculate) { //TODO: REPLACE THIS WITH PARTICLE COLLISION FILTERS - transformComponent->Position.x = transformComponent->Position.x + (transformComponent->Velocity.x * m_TimeStep); - transformComponent->Position.y = transformComponent->Position.y + (transformComponent->Velocity.y * m_TimeStep); - } - else { - b2Vec2 position = body->GetPosition(); - transformComponent->Position.x = position.x; - transformComponent->Position.y = position.y; - - float angle = body->GetAngle(); - transformComponent->Orientation = glm::quat(glm::vec3(0, 0, angle)); - - b2Vec2 velocity = body->GetLinearVelocity(); - transformComponent->Velocity.x = velocity.x; - transformComponent->Velocity.y = velocity.y; - } - } + EntityID entityParent = m_World->GetEntityParent(entity); + auto transform = m_World->GetComponent(entity); + auto transformParent = m_World->GetComponent(entityParent); + transform->Position = glm::vec3(position.x, position.y, -10) - transformParent->Position; } - b2Vec2* positionBuffer = m_ParticleSystem->GetPositionBuffer(); - for (auto i : m_EntitiesToParticleHandle) { - EntityID entity = i.first; - b2ParticleHandle* particleH = i.second; - - b2Vec2 positionB2 = positionBuffer[particleH->GetIndex()]; - glm::vec2 position = glm::vec2(positionB2.x, positionB2.y); - - - EntityID entityParent = m_World->GetEntityParent(entity); - auto transform = m_World->GetComponent(entity); - auto transformParent = m_World->GetComponent(entityParent); - - transform->Position = glm::vec3(position.x, position.y, -10) - transformParent->Position; - } - m_Accumulator -= dt; } } @@ -189,14 +207,16 @@ void dd::Systems::PhysicsSystem::OnEntityRemoved(EntityID entity) } b2Body* body = m_EntitiesToBodies[entity]; - - if (body != nullptr) { - m_EntitiesToBodies.erase(entity); - m_BodiesToEntities.erase(body); - - m_PhysicsWorld->DestroyBody(body); + if (body == nullptr) { + LOG_ERROR("Trying to remove non-exsisting body, Entity: %i", entity); + return; } + m_EntitiesToBodies.erase(entity); + m_BodiesToEntities.erase(body); + + body->GetWorld()->DestroyBody(body); + //delete body; } @@ -208,7 +228,6 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity) return; } - auto transformComponent = m_World->GetComponent(entity); if(!transformComponent) { LOG_ERROR("No TransformComponent in CreateBody"); @@ -241,14 +260,11 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity) auto circleComponent = m_World->GetComponent(entity); if (circleComponent) { pShape = new b2CircleShape(); - pShape->m_radius = absoluteTransform.Scale.x; - - - if (absoluteTransform.Scale.x != absoluteTransform.Scale.y && absoluteTransform.Scale.y != absoluteTransform.Scale.z) { - LOG_WARNING("Circles has to be of uniform scale."); - } pShape->m_radius = absoluteTransform.Scale.x/2; + if (absoluteTransform.Scale.x != absoluteTransform.Scale.y && absoluteTransform.Scale.y != absoluteTransform.Scale.z) { + LOG_WARNING("Circles has to be of uniform scale. xScale has been used for radius"); + } } } @@ -258,20 +274,21 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity) fixtureDef.filter.maskBits = physicsComponent->Mask; - if(physicsComponent->Static) { - body->CreateFixture(&fixtureDef); //Density kanske ska vara 0 på statiska kroppar - } - else { - fixtureDef.shape = pShape; - fixtureDef.density = 10.f; - fixtureDef.restitution = 1.0f; - fixtureDef.friction = 0.0f; - body->CreateFixture(&fixtureDef); - } + fixtureDef.shape = pShape; + fixtureDef.density = 10.f; + fixtureDef.restitution = 1.0f; + fixtureDef.friction = 0.0f; + body->CreateFixture(&fixtureDef); + delete pShape; + if(physicsComponent->Static) { + body->SetType(b2BodyType::b2_staticBody); + } else if (! physicsComponent->Static) { + body->SetType(b2BodyType::b2_dynamicBody); + } body->SetGravityScale(physicsComponent->GravityScale); m_EntitiesToBodies.insert(std::make_pair(entity, body)); @@ -301,11 +318,8 @@ void dd::Systems::PhysicsSystem::CreateParticleGroup(EntityID e) { auto t_waterparticle = m_World->CreateEntity(e); auto transformChild = m_World->AddComponent(t_waterparticle); - //auto sprite = m_World->AddComponent(t_waterparticle); - transformChild->Position = glm::vec3(t_ParticlePositions[i].x - transform->Position.x, t_ParticlePositions[i].y - transform->Position.y, -9.5f); transformChild->Scale = glm::vec3(m_ParticleSystem->GetRadius())/transform->Scale; - //sprite->SpriteFile = "Textures/Ball.png"; m_World->CommitEntity(t_waterparticle); m_EntitiesToParticleHandle.insert(std::make_pair(t_waterparticle, m_ParticleSystem->GetParticleHandleFromIndex(i))); @@ -320,9 +334,24 @@ void dd::Systems::PhysicsSystem::CreateParticleGroup(EntityID e) dd::Systems::PhysicsSystem::~PhysicsSystem() { - //TODO: INPUT CODE HERE + for (auto i = m_BodiesToEntities.begin(); i != m_BodiesToEntities.end(); i++) { + b2Body* body = i->first; + body->GetWorld()->DestroyBody(body); + //delete body; + } + m_BodiesToEntities.clear(); + m_EntitiesToBodies.clear(); + m_Impulses.clear(); + + //TODO:REMOVE PARTICLE SYSTEMS + if (m_ContactListener != nullptr) { delete m_ContactListener; m_ContactListener = nullptr; } + + if (m_PhysicsWorld != nullptr) { + delete m_PhysicsWorld; + m_PhysicsWorld = nullptr; + } } diff --git a/src/tests/RemovePhysicsSystemTest.cpp b/src/tests/RemovePhysicsSystemTest.cpp new file mode 100644 index 0000000..5cae97f --- /dev/null +++ b/src/tests/RemovePhysicsSystemTest.cpp @@ -0,0 +1,51 @@ +#include "PrecompiledHeader.h" +#include +#include "Core/World.h" +#include "Core/EventBroker.h" +#include "Physics/PhysicsSystem.h" +#include "Transform/TransformSystem.h" + +#include "Physics/CPhysics.h" +#include "Physics/CRectangleShape.h" + + + + +using namespace dd; + +BOOST_AUTO_TEST_CASE(RemovePhysicsSystemTest) +{ + // Setup world + std::shared_ptr eventBroker = std::make_shared(); + World world(eventBroker); + + world.SystemFactory.Register( + [this]() { return new Systems::TransformSystem(&world, eventBroker); }); + world.AddSystem(); + + world.SystemFactory.Register( + [this]() { return new Systems::PhysicsSystem(&world, eventBroker); }); + world.AddSystem(); + + world.ComponentFactory.Register(); + world.ComponentFactory.Register(); + + //Create entity + EntityID ent = world.CreateEntity(); + + auto transform = world.AddComponent(ent); + transform->Position = glm::vec3(20.f, 0.f, -10.f); + transform->Velocity = glm::vec3(1.f, 3.f, 0.f); + transform->Scale = glm::vec3(2.f, 5.f, 1.f); + + auto physics = world.AddComponent(ent); + physics->Static = false; + physics->Calculate = true; + physics->Category = CollisionLayer::Type::Ball; + physics->Mask = CollisionLayer::Type::Brick | CollisionLayer::Type::Pad | CollisionLayer::Wall; + physics->GravityScale = 0.f; + + auto rectangle = world.AddComponent(ent); + + +} \ No newline at end of file