Refactoring and starting to write test for PhysicsSystem
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/*
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This file is part of Daydream Engine.
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Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
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Daydream Engine is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Daydream Engine is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License
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along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <string>
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#include <sstream>
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#include <Sound/CCollisionSound.h>
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#include "ResourceManager.h"
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#include "OBJ.h"
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#include "Model.h"
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#include "Texture.h"
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#include "EventBroker.h"
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#include "RenderQueue.h"
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#include "Renderer.h"
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#include "InputManager.h"
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//TODO: Remove includes that are only here for the temporary draw solution.
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#include "World.h"
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#include "CTransform.h"
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#include "Core/EventBroker.h"
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#include "Rendering/CModel.h"
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#include "Rendering/CSprite.h"
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#include "CTemplate.h"
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#include "Rendering/CPointLight.h"
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#include "Transform/TransformSystem.h"
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#include "Sound/SoundSystem.h"
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#include "Sound/CCollisionSound.h"
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#include "Game/LevelSystem.h"
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#include "Game/PadSystem.h"
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#include "Game/CBall.h"
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#include "Game/CPad.h"
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#include "Game/CBrick.h"
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#include "Game/BallSystem.h"
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#include "Game/Bricks/CPowerUpBrick.h"
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#include "Physics/PhysicsSystem.h"
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#include "Physics/CPhysics.h"
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#include "Physics/CRectangleShape.h"
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#include "Physics/ESetImpulse.h"
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#include "Physics/CWaterVolume.h"
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#include "Game/EGameStart.h"
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#include "Sound/EPlaySound.h"
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#include "GUI/Frame.h"
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#include "GUI/Button.h"
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#include "Game/MainMenu.h"
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#include "Game/HUD.h"
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namespace dd
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{
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class Engine
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{
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public:
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Engine(int argc, char* argv[]) {
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m_EventBroker = std::make_shared<EventBroker>();
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m_Renderer = std::make_shared<Renderer>();
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m_Renderer->SetFullscreen(false);
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//m_Renderer->SetResolution(Rectangle(0, 0, 1920, 1080));
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m_Renderer->SetResolution(Rectangle(0, 0, 675, 1080));
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m_Renderer->Initialize();
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m_FrameStack = new GUI::Frame(m_EventBroker.get());
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m_FrameStack->Width = 675;
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m_FrameStack->Height = 1080;
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auto hud = new GUI::HUD(m_FrameStack, "HUD");
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auto menu = new GUI::MainMenu(m_FrameStack, "MainMenu");
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m_InputManager = std::make_shared<InputManager>(m_Renderer->Window(), m_EventBroker);
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m_World = std::make_shared<World>(m_EventBroker);
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//TODO: Move this out of engine.h
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m_World->ComponentFactory.Register<Components::Transform>();
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m_World->SystemFactory.Register<Systems::TransformSystem>(
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[this]() { return new Systems::TransformSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::TransformSystem>();
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m_World->ComponentFactory.Register<Components::Model>();
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m_World->ComponentFactory.Register<Components::Template>();
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m_World->ComponentFactory.Register<Components::CollisionSound>();
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m_World->SystemFactory.Register<Systems::SoundSystem>(
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[this]() { return new Systems::SoundSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::SoundSystem>();
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m_World->ComponentFactory.Register<Components::Sprite>();
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m_World->ComponentFactory.Register<Components::RectangleShape>();
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m_World->ComponentFactory.Register<Components::Physics>();
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m_World->ComponentFactory.Register<Components::Ball>();
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m_World->ComponentFactory.Register<Components::Brick>();
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m_World->ComponentFactory.Register<Components::Pad>();
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m_World->ComponentFactory.Register<Components::Life>();
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m_World->ComponentFactory.Register<Components::PowerUp>();
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m_World->ComponentFactory.Register<Components::PowerUpBrick>();
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m_World->SystemFactory.Register<Systems::PhysicsSystem>(
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[this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::PhysicsSystem>();
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m_World->SystemFactory.Register<Systems::LevelSystem>(
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[this]() { return new Systems::LevelSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::LevelSystem>();
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m_World->SystemFactory.Register<Systems::PadSystem>(
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[this]() { return new Systems::PadSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::PadSystem>();
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m_World->SystemFactory.Register<Systems::BallSystem>(
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[this]() { return new Systems::BallSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::BallSystem>();
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m_World->ComponentFactory.Register<Components::Model>();
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m_World->ComponentFactory.Register<Components::Template>();
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m_World->ComponentFactory.Register<Components::PointLight>();
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m_World->ComponentFactory.Register<Components::WaterVolume>();
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m_World->Initialize();
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//OctoBall
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{
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auto ent = m_World->CreateEntity();
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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, 0.26f, -9.f);
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transform->Scale = glm::vec3(0.5f, 0.5f, 0.5f);
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transform->Velocity = glm::vec3(0.0f, -10.f, 0.f);
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auto model = m_World->AddComponent<Components::Model>(ent);
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model->ModelFile = "Models/Test/Ball/Ballopus.obj";
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std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
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std::shared_ptr<Components::Ball> ball = m_World->AddComponent<Components::Ball>(ent);
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ball->Speed = 5.f;
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<<<<<<< HEAD
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
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physics->Static = false;
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physics->Category = CollisionLayer::Type::Ball;
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physics->Mask = CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall;
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physics->Calculate = true;
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=======
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
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physics->Static = false;
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>>>>>>> origin/master
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auto plight = m_World->AddComponent<Components::PointLight>(ent);
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plight->Radius = 2.f;
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m_World->CommitEntity(ent);
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}
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//PointLightTest
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{
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auto t_Light = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_Light);
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transform->Position = glm::vec3(2.f, 1.5f, -9.f);
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auto pl = m_World->AddComponent<Components::PointLight>(t_Light);
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pl->Radius = 8.f;
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m_World->CommitEntity(t_Light);
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}
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//Halfpipe background test model.
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{
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auto t_halfPipe = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_halfPipe);
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transform->Position = glm::vec3(0.f, 0.f, -15.f);
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transform->Scale = glm::vec3(15.f);
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auto model = m_World->AddComponent<Components::Model>(t_halfPipe);
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model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj";
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model->Color = glm::vec4(1.f, 1.f, 1.f, 0.3f);
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m_World->CommitEntity(t_halfPipe);
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}
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//Background
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{
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auto background = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(background);
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transform->Position = glm::vec3(0.f, 0.f, -30.f);
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transform->Scale = glm::vec3(2681.f / 50.f, 1080.f / 50.f, 1.f);
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auto sprite = m_World->AddComponent<Components::Sprite>(background);
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sprite->SpriteFile = "Textures/Background.png";
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m_World->CommitEntity(background);
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}
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//Water test
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{
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auto t_waterBody = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_waterBody);
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transform->Position = glm::vec3(0.f, -4.5f, -10.f);
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transform->Scale = glm::vec3(7.f, 1.5f, 1.f);
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auto water = m_World->AddComponent<Components::WaterVolume>(t_waterBody);
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auto body = m_World->AddComponent<Components::RectangleShape>(t_waterBody);
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m_World->CommitEntity(t_waterBody);
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}
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//TODO: Why does the ball not collide with these bricks?
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//BottomBox
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{
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auto topWall = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(topWall);
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transform->Position = glm::vec3(0.f, -6.f, -9.9f);
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transform->Scale = glm::vec3(10.f, 0.5f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
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topWall);
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
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physics->Static = true;
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m_World->CommitEntity(topWall);
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}
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//SideBox
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// {
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// auto topWall = m_World->CreateEntity();
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// std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(topWall);
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// transform->Position = glm::vec3(3.f, -3.0f, -9.9f);
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// transform->Scale = glm::vec3(0.5f, 3.f, 1.f);
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// std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
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// sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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// std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
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// topWall);
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// std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
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// physics->Static = true;
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// m_World->CommitEntity(topWall);
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// }
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// //OtherSideBox
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// {
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// auto topWall = m_World->CreateEntity();
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// std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(topWall);
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// transform->Position = glm::vec3(-4.f, -3.0f, -9.9f);
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// transform->Scale = glm::vec3(0.5f, 3.0f, 1.f);
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// std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
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// sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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// std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
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// topWall);
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// std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
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// physics->Static = true;
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// m_World->CommitEntity(topWall);
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// }
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{
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auto topWall = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(
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topWall);
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transform->Position = glm::vec3(0.f, 6.f, -10.f);
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transform->Scale = glm::vec3(20.f, 0.5f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
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topWall);
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
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physics->Static = true;
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physics->Category = CollisionLayer::Type::Wall;
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physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::Brick;
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m_World->CommitEntity(topWall);
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}
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{
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auto leftWall = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(
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leftWall);
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transform->Position = glm::vec3(-4.f, 1.f, -10.f);
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transform->Scale = glm::vec3(0.5f, 20.f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(leftWall);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
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leftWall);
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(leftWall);
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physics->Static = true;
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physics->Category = CollisionLayer::Type::Wall;
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physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::Brick;
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m_World->CommitEntity(leftWall);
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}
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{
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auto rightWall = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(
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rightWall);
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transform->Position = glm::vec3(4.f, 1.f, -10.f);
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transform->Scale = glm::vec3(0.5f, 20.f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(rightWall);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
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rightWall);
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(rightWall);
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physics->Static = true;
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physics->Category = CollisionLayer::Type::Wall;
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physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::Brick;
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m_World->CommitEntity(rightWall);
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}
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{
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auto ent = m_World->CreateEntity();
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m_World->SetProperty(ent, "Name", "Pad");
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auto ctransform = m_World->AddComponent<Components::Transform>(ent);
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ctransform->Position = glm::vec3(0.f, -5.f, -10.f);
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ctransform->Scale = glm::vec3(1.0f, 1.0f, 1.f);
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auto rectangle = m_World->AddComponent<Components::RectangleShape>(ent);
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auto physics = m_World->AddComponent<Components::Physics>(ent);
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physics->Static = false;
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physics->Category = CollisionLayer::Type::Pad;
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physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::PowerUp;
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physics->Calculate = true;
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auto cModel = m_World->AddComponent<Components::Model>(ent);
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cModel->ModelFile = "Models/Submarine2.obj";
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auto pad = m_World->AddComponent<Components::Pad>(ent);
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m_World->CommitEntity(ent);
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}
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|
||||||
//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<GUI::Frame>();
|
|
||||||
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<Engine>();
|
|
||||||
// Swap event queues
|
|
||||||
m_EventBroker->Swap();
|
|
||||||
|
|
||||||
glfwPollEvents();
|
|
||||||
}
|
|
||||||
|
|
||||||
std::shared_ptr<Systems::TransformSystem> m_TransformSystem;
|
|
||||||
std::shared_ptr<Systems::LevelSystem> m_LevelSystem;
|
|
||||||
|
|
||||||
//TODO: Get this out of engine.h
|
|
||||||
void TEMPAddToRenderQueue()
|
|
||||||
{
|
|
||||||
if (!m_TransformSystem)
|
|
||||||
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
|
|
||||||
|
|
||||||
for (auto &pair : *m_World->GetEntities())
|
|
||||||
{
|
|
||||||
EntityID entity = pair.first;
|
|
||||||
|
|
||||||
auto templateComponent = m_World->GetComponent<Components::Template>(entity);
|
|
||||||
if (templateComponent)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
|
||||||
if (!transform)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
auto modelComponent = m_World->GetComponent<Components::Model>(entity);
|
|
||||||
if (modelComponent)
|
|
||||||
{
|
|
||||||
Model* modelAsset = nullptr;
|
|
||||||
modelAsset = ResourceManager::Load<Model>(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<Components::PointLight>(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<Components::WaterVolume>(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<Components::Sprite>(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<Texture>(spriteComponent->SpriteFile);
|
|
||||||
auto texturenorm = ResourceManager::Load<Texture>(normal);
|
|
||||||
auto texturespec = ResourceManager::Load<Texture>(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<EventBroker> m_EventBroker;
|
|
||||||
GUI::Frame* m_FrameStack = nullptr;
|
|
||||||
std::shared_ptr<Renderer> m_Renderer;
|
|
||||||
RenderQueueCollection m_RendererQueue;
|
|
||||||
std::shared_ptr<InputManager> m_InputManager;
|
|
||||||
std::shared_ptr<World> m_World;
|
|
||||||
|
|
||||||
//TODO: Redo
|
|
||||||
bool m_GameIsRunning = false;
|
|
||||||
dd::EventRelay<Engine, dd::Events::GameStart> 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;
|
|
||||||
};
|
|
||||||
|
|
||||||
}
|
|
||||||
@@ -70,6 +70,8 @@ private:
|
|||||||
std::list<Impulse> m_Impulses;
|
std::list<Impulse> m_Impulses;
|
||||||
|
|
||||||
void CreateBody(EntityID entity);
|
void CreateBody(EntityID entity);
|
||||||
|
void SyncEntitiesWithBodies();
|
||||||
|
void SyncBodiesWithEntities();
|
||||||
void InitializeWater();
|
void InitializeWater();
|
||||||
void SyncWater(); //TODO: Probably remove this
|
void SyncWater(); //TODO: Probably remove this
|
||||||
void CreateParticleGroup(EntityID entity);
|
void CreateParticleGroup(EntityID entity);
|
||||||
@@ -96,6 +98,7 @@ private:
|
|||||||
};
|
};
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
#endif //DAYDREAM_PHYSICSSYSTEM_H
|
#endif
|
||||||
|
|||||||
+146
-117
@@ -1,8 +1,6 @@
|
|||||||
#include "PrecompiledHeader.h"
|
#include "PrecompiledHeader.h"
|
||||||
#include "Physics/PhysicsSystem.h"
|
#include "Physics/PhysicsSystem.h"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
void dd::Systems::PhysicsSystem::RegisterComponents(ComponentFactory* cf)
|
void dd::Systems::PhysicsSystem::RegisterComponents(ComponentFactory* cf)
|
||||||
{
|
{
|
||||||
cf->Register<Components::CircleShape>();
|
cf->Register<Components::CircleShape>();
|
||||||
@@ -22,7 +20,6 @@ void dd::Systems::PhysicsSystem::InitializeWater()
|
|||||||
{
|
{
|
||||||
b2ParticleSystemDef m_ParticleSystemDef;
|
b2ParticleSystemDef m_ParticleSystemDef;
|
||||||
m_ParticleSystemDef.radius = 0.13f;
|
m_ParticleSystemDef.radius = 0.13f;
|
||||||
|
|
||||||
m_ParticleSystem = m_PhysicsWorld->CreateParticleSystem(&m_ParticleSystemDef);
|
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];
|
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;
|
b2Vec2 impulse;
|
||||||
impulse.x = event.Impulse.x;
|
impulse.x = event.Impulse.x;
|
||||||
impulse.y = event.Impulse.y;
|
impulse.y = event.Impulse.y;
|
||||||
@@ -38,123 +40,139 @@ bool dd::Systems::PhysicsSystem::SetImpulse(const Events::SetImpulse &event)
|
|||||||
point.x = event.Point.x;
|
point.x = event.Point.x;
|
||||||
point.y = event.Point.y;
|
point.y = event.Point.y;
|
||||||
|
|
||||||
|
|
||||||
Impulse i;
|
Impulse i;
|
||||||
i.Body = body;
|
i.Body = body;
|
||||||
i.Impulse = impulse;
|
i.Impulse = impulse;
|
||||||
i.Point = point;
|
i.Point = point;
|
||||||
|
|
||||||
m_Impulses.push_back(i);
|
m_Impulses.push_back(i);
|
||||||
|
|
||||||
return true;
|
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<Components::Transform>(entity);
|
||||||
|
if (! transformComponent) {
|
||||||
|
continue;
|
||||||
|
LOG_ERROR("RigidBody with no TransformComponent");
|
||||||
|
}
|
||||||
|
|
||||||
|
auto physicsComponent = m_World->GetComponent<Components::Physics>(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<Components::Transform>(entity);
|
||||||
|
if (! transformComponent) {
|
||||||
|
continue;
|
||||||
|
LOG_ERROR("RigidBody with no TransformComponent");
|
||||||
|
}
|
||||||
|
|
||||||
|
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
|
||||||
|
if (! physicsComponent) {
|
||||||
|
continue;
|
||||||
|
LOG_ERROR("RigidBody with no PhysicsComponent");
|
||||||
|
}
|
||||||
|
|
||||||
|
auto parent = m_World->GetEntityParent(entity);
|
||||||
|
if (parent == 0) {
|
||||||
|
auto physicsComponent = m_World->GetComponent<Components::Physics>(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)
|
void dd::Systems::PhysicsSystem::Update(double dt)
|
||||||
{
|
{
|
||||||
|
|
||||||
m_Accumulator += dt;
|
m_Accumulator += dt;
|
||||||
|
|
||||||
while(m_Accumulator >= m_TimeStep)
|
while(m_Accumulator >= m_TimeStep)
|
||||||
{
|
{
|
||||||
|
SyncEntitiesWithBodies();
|
||||||
|
|
||||||
for (auto i : m_EntitiesToBodies) {
|
//Apply Impulses Must be done after SyncEntitiesWithBodies
|
||||||
EntityID entity = i.first;
|
|
||||||
b2Body* body = i.second;
|
|
||||||
|
|
||||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
|
||||||
if (! transformComponent) {
|
|
||||||
continue;
|
|
||||||
LOG_ERROR("RigidBody with no TransformComponent");
|
|
||||||
}
|
|
||||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
for (auto i : m_Impulses) {
|
for (auto i : m_Impulses) {
|
||||||
i.Body->ApplyLinearImpulse(i.Impulse, i.Point, true);
|
i.Body->ApplyLinearImpulse(i.Impulse, i.Point, true);
|
||||||
}
|
}
|
||||||
m_Impulses.clear();
|
m_Impulses.clear();
|
||||||
|
|
||||||
|
//Update the PhysicsWorld
|
||||||
m_PhysicsWorld->Step(m_TimeStep, m_VelocityIterations, m_PositionIterations);
|
m_PhysicsWorld->Step(m_TimeStep, m_VelocityIterations, m_PositionIterations);
|
||||||
|
|
||||||
|
SyncBodiesWithEntities();
|
||||||
|
|
||||||
|
b2Vec2* positionBuffer = m_ParticleSystem->GetPositionBuffer();
|
||||||
for (auto i : m_EntitiesToBodies) {
|
for (auto i : m_EntitiesToParticleHandle) {
|
||||||
EntityID entity = i.first;
|
EntityID entity = i.first;
|
||||||
b2Body* body = i.second;
|
b2ParticleHandle* particleH = i.second;
|
||||||
|
|
||||||
if (body == nullptr) {
|
b2Vec2 positionB2 = positionBuffer[particleH->GetIndex()];
|
||||||
LOG_ERROR("This body should not exist");
|
glm::vec2 position = glm::vec2(positionB2.x, positionB2.y);
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
|
||||||
if (! transformComponent)
|
|
||||||
continue;
|
|
||||||
auto parent = m_World->GetEntityParent(entity);
|
|
||||||
if (parent == 0) {
|
|
||||||
|
|
||||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
|
EntityID entityParent = m_World->GetEntityParent(entity);
|
||||||
if (physicsComponent->Calculate) { //TODO: REPLACE THIS WITH PARTICLE COLLISION FILTERS
|
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||||
transformComponent->Position.x = transformComponent->Position.x + (transformComponent->Velocity.x * m_TimeStep);
|
auto transformParent = m_World->GetComponent<Components::Transform>(entityParent);
|
||||||
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;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
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<Components::Transform>(entity);
|
|
||||||
auto transformParent = m_World->GetComponent<Components::Transform>(entityParent);
|
|
||||||
|
|
||||||
transform->Position = glm::vec3(position.x, position.y, -10) - transformParent->Position;
|
|
||||||
}
|
|
||||||
|
|
||||||
m_Accumulator -= dt;
|
m_Accumulator -= dt;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -189,14 +207,16 @@ void dd::Systems::PhysicsSystem::OnEntityRemoved(EntityID entity)
|
|||||||
}
|
}
|
||||||
|
|
||||||
b2Body* body = m_EntitiesToBodies[entity];
|
b2Body* body = m_EntitiesToBodies[entity];
|
||||||
|
if (body == nullptr) {
|
||||||
if (body != nullptr) {
|
LOG_ERROR("Trying to remove non-exsisting body, Entity: %i", entity);
|
||||||
m_EntitiesToBodies.erase(entity);
|
return;
|
||||||
m_BodiesToEntities.erase(body);
|
|
||||||
|
|
||||||
m_PhysicsWorld->DestroyBody(body);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
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;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||||
if(!transformComponent) {
|
if(!transformComponent) {
|
||||||
LOG_ERROR("No TransformComponent in CreateBody");
|
LOG_ERROR("No TransformComponent in CreateBody");
|
||||||
@@ -241,14 +260,11 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
|
|||||||
auto circleComponent = m_World->GetComponent<Components::CircleShape>(entity);
|
auto circleComponent = m_World->GetComponent<Components::CircleShape>(entity);
|
||||||
if (circleComponent) {
|
if (circleComponent) {
|
||||||
pShape = new b2CircleShape();
|
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;
|
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;
|
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;
|
delete pShape;
|
||||||
|
|
||||||
|
if(physicsComponent->Static) {
|
||||||
|
body->SetType(b2BodyType::b2_staticBody);
|
||||||
|
} else if (! physicsComponent->Static) {
|
||||||
|
body->SetType(b2BodyType::b2_dynamicBody);
|
||||||
|
}
|
||||||
|
|
||||||
body->SetGravityScale(physicsComponent->GravityScale);
|
body->SetGravityScale(physicsComponent->GravityScale);
|
||||||
m_EntitiesToBodies.insert(std::make_pair(entity, body));
|
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 t_waterparticle = m_World->CreateEntity(e);
|
||||||
auto transformChild = m_World->AddComponent<Components::Transform>(t_waterparticle);
|
auto transformChild = m_World->AddComponent<Components::Transform>(t_waterparticle);
|
||||||
//auto sprite = m_World->AddComponent<Components::Sprite>(t_waterparticle);
|
|
||||||
|
|
||||||
transformChild->Position = glm::vec3(t_ParticlePositions[i].x - transform->Position.x, t_ParticlePositions[i].y - transform->Position.y, -9.5f);
|
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;
|
transformChild->Scale = glm::vec3(m_ParticleSystem->GetRadius())/transform->Scale;
|
||||||
//sprite->SpriteFile = "Textures/Ball.png";
|
|
||||||
m_World->CommitEntity(t_waterparticle);
|
m_World->CommitEntity(t_waterparticle);
|
||||||
|
|
||||||
m_EntitiesToParticleHandle.insert(std::make_pair(t_waterparticle, m_ParticleSystem->GetParticleHandleFromIndex(i)));
|
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()
|
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) {
|
if (m_ContactListener != nullptr) {
|
||||||
delete m_ContactListener;
|
delete m_ContactListener;
|
||||||
m_ContactListener = nullptr;
|
m_ContactListener = nullptr;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (m_PhysicsWorld != nullptr) {
|
||||||
|
delete m_PhysicsWorld;
|
||||||
|
m_PhysicsWorld = nullptr;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -0,0 +1,51 @@
|
|||||||
|
#include "PrecompiledHeader.h"
|
||||||
|
#include <boost/test/unit_test.hpp>
|
||||||
|
#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> eventBroker = std::make_shared<EventBroker>();
|
||||||
|
World world(eventBroker);
|
||||||
|
|
||||||
|
world.SystemFactory.Register<Systems::TransformSystem>(
|
||||||
|
[this]() { return new Systems::TransformSystem(&world, eventBroker); });
|
||||||
|
world.AddSystem<Systems::TransformSystem>();
|
||||||
|
|
||||||
|
world.SystemFactory.Register<Systems::PhysicsSystem>(
|
||||||
|
[this]() { return new Systems::PhysicsSystem(&world, eventBroker); });
|
||||||
|
world.AddSystem<Systems::PhysicsSystem>();
|
||||||
|
|
||||||
|
world.ComponentFactory.Register<Components::RectangleShape>();
|
||||||
|
world.ComponentFactory.Register<Components::Physics>();
|
||||||
|
|
||||||
|
//Create entity
|
||||||
|
EntityID ent = world.CreateEntity();
|
||||||
|
|
||||||
|
auto transform = world.AddComponent<Components::Transform>(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<Components::Physics>(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<Components::RectangleShape>(ent);
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user