pad moving with physics velocity
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@@ -114,7 +114,7 @@ public:
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
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transform->Position = glm::vec3(0.5f, 0.f, -10.f);
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transform->Scale = glm::vec3(1.f, 1.f, 1.f);
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transform->Velocity = glm::vec3(0.0f, 0.f, 0.f);
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transform->Velocity = glm::vec3(0.0f, -5.f, 0.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(ent);
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sprite->SpriteFile = "Textures/Ball.png";
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@@ -130,11 +130,7 @@ public:
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m_World->CommitEntity(ent);
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Events::SetImpulse e;
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e.Entity = ent;
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e.Impulse = glm::vec2(0.f, -7.f);
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e.Point = glm::vec2(0.5f, 0.f);
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m_EventBroker->Publish(e);
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}
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{
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@@ -213,6 +209,7 @@ public:
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ctransform->Scale = glm::vec3(3.2, 0.8, 0.);
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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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auto csprite = m_World->AddComponent<Components::Sprite>(ent);
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auto pad = m_World->AddComponent<Components::Pad>(ent);
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csprite->SpriteFile = "Textures/Pad.png";
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@@ -95,9 +95,12 @@ private:
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void EndContact(b2Contact* contact)
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{ /* handle end event */ }
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void PreSolve(b2Contact* contact, const b2Manifold* oldManifold)
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{ /* handle pre-solve event */ }
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{ /* handle pre-solve event */}
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void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse)
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{ /* handle post-solve event */ }
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{ /* handle post-solve event */
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contact->GetFixtureA()->GetBody()->SetAngularVelocity(0.f);
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contact->GetFixtureB()->GetBody()->SetAngularVelocity(0.f);
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}
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private:
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PhysicsSystem* m_PhysicsSystem;
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+12
-22
@@ -49,8 +49,11 @@ void dd::Systems::PadSystem::Update(double dt)
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transform->Velocity.x = 400.f;
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}
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transform->Position += transform->Velocity * (float)dt;
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transform->Velocity += acceleration * (float)dt;
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transform->Velocity += acceleration * (float)dt;
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transform->Velocity -= transform->Velocity * (0.9f * (float)dt);
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transform->Position.y = -5.f;
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//transform->Orientation = glm::quat();
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std::cout << transform->Velocity.x << ", " << transform->Velocity.y << std::endl;
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if (left)
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{
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@@ -135,31 +138,18 @@ bool dd::Systems::PadSystem::OnContact(const dd::Events::Contact &event)
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float movementMultiplier = 2.f;
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float movementX = (event.ContactPoint.x - transformPad->Position.x) * movementMultiplier;
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float movementY = glm::cos((abs(movementX) / (3.2f * movementMultiplier)) * 3.14159265359f / 2) * 2.f;
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//float movementX = (event.ContactPoint.x - transformPad->Position.x) * movementMultiplier;
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//float movementY = glm::cos((abs(movementX) / (3.2f * movementMultiplier)) * 3.14159265359f / 2) * 2.f;
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std::cout << movementX << " " << movementY << std::endl;
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// std::cout << movementX << " " << movementY << std::endl;
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//Temporary solution. Add a new ball and delete the old one.
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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(transformBall->Position.x, transformBall->Position.y + 0.1f, -10.f);
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transform->Scale = glm::vec3(1.f, 1.f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(ent);
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sprite->SpriteFile = "Textures/Ball.png";
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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> cball = m_World->AddComponent<Components::Ball>(ent);
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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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float len = glm::length<float>(transformBall->Velocity);
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m_World->RemoveEntity(entityBall);
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m_World->CommitEntity(ent);
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transformBall->Velocity += glm::vec3(transformPad->Velocity.x, 0, 0);
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transformBall->Velocity = glm::normalize(transformBall->Velocity) * len;
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Events::SetImpulse e;
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e.Entity = ent;
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e.Impulse = glm::vec2(movementX, movementY);
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e.Point = glm::vec2(event.ContactPoint);
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EventBroker->Publish(e);
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//transform->Velocity = glm::vec3(movementX, movementY, 0.f);
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}
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bool dd::Systems::PadSystem::PadSteeringInputController::OnCommand(const Events::InputCommand &event)
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@@ -66,7 +66,10 @@ void dd::Systems::PhysicsSystem::Update(double dt)
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body->SetTransform(position, angle);
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body->SetLinearVelocity(b2Vec2(transformComponent->Velocity.x, transformComponent->Velocity.y));
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}
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}
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@@ -84,13 +87,6 @@ void dd::Systems::PhysicsSystem::Update(double dt)
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}
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for (auto i : m_EntitiesToBodies) {
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EntityID entity = i.first;
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b2Body* body = i.second;
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@@ -98,6 +94,7 @@ void dd::Systems::PhysicsSystem::Update(double dt)
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auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
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if (m_World->GetEntityParent(entity) == 0) {
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b2Vec2 position = body->GetPosition();
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transformComponent->Position.x = position.x;
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@@ -109,9 +106,9 @@ void dd::Systems::PhysicsSystem::Update(double dt)
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transformComponent->Orientation = glm::quat(glm::vec3(0, 0, -angle));
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b2Vec2 velocity = body->GetLinearVelocity();
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transformComponent->Velocity.x = velocity.x;
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transformComponent->Velocity.y = velocity.y;
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}
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}
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}
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@@ -169,6 +166,7 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
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bodyDef.type = b2_staticBody;
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} else {
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bodyDef.type = b2_dynamicBody;
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}
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@@ -205,7 +203,7 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
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fixtureDef.shape = pShape;
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fixtureDef.density = 1.f;
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fixtureDef.restitution = 1.0f;
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fixtureDef.friction = 0.3f;
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fixtureDef.friction = 0.0f;
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body->CreateFixture(&fixtureDef);
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}
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