ContactListener and contact events

This commit is contained in:
viktorljung
2015-09-10 21:25:34 +01:00
parent 72bb710448
commit 9bf0ca0e46
6 changed files with 140 additions and 68 deletions
-60
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@@ -1,60 +0,0 @@
#ifndef DAYDREAM_PHYSICSSYSTEM_H
#define DAYDREAM_PHYSICSSYSTEM_H
#include <unordered_map>
#include "Core/System.h"
#include "Core/World.h"
#include "Core/CBoxShape.h"
#include "Core/Physics/CPhysics.h"
#include <Box2D/Box2D.h>
#include "Core/CTransform.h"
#include "Transform/TransformSystem.h"
namespace dd
{
namespace Systems
{
//KOLLA http://box2d.org/manual.pdf p52 Pre-Solve Event
class PhysicsSystem : public System
{
public:
PhysicsSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
: System(world, eventBroker) {}
void RegisterComponents(ComponentFactory* cf) override;
void Initialize() override;
// Called once per system every tick
void Update(double dt) override;
// Called once for every entity in the world every tick
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
// Called when components are committed to an entity
void OnEntityCommit(EntityID entity) override;
// Called when an entity is removed
void OnEntityRemoved(EntityID entity) override;
private:
b2Vec2 m_Gravity;
b2World* m_PhysicsWorld;
float m_TimeStep;
int m_VelocityIterations, m_PositionIterations;
std::unordered_map<EntityID, b2Body*> m_Bodies;
void CreateBody(EntityID entity);
};
}
}
#endif //DAYDREAM_PHYSICSSYSTEM_H
+27
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@@ -0,0 +1,27 @@
//
// Created by Viktor on 10/09/2015.
//
#ifndef Events_ECONTACT_h__
#define Events_ECONTACT_h__
#include <glm/detail/type_vec.hpp>
#include "Core/EventBroker.h"
#include "Core/Entity.h"
namespace dd
{
namespace Events
{
struct Contact : Event
{
EntityID Entity1;
EntityID Entity2;
glm::vec2 ContactPoint;
};
}
}
#endif //Events_ECONTACT_h__
+94
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@@ -0,0 +1,94 @@
#ifndef DAYDREAM_PHYSICSSYSTEM_H
#define DAYDREAM_PHYSICSSYSTEM_H
#include <unordered_map>
#include "Core/System.h"
#include "Core/World.h"
#include "Core/CBoxShape.h"
#include "Physics/CPhysics.h"
#include <Box2D/Box2D.h>
#include "Core/CTransform.h"
#include "Transform/TransformSystem.h"
#include "Physics/EContact.h"
namespace dd
{
namespace Systems
{
//KOLLA http://box2d.org/manual.pdf p52 Pre-Solve Event
class PhysicsSystem : public System
{
friend class ContractListener;
public:
PhysicsSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
: System(world, eventBroker) {}
~PhysicsSystem();
void RegisterComponents(ComponentFactory* cf) override;
void Initialize() override;
// Called once per system every tick
void Update(double dt) override;
// Called once for every entity in the world every tick
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
// Called when components are committed to an entity
void OnEntityCommit(EntityID entity) override;
// Called when an entity is removed
void OnEntityRemoved(EntityID entity) override;
private:
b2Vec2 m_Gravity;
b2World* m_PhysicsWorld;
float m_TimeStep;
int m_VelocityIterations, m_PositionIterations;
std::unordered_map<EntityID, b2Body*> m_EntitiesToBodies;
std::unordered_map<b2Body*, EntityID> m_BodiesToEntities;
void CreateBody(EntityID entity);
class ContactListener : public b2ContactListener
{
public:
ContactListener(PhysicsSystem* physicsSystem)
: m_PhysicsSystem(physicsSystem) { }
void BeginContact(b2Contact* contact)
{
b2Vec2 contactPoint = contact->GetManifold()->localPoint;
Events::Contact e;
e.ContactPoint = glm::vec2(contactPoint.x, contactPoint.y);
e.Entity1 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
e.Entity2 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureB()->GetBody()];
m_PhysicsSystem->EventBroker->Publish(e);
}
void EndContact(b2Contact* contact)
{ /* handle end event */ }
void PreSolve(b2Contact* contact, const b2Manifold* oldManifold)
{ /* handle pre-solve event */ }
void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse)
{ /* handle post-solve event */ }
private:
PhysicsSystem* m_PhysicsSystem;
};
ContactListener* m_ContactListener;
};
}
}
#endif //DAYDREAM_PHYSICSSYSTEM_H
+1 -1
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@@ -69,7 +69,7 @@ set(SOURCE_FILES
${SOURCE_FILES_Rendering}
${SOURCE_FILES_Transform}
${SOURCE_FILES_Game}
Physics/PhysicsSystem.cpp ../../include/Core/Physics/PhysicsSystem.h ../../include/Core/CBoxShape.h ../../include/Core/Physics/CPhysics.h)
Physics/PhysicsSystem.cpp ../../include/Physics/PhysicsSystem.h ../../include/Core/CBoxShape.h ../../include/Physics/CPhysics.h ../../include/Physics/EContact.h)
if(CMAKE_COMPILER_IS_GNUCXX)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -pthread")
+18 -7
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@@ -1,5 +1,5 @@
#include "PrecompiledHeader.h"
#include "Core/Physics/PhysicsSystem.h"
#include "Physics/PhysicsSystem.h"
@@ -10,19 +10,24 @@ void dd::Systems::PhysicsSystem::RegisterComponents(ComponentFactory* cf)
void dd::Systems::PhysicsSystem::Initialize()
{
m_ContactListener = new ContactListener(this);
m_Gravity = b2Vec2(0.f, -9.82f);
m_PhysicsWorld = new b2World(m_Gravity);
m_TimeStep = 1.f/60.f;
m_VelocityIterations = 6;
m_PositionIterations = 2;
m_PhysicsWorld->SetContactListener(m_ContactListener);
}
void dd::Systems::PhysicsSystem::Update(double dt)
{
m_PhysicsWorld->Step(m_TimeStep, m_VelocityIterations, m_PositionIterations);
for(auto i : m_Bodies)
for(auto i : m_EntitiesToBodies)
{
EntityID entity = i.first;
b2Body* body = i.second;
@@ -101,7 +106,7 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
auto boxComponent = m_World->GetComponent<Components::RectangleShape>(entity);
if(boxComponent){
pShape.SetAsBox(absoluteTransform.Scale.x/2, absoluteTransform.Scale.y/2);
pShape.SetAsBox(absoluteTransform.Scale.x/4, absoluteTransform.Scale.y/4); //TODO: THIS SUCKS DUDE
}
if(physicsComponent->Static){
@@ -112,14 +117,20 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
b2FixtureDef fixtureDef;
fixtureDef.shape = &pShape;
fixtureDef.density = 1.f;
fixtureDef.restitution = 0.2f;
fixtureDef.restitution = 1.0f;
fixtureDef.friction = 0.3f;
body->CreateFixture(&fixtureDef);
}
m_Bodies.insert(std::make_pair(entity, body));
m_EntitiesToBodies.insert(std::make_pair(entity, body));
m_BodiesToEntities.insert(std::make_pair(body, entity));
}
dd::Systems::PhysicsSystem::~PhysicsSystem()
{
if (m_ContactListener != nullptr) {
delete m_ContactListener;
m_ContactListener = nullptr;
}
}