Merge remote-tracking branch 'origin/Physics' into LevelSystemAndSuch
This commit is contained in:
@@ -0,0 +1,12 @@
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# Blender MTL File: 'Bricks.blend'
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# Material Count: 1
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newmtl Material.002
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illum 2
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map_Kd IceBrick_Diffuse.png
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File diff suppressed because it is too large
Load Diff
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After Width: | Height: | Size: 2.0 MiB |
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# Blender MTL File: 'Bricks.blend'
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newmtl Material.004
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# www.blender.org
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|
||||
f 64/34/32 63/18/17 15/14/13
|
||||
f 14/30/28 62/33/31 64/34/32
|
||||
f 94/35/33 65/32/30 17/28/26
|
||||
f 35/36/34 28/2/2 20/1/1
|
||||
f 23/37/35 20/5/1 18/4/4
|
||||
f 19/38/36 21/39/37 23/37/35
|
||||
f 31/40/38 35/36/34 23/41/35
|
||||
f 24/11/10 27/42/39 22/43/40
|
||||
f 19/38/36 25/44/41 26/45/42
|
||||
f 26/46/42 39/47/43 31/40/38
|
||||
f 27/42/39 25/44/41 19/38/36
|
||||
f 79/48/44 77/49/45 25/44/41
|
||||
f 78/50/46 96/51/47 39/47/43
|
||||
f 25/44/41 77/49/45 78/52/46
|
||||
f 76/20/19 79/48/44 27/42/39
|
||||
f 32/21/20 28/2/2 35/36/34
|
||||
f 29/24/22 32/23/20 36/53/48
|
||||
f 30/54/49 34/55/50 36/53/48
|
||||
f 36/56/48 35/36/34 31/40/38
|
||||
f 34/55/50 41/57/51 37/27/25
|
||||
f 30/54/49 33/58/52 40/59/53
|
||||
f 31/40/38 39/47/43 40/60/53
|
||||
f 30/54/49 38/61/54 41/57/51
|
||||
f 38/61/54 95/62/55 98/63/56
|
||||
f 39/47/43 96/51/47 97/64/57
|
||||
f 38/61/54 40/59/53 97/65/57
|
||||
f 41/57/51 98/63/56 94/35/33
|
||||
f 56/66/58 80/67/59 68/68/60
|
||||
f 45/69/61 68/70/60 66/71/62
|
||||
f 42/72/63 43/73/64 45/69/61
|
||||
f 53/74/65 56/66/58 45/69/61
|
||||
f 72/75/66 48/76/67 44/77/68
|
||||
f 42/72/63 46/78/69 47/79/70
|
||||
f 47/79/70 59/80/71 53/74/65
|
||||
f 48/76/67 46/78/69 42/72/63
|
||||
f 51/17/16 49/16/15 46/78/69
|
||||
f 50/19/18 63/18/17 59/80/71
|
||||
f 46/78/69 49/16/15 50/19/18
|
||||
f 76/20/19 51/17/16 48/76/67
|
||||
f 84/81/72 80/67/59 56/66/58
|
||||
f 81/82/73 84/83/72 57/84/74
|
||||
f 52/85/75 55/86/76 57/84/74
|
||||
f 57/84/74 56/66/58 53/74/65
|
||||
f 55/86/76 61/87/77 89/88/78
|
||||
f 52/85/75 54/89/79 60/90/80
|
||||
f 53/74/65 59/80/71 60/90/80
|
||||
f 52/85/75 58/91/81 61/87/77
|
||||
f 58/91/81 62/33/31 65/32/30
|
||||
f 59/80/71 63/18/17 64/34/32
|
||||
f 58/91/81 60/90/80 64/34/32
|
||||
f 61/87/77 65/32/30 94/35/33
|
||||
f 68/68/60 80/67/59 87/92/82
|
||||
f 66/71/62 68/70/60 71/93/83
|
||||
f 67/94/84 70/95/85 71/93/83
|
||||
f 71/96/83 87/92/82 83/97/86
|
||||
f 70/95/85 75/98/87 72/75/66
|
||||
f 67/94/84 69/99/88 74/100/89
|
||||
f 83/97/86 91/101/90 74/102/89
|
||||
f 67/94/84 73/103/91 75/98/87
|
||||
f 73/103/91 77/49/45 79/48/44
|
||||
f 91/101/90 96/104/47 78/105/46
|
||||
f 73/103/91 74/100/89 78/52/46
|
||||
f 75/98/87 79/48/44 76/20/19
|
||||
f 87/92/82 80/67/59 84/81/72
|
||||
f 88/106/92 84/83/72 81/82/73
|
||||
f 82/107/93 85/108/94 88/106/92
|
||||
f 83/97/86 87/92/82 88/109/92
|
||||
f 89/88/78 93/110/95 86/111/96
|
||||
f 82/107/93 90/112/97 92/113/98
|
||||
f 92/114/98 91/101/90 83/97/86
|
||||
f 93/110/95 90/112/97 82/107/93
|
||||
f 98/63/56 95/62/55 90/112/97
|
||||
f 97/115/57 96/104/47 91/101/90
|
||||
f 90/112/97 95/62/55 97/65/57
|
||||
f 94/35/33 98/63/56 93/110/95
|
||||
f 4/6/5 20/1/1 12/3/3
|
||||
f 3/8/7 18/4/4 4/6/5
|
||||
f 2/12/11 1/7/6 4/6/5
|
||||
f 2/12/11 4/6/5 9/9/8
|
||||
f 18/4/4 3/8/7 24/11/10
|
||||
f 5/15/14 1/7/6 6/13/12
|
||||
f 2/12/11 9/9/8 6/13/12
|
||||
f 3/8/7 1/7/6 7/10/9
|
||||
f 7/10/9 5/15/14 51/17/16
|
||||
f 6/13/12 15/14/13 50/19/18
|
||||
f 49/16/15 5/15/14 50/19/18
|
||||
f 24/11/10 7/10/9 76/20/19
|
||||
f 13/22/21 12/3/3 32/21/20
|
||||
f 11/29/27 13/22/21 29/24/22
|
||||
f 11/29/27 8/25/23 13/22/21
|
||||
f 10/26/24 9/9/8 13/22/21
|
||||
f 29/24/22 37/27/25 11/29/27
|
||||
f 10/26/24 8/25/23 16/31/29
|
||||
f 10/26/24 16/31/29 9/9/8
|
||||
f 11/29/27 17/28/26 8/25/23
|
||||
f 17/28/26 65/32/30 14/30/28
|
||||
f 16/31/29 64/34/32 15/14/13
|
||||
f 16/31/29 14/30/28 64/34/32
|
||||
f 37/27/25 94/35/33 17/28/26
|
||||
f 23/41/35 35/36/34 20/1/1
|
||||
f 22/43/40 23/37/35 18/4/4
|
||||
f 22/43/40 19/38/36 23/37/35
|
||||
f 21/116/37 31/40/38 23/41/35
|
||||
f 18/4/4 24/11/10 22/43/40
|
||||
f 21/39/37 19/38/36 26/45/42
|
||||
f 21/116/37 26/46/42 31/40/38
|
||||
f 22/43/40 27/42/39 19/38/36
|
||||
f 27/42/39 79/48/44 25/44/41
|
||||
f 26/46/42 78/50/46 39/47/43
|
||||
f 26/45/42 25/44/41 78/52/46
|
||||
f 24/11/10 76/20/19 27/42/39
|
||||
f 36/56/48 32/21/20 35/36/34
|
||||
f 34/55/50 29/24/22 36/53/48
|
||||
f 33/58/52 30/54/49 36/53/48
|
||||
f 33/117/52 36/56/48 31/40/38
|
||||
f 29/24/22 34/55/50 37/27/25
|
||||
f 38/61/54 30/54/49 40/59/53
|
||||
f 33/117/52 31/40/38 40/60/53
|
||||
f 34/55/50 30/54/49 41/57/51
|
||||
f 41/57/51 38/61/54 98/63/56
|
||||
f 40/60/53 39/47/43 97/64/57
|
||||
f 95/62/55 38/61/54 97/65/57
|
||||
f 37/27/25 41/57/51 94/35/33
|
||||
f 45/69/61 56/66/58 68/68/60
|
||||
f 44/77/68 45/69/61 66/71/62
|
||||
f 44/77/68 42/72/63 45/69/61
|
||||
f 43/73/64 53/74/65 45/69/61
|
||||
f 66/71/62 72/75/66 44/77/68
|
||||
f 43/73/64 42/72/63 47/79/70
|
||||
f 43/73/64 47/79/70 53/74/65
|
||||
f 44/77/68 48/76/67 42/72/63
|
||||
f 48/76/67 51/17/16 46/78/69
|
||||
f 47/79/70 50/19/18 59/80/71
|
||||
f 47/79/70 46/78/69 50/19/18
|
||||
f 72/75/66 76/20/19 48/76/67
|
||||
f 57/84/74 84/81/72 56/66/58
|
||||
f 55/86/76 81/82/73 57/84/74
|
||||
f 54/89/79 52/85/75 57/84/74
|
||||
f 54/89/79 57/84/74 53/74/65
|
||||
f 81/82/73 55/86/76 89/88/78
|
||||
f 58/91/81 52/85/75 60/90/80
|
||||
f 54/89/79 53/74/65 60/90/80
|
||||
f 55/86/76 52/85/75 61/87/77
|
||||
f 61/87/77 58/91/81 65/32/30
|
||||
f 60/90/80 59/80/71 64/34/32
|
||||
f 62/33/31 58/91/81 64/34/32
|
||||
f 89/88/78 61/87/77 94/35/33
|
||||
f 71/96/83 68/68/60 87/92/82
|
||||
f 70/95/85 66/71/62 71/93/83
|
||||
f 69/99/88 67/94/84 71/93/83
|
||||
f 69/118/88 71/96/83 83/97/86
|
||||
f 66/71/62 70/95/85 72/75/66
|
||||
f 73/103/91 67/94/84 74/100/89
|
||||
f 69/118/88 83/97/86 74/102/89
|
||||
f 70/95/85 67/94/84 75/98/87
|
||||
f 75/98/87 73/103/91 79/48/44
|
||||
f 74/102/89 91/101/90 78/105/46
|
||||
f 77/49/45 73/103/91 78/52/46
|
||||
f 72/75/66 75/98/87 76/20/19
|
||||
f 88/109/92 87/92/82 84/81/72
|
||||
f 86/111/96 88/106/92 81/82/73
|
||||
f 86/111/96 82/107/93 88/106/92
|
||||
f 85/119/94 83/97/86 88/109/92
|
||||
f 81/82/73 89/88/78 86/111/96
|
||||
f 85/108/94 82/107/93 92/113/98
|
||||
f 85/119/94 92/114/98 83/97/86
|
||||
f 86/111/96 93/110/95 82/107/93
|
||||
f 93/110/95 98/63/56 90/112/97
|
||||
f 92/114/98 97/115/57 91/101/90
|
||||
f 92/113/98 90/112/97 97/65/57
|
||||
f 89/88/78 94/35/33 93/110/95
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 119 B |
@@ -0,0 +1,21 @@
|
||||
# Blender MTL File: 'Sid.blend'
|
||||
# Material Count: 2
|
||||
|
||||
newmtl Derp
|
||||
Ns 96.078431
|
||||
Ka 0.000000 0.000000 0.000000
|
||||
Kd 0.800000 0.800000 0.800000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ni 1.000000
|
||||
d 1.000000
|
||||
illum 2
|
||||
map_Kd SquidTexture.png
|
||||
|
||||
newmtl None
|
||||
Ns 0
|
||||
Ka 0.000000 0.000000 0.000000
|
||||
Kd 0.8 0.8 0.8
|
||||
Ks 0.8 0.8 0.8
|
||||
d 1
|
||||
illum 2
|
||||
map_Kd SquidTexture.png
|
||||
File diff suppressed because it is too large
Load Diff
Binary file not shown.
|
After Width: | Height: | Size: 16 KiB |
Executable → Regular
+27
-58
@@ -225,12 +225,10 @@ public:
|
||||
|
||||
//Water test
|
||||
{
|
||||
float amount = 1.5f;
|
||||
|
||||
auto t_waterBody = m_World->CreateEntity();
|
||||
auto transform = m_World->AddComponent<Components::Transform>(t_waterBody);
|
||||
transform->Position = glm::vec3(0.f, -6.25f + (amount / 2), -10.f);
|
||||
transform->Scale = glm::vec3(7.f, amount, 1.f);
|
||||
transform->Position = glm::vec3(0.f, -5.5f, -10.f);
|
||||
transform->Scale = glm::vec3(7.f, 1.5f, 1.f);
|
||||
auto water = m_World->AddComponent<Components::WaterVolume>(t_waterBody);
|
||||
auto body = m_World->AddComponent<Components::RectangleShape>(t_waterBody);
|
||||
m_World->CommitEntity(t_waterBody);
|
||||
@@ -239,83 +237,54 @@ public:
|
||||
//TODO: Why does the ball not collide with these bricks?
|
||||
//BottomBox
|
||||
{
|
||||
auto topWall = m_World->CreateEntity();
|
||||
auto transform = m_World->AddComponent<Components::Transform>(topWall);
|
||||
transform->Position = glm::vec3(0.f, -6.f, -9.9f);
|
||||
transform->Scale = glm::vec3(10.f, 0.5f, 1.f);
|
||||
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
|
||||
auto BottomWall = m_World->CreateEntity();
|
||||
auto transform = m_World->AddComponent<Components::Transform>(BottomWall);
|
||||
transform->Position = glm::vec3(0.f, -6.f, -10.f);
|
||||
transform->Scale = glm::vec3(20.f, 0.5f, 1.f);
|
||||
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(BottomWall);
|
||||
sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
|
||||
std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
|
||||
topWall);
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
|
||||
physics->Static = true;
|
||||
m_World->CommitEntity(topWall);
|
||||
std::shared_ptr<Components::RectangleShape> rectangleShape = m_World->AddComponent<Components::RectangleShape>(BottomWall);
|
||||
rectangleShape->Dimensions = glm::vec2(20.f, 0.5f);
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(BottomWall);
|
||||
physics->CollisionType = CollisionType::Type::Static;
|
||||
m_World->CommitEntity(BottomWall);
|
||||
}
|
||||
//SideBox
|
||||
// {
|
||||
// auto topWall = m_World->CreateEntity();
|
||||
// std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(topWall);
|
||||
// transform->Position = glm::vec3(3.f, -3.0f, -9.9f);
|
||||
// transform->Scale = glm::vec3(0.5f, 3.f, 1.f);
|
||||
// std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
|
||||
// sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
|
||||
// std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
|
||||
// topWall);
|
||||
// std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
|
||||
// physics->Static = true;
|
||||
// m_World->CommitEntity(topWall);
|
||||
// }
|
||||
// //OtherSideBox
|
||||
// {
|
||||
// auto topWall = m_World->CreateEntity();
|
||||
// std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(topWall);
|
||||
// transform->Position = glm::vec3(-4.f, -3.0f, -9.9f);
|
||||
// transform->Scale = glm::vec3(0.5f, 3.0f, 1.f);
|
||||
// std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
|
||||
// sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
|
||||
// std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
|
||||
// topWall);
|
||||
// std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
|
||||
// physics->Static = true;
|
||||
// m_World->CommitEntity(topWall);
|
||||
// }
|
||||
|
||||
/*{
|
||||
{
|
||||
auto topWall = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(
|
||||
topWall);
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(topWall);
|
||||
transform->Position = glm::vec3(0.f, 6.f, -10.f);
|
||||
transform->Scale = glm::vec3(20.f, 0.5f, 1.f);
|
||||
|
||||
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
|
||||
sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
|
||||
|
||||
std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
|
||||
topWall);
|
||||
std::shared_ptr<Components::RectangleShape> rectangleShape = m_World->AddComponent<Components::RectangleShape>(topWall);
|
||||
rectangleShape->Dimensions = glm::vec2(20.f, 0.5f);
|
||||
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
|
||||
physics->Static = true;
|
||||
physics->CollisionType = CollisionType::Type::Static;
|
||||
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<Components::Transform> transform = m_World->AddComponent<Components::Transform>(
|
||||
leftWall);
|
||||
transform->Position = glm::vec3(-4.f, 1.f, -10.f);
|
||||
transform->Scale = glm::vec3(0.5f, 35.f, 1.f);
|
||||
transform->Scale = glm::vec3(0.5f, 20.f, 1.f);
|
||||
|
||||
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(leftWall);
|
||||
sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
|
||||
|
||||
std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
|
||||
leftWall);
|
||||
std::shared_ptr<Components::RectangleShape> rectangleShape = m_World->AddComponent<Components::RectangleShape>(leftWall);
|
||||
rectangleShape->Dimensions = glm::vec2(0.5f, 20.f);
|
||||
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(leftWall);
|
||||
physics->Static = true;
|
||||
physics->CollisionType = CollisionType::Type::Static;
|
||||
physics->Category = CollisionLayer::Type::Wall;
|
||||
physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::Brick;
|
||||
|
||||
@@ -327,23 +296,23 @@ public:
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(
|
||||
rightWall);
|
||||
transform->Position = glm::vec3(4.f, 1.f, -10.f);
|
||||
transform->Scale = glm::vec3(0.5f, 35.f, 1.f);
|
||||
transform->Scale = glm::vec3(0.5f, 20.f, 1.f);
|
||||
|
||||
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(rightWall);
|
||||
sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
|
||||
|
||||
std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
|
||||
rightWall);
|
||||
std::shared_ptr<Components::RectangleShape> rectangleShape = m_World->AddComponent<Components::RectangleShape>(rightWall);
|
||||
rectangleShape->Dimensions = glm::vec2(0.5f, 20.f);
|
||||
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(rightWall);
|
||||
physics->Static = true;
|
||||
physics->CollisionType = CollisionType::Type::Static;
|
||||
physics->Category = CollisionLayer::Type::Wall;
|
||||
physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::Brick;
|
||||
|
||||
m_World->CommitEntity(rightWall);
|
||||
}
|
||||
|
||||
|
||||
|
||||
//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);
|
||||
|
||||
@@ -60,6 +60,10 @@ protected:
|
||||
|
||||
virtual bool OnMouseMove(const Events::MouseMove& event)
|
||||
{
|
||||
if (Hidden()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
bool isOver = Rectangle::Intersects(AbsoluteRectangle(), Rectangle(event.X, event.Y, 1, 1));
|
||||
if (isOver && !m_MouseIsOver) { // Enter
|
||||
if (!m_IsDown) {
|
||||
@@ -88,6 +92,11 @@ protected:
|
||||
}
|
||||
virtual bool OnMousePress(const Events::MousePress& event)
|
||||
{
|
||||
if (Hidden()) {
|
||||
LOG_DEBUG("Pressed hidden button");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!Rectangle::Intersects(AbsoluteRectangle(), Rectangle(event.X, event.Y, 1, 1))) {
|
||||
return false;
|
||||
}
|
||||
@@ -107,6 +116,11 @@ protected:
|
||||
}
|
||||
virtual bool OnMouseRelease(const Events::MouseRelease& event)
|
||||
{
|
||||
if (Hidden()) {
|
||||
LOG_DEBUG("Released hidden button");
|
||||
return false;
|
||||
}
|
||||
|
||||
bool isOver = Rectangle::Intersects(AbsoluteRectangle(), Rectangle(event.X, event.Y, 1, 1));
|
||||
if (!isOver && !m_IsDown) {
|
||||
return false;
|
||||
|
||||
@@ -10,7 +10,7 @@ namespace Components
|
||||
|
||||
struct CircleShape : public Component
|
||||
{
|
||||
// Circles are circles
|
||||
float Radius = 1.f;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
+31
-16
@@ -18,26 +18,41 @@ enum Type
|
||||
Wall = 1 << 6
|
||||
};
|
||||
}
|
||||
namespace Components
|
||||
{
|
||||
|
||||
struct Physics: public Component
|
||||
namespace CollisionType
|
||||
{
|
||||
bool Static = true;
|
||||
bool Calculate = false;
|
||||
float GravityScale = 0.f;
|
||||
CollisionLayer::Type Category = CollisionLayer::Type::Other;
|
||||
CollisionLayer::Type Mask =
|
||||
CollisionLayer::Type::Pad |
|
||||
CollisionLayer::Type::Ball |
|
||||
CollisionLayer::Type::Brick |
|
||||
CollisionLayer::Type::Water |
|
||||
CollisionLayer::Type::PowerUp |
|
||||
CollisionLayer::Type::Wall |
|
||||
CollisionLayer::Type::Other;
|
||||
enum Type
|
||||
{
|
||||
Static = 0,
|
||||
Kinematic = 1,
|
||||
Dynamic = 2,
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
|
||||
namespace Components
|
||||
{
|
||||
|
||||
struct Physics: public Component
|
||||
{
|
||||
CollisionType::Type CollisionType = CollisionType::Type::Static;
|
||||
|
||||
bool Calculate = false;
|
||||
float GravityScale = 0.f;
|
||||
|
||||
|
||||
CollisionLayer::Type Category = CollisionLayer::Type::Other;
|
||||
CollisionLayer::Type Mask =
|
||||
CollisionLayer::Type::Pad |
|
||||
CollisionLayer::Type::Ball |
|
||||
CollisionLayer::Type::Brick |
|
||||
CollisionLayer::Type::Water |
|
||||
CollisionLayer::Type::PowerUp |
|
||||
CollisionLayer::Type::Wall |
|
||||
CollisionLayer::Type::Other;
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
#endif //DAYDREAM_CPHYSICS_H
|
||||
|
||||
@@ -10,7 +10,7 @@ namespace Components
|
||||
|
||||
struct RectangleShape : public Component
|
||||
{
|
||||
|
||||
glm::vec2 Dimensions = glm::vec2(1.f, 1.f);
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
+94
-129
@@ -3,167 +3,132 @@
|
||||
|
||||
#include <unordered_map>
|
||||
|
||||
#include "Core/CTransform.h"
|
||||
#include <Box2D/Box2D.h>
|
||||
|
||||
#include "Core/System.h"
|
||||
#include "Core/World.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Core/CTemplate.h"
|
||||
#include "Box2D/Box2D.h"
|
||||
|
||||
#include "Physics/CRectangleShape.h"
|
||||
#include "Physics/CCircleShape.h"
|
||||
#include "Physics/CPhysics.h"
|
||||
#include "Physics/CWaterVolume.h"
|
||||
#include "Core/CTransform.h"
|
||||
#include "Transform/TransformSystem.h"
|
||||
#include "CRectangleShape.h"
|
||||
#include "Physics/CPhysics.h"
|
||||
#include "Physics/EContact.h"
|
||||
#include "Physics/ESetImpulse.h"
|
||||
#include "Physics/CParticle.h"
|
||||
#include "Physics/CCircleShape.h"
|
||||
#include "Physics/CParticleEmitter.h"
|
||||
#include "Game/EPause.h"
|
||||
#include "Game/CPad.h"
|
||||
#include "Game/CPad.h"
|
||||
#include "Game/CBall.h"
|
||||
#include "Transform/TransformSystem.h"
|
||||
#include "Rendering/CSprite.h"
|
||||
|
||||
#include "Core/CTemplate.h"
|
||||
#include "Game/EPause.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace Systems
|
||||
{
|
||||
|
||||
|
||||
class PhysicsSystem : public System
|
||||
{
|
||||
friend class ContractListener;
|
||||
|
||||
public:
|
||||
PhysicsSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
|
||||
: System(world, eventBroker) {}
|
||||
|
||||
~PhysicsSystem();
|
||||
|
||||
EventRelay<PhysicsSystem, Events::SetImpulse> m_SetImpulse;
|
||||
bool SetImpulse(const Events::SetImpulse &event);
|
||||
|
||||
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;
|
||||
|
||||
bool IsPaused() const { return m_Pause; }
|
||||
void SetPause(const bool& pause) { m_Pause = pause; }
|
||||
|
||||
private:
|
||||
b2Vec2 m_Gravity;
|
||||
b2World* m_PhysicsWorld;
|
||||
double m_TimeStep;
|
||||
double m_Accumulator;
|
||||
bool m_Pause = false;
|
||||
|
||||
dd::EventRelay<PhysicsSystem, dd::Events::Pause> m_EPause;
|
||||
bool OnPause(const dd::Events::Pause &event);
|
||||
|
||||
int m_VelocityIterations, m_PositionIterations;
|
||||
|
||||
std::unordered_map<EntityID, b2Body*> m_EntitiesToBodies;
|
||||
std::unordered_map<b2Body*, EntityID> m_BodiesToEntities;
|
||||
|
||||
void CreateBody(EntityID entity);
|
||||
|
||||
std::vector<b2ParticleSystem*> m_ParticleSystem;
|
||||
std::vector<b2ParticleGroup*> t_ParticleGroup;
|
||||
|
||||
std::vector<std::unordered_map<EntityID, const b2ParticleHandle*>> m_EntitiesToParticleHandle;
|
||||
std::vector<std::unordered_map<const b2ParticleHandle*, EntityID>> m_ParticleHandleToEntities;
|
||||
|
||||
b2ParticleSystem* CreateParticleSystem(float radius, float gravityScale);
|
||||
void InitializeWater();
|
||||
void CreateParticleGroup(EntityID entity);
|
||||
void CreateParticleEmitter(EntityID entity);
|
||||
void UpdateParticleEmitters(double dt); //TODO: Remove them and particles if needed.
|
||||
|
||||
//TODO: Fill struct with info needed.
|
||||
struct ParticleEmitter
|
||||
namespace Systems
|
||||
{
|
||||
std::vector<b2ParticleSystem*> ParticleSystem;
|
||||
std::vector<EntityID> ParticleEmitter;
|
||||
std::vector<EntityID> ParticleTemplate;
|
||||
};
|
||||
ParticleEmitter m_ParticleEmitters;
|
||||
|
||||
//TODO: Struct med listor är bättre än en lista med structs
|
||||
struct Impulse
|
||||
{
|
||||
b2Body* Body;
|
||||
b2Vec2 Impulse;
|
||||
b2Vec2 Point;
|
||||
};
|
||||
std::list<Impulse> m_Impulses;
|
||||
|
||||
|
||||
|
||||
class ContactListener : public b2ContactListener
|
||||
{
|
||||
public:
|
||||
ContactListener(PhysicsSystem* physicsSystem)
|
||||
: m_PhysicsSystem(physicsSystem) { }
|
||||
|
||||
void BeginContact(b2Contact* contact)
|
||||
class PhysicsSystem : public System
|
||||
{
|
||||
b2WorldManifold worldManifold;
|
||||
friend class ContractListener;
|
||||
|
||||
contact->GetWorldManifold(&worldManifold);
|
||||
public:
|
||||
PhysicsSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
|
||||
: System(world, eventBroker) { }
|
||||
|
||||
Events::Contact e;
|
||||
e.Entity1 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
|
||||
e.Entity2 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureB()->GetBody()];
|
||||
e.Normal = glm::normalize(glm::vec2(contact->GetManifold()->localNormal.x, contact->GetManifold()->localNormal.y));
|
||||
e.SignificantNormal = glm::normalize((glm::abs(e.Normal.x) > glm::abs(e.Normal.y)) ? glm::vec2(e.Normal.x, 0) : glm::vec2(0, e.Normal.y));
|
||||
~PhysicsSystem();
|
||||
|
||||
m_PhysicsSystem->EventBroker->Publish(e);
|
||||
}
|
||||
void EndContact(b2Contact* contact)
|
||||
{
|
||||
void RegisterComponents(ComponentFactory* cf) override;
|
||||
void Initialize() override;
|
||||
void Update(double dt) override;
|
||||
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
void OnEntityCommit(EntityID entity) override;
|
||||
void OnEntityRemoved(EntityID entity) override;
|
||||
|
||||
}
|
||||
void PreSolve(b2Contact* contact, const b2Manifold* oldManifold)
|
||||
{
|
||||
EntityID entityA = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
|
||||
EntityID entityB = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureB()->GetBody()];
|
||||
|
||||
auto physicsComponentA = m_PhysicsSystem->m_World->GetComponent<Components::Physics>(entityA);
|
||||
auto physicsComponentB = m_PhysicsSystem->m_World->GetComponent<Components::Physics>(entityB);
|
||||
|
||||
if (physicsComponentA != nullptr && physicsComponentB != nullptr) {
|
||||
if (physicsComponentA->Calculate || physicsComponentB->Calculate) {
|
||||
// Turn of collisions
|
||||
contact->SetEnabled(false);
|
||||
}
|
||||
}
|
||||
private:
|
||||
struct Impulse
|
||||
{
|
||||
b2Body* Body;
|
||||
b2Vec2 Impulse;
|
||||
b2Vec2 Point;
|
||||
};
|
||||
bool m_Pause = false;
|
||||
|
||||
|
||||
}
|
||||
void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse)
|
||||
{
|
||||
b2Vec2 m_Gravity = b2Vec2(0.f, -9.82f);
|
||||
b2World* m_PhysicsWorld = nullptr;
|
||||
float m_TimeStep = 1.f/60.f;
|
||||
float m_Accumulator = 0.f;
|
||||
int m_VelocityIterations = 6;
|
||||
int m_PositionIterations = 2;
|
||||
|
||||
}
|
||||
std::vector<b2ParticleSystem*> m_ParticleSystem;
|
||||
std::vector<b2ParticleGroup*> t_ParticleGroup;
|
||||
|
||||
private:
|
||||
PhysicsSystem* m_PhysicsSystem;
|
||||
};
|
||||
std::vector<std::unordered_map<EntityID, const b2ParticleHandle*>> m_EntitiesToParticleHandle;
|
||||
std::vector<std::unordered_map<const b2ParticleHandle*, EntityID>> m_ParticleHandleToEntities;
|
||||
std::unordered_map<EntityID, b2Body*> m_EntitiesToBodies;
|
||||
std::unordered_map<b2Body*, EntityID> m_BodiesToEntities;
|
||||
|
||||
ContactListener* m_ContactListener;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
void CreateBody(EntityID entity);
|
||||
void SyncEntitiesWithBodies();
|
||||
void SyncBodiesWithEntities();
|
||||
void InitializeWater();
|
||||
void CreateParticleGroup(EntityID entity);
|
||||
|
||||
b2ParticleSystem* CreateParticleSystem(float radius, float gravityScale);
|
||||
void CreateParticleEmitter(EntityID entity);
|
||||
void UpdateParticleEmitters(double dt); //TODO: Remove them and particles if needed.
|
||||
|
||||
EventRelay<PhysicsSystem, Events::SetImpulse> m_SetImpulse;
|
||||
bool SetImpulse(const Events::SetImpulse &event);
|
||||
dd::EventRelay<PhysicsSystem, dd::Events::Pause> m_EPause;
|
||||
bool OnPause(const dd::Events::Pause &event);
|
||||
|
||||
//TODO: Fill struct with info needed.
|
||||
struct ParticleEmitter
|
||||
{
|
||||
std::vector<b2ParticleSystem*> ParticleSystem;
|
||||
std::vector<EntityID> ParticleEmitter;
|
||||
std::vector<EntityID> ParticleTemplate;
|
||||
};
|
||||
ParticleEmitter m_ParticleEmitters;
|
||||
|
||||
std::list<Impulse> m_Impulses;
|
||||
|
||||
|
||||
|
||||
class ContactListener : public b2ContactListener
|
||||
{
|
||||
public:
|
||||
ContactListener(PhysicsSystem* physicsSystem)
|
||||
: m_PhysicsSystem(physicsSystem) { }
|
||||
|
||||
void BeginContact(b2Contact* contact);
|
||||
void EndContact(b2Contact* contact);
|
||||
void PreSolve(b2Contact* contact, const b2Manifold* oldManifold);
|
||||
void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse);
|
||||
|
||||
private:
|
||||
PhysicsSystem* m_PhysicsSystem;
|
||||
};
|
||||
|
||||
ContactListener* m_ContactListener;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif //DAYDREAM_PHYSICSSYSTEM_H
|
||||
#endif
|
||||
|
||||
@@ -30,11 +30,12 @@ void dd::Systems::BallSystem::Initialize()
|
||||
auto model = m_World->AddComponent<Components::Model>(ent);
|
||||
model->ModelFile = "Models/Test/Ball/Ballopus.obj";
|
||||
std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
|
||||
circleShape->Radius = 0.5f;
|
||||
std::shared_ptr<Components::Ball> ball = m_World->AddComponent<Components::Ball>(ent);
|
||||
ball->Speed = 5.f;
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
|
||||
std::shared_ptr<Components::Template> ballTemplate = m_World->AddComponent<Components::Template>(ent);
|
||||
physics->Static = false;
|
||||
physics->CollisionType = CollisionType::Type::Dynamic;
|
||||
physics->Category = CollisionLayer::Type::Ball;
|
||||
physics->Mask = CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall;
|
||||
physics->Calculate = true;
|
||||
@@ -71,6 +72,8 @@ void dd::Systems::BallSystem::Update(double dt)
|
||||
|
||||
void dd::Systems::BallSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
//TODO: When the ball collides with 2 bricks on the same frame it is reflected and then reflected again, make it reflect only once like a list or something?
|
||||
|
||||
auto ballComponent = m_World->GetComponent<Components::Ball>(entity);
|
||||
if (IsPaused()) {
|
||||
if (ballComponent != nullptr) {
|
||||
@@ -127,7 +130,8 @@ void dd::Systems::BallSystem::UpdateEntity(double dt, EntityID entity, EntityID
|
||||
EventBroker->Publish(e);
|
||||
return;
|
||||
}
|
||||
} else if (transformBall->Position.x > EdgeX()) {
|
||||
} //Removing this made the wall collisions work again
|
||||
/*else if (transformBall->Position.x > EdgeX()) {
|
||||
if (transformBall->Velocity.x > 0) {
|
||||
glm::vec2 reflectedVelocity = glm::reflect(glm::vec2(transformBall->Velocity.x, transformBall->Velocity.y), glm::vec2(1, 0));
|
||||
transformBall->Velocity = glm::vec3(reflectedVelocity, 0.f);
|
||||
@@ -142,7 +146,7 @@ void dd::Systems::BallSystem::UpdateEntity(double dt, EntityID entity, EntityID
|
||||
glm::vec2 reflectedVelocity = glm::reflect(glm::vec2(transformBall->Velocity.x, transformBall->Velocity.y), glm::vec2(0, 1));
|
||||
transformBall->Velocity = glm::vec3(reflectedVelocity, 0.f);
|
||||
}
|
||||
}
|
||||
}*/
|
||||
}
|
||||
|
||||
if (Lives() != PastLives()) {
|
||||
@@ -249,10 +253,10 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
|
||||
if (m_World->GetProperty<std::string>(otherEntitiy, "Name") == "Pad"){
|
||||
Events::HitPad e;
|
||||
EventBroker->Publish(e);
|
||||
Events::HitLag el;
|
||||
el.Time = 0.1f;
|
||||
el.Type = "All";
|
||||
EventBroker->Publish(el);
|
||||
// Events::HitLag el;
|
||||
// el.Time = 0.1f;
|
||||
//el.Type = "All";
|
||||
// EventBroker->Publish(el);
|
||||
|
||||
auto padTransform = m_World->GetComponent<Components::Transform>(otherEntitiy);
|
||||
float x = (ballTransform->Position.x - padTransform->Position.x) * XMovementMultiplier();
|
||||
|
||||
@@ -24,19 +24,15 @@ void dd::Systems::LevelSystem::Initialize()
|
||||
auto model = m_World->AddComponent<Components::Model>(m_BrickTemplate);
|
||||
std::shared_ptr<Components::Brick> cBrick = m_World->AddComponent<Components::Brick>(m_BrickTemplate);
|
||||
std::shared_ptr<Components::RectangleShape> cRec = m_World->AddComponent<Components::RectangleShape>(m_BrickTemplate);
|
||||
cRec->Dimensions = glm::vec2(0.9f, 0.35f);
|
||||
std::shared_ptr<Components::Physics> cPhys = m_World->AddComponent<Components::Physics>(m_BrickTemplate);
|
||||
std::shared_ptr<Components::Template> cTemplate = m_World->AddComponent<Components::Template>(m_BrickTemplate);
|
||||
cPhys->Static = false;
|
||||
cPhys->CollisionType = CollisionType::Type::Dynamic;
|
||||
cPhys->GravityScale = 0.f;
|
||||
cPhys->Category = CollisionLayer::Type::Brick;
|
||||
cPhys->Mask = CollisionLayer::Type::Ball;
|
||||
|
||||
model->ModelFile = "Models/Test/Brick/Brick.obj";
|
||||
/*if ((line == 1 && row == 4) || (line == 3 && row == 2) || (line == 5 && row == 2)) {
|
||||
std::shared_ptr<Components::PowerUpBrick> cPow = m_World->AddComponent<Components::PowerUpBrick>(brick);
|
||||
}*/
|
||||
|
||||
transform->Scale = glm::vec3(0.8, 0.2, 0.2);
|
||||
model->ModelFile = "Models/Brick/TurquoiseBrick.obj";
|
||||
transform->Position = glm::vec3(50, 50, -10);
|
||||
|
||||
//sound
|
||||
@@ -173,30 +169,13 @@ void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBe
|
||||
auto cBrick = m_World->GetComponent<Components::Brick>(brick);
|
||||
auto cPhys = m_World->GetComponent<Components::Physics>(brick);
|
||||
|
||||
/*auto brick = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(brick);
|
||||
auto model = m_World->AddComponent<Components::Model>(brick);
|
||||
std::shared_ptr<Components::Brick> cBrick = m_World->AddComponent<Components::Brick>(brick);
|
||||
std::shared_ptr<Components::RectangleShape> cRec = m_World->AddComponent<Components::RectangleShape>(brick);
|
||||
std::shared_ptr<Components::Physics> cPhys = m_World->AddComponent<Components::Physics>(brick);*/
|
||||
//std::shared_ptr<Components::Template> cTemplate = m_World->AddComponent<Components::Template>(brick);
|
||||
cPhys->Static = false;
|
||||
cPhys->GravityScale = 0.f;
|
||||
cPhys->Category = CollisionLayer::Type::Brick;
|
||||
cPhys->Mask = CollisionLayer::Type::Ball;
|
||||
|
||||
//model->ModelFile = "Models/Test/Brick/Brick.obj";
|
||||
/*if ((line == 1 && row == 4) || (line == 3 && row == 2) || (line == 5 && row == 2)) {
|
||||
if (typeInt == 2) {
|
||||
std::shared_ptr<Components::PowerUpBrick> cPow = m_World->AddComponent<Components::PowerUpBrick>(brick);
|
||||
}*/
|
||||
|
||||
//transform->Scale = glm::vec3(0.8, 0.2, 0.2);
|
||||
/*if (typeInt == 2) {
|
||||
std::shared_ptr<Components::PowerUpBrick> cPow = m_World->AddComponent<Components::PowerUpBrick>(brick);
|
||||
}*/
|
||||
auto model = m_World->GetComponent<Components::Model>(brick);
|
||||
model->ModelFile = "Models/Brick/IceBrick.obj";
|
||||
}
|
||||
float x = line * spacesBetweenBricks.x;
|
||||
float y = row * spacesBetweenBricks.y;
|
||||
transform->Scale = glm::vec3(0.8, 0.2, 0.2);
|
||||
transform->Position = glm::vec3(x - 3, 5 - spaceToEdge - y , -10.f);
|
||||
cBrick->Score = 10 * num;
|
||||
|
||||
@@ -320,7 +299,7 @@ bool dd::Systems::LevelSystem::OnCreatePowerUp(const dd::Events::CreatePowerUp &
|
||||
auto model = m_World->AddComponent<Components::Model>(powerUp);
|
||||
std::shared_ptr<Components::CircleShape> cRec = m_World->AddComponent<Components::CircleShape>(powerUp);
|
||||
std::shared_ptr<Components::Physics> cPhys = m_World->AddComponent<Components::Physics>(powerUp);
|
||||
cPhys->Static = false;
|
||||
cPhys->CollisionType = CollisionType::Type::Dynamic;
|
||||
cPhys->Category = CollisionLayer::Type::PowerUp;
|
||||
cPhys->Mask = CollisionLayer::Type::Pad;
|
||||
|
||||
|
||||
@@ -34,10 +34,10 @@ void dd::Systems::PadSystem::Initialize()
|
||||
m_World->SetProperty(ent, "Name", "Pad");
|
||||
auto ctransform = m_World->AddComponent<Components::Transform>(ent);
|
||||
ctransform->Position = glm::vec3(0.f, -3.5f, -10.f);
|
||||
ctransform->Scale = glm::vec3(1.0f, 1.0f, 1.f);
|
||||
auto rectangle = m_World->AddComponent<Components::RectangleShape>(ent);
|
||||
auto rectangleShape = m_World->AddComponent<Components::RectangleShape>(ent);
|
||||
rectangleShape->Dimensions = glm::vec2(1.f, 0.5f);
|
||||
auto physics = m_World->AddComponent<Components::Physics>(ent);
|
||||
physics->Static = false;
|
||||
physics->CollisionType = CollisionType::Type::Dynamic;
|
||||
physics->Category = CollisionLayer::Type::Pad;
|
||||
physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::PowerUp;
|
||||
physics->Calculate = true;
|
||||
|
||||
@@ -0,0 +1,47 @@
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "Physics/PhysicsSystem.h"
|
||||
|
||||
void dd::Systems::PhysicsSystem::ContactListener::BeginContact(b2Contact* contact)
|
||||
{
|
||||
b2WorldManifold worldManifold;
|
||||
|
||||
contact->GetWorldManifold(&worldManifold);
|
||||
|
||||
Events::Contact e;
|
||||
e.Entity1 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
|
||||
e.Entity2 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureB()->GetBody()];
|
||||
e.Normal = glm::normalize(glm::vec2(contact->GetManifold()->localNormal.x, contact->GetManifold()->localNormal.y));
|
||||
e.SignificantNormal = glm::normalize((glm::abs(e.Normal.x) > glm::abs(e.Normal.y)) ? glm::vec2(e.Normal.x, 0) : glm::vec2(0, e.Normal.y));
|
||||
|
||||
m_PhysicsSystem->EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::ContactListener::EndContact(b2Contact* contact)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::ContactListener::PreSolve(b2Contact* contact, const b2Manifold* oldManifold)
|
||||
{
|
||||
EntityID entityA = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
|
||||
EntityID entityB = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureB()->GetBody()];
|
||||
|
||||
auto physicsComponentA = m_PhysicsSystem->m_World->GetComponent<Components::Physics>(entityA);
|
||||
auto physicsComponentB = m_PhysicsSystem->m_World->GetComponent<Components::Physics>(entityB);
|
||||
|
||||
if (physicsComponentA != nullptr && physicsComponentB != nullptr) {
|
||||
if (physicsComponentA->Calculate || physicsComponentB->Calculate) {
|
||||
// Turn of collisions
|
||||
contact->SetEnabled(false);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::ContactListener::PostSolve(b2Contact* contact, const b2ContactImpulse* impulse)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
+164
-133
@@ -2,29 +2,19 @@
|
||||
#include "Physics/PhysicsSystem.h"
|
||||
|
||||
|
||||
|
||||
void dd::Systems::PhysicsSystem::RegisterComponents(ComponentFactory* cf)
|
||||
{
|
||||
cf->Register<Components::CircleShape>();
|
||||
//TODO: REGISTER PHYSICS COMPONENTS HERE
|
||||
}
|
||||
|
||||
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 = 1.0/60.0;
|
||||
m_VelocityIterations = 6;
|
||||
m_PositionIterations = 2;
|
||||
m_Accumulator = 0.0;
|
||||
|
||||
m_PhysicsWorld->SetContactListener(m_ContactListener);
|
||||
|
||||
InitializeWater();
|
||||
|
||||
EVENT_SUBSCRIBE_MEMBER(m_SetImpulse, &PhysicsSystem::SetImpulse);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_SetImpulse, PhysicsSystem::SetImpulse);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPause, &PhysicsSystem::OnPause);
|
||||
}
|
||||
|
||||
@@ -37,7 +27,11 @@ void dd::Systems::PhysicsSystem::InitializeWater()
|
||||
|
||||
bool dd::Systems::PhysicsSystem::SetImpulse(const Events::SetImpulse &event)
|
||||
{
|
||||
b2Body* body = m_EntitiesToBodies[event.Entity];
|
||||
auto it = m_EntitiesToBodies.find(event.Entity);
|
||||
if(it == m_EntitiesToBodies.end()) {
|
||||
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;
|
||||
@@ -47,112 +41,134 @@ 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.Body = it->second;
|
||||
i.Impulse = impulse;
|
||||
i.Point = point;
|
||||
|
||||
m_Impulses.push_back(i);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::Update(double dt) {
|
||||
if (IsPaused()) {
|
||||
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)
|
||||
{
|
||||
if (m_Pause) {
|
||||
return;
|
||||
}
|
||||
|
||||
m_Accumulator += dt;
|
||||
while (m_Accumulator >= m_TimeStep) {
|
||||
|
||||
for (auto i : m_EntitiesToBodies) {
|
||||
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);
|
||||
}
|
||||
}
|
||||
while(m_Accumulator >= m_TimeStep)
|
||||
{
|
||||
|
||||
UpdateParticleEmitters(dt);
|
||||
SyncEntitiesWithBodies();
|
||||
|
||||
//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) {
|
||||
EntityID entity = i.first;
|
||||
b2Body *body = i.second;
|
||||
|
||||
if (body == nullptr) {
|
||||
LOG_ERROR("This body should not exist");
|
||||
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);
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for ( int e = 0; e < m_EntitiesToParticleHandle.size(); e++) {
|
||||
b2Vec2 *positionBuffer = m_ParticleSystem[e]->GetPositionBuffer();
|
||||
for (auto i : m_EntitiesToParticleHandle[e]){
|
||||
for (auto i : m_EntitiesToParticleHandle[e]) {
|
||||
EntityID entity = i.first;
|
||||
b2ParticleHandle *particleH = i.second;
|
||||
|
||||
@@ -161,7 +177,7 @@ void dd::Systems::PhysicsSystem::Update(double dt) {
|
||||
|
||||
EntityID entityParent = m_World->GetEntityParent(entity);
|
||||
glm::vec3 parentTransform = glm::vec3(0.f);
|
||||
if(entityParent) {
|
||||
if (entityParent) {
|
||||
auto tp = m_World->GetComponent<Components::Transform>(entityParent);
|
||||
parentTransform = tp->Position;
|
||||
}
|
||||
@@ -176,7 +192,6 @@ void dd::Systems::PhysicsSystem::Update(double dt) {
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void dd::Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
|
||||
@@ -188,10 +203,10 @@ bool dd::Systems::PhysicsSystem::OnPause(const dd::Events::Pause &event)
|
||||
return false;
|
||||
}
|
||||
|
||||
if (IsPaused()) {
|
||||
SetPause(false);
|
||||
if (m_Pause) {
|
||||
m_Pause = false;
|
||||
} else {
|
||||
SetPause(true);
|
||||
m_Pause = true;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
@@ -215,6 +230,8 @@ void dd::Systems::PhysicsSystem::OnEntityCommit(EntityID entity)
|
||||
auto it = m_EntitiesToBodies.find(entity);
|
||||
if(it == m_EntitiesToBodies.end()) {
|
||||
CreateBody(entity);
|
||||
} else {
|
||||
LOG_ERROR("Tried to commit a body that already exists");
|
||||
}
|
||||
} else if (waterComponent) {
|
||||
CreateParticleGroup(entity);
|
||||
@@ -226,22 +243,25 @@ void dd::Systems::PhysicsSystem::OnEntityCommit(EntityID entity)
|
||||
|
||||
void dd::Systems::PhysicsSystem::OnEntityRemoved(EntityID entity)
|
||||
{
|
||||
auto physics = m_World->GetComponent<Components::Physics>(entity);
|
||||
/* auto physics = m_World->GetComponent<Components::Physics>(entity);
|
||||
if (physics == nullptr) {
|
||||
return;
|
||||
}*/
|
||||
|
||||
auto it = m_EntitiesToBodies.find(entity);
|
||||
if(it == m_EntitiesToBodies.end()) {
|
||||
LOG_ERROR("Trying to remove non-exsisting body, Entity: %i", entity);
|
||||
return;
|
||||
}
|
||||
|
||||
b2Body* body = m_EntitiesToBodies[entity];
|
||||
|
||||
if (body != nullptr) {
|
||||
m_EntitiesToBodies.erase(entity);
|
||||
m_BodiesToEntities.erase(body);
|
||||
|
||||
m_PhysicsWorld->DestroyBody(body);
|
||||
}
|
||||
|
||||
LOG_INFO("Removing entity %i", entity);
|
||||
it->second->GetWorld()->DestroyBody(it->second);
|
||||
m_BodiesToEntities.erase(it->second);
|
||||
m_EntitiesToBodies.erase(entity);
|
||||
//delete body;
|
||||
}
|
||||
|
||||
|
||||
void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
|
||||
{
|
||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
|
||||
@@ -250,7 +270,6 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
if(!transformComponent) {
|
||||
LOG_ERROR("No TransformComponent in CreateBody");
|
||||
@@ -263,34 +282,28 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
|
||||
bodyDef.position.Set(absoluteTransform.Position.x, absoluteTransform.Position.y);
|
||||
bodyDef.angle = -glm::eulerAngles(absoluteTransform.Orientation).z;
|
||||
|
||||
if (physicsComponent->Static) {
|
||||
if (physicsComponent->CollisionType == CollisionType::Type::Static) {
|
||||
bodyDef.type = b2_staticBody;
|
||||
} else {
|
||||
} else if (physicsComponent->CollisionType == CollisionType::Type::Dynamic) {
|
||||
bodyDef.type = b2_dynamicBody;
|
||||
} else if (physicsComponent->CollisionType == CollisionType::Type::Kinematic) {
|
||||
bodyDef.type = b2_dynamicBody;
|
||||
|
||||
}
|
||||
|
||||
b2Body* body = m_PhysicsWorld->CreateBody(&bodyDef);
|
||||
|
||||
b2Shape* pShape;
|
||||
|
||||
auto boxComponent = m_World->GetComponent<Components::RectangleShape>(entity);
|
||||
if (boxComponent) {
|
||||
auto rectangleComponent = m_World->GetComponent<Components::RectangleShape>(entity);
|
||||
if (rectangleComponent) {
|
||||
b2PolygonShape* bShape = new b2PolygonShape();
|
||||
bShape->SetAsBox(absoluteTransform.Scale.x/2, absoluteTransform.Scale.y/2);
|
||||
bShape->SetAsBox(rectangleComponent->Dimensions.x/2.f, rectangleComponent->Dimensions.y/2.f);
|
||||
pShape = bShape;
|
||||
} else {
|
||||
auto circleComponent = m_World->GetComponent<Components::CircleShape>(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;
|
||||
|
||||
pShape->m_radius = circleComponent->Radius;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -300,26 +313,26 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
|
||||
fixtureDef.filter.maskBits = physicsComponent->Mask;
|
||||
|
||||
|
||||
if(physicsComponent->Static) {
|
||||
body->CreateFixture(&fixtureDef); //Density kanske ska vara 0 p� 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));
|
||||
m_BodiesToEntities.insert(std::make_pair(body, entity));
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::CreateParticleGroup(EntityID e)
|
||||
{
|
||||
auto transform = m_World->GetComponent<Components::Transform>(e);
|
||||
@@ -449,10 +462,28 @@ b2ParticleSystem* dd::Systems::PhysicsSystem::CreateParticleSystem(float radius,
|
||||
return m_ParticleSystem.back();
|
||||
}
|
||||
|
||||
|
||||
|
||||
dd::Systems::PhysicsSystem::~PhysicsSystem()
|
||||
{
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,183 +0,0 @@
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "Sound/SoundSystem.h"
|
||||
|
||||
dd::Systems::SoundSystem::~SoundSystem()
|
||||
{
|
||||
alcCloseDevice(m_Device);
|
||||
};
|
||||
|
||||
void dd::Systems::SoundSystem::Initialize()
|
||||
{
|
||||
//initialize OpenAL
|
||||
m_Device = alcOpenDevice(NULL);
|
||||
ALCcontext* context;
|
||||
|
||||
if (m_Device) {
|
||||
context = alcCreateContext(m_Device, NULL);
|
||||
alcMakeContextCurrent(context);
|
||||
}
|
||||
else {
|
||||
LOG_ERROR("OpenAL failed to initialize.");
|
||||
}
|
||||
alGetError();
|
||||
|
||||
//Subscribe to events
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EContact, &SoundSystem::OnContact);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlaySFX, &SoundSystem::OnPlaySound);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EStopSound, &SoundSystem::OnStopSound);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMasterVolume, &SoundSystem::OnMasterVolume);
|
||||
|
||||
<<<<<<< HEAD
|
||||
//Todo: Move this
|
||||
{
|
||||
dd::Events::PlaySound e;
|
||||
e.FilePath = "Sounds/BGM/under-the-sea-instrumental.wav";
|
||||
e.IsAmbient = true;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
{
|
||||
dd::Events::PlaySound e;
|
||||
e.FilePath = "Sounds/BGM/water-flowing.wav";
|
||||
e.Gain = 0.3f;
|
||||
e.IsAmbient = true;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
=======
|
||||
|
||||
|
||||
>>>>>>> origin/master
|
||||
}
|
||||
|
||||
void dd::Systems::SoundSystem::Update(double dt)
|
||||
{
|
||||
//Clean up none-active sources
|
||||
//Only used for SFX's. BGM's are handled on stop sound.
|
||||
std::vector<ALuint> deleteList;
|
||||
for (auto& item : m_SFXSourcesToBuffers) {
|
||||
ALint sourceState;
|
||||
alGetSourcei(item.first, AL_SOURCE_STATE, &sourceState);
|
||||
if (sourceState == AL_STOPPED) {
|
||||
deleteList.push_back(item.first);
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < deleteList.size(); i++) {
|
||||
alDeleteSources(1, &deleteList[i]);
|
||||
//alDeleteBuffers(1, &m_SourcesToBuffers[deleteList[i]]);
|
||||
m_SFXSourcesToBuffers.erase(deleteList[i]);
|
||||
}
|
||||
}
|
||||
|
||||
ALuint dd::Systems::SoundSystem::CreateSource()
|
||||
{
|
||||
ALuint source;
|
||||
alGenSources((ALuint)1, &source);
|
||||
|
||||
return source;
|
||||
}
|
||||
|
||||
bool dd::Systems::SoundSystem::OnPlaySound(const dd::Events::PlaySound &event)
|
||||
{
|
||||
//Loading and binding sound buffer to source
|
||||
Sound *sound = ResourceManager::Load<Sound>(event.FilePath);
|
||||
if (sound == nullptr) {
|
||||
return false;
|
||||
}
|
||||
ALuint source = CreateSource();
|
||||
ALuint buffer = sound->Buffer();
|
||||
alSourcei(source, AL_BUFFER, buffer);
|
||||
|
||||
//Sound settings
|
||||
float relativeVolume = 1.f;
|
||||
if (event.IsAmbient) {
|
||||
alSourcei(source, AL_LOOPING, AL_TRUE);
|
||||
relativeVolume = m_BGMMasterVolume;
|
||||
m_BGMSourcesToBuffers[source] = sound;
|
||||
|
||||
}
|
||||
else if (!event.IsAmbient)
|
||||
{
|
||||
m_SFXSourcesToBuffers[source] = sound;
|
||||
alSourcei(source, AL_LOOPING, AL_FALSE);
|
||||
relativeVolume = m_SFXMasterVolume;
|
||||
}
|
||||
|
||||
alSourcef(source, AL_GAIN, (event.Gain * relativeVolume));
|
||||
alSourcef(source, AL_PITCH, event.Pitch);
|
||||
|
||||
|
||||
//Play
|
||||
alSourcePlay(source);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::SoundSystem::OnStopSound(const dd::Events::StopSound &event)
|
||||
{
|
||||
ALuint itemToDeleted;
|
||||
for (auto& item : m_BGMSourcesToBuffers)
|
||||
{
|
||||
if (item.second->Path() == event.FilePath) {
|
||||
itemToDeleted = item.first;
|
||||
break;
|
||||
}
|
||||
}
|
||||
alSourceStop(itemToDeleted);
|
||||
alDeleteSources(1, &itemToDeleted);
|
||||
m_BGMSourcesToBuffers.erase(itemToDeleted);
|
||||
|
||||
//Should not happen because SFX's should be very short.
|
||||
for (auto item : m_SFXSourcesToBuffers)
|
||||
{
|
||||
if (item.second->Path() == event.FilePath) {
|
||||
alSourceStop(item.first);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool dd::Systems::SoundSystem::OnMasterVolume(const dd::Events::MasterVolume &event)
|
||||
{
|
||||
//TODO: Make the Gain depend on the value given when stored.
|
||||
//TODO: .. now it ONLY uses the master Gain
|
||||
if (event.IsAmbient) {
|
||||
m_BGMMasterVolume = event.Gain;
|
||||
for (auto& item : m_BGMSourcesToBuffers)
|
||||
{
|
||||
alSourcef(item.first, AL_GAIN, event.Gain);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
else if (!event.IsAmbient) {
|
||||
m_SFXMasterVolume = event.Gain;
|
||||
for (auto& item : m_SFXSourcesToBuffers)
|
||||
{
|
||||
alSourcef(item.first, AL_GAIN, event.Gain);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool dd::Systems::SoundSystem::OnContact(const dd::Events::Contact &event)
|
||||
{
|
||||
//Check which entity has the collisionSound component.
|
||||
auto collisionSound = m_World->GetComponent<Components::CollisionSound>(event.Entity1);
|
||||
if (collisionSound == nullptr) {
|
||||
collisionSound = m_World->GetComponent<Components::CollisionSound>(event.Entity2);
|
||||
if (collisionSound == nullptr) {
|
||||
//None of the entities had a collisionSound component.
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
//Send play-sound event
|
||||
dd::Events::PlaySound e;
|
||||
e.FilePath = collisionSound->FilePath;
|
||||
e.IsAmbient = false;
|
||||
EventBroker->Publish(e);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -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