Merge remote-tracking branch 'origin/Physics' into LevelSystemAndSuch

This commit is contained in:
PlatinumSkink
2015-10-06 18:33:49 +02:00
22 changed files with 7961 additions and 560 deletions
+11 -7
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@@ -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();
+8 -29
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@@ -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;
+3 -3
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@@ -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;
+47
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@@ -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
View File
@@ -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;
}
}
-183
View File
@@ -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;
}
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#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);
}