Make box on entity commit

This commit is contained in:
viktorljung
2015-09-10 16:27:14 +01:00
parent ce342f695f
commit a98806d551
6 changed files with 186 additions and 46 deletions
+21
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@@ -0,0 +1,21 @@
#ifndef DAYDREAM_CBOXSHAPE_H
#define DAYDREAM_CBOXSHAPE_H
#include "Core/Component.h"
namespace dd
{
namespace Components
{
struct BoxShape: public Component
{
float x;
float y;
};
}
}
#endif //DAYDREAM_CBOXSHAPE_H
+50 -29
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@@ -34,6 +34,11 @@
#include "CTemplate.h"
#include "Transform/TransformSystem.h"
#include "Physics/PhysicsSystem.h"
#include "Physics/CPhysics.h"
#include "CBoxShape.h"
namespace dd
{
@@ -42,30 +47,46 @@ class Engine
public:
Engine(int argc, char* argv[])
{
// m_EventBroker = std::make_shared<EventBroker>();
m_EventBroker = std::make_shared<EventBroker>();
m_Renderer = std::make_shared<BGFXRenderer>();
m_Renderer->SetFullscreen(false);
m_Renderer->SetResolution(Rectangle(0, 0, 1280, 720));
m_Renderer->Initialize();
// m_InputManager = std::make_shared<InputManager>(m_Renderer->Window(), m_EventBroker);
//
// m_World = std::make_shared<World>(m_EventBroker);
//
// //TODO: Move this out of engine.h
// m_World->ComponentFactory.Register<Components::Transform>();
// m_World->SystemFactory.Register<Systems::TransformSystem>([this]() { return new Systems::TransformSystem(m_World.get(), m_EventBroker); });
// m_World->AddSystem<Systems::TransformSystem>();
// m_World->ComponentFactory.Register<Components::Model>();
// m_World->ComponentFactory.Register<Components::Template>();
// m_World->Initialize();
m_InputManager = std::make_shared<InputManager>(m_Renderer->Window(), m_EventBroker);
m_World = std::make_shared<World>(m_EventBroker);
//TODO: Move this out of engine.h
m_World->ComponentFactory.Register<Components::Transform>();
m_World->SystemFactory.Register<Systems::TransformSystem>([this]() { return new Systems::TransformSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::TransformSystem>();
m_World->ComponentFactory.Register<Components::BoxShape>();
m_World->ComponentFactory.Register<Components::Physics>();
m_World->SystemFactory.Register<Systems::PhysicsSystem>([this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::PhysicsSystem>();
m_World->ComponentFactory.Register<Components::Model>();
m_World->ComponentFactory.Register<Components::Template>();
m_World->Initialize();
auto ent = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
transform->Position = glm::vec3(0.f, 0.f, -10.f);
std::shared_ptr<Components::Model> model = m_World->AddComponent<Components::Model>(ent);
model->ModelFile = "Models/Core/UnitSphere.obj";
std::shared_ptr<Components::BoxShape> boxShape = m_World->AddComponent<Components::BoxShape>(ent);
boxShape->x = 5.f;
boxShape->y = 5.f;
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
physics->Static = true;
m_World->CommitEntity(ent);
// auto ent = m_World->CreateEntity();
// std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
// transform->Position = glm::vec3(0.f, 0.f, -10.f);
// std::shared_ptr<Components::Model> model = m_World->AddComponent<Components::Model>(ent);
// model->ModelFile = "Models/Core/UnitSphere.obj";
m_LastTime = glfwGetTime();
@@ -79,26 +100,26 @@ public:
double dt = currentTime - m_LastTime;
m_LastTime = currentTime;
// ResourceManager::Update();
//
ResourceManager::Update();
// // Update input
// m_InputManager->Update(dt);
//
// m_World->Update(dt);
m_InputManager->Update(dt);
m_World->Update(dt);
//
// if (glfwGetKey(m_Renderer->Window(), GLFW_KEY_R)) {
// ResourceManager::Reload("Shaders/Deferred/3/Fragment.glsl");
// }
//
// //TODO Fill up the renderQueue with models (Temp fix)
//TODO Fill up the renderQueue with models (Temp fix)
// TEMPAddToRenderQueue();
//
// // Render scene
// //TODO send renderqueue to draw.
// Render scene
//TODO send renderqueue to draw.
m_Renderer->Draw(m_RendererQueue);
// Swap event queues
// m_EventBroker->Clear();
m_EventBroker->Clear();
glfwPollEvents();
}
@@ -168,7 +189,7 @@ public:
}
private:
//std::shared_ptr<ResourceManager> m_ResourceManager;
std::shared_ptr<ResourceManager> m_ResourceManager;
std::shared_ptr<EventBroker> m_EventBroker;
std::shared_ptr<BGFXRenderer> m_Renderer;
RenderQueueCollection m_RendererQueue;
+20
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@@ -0,0 +1,20 @@
#ifndef DAYDREAM_CPHYSICS_H
#define DAYDREAM_CPHYSICS_H
#include "Core/Component.h"
namespace dd
{
namespace Components
{
struct Physics: public Component
{
//idk if anything should be here :)
bool Static = true;
};
}
}
#endif //DAYDREAM_CPHYSICS_H
+26 -9
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@@ -1,39 +1,56 @@
#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>
namespace dd
{
namespace Systems {
namespace Systems
{
//KOLLA http://box2d.org/manual.pdf p52 Pre-Solve Event
class PhysicsSystem : public System {
class PhysicsSystem : public System
{
public:
PhysicsSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
: System(world, eventBroker) {}
~PhysicsSystem();
void Initialize();
void RegisterComponents(ComponentFactory* cf) override;
void Initialize() override;
// Called once per system every tick
void Update(double dt);
void Update(double dt) override;
// Called once for every entity in the world every tick
void UpdateEntity(double dt, EntityID entity, EntityID parent);
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
// Called when components are committed to an entity
void OnEntityCommit(EntityID entity);
void OnEntityCommit(EntityID entity) override;
// Called when an entity is removed
void OnEntityRemoved(EntityID entity);
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);
};
}
+1 -1
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@@ -69,7 +69,7 @@ set(SOURCE_FILES
${SOURCE_FILES_Rendering}
${SOURCE_FILES_Transform}
${SOURCE_FILES_Game}
Physics/PhysicsSystem.cpp ../../include/Core/Physics/PhysicsSystem.h)
Physics/PhysicsSystem.cpp ../../include/Core/Physics/PhysicsSystem.h ../../include/Core/CBoxShape.h ../../include/Core/Physics/CPhysics.h)
if(CMAKE_COMPILER_IS_GNUCXX)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -pthread")
+68 -7
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@@ -1,7 +1,15 @@
#include "PrecompiledHeader.h"
#include "Core/Physics/PhysicsSystem.h"
void dd::Systems::PhysicsSystem::Initialize(){
void dd::Systems::PhysicsSystem::RegisterComponents(ComponentFactory* cf)
{
}
void dd::Systems::PhysicsSystem::Initialize()
{
m_Gravity = b2Vec2(0.f, 9.82f);
m_PhysicsWorld = new b2World(m_Gravity);
@@ -10,25 +18,78 @@ void dd::Systems::PhysicsSystem::Initialize(){
m_PositionIterations = 2;
}
void dd::Systems::PhysicsSystem::Update(double dt){
void dd::Systems::PhysicsSystem::Update(double dt)
{
m_PhysicsWorld->Step(m_TimeStep, m_VelocityIterations, m_PositionIterations);
}
void dd::Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID parent){
void dd::Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
{
}
void dd::Systems::PhysicsSystem::OnEntityCommit(EntityID entity){
void dd::Systems::PhysicsSystem::OnEntityCommit(EntityID entity)
{
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
if(physicsComponent)
CreateBody(entity);
}
void dd::Systems::PhysicsSystem::OnEntityRemoved(EntityID entity){
void dd::Systems::PhysicsSystem::OnEntityRemoved(EntityID entity)
{
}
dd::Systems::PhysicsSystem::~PhysicsSystem(){
delete m_PhysicsWorld;
void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
{
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
if(!physicsComponent)
return;
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
if(!transformComponent)
return;
b2BodyDef bodyDef;
bodyDef.position.Set(transformComponent->Position.x, transformComponent->Position.y);
bodyDef.angle = glm::eulerAngles(transformComponent->Orientation).z; //TODO: CHECK IF THIS IS CORRECT
if(physicsComponent->Static)
bodyDef.type = b2_staticBody;
else
bodyDef.type = b2_dynamicBody;
b2Body* body = m_PhysicsWorld->CreateBody(&bodyDef);
b2PolygonShape pShape;
auto boxComponent = m_World->GetComponent<Components::BoxShape>(entity);
if(boxComponent){
pShape.SetAsBox(boxComponent->x, boxComponent->y);
}
if(physicsComponent->Static){
body->CreateFixture(&pShape, 0); //Density kanske ska vara 0 på statiska kroppar
}
else{
//TODO: FIX THIS SHIT INTO COMPONENTS
b2FixtureDef fixtureDef;
fixtureDef.shape = &pShape;
fixtureDef.density = 1.f;
fixtureDef.restitution = 1.f;
fixtureDef.friction = 0.3f;
body->CreateFixture(&fixtureDef);
}
m_Bodies.insert(std::make_pair(entity, body));
}