Make box on entity commit
This commit is contained in:
@@ -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));
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user