Merge remote-tracking branch 'origin/physics' into water
# Conflicts: # include/Core/Engine.h # include/Physics/PhysicsSystem.h # src/game/Game/PadSystem.cpp # src/game/Physics/PhysicsSystem.cpp
This commit is contained in:
@@ -0,0 +1,14 @@
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||||
# Blender MTL File: 'Brick.blend'
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||||
# Material Count: 1
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||||
newmtl Brick
|
||||
Ns 17.647059
|
||||
Ka 0.000000 0.000000 0.000000
|
||||
Kd 0.640000 0.154050 0.039202
|
||||
Ks 0.000000 0.000000 0.000000
|
||||
Ni 1.000000
|
||||
d 1.000000
|
||||
illum 1
|
||||
map_Kd Brick_d.jpg
|
||||
map_Bump Brick_n.jpg
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map_Ks Brick_s.jpg
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||||
File diff suppressed because it is too large
Load Diff
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After Width: | Height: | Size: 1.5 MiB |
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After Width: | Height: | Size: 1010 KiB |
@@ -0,0 +1,14 @@
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# Blender MTL File: 'None'
|
||||
# Material Count: 1
|
||||
|
||||
newmtl Material.001
|
||||
Ns 96.078431
|
||||
Ka 0.000000 0.000000 0.000000
|
||||
Kd 0.640000 0.640000 0.640000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ni 1.000000
|
||||
d 1.000000
|
||||
illum 2
|
||||
map_Kd Test/Brick_Diffuse.png
|
||||
map_Bump Test/Brick_Normal.png
|
||||
map_Ks Test/Brick_Specular.png
|
||||
@@ -0,0 +1,124 @@
|
||||
# Blender v2.75 (sub 0) OBJ File: ''
|
||||
# www.blender.org
|
||||
mtllib Halfpipe.mtl
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||||
o Cylinder
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||||
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|
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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||||
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||||
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|
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||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
vn 0.098000 0.000000 0.995200
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||||
vn 0.290300 0.000000 0.956900
|
||||
usemtl Material.001
|
||||
s off
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f 3/1/1 4/2/1 2/3/1
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f 5/4/2 6/5/2 4/2/2
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f 7/6/3 8/7/3 6/5/3
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f 9/8/4 10/9/4 8/7/4
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f 11/10/5 12/11/5 10/12/5
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f 13/13/6 14/14/6 12/11/6
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f 21/19/9 22/20/9 20/21/9
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f 23/22/10 24/23/10 22/20/10
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f 25/24/11 26/25/11 24/23/11
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f 27/26/12 28/27/12 26/25/12
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f 29/28/13 30/29/13 28/27/13
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f 31/30/14 32/31/14 30/29/14
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f 1/32/15 2/3/15 34/33/15
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f 33/34/16 34/33/16 32/31/16
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f 1/32/1 3/1/1 2/3/1
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f 3/1/2 5/4/2 4/2/2
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f 5/4/3 7/6/3 6/5/3
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f 7/6/4 9/8/4 8/7/4
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f 9/35/5 11/10/5 10/12/5
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f 11/10/6 13/13/6 12/11/6
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f 27/26/13 29/28/13 28/27/13
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After Width: | Height: | Size: 3.2 MiB |
@@ -41,6 +41,7 @@
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#include "Game/CBall.h"
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||||
#include "Game/CBrick.h"
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||||
#include "Game/CPad.h"
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||||
#include "Game/BallSystem.h"
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||||
|
||||
#include "Physics/PhysicsSystem.h"
|
||||
#include "Physics/CPhysics.h"
|
||||
@@ -48,6 +49,7 @@
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||||
#include "Physics/ESetImpulse.h"
|
||||
#include "Physics/CWaterVolume.h"
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||||
|
||||
|
||||
namespace dd
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||||
{
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||||
|
||||
@@ -88,6 +90,8 @@ public:
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||||
m_World->AddSystem<Systems::LevelSystem>();
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||||
m_World->SystemFactory.Register<Systems::PadSystem>([this]() { return new Systems::PadSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::PadSystem>();
|
||||
m_World->SystemFactory.Register<Systems::BallSystem>([this]() { return new Systems::BallSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::BallSystem>();
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||||
|
||||
m_World->ComponentFactory.Register<Components::Model>();
|
||||
m_World->ComponentFactory.Register<Components::Template>();
|
||||
@@ -106,6 +110,7 @@ public:
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
|
||||
transform->Position = glm::vec3(0.5f, 0.f, -9.9f);
|
||||
transform->Scale = glm::vec3(1.f, 1.f, 1.f);
|
||||
transform->Velocity = glm::vec3(1.0f, -5.f, 0.f);
|
||||
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||||
auto model = m_World->AddComponent<Components::Model>(ent);
|
||||
model->ModelFile = "Models/Test/Ball/Ballopus.obj";
|
||||
@@ -121,11 +126,7 @@ public:
|
||||
|
||||
m_World->CommitEntity(ent);
|
||||
|
||||
Events::SetImpulse e;
|
||||
e.Entity = ent;
|
||||
e.Impulse = glm::vec2(0.f, -7.f);
|
||||
e.Point = glm::vec2(0.5f, 0.f);
|
||||
m_EventBroker->Publish(e);
|
||||
|
||||
}
|
||||
|
||||
//PointLightTest
|
||||
@@ -215,6 +216,7 @@ public:
|
||||
ctransform->Scale = glm::vec3(3.2, 0.8, 0.);
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||||
auto rectangle = m_World->AddComponent<Components::RectangleShape>(ent);
|
||||
auto physics = m_World->AddComponent<Components::Physics>(ent);
|
||||
physics->Static = false;
|
||||
auto csprite = m_World->AddComponent<Components::Sprite>(ent);
|
||||
auto pad = m_World->AddComponent<Components::Pad>(ent);
|
||||
csprite->SpriteFile = "Textures/Pad.png";
|
||||
|
||||
@@ -0,0 +1,48 @@
|
||||
#ifndef DAYDREAM_BALLSYSTEM_H
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||||
#define DAYDREAM_BALLSYSTEM_H
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||||
|
||||
#include "Core/System.h"
|
||||
#include "Core/World.h"
|
||||
#include "Core/CTransform.h"
|
||||
#include "Physics/EContact.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Game/CBall.h"
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||||
|
||||
namespace dd {
|
||||
|
||||
namespace Systems {
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||||
|
||||
class BallSystem : public System {
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||||
public:
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BallSystem(World *world, std::shared_ptr<dd::EventBroker> eventBroker)
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||||
: System(world, eventBroker) { }
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||||
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||||
~BallSystem();
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||||
|
||||
EventRelay<BallSystem, Events::Contact> m_Contact;
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||||
bool Contact(const Events::Contact &event);
|
||||
|
||||
void RegisterComponents(ComponentFactory *cf) override;
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||||
|
||||
void Initialize() override;
|
||||
|
||||
// Called once per system every tick
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||||
void Update(double dt) override;
|
||||
|
||||
// Called once for every entity in the world every tick
|
||||
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
|
||||
// Called when components are committed to an entity
|
||||
void OnEntityCommit(EntityID entity) override;
|
||||
|
||||
// Called when an entity is removed
|
||||
void OnEntityRemoved(EntityID entity) override;
|
||||
|
||||
private:
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -19,7 +19,7 @@ struct Contact : Event
|
||||
{
|
||||
EntityID Entity1;
|
||||
EntityID Entity2;
|
||||
glm::vec2 ContactPoint;
|
||||
glm::vec2 Normal;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -14,6 +14,7 @@
|
||||
#include "Physics/ESetImpulse.h"
|
||||
#include "Physics/CCircleShape.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Game/CPad.h"
|
||||
#include "Physics/CWaterVolume.h"
|
||||
|
||||
|
||||
@@ -23,7 +24,6 @@ namespace dd
|
||||
namespace Systems
|
||||
{
|
||||
|
||||
//KOLLA http://box2d.org/manual.pdf p52 Pre-Solve Event
|
||||
|
||||
class PhysicsSystem : public System
|
||||
{
|
||||
@@ -83,22 +83,41 @@ private:
|
||||
|
||||
void BeginContact(b2Contact* contact)
|
||||
{
|
||||
b2Vec2 contactPoint = contact->GetManifold()->localPoint;
|
||||
b2WorldManifold worldManifold;
|
||||
|
||||
contact->GetWorldManifold(&worldManifold);
|
||||
|
||||
Events::Contact e;
|
||||
e.ContactPoint = glm::vec2(contactPoint.x, contactPoint.y);
|
||||
e.Entity1 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
|
||||
e.Entity2 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureB()->GetBody()];
|
||||
|
||||
e.Normal = glm::normalize(glm::vec2(worldManifold.normal.x, worldManifold.normal.y));
|
||||
|
||||
m_PhysicsSystem->EventBroker->Publish(e);
|
||||
|
||||
LOG_INFO("Entity1 = %i, Entity2 = %i\n", e.Entity1, e.Entity2);
|
||||
}
|
||||
void EndContact(b2Contact* contact)
|
||||
{ /* handle end event */ }
|
||||
{
|
||||
|
||||
}
|
||||
void PreSolve(b2Contact* contact, const b2Manifold* oldManifold)
|
||||
{ /* handle pre-solve event */ }
|
||||
{
|
||||
EntityID entityA = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
|
||||
EntityID entityB = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->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) {
|
||||
// Turn of collisions
|
||||
contact->SetEnabled(false);
|
||||
}
|
||||
|
||||
}
|
||||
void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse)
|
||||
{ /* handle post-solve event */ }
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
private:
|
||||
PhysicsSystem* m_PhysicsSystem;
|
||||
|
||||
@@ -0,0 +1,72 @@
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "Game/BallSystem.h"
|
||||
|
||||
dd::Systems::BallSystem::~BallSystem() {
|
||||
|
||||
}
|
||||
|
||||
void dd::Systems::BallSystem::RegisterComponents(ComponentFactory *cf)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void dd::Systems::BallSystem::Initialize()
|
||||
{
|
||||
|
||||
EVENT_SUBSCRIBE_MEMBER(m_Contact, BallSystem::Contact);
|
||||
}
|
||||
|
||||
void dd::Systems::BallSystem::Update(double dt)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void dd::Systems::BallSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void dd::Systems::BallSystem::OnEntityCommit(EntityID entity)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void dd::Systems::BallSystem::OnEntityRemoved(EntityID entity)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
|
||||
{
|
||||
auto ballComponent1 = m_World->GetComponent<Components::Ball>(event.Entity1);
|
||||
auto ballComponent2 = m_World->GetComponent<Components::Ball>(event.Entity2);
|
||||
|
||||
//Which is the ball?
|
||||
EntityID ballEntity, otherEntitiy;
|
||||
glm::vec2 normal;
|
||||
if (ballComponent1 != nullptr) {
|
||||
ballEntity = event.Entity1;
|
||||
otherEntitiy = event.Entity2;
|
||||
|
||||
//Make normal point from the other entity to the ball
|
||||
normal = event.Normal * -1.f;
|
||||
}
|
||||
else if (ballComponent2 != nullptr) {
|
||||
ballEntity = event.Entity2;
|
||||
otherEntitiy = event.Entity1;
|
||||
|
||||
//Make normal point from the other entity to the ball
|
||||
normal = event.Normal * 1.f;
|
||||
}
|
||||
|
||||
auto ballTransform = m_World->GetComponent<Components::Transform>(ballEntity);
|
||||
auto otherTransform = m_World->GetComponent<Components::Transform>(otherEntitiy);
|
||||
|
||||
glm::vec2 ballVelocity = glm::vec2(ballTransform->Velocity.x, ballTransform->Velocity.y);
|
||||
glm::vec2 reflectedVelocity = ballVelocity - 2.f * glm::dot(ballVelocity, normal)*normal;
|
||||
ballTransform->Velocity = glm::vec3(reflectedVelocity, 0.f);
|
||||
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
+13
-24
@@ -100,11 +100,11 @@ void dd::Systems::PadSystem::Update(double dt)
|
||||
transform->Velocity.x = pad->MaxSpeed;
|
||||
}
|
||||
transform->Position += transform->Velocity * (float)dt;
|
||||
transform->Velocity += acceleration * (float)dt;
|
||||
transform->Velocity += acceleration * (float)dt;
|
||||
transform->Velocity -= transform->Velocity * pad->SlowdownModifier * (float)dt;
|
||||
|
||||
if (Left()) {
|
||||
acceleration.x = -pad->AccelerationSpeed;
|
||||
|
||||
|
||||
}
|
||||
else if (Right()) {
|
||||
acceleration.x = pad->AccelerationSpeed;
|
||||
@@ -158,6 +158,7 @@ bool dd::Systems::PadSystem::OnKeyUp(const dd::Events::KeyUp &event)
|
||||
|
||||
bool dd::Systems::PadSystem::OnContact(const dd::Events::Contact &event)
|
||||
{
|
||||
/*
|
||||
EntityID entityBall = event.Entity2;
|
||||
auto ball = m_World->GetComponent<Components::Ball>(entityBall);
|
||||
if (ball == NULL) {
|
||||
@@ -173,8 +174,8 @@ bool dd::Systems::PadSystem::OnContact(const dd::Events::Contact &event)
|
||||
|
||||
float movementMultiplier = 4.f;
|
||||
|
||||
float whatX = transformBall->Position.x - transformPad->Position.x;
|
||||
float movementX;
|
||||
//float movementX = (event.ContactPoint.x - transformPad->Position.x) * movementMultiplier;
|
||||
//float movementY = glm::cos((abs(movementX) / (3.2f * movementMultiplier)) * 3.14159265359f / 2) * 2.f;
|
||||
if (whatX > 0) {
|
||||
movementX = movementMultiplier * whatX;
|
||||
//std::cout << "Right!" << std::endl;
|
||||
@@ -183,34 +184,22 @@ bool dd::Systems::PadSystem::OnContact(const dd::Events::Contact &event)
|
||||
//std::cout << "Left!" << std::endl;
|
||||
}
|
||||
|
||||
//float movementY = 1;
|
||||
// std::cout << movementX << " " << movementY << std::endl;
|
||||
|
||||
//float movementX = (event.ContactPoint.x - transformPad->Position.x) * movementMultiplier;
|
||||
float movementY = glm::cos((abs(movementX) / ((1.6f) * movementMultiplier)) * 3.14159265359f / 2) + 1;
|
||||
|
||||
//std::cout << movementX << " " << movementY << std::endl;
|
||||
|
||||
//Temporary solution. Add a new ball and delete the old one.
|
||||
auto ent = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
|
||||
transform->Position = glm::vec3(transformBall->Position.x, transformBall->Position.y + 0.01f, -10.f);
|
||||
transform->Scale = glm::vec3(1.f, 1.f, 1.f);
|
||||
auto model = m_World->AddComponent<Components::Model>(ent);
|
||||
model->ModelFile = "Models/Test/Ball/Ballopus.obj";
|
||||
float len = glm::length<float>(transformBall->Velocity);
|
||||
//auto pointlight = m_World->AddComponent<Components::PointLight>(ent);
|
||||
std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
|
||||
std::shared_ptr<Components::Ball> cball = m_World->AddComponent<Components::Ball>(ent);
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
|
||||
physics->Static = false;
|
||||
|
||||
m_World->RemoveEntity(entityBall);
|
||||
m_World->CommitEntity(ent);
|
||||
transformBall->Velocity += glm::vec3(transformPad->Velocity.x, 0, 0);
|
||||
transformBall->Velocity = glm::normalize(transformBall->Velocity) * len;
|
||||
|
||||
Events::SetImpulse e;
|
||||
e.Entity = ent;
|
||||
e.Impulse = glm::vec2(movementX, movementY);
|
||||
e.Point = glm::vec2(transform->Position.x, transform->Position.y);
|
||||
EventBroker->Publish(e);
|
||||
|
||||
//transform->Velocity = glm::vec3(movementX, movementY, 0.f);
|
||||
*/
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::ResetBall(const dd::Events::ResetBall &event)
|
||||
|
||||
@@ -70,6 +70,9 @@ void dd::Systems::PhysicsSystem::Update(double dt)
|
||||
float angle = -glm::eulerAngles(transformComponent->Orientation).z;
|
||||
|
||||
body->SetTransform(position, angle);
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -92,7 +95,6 @@ void dd::Systems::PhysicsSystem::Update(double dt)
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (! transformComponent)
|
||||
continue;
|
||||
|
||||
if (m_World->GetEntityParent(entity) == 0) {
|
||||
b2Vec2 position = body->GetPosition();
|
||||
transformComponent->Position.x = position.x;
|
||||
@@ -102,6 +104,7 @@ void dd::Systems::PhysicsSystem::Update(double dt)
|
||||
|
||||
//TODO: CHECK IF THIS IS CORRECT
|
||||
transformComponent->Orientation = glm::quat(glm::vec3(0, 0, -angle));
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -166,6 +169,7 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
|
||||
bodyDef.type = b2_staticBody;
|
||||
} else {
|
||||
bodyDef.type = b2_dynamicBody;
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -202,7 +206,7 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
|
||||
fixtureDef.shape = pShape;
|
||||
fixtureDef.density = 1.f;
|
||||
fixtureDef.restitution = 1.0f;
|
||||
fixtureDef.friction = 0.3f;
|
||||
fixtureDef.friction = 0.0f;
|
||||
body->CreateFixture(&fixtureDef);
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user