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:
tleety
2015-09-17 17:37:58 +02:00
15 changed files with 47028 additions and 39 deletions
+26 -7
View File
@@ -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;