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
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+13
-24
@@ -100,11 +100,11 @@ void dd::Systems::PadSystem::Update(double dt)
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transform->Velocity.x = pad->MaxSpeed;
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}
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transform->Position += transform->Velocity * (float)dt;
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transform->Velocity += acceleration * (float)dt;
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transform->Velocity += acceleration * (float)dt;
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transform->Velocity -= transform->Velocity * pad->SlowdownModifier * (float)dt;
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if (Left()) {
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acceleration.x = -pad->AccelerationSpeed;
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}
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else if (Right()) {
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acceleration.x = pad->AccelerationSpeed;
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@@ -158,6 +158,7 @@ bool dd::Systems::PadSystem::OnKeyUp(const dd::Events::KeyUp &event)
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bool dd::Systems::PadSystem::OnContact(const dd::Events::Contact &event)
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{
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/*
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EntityID entityBall = event.Entity2;
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auto ball = m_World->GetComponent<Components::Ball>(entityBall);
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if (ball == NULL) {
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@@ -173,8 +174,8 @@ bool dd::Systems::PadSystem::OnContact(const dd::Events::Contact &event)
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float movementMultiplier = 4.f;
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float whatX = transformBall->Position.x - transformPad->Position.x;
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float movementX;
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//float movementX = (event.ContactPoint.x - transformPad->Position.x) * movementMultiplier;
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//float movementY = glm::cos((abs(movementX) / (3.2f * movementMultiplier)) * 3.14159265359f / 2) * 2.f;
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if (whatX > 0) {
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movementX = movementMultiplier * whatX;
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//std::cout << "Right!" << std::endl;
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@@ -183,34 +184,22 @@ bool dd::Systems::PadSystem::OnContact(const dd::Events::Contact &event)
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//std::cout << "Left!" << std::endl;
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}
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//float movementY = 1;
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// std::cout << movementX << " " << movementY << std::endl;
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//float movementX = (event.ContactPoint.x - transformPad->Position.x) * movementMultiplier;
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float movementY = glm::cos((abs(movementX) / ((1.6f) * movementMultiplier)) * 3.14159265359f / 2) + 1;
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//std::cout << movementX << " " << movementY << std::endl;
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//Temporary solution. Add a new ball and delete the old one.
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auto ent = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
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transform->Position = glm::vec3(transformBall->Position.x, transformBall->Position.y + 0.01f, -10.f);
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transform->Scale = glm::vec3(1.f, 1.f, 1.f);
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auto model = m_World->AddComponent<Components::Model>(ent);
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model->ModelFile = "Models/Test/Ball/Ballopus.obj";
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float len = glm::length<float>(transformBall->Velocity);
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//auto pointlight = m_World->AddComponent<Components::PointLight>(ent);
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std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
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std::shared_ptr<Components::Ball> cball = m_World->AddComponent<Components::Ball>(ent);
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
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physics->Static = false;
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m_World->RemoveEntity(entityBall);
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m_World->CommitEntity(ent);
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transformBall->Velocity += glm::vec3(transformPad->Velocity.x, 0, 0);
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transformBall->Velocity = glm::normalize(transformBall->Velocity) * len;
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Events::SetImpulse e;
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e.Entity = ent;
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e.Impulse = glm::vec2(movementX, movementY);
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e.Point = glm::vec2(transform->Position.x, transform->Position.y);
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EventBroker->Publish(e);
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//transform->Velocity = glm::vec3(movementX, movementY, 0.f);
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*/
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}
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bool dd::Systems::PadSystem::ResetBall(const dd::Events::ResetBall &event)
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