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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@@ -70,6 +70,9 @@ void dd::Systems::PhysicsSystem::Update(double dt)
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float angle = -glm::eulerAngles(transformComponent->Orientation).z;
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body->SetTransform(position, angle);
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}
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}
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@@ -92,7 +95,6 @@ void dd::Systems::PhysicsSystem::Update(double dt)
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auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
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if (! transformComponent)
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continue;
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if (m_World->GetEntityParent(entity) == 0) {
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b2Vec2 position = body->GetPosition();
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transformComponent->Position.x = position.x;
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@@ -102,6 +104,7 @@ void dd::Systems::PhysicsSystem::Update(double dt)
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//TODO: CHECK IF THIS IS CORRECT
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transformComponent->Orientation = glm::quat(glm::vec3(0, 0, -angle));
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}
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}
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}
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@@ -166,6 +169,7 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
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bodyDef.type = b2_staticBody;
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} else {
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bodyDef.type = b2_dynamicBody;
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}
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@@ -202,7 +206,7 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
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fixtureDef.shape = pShape;
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fixtureDef.density = 1.f;
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fixtureDef.restitution = 1.0f;
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fixtureDef.friction = 0.3f;
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fixtureDef.friction = 0.0f;
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body->CreateFixture(&fixtureDef);
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}
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