cool fixes and stuff
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@@ -90,7 +90,7 @@ void dd::Systems::PhysicsSystem::Update(double dt)
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b2Vec2 position;
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position.x = transformComponent->Position.x;
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position.y = transformComponent->Position.y;
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float angle = -glm::eulerAngles(transformComponent->Orientation).z;
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float angle = glm::eulerAngles(transformComponent->Orientation).z;
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body->SetTransform(position, angle);
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body->SetLinearVelocity(b2Vec2(transformComponent->Velocity.x, transformComponent->Velocity.y));
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body->SetGravityScale(physicsComponent->GravityScale);
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@@ -128,7 +128,7 @@ void dd::Systems::PhysicsSystem::Update(double dt)
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if (parent == 0) {
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auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
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if (physicsComponent->Calculate) {
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if (physicsComponent->Calculate) { //TODO: REPLACE THIS WITH PARTICLE COLLISION FILTERS
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transformComponent->Position.x = transformComponent->Position.x + (transformComponent->Velocity.x * m_TimeStep);
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transformComponent->Position.y = transformComponent->Position.y + (transformComponent->Velocity.y * m_TimeStep);
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}
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@@ -138,7 +138,7 @@ void dd::Systems::PhysicsSystem::Update(double dt)
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transformComponent->Position.y = position.y;
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float angle = body->GetAngle();
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transformComponent->Orientation = glm::quat(glm::vec3(0, 0, -angle));
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transformComponent->Orientation = glm::quat(glm::vec3(0, 0, angle));
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b2Vec2 velocity = body->GetLinearVelocity();
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transformComponent->Velocity.x = velocity.x;
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@@ -272,7 +272,7 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
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}
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else {
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fixtureDef.shape = pShape;
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fixtureDef.density = 1.f;
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fixtureDef.density = 10.f;
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fixtureDef.restitution = 1.0f;
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fixtureDef.friction = 0.0f;
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body->CreateFixture(&fixtureDef);
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