Base PhysicsSystem.
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#ifndef DAYDREAM_PHYSICSSYSTEM_H
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#define DAYDREAM_PHYSICSSYSTEM_H
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#include "Core/System.h"
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#include <Box2D/Box2D.h>
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namespace dd
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{
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namespace Systems {
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class PhysicsSystem : public System {
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PhysicsSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
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: System(world, eventBroker) {}
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~PhysicsSystem();
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void Initialize();
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// Called once per system every tick
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void Update(double dt);
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// Called once for every entity in the world every tick
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void UpdateEntity(double dt, EntityID entity, EntityID parent);
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// Called when components are committed to an entity
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void OnEntityCommit(EntityID entity);
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// Called when an entity is removed
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void OnEntityRemoved(EntityID entity);
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b2Vec2 m_Gravity;
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b2World* m_PhysicsWorld;
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float m_TimeStep;
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int m_VelocityIterations, m_PositionIterations;
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};
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}
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}
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#endif //DAYDREAM_PHYSICSSYSTEM_H
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