Falling bricks and collision filters
This commit is contained in:
@@ -0,0 +1,12 @@
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# Blender MTL File: 'submarine.blend'
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# Material Count: 1
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newmtl Material
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Ns 96.078431
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Ka 0.000000 0.000000 0.000000
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Kd 0.640000 0.640000 0.640000
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Ks 0.500000 0.500000 0.500000
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Ni 1.000000
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d 1.000000
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illum 2
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map_Kd SubmarineTexture.png
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File diff suppressed because it is too large
Load Diff
+14
-1
@@ -135,6 +135,9 @@ public:
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ball->Speed = 5.f;
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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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physics->Category = CollisionLayer::Type::Ball;
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physics->Mask = CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall;
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physics->Calculate = true;
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auto plight = m_World->AddComponent<Components::PointLight>(ent);
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plight->Radius = 2.f;
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@@ -176,6 +179,8 @@ public:
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
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physics->Static = true;
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physics->Category = CollisionLayer::Type::Wall;
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physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::Brick;
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m_World->CommitEntity(topWall);
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}
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@@ -192,6 +197,8 @@ public:
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(leftWall);
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physics->Static = true;
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physics->Category = CollisionLayer::Type::Wall;
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physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::Brick;
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m_World->CommitEntity(leftWall);
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}
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@@ -208,6 +215,8 @@ public:
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(rightWall);
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physics->Static = true;
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physics->Category = CollisionLayer::Type::Wall;
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physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::Brick;
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m_World->CommitEntity(rightWall);
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}
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@@ -221,8 +230,12 @@ public:
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auto rectangle = m_World->AddComponent<Components::RectangleShape>(ent);
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auto physics = m_World->AddComponent<Components::Physics>(ent);
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physics->Static = false;
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physics->Category = CollisionLayer::Type::Pad;
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physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::PowerUp;
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physics->Calculate = true;
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auto cModel = m_World->AddComponent<Components::Model>(ent);
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cModel->ModelFile = "Models/Submarine.obj";
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cModel->ModelFile = "Models/Submarine2.obj";
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auto pad = m_World->AddComponent<Components::Pad>(ent);
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m_World->CommitEntity(ent);
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}
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@@ -4,18 +4,40 @@
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namespace dd
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{
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namespace CollisionLayer
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{
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enum Type
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{
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Pad = 1 << 0,
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Ball = 1 << 1,
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Brick = 1 << 2,
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Water = 1 << 3,
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PowerUp = 1 << 4,
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Other = 1 << 5,
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Wall = 1 << 6
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};
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}
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namespace Components
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{
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struct Physics: public Component
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{
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//idk if anything should be here :)
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bool Static = true;
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bool Calculate = false;
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float GravityScale = 0.f;
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CollisionLayer::Type Category = CollisionLayer::Type::Other;
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CollisionLayer::Type Mask =
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CollisionLayer::Type::Pad |
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CollisionLayer::Type::Ball |
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CollisionLayer::Type::Brick |
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CollisionLayer::Type::Water |
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CollisionLayer::Type::PowerUp |
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CollisionLayer::Type::Wall |
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CollisionLayer::Type::Other;
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};
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}
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}
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#endif //DAYDREAM_CPHYSICS_H
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@@ -15,6 +15,7 @@
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#include "Physics/CCircleShape.h"
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#include "Core/EventBroker.h"
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#include "Game/CPad.h"
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#include "Game/CBall.h"
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namespace dd
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@@ -102,16 +103,19 @@ private:
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void PreSolve(b2Contact* contact, const b2Manifold* oldManifold)
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{
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EntityID entityA = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
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EntityID entityB = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
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EntityID entityB = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureB()->GetBody()];
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auto physicsComponentA = m_PhysicsSystem->m_World->GetComponent<Components::Physics>(entityA);
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auto physicsComponentB = m_PhysicsSystem->m_World->GetComponent<Components::Physics>(entityB);
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if (physicsComponentA != nullptr || physicsComponentB != nullptr) {
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// Turn of collisions
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contact->SetEnabled(false);
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if (physicsComponentA != nullptr && physicsComponentB != nullptr) {
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if (physicsComponentA->Calculate || physicsComponentB->Calculate) {
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// Turn of collisions
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contact->SetEnabled(false);
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}
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}
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}
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void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse)
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{
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@@ -60,9 +60,10 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
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return false;
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}
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//Which is the ball?
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EntityID ballEntity, otherEntitiy;
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//Which is the ball?
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if (ballComponent1 != nullptr) {
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ballEntity = event.Entity1;
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otherEntitiy = event.Entity2;
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@@ -78,6 +79,8 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
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//TODO: Add support for power-up collisions
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}
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//if this is a brick thats dead do not collide :)
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auto ballTransform = m_World->GetComponent<Components::Transform>(ballEntity);
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glm::vec2 ballVelocity = glm::vec2(ballTransform->Velocity.x, ballTransform->Velocity.y);
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@@ -85,7 +88,6 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
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auto padTransform = m_World->GetComponent<Components::Transform>(otherEntitiy);
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float x = ballTransform->Position.x - padTransform->Position.x;
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float movementMultiplier = 5.0f;
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float y = glm::cos((abs(x) / (1.6f)) * glm::pi<float>() / 2.f) + 1.f;
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ballTransform->Velocity = glm::normalize(glm::vec3(x, y ,0.f)) * ballComponent->Speed;
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@@ -176,6 +176,9 @@ void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBe
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std::shared_ptr<Components::Physics> cPhys = m_World->AddComponent<Components::Physics>(brick);
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cPhys->Static = false;
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cPhys->GravityScale = 0.f;
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cPhys->Category = CollisionLayer::Type::Brick;
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cPhys->Mask = CollisionLayer::Type::Ball;
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std::string fileName = "Textures/Bricks/";
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fileName.append(std::to_string(num));
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fileName.append(".png");
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@@ -270,6 +273,20 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
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auto physicsComponent = m_World->GetComponent<Components::Physics>(entityBrick);
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physicsComponent->GravityScale = 1.f;
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physicsComponent->Mask = CollisionLayer::Type::Water | CollisionLayer::Type::Wall;
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auto transformComponentBrick = m_World->GetComponent<Components::Transform>(entityBrick);
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auto transformComponentBall = m_World->GetComponent<Components::Transform>(entityBall);
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Events::SetImpulse e;
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e.Entity = entityBrick;
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glm::vec2 point = glm::vec2(transformComponentBrick->Position.x + ((transformComponentBrick->Position.x - transformComponentBall->Position.x)/4), transformComponentBrick->Position.y + ((transformComponentBrick->Position.y - transformComponentBall->Position.y )/4));
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e.Impulse = glm::normalize(point)/2.f;
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e.Point = point;
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EventBroker->Publish(e);
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//TODO: Bricks dont collide with walls D=
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SetNumberOfBricks(NumberOfBricks() - 1);
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if (NumberOfBricks() <= 0) {
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@@ -279,7 +296,7 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
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es.Score = brick->Score;
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EventBroker->Publish(es);
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std::cout << NumberOfBricks() << std::endl;
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// std::cout << NumberOfBricks() << std::endl;
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//std::cout << "Score: " << Score() << std::endl;
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}
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@@ -313,8 +330,12 @@ bool dd::Systems::LevelSystem::OnCreatePowerUp(const dd::Events::CreatePowerUp &
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auto model = m_World->AddComponent<Components::Model>(powerUp);
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std::shared_ptr<Components::CircleShape> cRec = m_World->AddComponent<Components::CircleShape>(powerUp);
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std::shared_ptr<Components::Physics> cPhys = m_World->AddComponent<Components::Physics>(powerUp);
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std::shared_ptr<Components::PowerUp> cPow = m_World->AddComponent<Components::PowerUp>(powerUp);
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cPhys->Static = false;
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cPhys->Category = CollisionLayer::Type::PowerUp;
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cPhys->Mask = CollisionLayer::Type::Pad;
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std::shared_ptr<Components::PowerUp> cPow = m_World->AddComponent<Components::PowerUp>(powerUp);
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transform->Position = event.Position;
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transform->Scale = glm::vec3(0.2, 0.2, 0.2);
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@@ -108,7 +108,9 @@ EntityID dd::Systems::PadSystem::CreateBall()
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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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physics->Category = CollisionLayer::Type::Ball;
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physics->Mask = CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall;
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physics->Calculate = true;
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cball->Speed = 5.f;
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m_World->CommitEntity(ent);
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@@ -234,9 +236,9 @@ bool dd::Systems::PadSystem::OnContactPowerUp(const dd::Events::Contact &event)
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return false;
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}
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m_World->RemoveComponent<Components::PowerUp>(entityPower);
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m_World->RemoveComponent<Components::CircleShape>(entityPower);
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m_World->RemoveComponent<Components::Physics>(entityPower);
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// m_World->RemoveComponent<Components::PowerUp>(entityPower);
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// m_World->RemoveComponent<Components::CircleShape>(entityPower);
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// m_World->RemoveComponent<Components::Physics>(entityPower);
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m_World->RemoveEntity(entityPower);
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Events::PowerUpTaken ep;
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ep.Name = "Something";
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@@ -85,6 +85,12 @@ void dd::Systems::PhysicsSystem::Update(double dt)
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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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b2Filter filter;
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filter.categoryBits = physicsComponent->Category;
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filter.maskBits = physicsComponent->Mask;
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body->GetFixtureList()->SetFilterData(filter);
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}
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}
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@@ -106,7 +112,7 @@ void dd::Systems::PhysicsSystem::Update(double dt)
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b2Body* body = i.second;
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if (body == nullptr) {
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//LOG_ERROR("This body should not exist");
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LOG_ERROR("This body should not exist");
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continue;
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}
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@@ -149,6 +155,11 @@ void dd::Systems::PhysicsSystem::OnEntityCommit(EntityID entity)
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void dd::Systems::PhysicsSystem::OnEntityRemoved(EntityID entity)
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{
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auto physics = m_World->GetComponent<Components::Physics>(entity);
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if (physics == nullptr) {
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return;
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}
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b2Body* body = m_EntitiesToBodies[entity];
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if (body != nullptr) {
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@@ -180,8 +191,6 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
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b2BodyDef bodyDef;
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bodyDef.position.Set(absoluteTransform.Position.x, absoluteTransform.Position.y);
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bodyDef.angle = -glm::eulerAngles(absoluteTransform.Orientation).z;
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if (physicsComponent->Static) {
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@@ -191,7 +200,6 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
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}
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b2Body* body = m_PhysicsWorld->CreateBody(&bodyDef);
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b2Shape* pShape;
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@@ -216,12 +224,16 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
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}
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}
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b2FixtureDef fixtureDef;
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fixtureDef.shape = pShape;
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fixtureDef.filter.categoryBits = physicsComponent->Category;
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fixtureDef.filter.maskBits = physicsComponent->Mask;
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if(physicsComponent->Static) {
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body->CreateFixture(pShape, 0); //Density kanske ska vara 0 på statiska kroppar
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body->CreateFixture(&fixtureDef); //Density kanske ska vara 0 på statiska kroppar
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}
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else {
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//TODO: FIX THIS SHIT INTO COMPONENTS
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b2FixtureDef fixtureDef;
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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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@@ -232,6 +244,7 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
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delete pShape;
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body->SetGravityScale(physicsComponent->GravityScale);
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m_EntitiesToBodies.insert(std::make_pair(entity, body));
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m_BodiesToEntities.insert(std::make_pair(body, entity));
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