Falling bricks and collision filters
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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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