Gravity scale per entity
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@@ -11,6 +11,7 @@ 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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float GravityScale = 0.f;
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};
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}
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@@ -72,10 +72,10 @@ void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID
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if (transformBall->Position.y < -EdgeY() - 4) {
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if (MultiBalls() != 0) {
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SetMultiBalls(MultiBalls() - 1);
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m_World->RemoveComponent<Components::Ball>(entity);
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m_World->RemoveComponent<Components::Transform>(entity);
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m_World->RemoveComponent<Components::CircleShape>(entity);
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m_World->RemoveComponent<Components::Physics>(entity);
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// m_World->RemoveComponent<Components::Ball>(entity);
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// m_World->RemoveComponent<Components::Transform>(entity);
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// m_World->RemoveComponent<Components::CircleShape>(entity);
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// m_World->RemoveComponent<Components::Physics>(entity);
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m_World->RemoveEntity(entity);
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} else if (Lives() == PastLives()) {
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Events::ResetBall be;
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@@ -107,8 +107,8 @@ void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID
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auto life = m_World->GetComponent<Components::Life>(entity);
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if (life != nullptr) {
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if (life->Number + 1 == PastLives()) {
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m_World->RemoveComponent<Components::Life>(entity);
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m_World->RemoveComponent<Components::Transform>(entity);
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// m_World->RemoveComponent<Components::Life>(entity);
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// m_World->RemoveComponent<Components::Transform>(entity);
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m_World->RemoveEntity(entity);
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SetPastLives(Lives());
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}
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@@ -170,11 +170,12 @@ void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBe
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{
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auto brick = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(brick);
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//std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(brick);
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auto model = m_World->AddComponent<Components::Model>(brick);
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std::shared_ptr<Components::Brick> cBrick = m_World->AddComponent<Components::Brick>(brick);
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std::shared_ptr<Components::RectangleShape> cRec = m_World->AddComponent<Components::RectangleShape>(brick);
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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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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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@@ -261,11 +262,14 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
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if (ball != nullptr && Restarting() == false) {
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auto ballTransform = m_World->GetComponent<Components::Transform>(entityBall);
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m_World->RemoveComponent<Components::Brick>(entityBrick);
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m_World->RemoveComponent<Components::Transform>(entityBrick);
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m_World->RemoveComponent<Components::RectangleShape>(entityBrick);
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m_World->RemoveComponent<Components::Physics>(entityBrick);
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m_World->RemoveEntity(entityBrick);
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// m_World->RemoveComponent<Components::Brick>(entityBrick);
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// m_World->RemoveComponent<Components::Transform>(entityBrick);
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// m_World->RemoveComponent<Components::RectangleShape>(entityBrick);
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// m_World->RemoveComponent<Components::Physics>(entityBrick);
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// m_World->RemoveEntity(entityBrick);
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auto physicsComponent = m_World->GetComponent<Components::Physics>(entityBrick);
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physicsComponent->GravityScale = 1.f;
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SetNumberOfBricks(NumberOfBricks() - 1);
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if (NumberOfBricks() <= 0) {
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@@ -12,7 +12,7 @@ void dd::Systems::PhysicsSystem::Initialize()
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{
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m_ContactListener = new ContactListener(this);
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m_Gravity = b2Vec2(0.f, 0.f);
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m_Gravity = b2Vec2(0.f, -9.82f);
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m_PhysicsWorld = new b2World(m_Gravity);
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m_TimeStep = 1.f/60.f;
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@@ -50,74 +50,84 @@ bool dd::Systems::PhysicsSystem::SetImpulse(const Events::SetImpulse &event)
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void dd::Systems::PhysicsSystem::Update(double dt)
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{
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for (auto i : m_EntitiesToBodies) {
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EntityID entity = i.first;
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b2Body* body = i.second;
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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 (body == nullptr) {
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//LOG_ERROR("This body should not exist");
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continue;
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}
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if (m_World->GetEntityParent(entity) == 0) { //TODO: Make this work with childs too
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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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body->SetTransform(position, angle);
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body->SetLinearVelocity(b2Vec2(transformComponent->Velocity.x, transformComponent->Velocity.y));
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}
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}
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for (auto i : m_Impulses) {
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i.Body->ApplyLinearImpulse(i.Impulse, i.Point, true);
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}
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m_Impulses.clear();
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m_Accumulator += dt;
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while(m_Accumulator >= m_TimeStep)
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{
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m_PhysicsWorld->Step(m_TimeStep, m_VelocityIterations, m_PositionIterations);
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m_Accumulator -= dt;
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}
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for (auto i : m_EntitiesToBodies) {
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EntityID entity = i.first;
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b2Body* body = i.second;
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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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LOG_ERROR("RigidBody with no TransformComponent");
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}
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auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
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if (! physicsComponent) {
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continue;
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LOG_ERROR("RigidBody with no PhysicsComponent");
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}
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for (auto i : m_EntitiesToBodies) {
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EntityID entity = i.first;
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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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continue;
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}
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if (body == nullptr) {
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//LOG_ERROR("This body should not exist");
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continue;
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if (m_World->GetEntityParent(entity) == 0) { //TODO: Make this work with childs too
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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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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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}
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}
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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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transformComponent->Position.y = position.y;
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float angle = body->GetAngle();
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for (auto i : m_Impulses) {
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i.Body->ApplyLinearImpulse(i.Impulse, i.Point, true);
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}
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m_Impulses.clear();
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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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transformComponent->Velocity.y = velocity.y;
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m_PhysicsWorld->Step(m_TimeStep, m_VelocityIterations, m_PositionIterations);
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m_Accumulator -= dt;
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for (auto i : m_EntitiesToBodies) {
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EntityID entity = i.first;
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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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continue;
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}
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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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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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b2Vec2 velocity = body->GetLinearVelocity();
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transformComponent->Velocity.x = velocity.x;
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transformComponent->Velocity.y = velocity.y;
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}
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}
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}
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}
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@@ -222,6 +232,7 @@ 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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}
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