#include "PrecompiledHeader.h" #include "Physics/PhysicsSystem.h" void dd::Systems::PhysicsSystem::RegisterComponents(ComponentFactory* cf) { cf->Register(); //TODO: REGISTER PHYSICS COMPONENTS HERE } void dd::Systems::PhysicsSystem::Initialize() { m_ContactListener = new ContactListener(this); m_PhysicsWorld = new b2World(m_Gravity); m_PhysicsWorld->SetContactListener(m_ContactListener); InitializeWater(); EVENT_SUBSCRIBE_MEMBER(m_SetImpulse, &PhysicsSystem::SetImpulse); EVENT_SUBSCRIBE_MEMBER(m_EPause, &PhysicsSystem::OnPause); EVENT_SUBSCRIBE_MEMBER(m_EStageCleared, &PhysicsSystem::OnStageCleared); } void dd::Systems::PhysicsSystem::InitializeWater() { float radius = 0.13f; float gravityScale = 1.0f; CreateParticleSystem(radius, gravityScale); } bool dd::Systems::PhysicsSystem::SetImpulse(const Events::SetImpulse &event) { auto it = m_EntitiesToBodies.find(event.Entity); if(it == m_EntitiesToBodies.end()) { LOG_ERROR("Entity: %i, Tried to set an impulse on a body that does not exsist", event.Entity); return false; } b2Vec2 impulse; impulse.x = event.Impulse.x; impulse.y = event.Impulse.y; b2Vec2 point; point.x = event.Point.x; point.y = event.Point.y; Impulse i; i.Body = it->second; i.Vector = impulse; i.Point = point; m_Impulses.push_back(i); return true; } void dd::Systems::PhysicsSystem::SyncEntitiesWithBodies() { for (auto i : m_EntitiesToBodies) { EntityID entity = i.first; b2Body* body = i.second; if (body == nullptr) { LOG_ERROR("This body should not exist, please fix this"); continue; } auto transformComponent = m_World->GetComponent(entity); if (! transformComponent) { continue; LOG_ERROR("RigidBody with no TransformComponent"); } auto physicsComponent = m_World->GetComponent(entity); if (! physicsComponent) { continue; LOG_ERROR("RigidBody with no PhysicsComponent"); } if (m_World->GetEntityParent(entity) == 0) { //TODO: Make this work with childs too b2Vec2 position; position.x = transformComponent->Position.x; position.y = transformComponent->Position.y; float angle = glm::eulerAngles(transformComponent->Orientation).z; body->SetTransform(position, angle); body->SetLinearVelocity(b2Vec2(transformComponent->Velocity.x, transformComponent->Velocity.y)); body->SetGravityScale(physicsComponent->GravityScale); b2Filter filter; filter.categoryBits = physicsComponent->Category; filter.maskBits = physicsComponent->Mask; body->GetFixtureList()->SetFilterData(filter); if (physicsComponent->CollisionType == CollisionType::Type::Static) { body->SetType(b2_staticBody); } else if (physicsComponent->CollisionType == CollisionType::Type::Dynamic) { body->SetType(b2_dynamicBody); } else if (physicsComponent->CollisionType == CollisionType::Type::Kinematic) { body->SetType(b2_dynamicBody); } } } } void dd::Systems::PhysicsSystem::SyncBodiesWithEntities() { for (auto i : m_BodiesToEntities) { b2Body* body = i.first; EntityID entity = i.second; if (body == nullptr) { LOG_ERROR("This body should not exist, please fix this"); continue; } auto transformComponent = m_World->GetComponent(entity); if (! transformComponent) { continue; LOG_ERROR("RigidBody with no TransformComponent"); } auto physicsComponent = m_World->GetComponent(entity); if (! physicsComponent) { continue; LOG_ERROR("RigidBody with no PhysicsComponent"); } auto parent = m_World->GetEntityParent(entity); if (parent == 0) { auto physicsComponent = m_World->GetComponent(entity); if (physicsComponent->Calculate) { //TODO: REPLACE THIS WITH PARTICLE COLLISION FILTERS transformComponent->Position.x = transformComponent->Position.x + (transformComponent->Velocity.x * m_TimeStep); transformComponent->Position.y = transformComponent->Position.y + (transformComponent->Velocity.y * m_TimeStep); } else { b2Vec2 position = body->GetPosition(); transformComponent->Position.x = position.x; transformComponent->Position.y = position.y; float angle = body->GetAngle(); transformComponent->Orientation = glm::quat(glm::vec3(0, 0, angle)); b2Vec2 velocity = body->GetLinearVelocity(); transformComponent->Velocity.x = velocity.x; transformComponent->Velocity.y = velocity.y; } } } } void dd::Systems::PhysicsSystem::Update(double dt) { if (m_Pause) { return; } if (m_Travelling) { if (m_DistanceTravelled > 12.f) { m_DistanceTravelled = 0; m_Travelling = false; } m_DistanceTravelled += 6.0f * dt; } m_Accumulator += dt; while(m_Accumulator >= m_TimeStep) { UpdateParticleEmitters(dt); SyncEntitiesWithBodies(); //Apply Impulses Must be done after SyncEntitiesWithBodies for (auto i : m_Impulses) { i.Body->ApplyLinearImpulse(i.Vector, i.Point, true); } m_Impulses.clear(); //Update the PhysicsWorld m_PhysicsWorld->Step(m_TimeStep, m_VelocityIterations, m_PositionIterations); SyncBodiesWithEntities(); for ( int e = 0; e < m_EntitiesToParticleHandle.size(); e++) { b2Vec2 *positionBuffer = m_ParticleSystem[e]->GetPositionBuffer(); for (auto i : m_EntitiesToParticleHandle[e]) { EntityID entity = i.first; const b2ParticleHandle *particleH = i.second; b2Vec2 positionB2 = positionBuffer[particleH->GetIndex()]; glm::vec2 position = glm::vec2(positionB2.x, positionB2.y); EntityID entityParent = m_World->GetEntityParent(entity); glm::vec3 parentTransform = glm::vec3(0.f); if (entityParent) { auto tp = m_World->GetComponent(entityParent); parentTransform = tp->Position; } auto transform = m_World->GetComponent(entity); transform->Position = glm::vec3(position.x, position.y, -10) - parentTransform; } } m_Accumulator -= dt; } } void dd::Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID parent) { if (m_Travelling) { auto transform = m_World->GetComponent(entity); if (transform != nullptr) { if (transform->Sticky == true) { return; } transform->Position.y -= 6.0f * dt; } } } bool dd::Systems::PhysicsSystem::OnPause(const dd::Events::Pause &event) { if (event.Type != "PhysicsSystem" && event.Type != "All") { return false; } if (m_Pause) { m_Pause = false; } else { m_Pause = true; } return true; } void dd::Systems::PhysicsSystem::OnEntityCommit(EntityID entity) { auto physicsComponent = m_World->GetComponent(entity); auto waterComponent = m_World->GetComponent(entity); auto particleEmitterComponent = m_World->GetComponent(entity); if (physicsComponent && waterComponent) { LOG_ERROR("Entity has both water and physics component, this is illegal. The police has been alerted."); return; } if (physicsComponent && particleEmitterComponent) { LOG_ERROR("Entity has both particle and physics component, this is illegal. The police has been alerted."); return; } if (physicsComponent) { auto it = m_EntitiesToBodies.find(entity); if(it == m_EntitiesToBodies.end()) { CreateBody(entity); } else { LOG_ERROR("Tried to commit a body that already exists"); } } else if (waterComponent) { CreateParticleGroup(entity); } else if (particleEmitterComponent) { CreateParticleEmitter(entity); } } void dd::Systems::PhysicsSystem::OnEntityRemoved(EntityID entity) { /* auto physics = m_World->GetComponent(entity); if (physics == nullptr) { return; }*/ auto it = m_EntitiesToBodies.find(entity); if(it == m_EntitiesToBodies.end()) { LOG_ERROR("Trying to remove non-exsisting body, Entity: %i", entity); return; } //It told me I was removing a lot of objects, and I didn't need that information, so I commented it out. //LOG_INFO("Removing entity %i", entity); it->second->GetWorld()->DestroyBody(it->second); m_BodiesToEntities.erase(it->second); m_EntitiesToBodies.erase(entity); //delete body; } bool dd::Systems::PhysicsSystem::OnStageCleared(const dd::Events::StageCleared &event) { if (event.ClearedStage < 5) { m_Travelling = true; } return true; } void dd::Systems::PhysicsSystem::CreateBody(EntityID entity) { auto physicsComponent = m_World->GetComponent(entity); if(!physicsComponent){ LOG_ERROR("No PhysicsComponent in CreateBody"); return; } auto transformComponent = m_World->GetComponent(entity); if(!transformComponent) { LOG_ERROR("No TransformComponent in CreateBody"); return; } auto absoluteTransform = m_World->GetSystem()->AbsoluteTransform(entity); b2BodyDef bodyDef; bodyDef.position.Set(absoluteTransform.Position.x, absoluteTransform.Position.y); bodyDef.angle = -glm::eulerAngles(absoluteTransform.Orientation).z; if (physicsComponent->CollisionType == CollisionType::Type::Static) { bodyDef.type = b2_staticBody; } else if (physicsComponent->CollisionType == CollisionType::Type::Dynamic) { bodyDef.type = b2_dynamicBody; } else if (physicsComponent->CollisionType == CollisionType::Type::Kinematic) { bodyDef.type = b2_dynamicBody; } b2Body* body = m_PhysicsWorld->CreateBody(&bodyDef); b2Shape* pShape; auto rectangleComponent = m_World->GetComponent(entity); if (rectangleComponent) { b2PolygonShape* bShape = new b2PolygonShape(); bShape->SetAsBox(rectangleComponent->Dimensions.x/2.f, rectangleComponent->Dimensions.y/2.f); pShape = bShape; } else { auto circleComponent = m_World->GetComponent(entity); if (circleComponent) { pShape = new b2CircleShape(); pShape->m_radius = circleComponent->Radius; } } b2FixtureDef fixtureDef; fixtureDef.shape = pShape; fixtureDef.filter.categoryBits = physicsComponent->Category; fixtureDef.filter.maskBits = physicsComponent->Mask; fixtureDef.shape = pShape; fixtureDef.density = physicsComponent->Density; fixtureDef.restitution = 1.0f; fixtureDef.friction = 0.0f; body->CreateFixture(&fixtureDef); delete pShape; body->SetGravityScale(physicsComponent->GravityScale); m_EntitiesToBodies.insert(std::make_pair(entity, body)); m_BodiesToEntities.insert(std::make_pair(body, entity)); } void dd::Systems::PhysicsSystem::CreateParticleGroup(EntityID e) { auto transform = m_World->GetComponent(e); if (!transform) { LOG_ERROR("No Transform component in CreateParticleGroup"); } b2ParticleGroupDef pd; b2PolygonShape shape; auto water = m_World->GetComponent(e); if (water) { shape.SetAsBox(transform->Scale.x/2.f, transform->Scale.y/2.f); pd.shape = &shape; pd.flags = b2_tensileParticle; pd.position.Set(transform->Position.x, transform->Position.y); t_ParticleGroup.push_back(m_ParticleSystem[0]->CreateParticleGroup(pd)); b2Vec2* t_ParticlePositions = m_ParticleSystem[0]->GetPositionBuffer(); for(int i = 0; i < m_ParticleSystem[0]->GetParticleCount(); i++){ { auto t_waterparticle = m_World->CreateEntity(e); auto transformChild = m_World->AddComponent(t_waterparticle); transformChild->Position = glm::vec3(t_ParticlePositions[i].x - transform->Position.x, t_ParticlePositions[i].y - transform->Position.y, -9.5f); transformChild->Scale = glm::vec3(m_ParticleSystem[0]->GetRadius())/transform->Scale; m_World->CommitEntity(t_waterparticle); m_EntitiesToParticleHandle[0].insert(std::make_pair(t_waterparticle, m_ParticleSystem[0]->GetParticleHandleFromIndex(i))); m_ParticleHandleToEntities[0].insert(std::make_pair( m_ParticleSystem[0]->GetParticleHandleFromIndex(i), t_waterparticle)); } } } } void dd::Systems::PhysicsSystem::UpdateParticleEmitters(double dt) { for (int i = 0; i < m_ParticleEmitters.System.size(); i++) { auto e = m_ParticleEmitters.Emitter[i]; auto pt = m_ParticleEmitters.Template[i]; auto ps = m_ParticleEmitters.System[i]; auto emitter = m_World->GetComponent(e); auto particleTemplate = m_World->GetComponent(pt); emitter->TimeSinceLastSpawn += dt; if(emitter->TimeSinceLastSpawn < emitter->SpawnRate) { continue; } emitter->TimeSinceLastSpawn -= emitter->SpawnRate; auto templateTransform = m_World->GetComponent(pt); b2ParticleDef particleDef; particleDef.flags = particleTemplate->Flags; //particleDef.color TODO: Implement this if we want color mixing and shit. particleDef.lifetime = particleTemplate->LifeTime; particleDef.velocity = b2Vec2(templateTransform->Velocity.x, templateTransform->Velocity.y); particleDef.position = b2Vec2(templateTransform->Position.x, templateTransform->Position.y); auto particle = m_World->CloneEntity(pt, 0); m_World->RemoveComponent(particle); auto b2Particle = ps->CreateParticle(particleDef); auto b2ParticleHandle = ps->GetParticleHandleFromIndex(b2Particle); m_EntitiesToParticleHandle[i].insert(std::make_pair(particle, b2ParticleHandle)); m_ParticleHandleToEntities[i].insert(std::make_pair(b2ParticleHandle, particle)); //TODO: Ta bort detta int particles = 0; for (auto i : m_EntitiesToParticleHandle) { particles += i.size(); } LOG_INFO("--I have %i particles.", particles); } } void dd::Systems::PhysicsSystem::CreateParticleEmitter(EntityID entity) { auto childEntities = m_World->GetEntityChildren(entity); if (childEntities.empty()) { LOG_ERROR("Particle Emitter does not have any child. Please adopt one or this will not work."); return; } int pf = 0; dd::Components::Particle* particle; EntityID childEntity; for ( auto c : childEntities ) { auto p = m_World->GetComponent(c); auto particleTemplate = m_World->GetComponent(c); if (!p) { continue; LOG_WARNING("--Emitter's Child is not a particle."); } if(!particleTemplate) { LOG_ERROR("Emitter's particleChild is not a template."); continue; } if (pf != 0) { LOG_WARNING("Emitter has more than one child that is a particleTemplate, only the first one is used."); break; } childEntity = c; particle = p; pf++; } //TODO: Skicka med fler flaggor till particlesystemet; m_ParticleEmitters.System.push_back(CreateParticleSystem(particle->Radius, 0.f)); m_ParticleEmitters.Emitter.push_back(entity); m_ParticleEmitters.Template.push_back(childEntity); } b2ParticleSystem* dd::Systems::PhysicsSystem::CreateParticleSystem(float radius, float gravityScale) { std::unordered_map m1; std::unordered_map m2; m_EntitiesToParticleHandle.push_back(m1); m_ParticleHandleToEntities.push_back(m2); b2ParticleSystemDef m_ParticleSystemDef; m_ParticleSystemDef.radius = radius; m_ParticleSystemDef.gravityScale = gravityScale; m_ParticleSystem.push_back(m_PhysicsWorld->CreateParticleSystem(&m_ParticleSystemDef)); return m_ParticleSystem.back(); } dd::Systems::PhysicsSystem::~PhysicsSystem() { for (auto i = m_BodiesToEntities.begin(); i != m_BodiesToEntities.end(); i++) { b2Body* body = i->first; body->GetWorld()->DestroyBody(body); //delete body; } m_BodiesToEntities.clear(); m_EntitiesToBodies.clear(); m_Impulses.clear(); //TODO:REMOVE PARTICLE SYSTEMS if (m_ContactListener != nullptr) { delete m_ContactListener; m_ContactListener = nullptr; } if (m_PhysicsWorld != nullptr) { delete m_PhysicsWorld; m_PhysicsWorld = nullptr; } }