#include "PrecompiledHeader.h" #include "Physics/PhysicsSystem.h" void dd::Systems::PhysicsSystem::RegisterComponents(ComponentFactory* cf) { cf->Register(); } void dd::Systems::PhysicsSystem::Initialize() { m_ContactListener = new ContactListener(this); m_Gravity = b2Vec2(0.f, 0.f); m_PhysicsWorld = new b2World(m_Gravity); m_TimeStep = 1.f/60.f; m_VelocityIterations = 6; m_PositionIterations = 2; m_Accumulator = 0.f; m_PhysicsWorld->SetContactListener(m_ContactListener); EVENT_SUBSCRIBE_MEMBER(m_SetImpulse, PhysicsSystem::SetImpulse); } bool dd::Systems::PhysicsSystem::SetImpulse(const Events::SetImpulse &event) { b2Body* body = m_EntitiesToBodies[event.Entity]; b2Vec2 impulse; impulse.x = event.Impulse.x; impulse.y = event.Impulse.y; b2Vec2 point; point.x = event.Point.x; point.y = event.Point.y; body->ApplyLinearImpulse(impulse, point, true); return true; } void dd::Systems::PhysicsSystem::Update(double dt) { for (auto i : m_EntitiesToBodies) { EntityID entity = i.first; b2Body* body = i.second; auto transformComponent = m_World->GetComponent(entity); if (! transformComponent) continue; if (m_World->GetEntityParent(entity) == 0) { b2Vec2 position; position.x = transformComponent->Position.x; position.y = transformComponent->Position.y; float angle = -glm::eulerAngles(transformComponent->Orientation).z; body->SetTransform(position, angle); } } m_Accumulator += dt; while(m_Accumulator >= m_TimeStep) { m_PhysicsWorld->Step(m_TimeStep, m_VelocityIterations, m_PositionIterations); m_Accumulator -= dt; } for (auto i : m_EntitiesToBodies) { EntityID entity = i.first; b2Body* body = i.second; auto transformComponent = m_World->GetComponent(entity); if (! transformComponent) continue; if (m_World->GetEntityParent(entity) == 0) { b2Vec2 position = body->GetPosition(); transformComponent->Position.x = position.x; transformComponent->Position.y = position.y; float angle = body->GetAngle(); //TODO: CHECK IF THIS IS CORRECT transformComponent->Orientation = glm::quat(glm::vec3(0, 0, -angle)); } } } void dd::Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID parent) { } void dd::Systems::PhysicsSystem::OnEntityCommit(EntityID entity) { auto physicsComponent = m_World->GetComponent(entity); if(physicsComponent) { CreateBody(entity); } } void dd::Systems::PhysicsSystem::OnEntityRemoved(EntityID entity) { b2Body* body = m_EntitiesToBodies[entity]; if (body != nullptr) { m_EntitiesToBodies.erase(entity); m_BodiesToEntities.erase(body); m_PhysicsWorld->DestroyBody(body); } } 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->Static) { bodyDef.type = b2_staticBody; } else { bodyDef.type = b2_dynamicBody; } b2Body* body = m_PhysicsWorld->CreateBody(&bodyDef); b2Shape* pShape; auto boxComponent = m_World->GetComponent(entity); if (boxComponent) { b2PolygonShape* bShape = new b2PolygonShape(); bShape->SetAsBox(absoluteTransform.Scale.x/2, absoluteTransform.Scale.y/2); //TODO: THIS SUCKS DUDE 4?!?!?!? pShape = bShape; } else { auto circleComponent = m_World->GetComponent(entity); if (circleComponent) { pShape = new b2CircleShape(); pShape->m_radius = absoluteTransform.Scale.x; if (absoluteTransform.Scale.x != absoluteTransform.Scale.y && absoluteTransform.Scale.y != absoluteTransform.Scale.z) { LOG_WARNING("Circles has to be of uniform scale."); } pShape->m_radius = absoluteTransform.Scale.x/2; //TODO: THIS ALSO SUCKS 4 WTH } } if(physicsComponent->Static) { body->CreateFixture(pShape, 0); //Density kanske ska vara 0 på statiska kroppar } else { //TODO: FIX THIS SHIT INTO COMPONENTS b2FixtureDef fixtureDef; fixtureDef.shape = pShape; fixtureDef.density = 1.f; fixtureDef.restitution = 1.0f; fixtureDef.friction = 0.3f; body->CreateFixture(&fixtureDef); } delete pShape; m_EntitiesToBodies.insert(std::make_pair(entity, body)); m_BodiesToEntities.insert(std::make_pair(body, entity)); } dd::Systems::PhysicsSystem::~PhysicsSystem() { if (m_ContactListener != nullptr) { delete m_ContactListener; m_ContactListener = nullptr; } }