Files
squidout/src/game/Physics/PhysicsSystem.cpp
T
2015-09-10 21:25:34 +01:00

137 lines
3.7 KiB
C++

#include "PrecompiledHeader.h"
#include "Physics/PhysicsSystem.h"
void dd::Systems::PhysicsSystem::RegisterComponents(ComponentFactory* cf)
{
}
void dd::Systems::PhysicsSystem::Initialize()
{
m_ContactListener = new ContactListener(this);
m_Gravity = b2Vec2(0.f, -9.82f);
m_PhysicsWorld = new b2World(m_Gravity);
m_TimeStep = 1.f/60.f;
m_VelocityIterations = 6;
m_PositionIterations = 2;
m_PhysicsWorld->SetContactListener(m_ContactListener);
}
void dd::Systems::PhysicsSystem::Update(double dt)
{
m_PhysicsWorld->Step(m_TimeStep, m_VelocityIterations, m_PositionIterations);
for(auto i : m_EntitiesToBodies)
{
EntityID entity = i.first;
b2Body* body = i.second;
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
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));
}
// auto absoluteTransform = m_World->GetSystem<Systems::TransformSystem>()->
}
}
void dd::Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
{
}
void dd::Systems::PhysicsSystem::OnEntityCommit(EntityID entity)
{
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
if(physicsComponent)
CreateBody(entity);
}
void dd::Systems::PhysicsSystem::OnEntityRemoved(EntityID entity)
{
}
void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
{
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
if(!physicsComponent){
LOG_ERROR("No PhysicsComponent in CreateBody");
return;
}
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
if(!transformComponent) {
LOG_ERROR("No TransformComponent in CreateBody");
return;
}
auto absoluteTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(entity);
b2BodyDef bodyDef;
bodyDef.position.Set(absoluteTransform.Position.x, absoluteTransform.Position.y);
bodyDef.angle = glm::degrees(-glm::eulerAngles(absoluteTransform.Orientation).z); //TODO: CHECK IF THIS IS CORRECT
if(physicsComponent->Static)
bodyDef.type = b2_staticBody;
else
bodyDef.type = b2_dynamicBody;
b2Body* body = m_PhysicsWorld->CreateBody(&bodyDef);
b2PolygonShape pShape;
auto boxComponent = m_World->GetComponent<Components::RectangleShape>(entity);
if(boxComponent){
pShape.SetAsBox(absoluteTransform.Scale.x/4, absoluteTransform.Scale.y/4); //TODO: THIS SUCKS DUDE
}
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);
}
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;
}
}