137 lines
3.7 KiB
C++
137 lines
3.7 KiB
C++
#include "PrecompiledHeader.h"
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#include "Physics/PhysicsSystem.h"
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void dd::Systems::PhysicsSystem::RegisterComponents(ComponentFactory* cf)
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{
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}
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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, -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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m_VelocityIterations = 6;
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m_PositionIterations = 2;
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m_PhysicsWorld->SetContactListener(m_ContactListener);
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}
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void dd::Systems::PhysicsSystem::Update(double dt)
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{
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m_PhysicsWorld->Step(m_TimeStep, m_VelocityIterations, m_PositionIterations);
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for(auto i : m_EntitiesToBodies)
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{
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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(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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//TODO: CHECK IF THIS IS CORRECT
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transformComponent->Orientation = glm::quat(glm::vec3(0, 0, -angle));
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}
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// auto absoluteTransform = m_World->GetSystem<Systems::TransformSystem>()->
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}
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}
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void dd::Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
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{
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}
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void dd::Systems::PhysicsSystem::OnEntityCommit(EntityID entity)
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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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CreateBody(entity);
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}
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void dd::Systems::PhysicsSystem::OnEntityRemoved(EntityID entity)
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{
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}
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void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
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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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LOG_ERROR("No PhysicsComponent in CreateBody");
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return;
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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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LOG_ERROR("No TransformComponent in CreateBody");
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return;
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}
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auto absoluteTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(entity);
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b2BodyDef bodyDef;
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bodyDef.position.Set(absoluteTransform.Position.x, absoluteTransform.Position.y);
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bodyDef.angle = glm::degrees(-glm::eulerAngles(absoluteTransform.Orientation).z); //TODO: CHECK IF THIS IS CORRECT
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if(physicsComponent->Static)
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bodyDef.type = b2_staticBody;
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else
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bodyDef.type = b2_dynamicBody;
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b2Body* body = m_PhysicsWorld->CreateBody(&bodyDef);
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b2PolygonShape pShape;
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auto boxComponent = m_World->GetComponent<Components::RectangleShape>(entity);
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if(boxComponent){
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pShape.SetAsBox(absoluteTransform.Scale.x/4, absoluteTransform.Scale.y/4); //TODO: THIS SUCKS DUDE
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}
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if(physicsComponent->Static){
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body->CreateFixture(&pShape, 0); //Density kanske ska vara 0 på statiska kroppar
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}
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else{
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//TODO: FIX THIS SHIT INTO COMPONENTS
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b2FixtureDef fixtureDef;
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fixtureDef.shape = &pShape;
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fixtureDef.density = 1.f;
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fixtureDef.restitution = 1.0f;
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fixtureDef.friction = 0.3f;
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body->CreateFixture(&fixtureDef);
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}
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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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dd::Systems::PhysicsSystem::~PhysicsSystem()
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{
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if (m_ContactListener != nullptr) {
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delete m_ContactListener;
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m_ContactListener = nullptr;
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}
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}
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