105 lines
2.8 KiB
C++
105 lines
2.8 KiB
C++
#ifndef DAYDREAM_PHYSICSSYSTEM_H
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#define DAYDREAM_PHYSICSSYSTEM_H
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#include <unordered_map>
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#include <Box2D/Box2D.h>
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#include "Core/System.h"
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#include "Core/World.h"
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#include "Core/EventBroker.h"
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#include "Core/CTransform.h"
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#include "Transform/TransformSystem.h"
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#include "CRectangleShape.h"
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#include "Physics/CPhysics.h"
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#include "Physics/EContact.h"
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#include "Physics/ESetImpulse.h"
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#include "Physics/CCircleShape.h"
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#include "Physics/CWaterVolume.h"
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#include "Game/CPad.h"
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#include "Game/CBall.h"
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#include "Rendering/CSprite.h"
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namespace dd
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{
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namespace Systems
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{
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class PhysicsSystem : public System
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{
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friend class ContractListener;
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public:
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PhysicsSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
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: System(world, eventBroker) { }
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~PhysicsSystem();
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void RegisterComponents(ComponentFactory* cf) override;
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void Initialize() override;
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void Update(double dt) override;
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void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
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void OnEntityCommit(EntityID entity) override;
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void OnEntityRemoved(EntityID entity) override;
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private:
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struct Impulse
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{
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b2Body* Body;
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b2Vec2 Impulse;
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b2Vec2 Point;
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};
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b2Vec2 m_Gravity = b2Vec2(0.f, -9.82f);
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b2World* m_PhysicsWorld = nullptr;
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float m_TimeStep = 1.f/60.f;
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float m_Accumulator = 0.f;
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int m_VelocityIterations = 6;
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int m_PositionIterations = 2;
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b2ParticleSystem *m_ParticleSystem;
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b2ParticleGroup* t_watergroup;
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std::unordered_map<EntityID, b2Body*> m_EntitiesToBodies;
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std::unordered_map<b2Body*, EntityID> m_BodiesToEntities;
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std::unordered_map<EntityID, const b2ParticleHandle*> m_EntitiesToParticleHandle;
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std::unordered_map<const b2ParticleHandle*, EntityID> m_ParticleHandleToEntities;
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std::list<Impulse> m_Impulses;
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void CreateBody(EntityID entity);
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void SyncEntitiesWithBodies();
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void SyncBodiesWithEntities();
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void InitializeWater();
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void SyncWater(); //TODO: Probably remove this
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void CreateParticleGroup(EntityID entity);
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EventRelay<PhysicsSystem, Events::SetImpulse> m_SetImpulse;
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bool SetImpulse(const Events::SetImpulse &event);
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class ContactListener : public b2ContactListener
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{
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public:
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ContactListener(PhysicsSystem* physicsSystem)
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: m_PhysicsSystem(physicsSystem) { }
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void BeginContact(b2Contact* contact);
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void EndContact(b2Contact* contact);
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void PreSolve(b2Contact* contact, const b2Manifold* oldManifold);
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void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse);
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private:
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PhysicsSystem* m_PhysicsSystem;
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};
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ContactListener* m_ContactListener;
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};
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}
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}
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#endif
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