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squidout/include/Physics/PhysicsSystem.h
T

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