added the basic requiements for physics with box2d
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117
TSE_Core/src/BehaviourScripts/PhysicsObject.cpp
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117
TSE_Core/src/BehaviourScripts/PhysicsObject.cpp
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#include "PhysicsObject.hpp"
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#include "MathF.hpp"
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#include "elements/Transformable.hpp"
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#include "elements/PhysicsEngine.hpp"
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TSE::PhysicsObject::PhysicsObject(BodyType t, ColliderShape s, float d, float f, Vector3 cs)
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{
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type = t;
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shape = s;
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density = d;
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friction = f;
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collidersize = cs;
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}
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TSE::PhysicsObject::~PhysicsObject()
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{
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PhysicsEngine::UnRegisterPhysicsObject(this);
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if(b2Body_IsValid(bodyId))
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b2DestroyBody(bodyId);
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}
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void TSE::PhysicsObject::UpdatePosition()
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{
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b2Vec2 b2newPos = b2Body_GetPosition(bodyId);
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if(lastPos.x != b2newPos.x || lastPos.y != b2newPos.y)
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{
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Vector3 newPos(b2newPos.x, b2newPos.y, lastPos.z);
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lastPos = newPos;
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Vector3 delta = baseObject->GlobalToLocalPosition(newPos);
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baseObject->position = baseObject->position + delta;
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}
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float newRot = b2Rot_GetAngle(b2Body_GetRotation(bodyId));
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if(newRot != lastRot)
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{
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lastRot = newRot;
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Vector3 euler = baseObject->GetEuler();
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euler.z = Rad2Deg(newRot);
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}
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}
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void TSE::PhysicsObject::OnUpdate()
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{
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Vector3 globalPos = baseObject->GetGlobalPosition();
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float rot = Deg2Rad(baseObject->GetEuler().z);
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if(globalPos != lastPos || rot != lastRot)
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{
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lastPos = globalPos;
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lastRot = rot;
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b2Vec2 pos;
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pos.x = globalPos.x;
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pos.y = globalPos.y;
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b2Body_SetTransform(bodyId, pos, b2MakeRot(rot));
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b2Body_SetAwake(bodyId, true);
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}
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}
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void TSE::PhysicsObject::Start()
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{
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b2WorldId& wid = PhysicsEngine::GetWorldId();
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b2BodyDef def = b2DefaultBodyDef();
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b2Vec2 pos;
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Vector3 globalPos = baseObject->GetGlobalPosition();
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pos.x = globalPos.x;
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pos.y = globalPos.y;
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def.position = pos;
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lastPos = globalPos;
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float rot = Deg2Rad(baseObject->GetEuler().z);
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def.rotation = b2MakeRot(rot);
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lastRot = rot;
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b2BodyType b2type;
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switch(type)
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{
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case BodyType::Dynamic:
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b2type = b2_dynamicBody;
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break;
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case BodyType::Static:
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b2type = b2_staticBody;
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break;
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}
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def.type = b2type;
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bodyId = b2CreateBody(wid, &def);
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b2ShapeDef shapeDef = b2DefaultShapeDef();
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shapeDef.density = density;
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shapeDef.material.friction = friction;
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b2Polygon b2shape;
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b2Circle b2circle;
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b2Capsule b2capsule;
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switch (shape)
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{
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case ColliderShape::Box:
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b2shape = b2MakeBox(collidersize.x * 0.5f, collidersize.y * 0.5f);
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b2CreatePolygonShape(bodyId, &shapeDef, &b2shape);
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break;
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case ColliderShape::RoundedBox:
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b2shape = b2MakeRoundedBox(collidersize.x * 0.5f, collidersize.y * 0.5f, collidersize.z);
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b2CreatePolygonShape(bodyId, &shapeDef, &b2shape);
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break;
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case ColliderShape::Circle:
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b2circle.radius = collidersize.x;
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b2CreateCircleShape(bodyId, &shapeDef, &b2circle);
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break;
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case ColliderShape::Capsule:
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b2capsule.radius = collidersize.x;
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b2capsule.center1 = {0, collidersize.y * 0.5f};
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b2capsule.center1 = {0, collidersize.y * -0.5f};
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b2CreateCapsuleShape(bodyId, &shapeDef, &b2capsule);
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break;
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}
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PhysicsEngine::RegisterPhysicsObject(this);
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}
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