Started work on audio manager

Implemented soloud
This commit is contained in:
Antoine Pilote
2023-04-02 22:35:40 -04:00
parent 0bf4c2cb18
commit 1532724a5d
11 changed files with 164 additions and 22 deletions

View File

@@ -37,7 +37,7 @@ namespace Nuake
Ref<Physics::Box> boxShape = CreateRef<Physics::Box>(boxComponent.Size);
rigidBody = CreateRef<Physics::RigidBody>(rigidBodyComponent.Mass, transform.GetGlobalPosition(), transform.GetGlobalTransform(), boxShape, ent);
PhysicsManager::Get()->RegisterBody(rigidBody);
PhysicsManager::Get().RegisterBody(rigidBody);
}
if (ent.HasComponent<CapsuleColliderComponent>())
@@ -48,7 +48,7 @@ namespace Nuake
auto capsuleShape = CreateRef<Physics::Capsule>(radius, height);
rigidBody = CreateRef<Physics::RigidBody>(rigidBodyComponent.Mass, transform.GetGlobalPosition(), transform.GetGlobalTransform(), capsuleShape, ent);
PhysicsManager::Get()->RegisterBody(rigidBody);
PhysicsManager::Get().RegisterBody(rigidBody);
}
if (ent.HasComponent<SphereColliderComponent>())
@@ -59,7 +59,7 @@ namespace Nuake
auto shape = CreateRef<Physics::Sphere>(component.Radius);
rigidBody = CreateRef<Physics::RigidBody>(rigidBodyComponent.Mass, transform.GetGlobalPosition(), transform.GetGlobalTransform(), shape, ent);
PhysicsManager::Get()->RegisterBody(rigidBody);
PhysicsManager::Get().RegisterBody(rigidBody);
}
if (ent.HasComponent<MeshColliderComponent>())
@@ -82,7 +82,7 @@ namespace Nuake
Ref<Mesh> mesh = submeshes[subMeshId];
auto shape = CreateRef<Physics::MeshShape>(mesh);
rigidBody = CreateRef<Physics::RigidBody>(rigidBodyComponent.Mass, transform.GetGlobalPosition(), transform.GetGlobalTransform(), shape, ent);
PhysicsManager::Get()->RegisterBody(rigidBody);
PhysicsManager::Get().RegisterBody(rigidBody);
}
}
}
@@ -123,7 +123,7 @@ namespace Nuake
btRigidbody->SetEntityID(Entity{ e, m_Scene });
brush.Rigidbody.push_back(btRigidbody);
PhysicsManager::Get()->RegisterBody(btRigidbody);
PhysicsManager::Get().RegisterBody(btRigidbody);
}
}
@@ -209,11 +209,11 @@ namespace Nuake
if (!Engine::IsPlayMode)
return;
PhysicsManager::Get()->Step(ts);
PhysicsManager::Get().Step(ts);
}
void PhysicsSystem::Exit()
{
PhysicsManager::Get()->Reset();
PhysicsManager::Get().Reset();
}
}