Character controller working better
Moved ECS systems to separate folders better raycast normal result
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98
Nuake/src/Scene/Systems/PhysicsSystem.cpp
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98
Nuake/src/Scene/Systems/PhysicsSystem.cpp
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#include "PhysicsSystem.h"
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#include "src/Scene/Scene.h"
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#include "src/Scene/Components/BoxCollider.h"
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#include <src/Scene/Components/RigidbodyComponent.h>
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#include "src/Scene/Entities/Entity.h"
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#include <src/Core/Physics/PhysicsManager.h>
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#include <src/Scene/Components/CharacterControllerComponent.h>
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#include <src/Scene/Components/QuakeMap.h>
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PhysicsSystem::PhysicsSystem(Scene* scene)
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{
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m_Scene = scene;
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}
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void PhysicsSystem::Init()
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{
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// Create physic world.
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auto view = m_Scene->m_Registry.view<TransformComponent, RigidBodyComponent>();
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for (auto e : view)
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{
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auto [transform, rigidbody] = view.get<TransformComponent, RigidBodyComponent>(e);
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Entity ent = Entity({ e, m_Scene });
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if (ent.HasComponent<BoxColliderComponent>())
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{
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float mass = rigidbody.mass;
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BoxColliderComponent& boxComponent = ent.GetComponent<BoxColliderComponent>();
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Ref<Physics::Box> boxShape = CreateRef<Physics::Box>(boxComponent.Size);
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Ref<Physics::RigidBody> btRigidbody = CreateRef<Physics::RigidBody>(mass, transform.Translation, boxShape);
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rigidbody.m_Rigidbody = btRigidbody;
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btRigidbody->SetKinematic(rigidbody.IsKinematic);
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PhysicsManager::Get()->RegisterBody(btRigidbody);
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}
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}
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// character controllers
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auto ccview = m_Scene->m_Registry.view<TransformComponent, CharacterControllerComponent>();
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for (auto e : ccview)
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{
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auto [transform, cc] = ccview.get<TransformComponent, CharacterControllerComponent>(e);
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cc.CharacterController = CreateRef<Physics::CharacterController>(cc.Height, cc.Radius, cc.Mass, transform.Translation);
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Entity ent = Entity({ e, m_Scene });
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PhysicsManager::Get()->RegisterCharacterController(cc.CharacterController);
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}
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auto quakeMapview = m_Scene->m_Registry.view<TransformComponent, QuakeMapComponent>();
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for (auto e : quakeMapview)
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{
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auto [transform, quake] = quakeMapview.get<TransformComponent, QuakeMapComponent>(e);
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if (quake.HasCollisions)
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{
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for (auto m : quake.m_Meshes)
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{
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Ref<Physics::MeshShape> meshShape = CreateRef<Physics::MeshShape>(m);
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Ref<Physics::RigidBody> btRigidbody = CreateRef<Physics::RigidBody>(0.0f, transform.Translation, meshShape);
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PhysicsManager::Get()->RegisterBody(btRigidbody);
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}
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}
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}
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}
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void PhysicsSystem::Update(Timestep ts)
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{
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// Update rigidbodies
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PhysicsManager::Get()->Step(ts);
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auto physicGroup = m_Scene->m_Registry.view<TransformComponent, RigidBodyComponent>();
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for (auto e : physicGroup) {
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auto [transform, rb] = physicGroup.get<TransformComponent, RigidBodyComponent>(e);
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rb.SyncTransformComponent(&m_Scene->m_Registry.get<TransformComponent>(e));
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}
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auto ccGroup = m_Scene->m_Registry.view<TransformComponent, CharacterControllerComponent>();
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for (auto e : ccGroup) {
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auto [transform, rb] = ccGroup.get<TransformComponent, CharacterControllerComponent>(e);
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rb.SyncWithTransform(m_Scene->m_Registry.get<TransformComponent>(e));
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}
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}
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void PhysicsSystem::FixedUpdate(Timestep ts)
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{
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}
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void PhysicsSystem::Exit()
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{
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PhysicsManager::Get()->Reset();
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}
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