Trigger physics update
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@@ -8,6 +8,9 @@
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#include <src/Scene/Components/CharacterControllerComponent.h>
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#include <src/Scene/Components/QuakeMap.h>
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#include <src/Scene/Components/BSPBrushComponent.h>
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#include <src/Scene/Components/TriggerZone.h>
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PhysicsSystem::PhysicsSystem(Scene* scene)
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{
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m_Scene = scene;
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@@ -38,6 +41,8 @@ void PhysicsSystem::Init()
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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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@@ -61,9 +66,26 @@ void PhysicsSystem::Init()
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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.GlobalTranslation, meshShape);
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btRigidbody->SetEntityID(Entity{ e, m_Scene });
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brush.Rigidbody.push_back(btRigidbody);
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PhysicsManager::Get()->RegisterBody(btRigidbody);
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}
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}
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}
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auto bspTriggerView = m_Scene->m_Registry.view<TransformComponent, BSPBrushComponent, TriggerZone>();
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for (auto e : bspTriggerView) {
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auto [transform, brush, trigger] = bspTriggerView.get<TransformComponent, BSPBrushComponent, TriggerZone>(e);
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for (auto m : brush.Meshes)
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{
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Ref<Physics::MeshShape> meshShape = CreateRef<Physics::MeshShape>(m);
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Ref<GhostObject> ghostBody = CreateRef<GhostObject>(transform.GlobalTranslation, meshShape);
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trigger.GhostObject = ghostBody;
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ghostBody->SetEntityID(Entity{ e, m_Scene });
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PhysicsManager::Get()->RegisterGhostBody(ghostBody);
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}
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}
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}
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@@ -72,6 +94,22 @@ void PhysicsSystem::Update(Timestep ts)
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// Update rigidbodies
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PhysicsManager::Get()->Step(ts);
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auto brushes = m_Scene->m_Registry.view<TransformComponent, BSPBrushComponent>();
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for (auto e : brushes) {
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auto [transform, brush] = brushes.get<TransformComponent, BSPBrushComponent>(e);
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for (auto& r : brush.Rigidbody) {
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r->m_Transform->setOrigin(btVector3(transform.GlobalTranslation.x, transform.GlobalTranslation.y, transform.GlobalTranslation.z));
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r->UpdateTransform(*r->m_Transform);
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}
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}
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auto bspTriggerView = m_Scene->m_Registry.view<TransformComponent, BSPBrushComponent, TriggerZone>();
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for (auto e : bspTriggerView) {
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auto [transform, brush, trigger] = bspTriggerView.get<TransformComponent, BSPBrushComponent, TriggerZone>(e);
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Logger::Log(std::to_string(trigger.GetOverLappingCount()));
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}
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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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