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#include "physicssystem.h"
#include "Game/Components/TransformComponent.h"
PhysicsSystem::PhysicsSystem(std::map<std::string, std::shared_ptr<GameObject>>& dynamic_gameobjects,
std::map<std::string, BlackboardData>& global_blackboard,
std::map<std::string, std::vector<std::shared_ptr<GameObject>>>& lootables) :
m_dynamic_gameobjects(dynamic_gameobjects),
m_global_blackboard(global_blackboard),
m_lootables(lootables)
{
}
TransformComponent* PhysicsSystem::getTransform(std::shared_ptr<GameObject> &go){
return go->getComponent<TransformComponent>();
}
float PhysicsSystem::gravitySimulation(float &initial_v, double deltaTime, float snapshot_time, float gravity){
float t = deltaTime-snapshot_time;
float delta_y = initial_v*t + (.5f)*gravity*t*t;
return delta_y;
}
void PhysicsSystem::update(double deltaTime){
//std::cout << "physics" << std::endl;
float dt = deltaTime - snapshot_time;
snapshot_time = deltaTime;
for (auto &go : m_dynamic_gameobjects){
// player has its own physics
if (go.first != "player"){
// position
glm::vec3 m_pos = getTransform(go.second)->getPos();
getTransform(go.second)->old_pos = m_pos;
// effect it by gravity
m_pos.y += gravitySimulation(getTransform(go.second)->yVelocity, dt, 0, getTransform(go.second)->gravity);
getTransform(go.second)->yVelocity = getTransform(go.second)->yVelocity + getTransform(go.second)->gravity*(dt);
m_global_blackboard[go.first].locationData.setToPos = m_pos;
// store m_pos as estimated final_pos
getTransform(go.second)->estimated_final_pos = m_pos;
}
}
// for (auto &lootGroup : m_lootables){
// for (auto &loot : lootGroup.second){
// // position
// glm::vec3 m_pos = getTransform(loot)->getPos();
// getTransform(loot)->old_pos = m_pos;
// // effect it by gravity
// m_pos.y += gravitySimulation(getTransform(loot)->yVelocity, dt, 0, getTransform(loot)->gravity);
// getTransform(loot)->yVelocity = getTransform(loot)->yVelocity + getTransform(loot)->gravity*(dt);
// // store m_pos as estimated final_pos
// getTransform(loot)->estimated_final_pos = m_pos;
// }
// }
}
void PhysicsSystem::draw(){}
void PhysicsSystem::scrollEvent(double distance){}
void PhysicsSystem::mousePosEvent(double xpos, double ypos){}
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