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Commit 8b7cd16

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Remove the physics server integration that wasn't used and ended up adding lots of complexity to prefab instantiation system.
Revert "Godot PhysicsServer integration (#9)" This reverts commit 52c5fbf. remove more physics related things
1 parent 8b7d5f3 commit 8b7cd16

6 files changed

Lines changed: 3 additions & 594 deletions

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.gitignore

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assets/
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.DS_Store
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# Binaries produced by the builds
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Game/cpp/bin/
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.sconsign.dblite

src/components/physics.h

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#pragma once
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#include <cstdint>
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#include <vector>
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#include <godot_cpp/classes/physics_server2d.hpp>
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#include <godot_cpp/classes/physics_server3d.hpp>
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#include <godot_cpp/classes/shape2d.hpp>
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#include <godot_cpp/classes/shape3d.hpp>
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#include <godot_cpp/variant/rid.hpp>
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#include <godot_cpp/variant/transform2d.hpp>
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#include <godot_cpp/variant/transform3d.hpp>
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#include <godot_cpp/variant/variant.hpp>
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#include <godot_cpp/variant/vector2.hpp>
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#include <godot_cpp/variant/vector3.hpp>
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#include "src/flecs_registry.h"
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#include "src/flecs_singleton_registry.h"
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struct Velocity2D
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godot::Vector3 value;
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};
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struct PhysicsBodyShape2DDefinition
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{
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godot::Ref<godot::Shape2D> shape;
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godot::Transform2D local_transform;
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};
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struct PhysicsBodyShapes2D
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{
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std::vector<PhysicsBodyShape2DDefinition> shapes;
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godot::PhysicsServer2D::BodyMode body_mode = godot::PhysicsServer2D::BODY_MODE_RIGID;
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int64_t collision_layer = 1;
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int64_t collision_mask = 1;
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};
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struct PhysicsBodyInstance2D
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{
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godot::RID body_rid;
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};
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struct PhysicsSpace2D
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{
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godot::RID space_rid;
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operator godot::Variant() const { return space_rid; }
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};
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struct PhysicsBodyShape3DDefinition
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{
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godot::Ref<godot::Shape3D> shape;
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godot::Transform3D local_transform;
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};
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struct PhysicsBodyShapes3D
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{
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std::vector<PhysicsBodyShape3DDefinition> shapes;
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godot::PhysicsServer3D::BodyMode body_mode = godot::PhysicsServer3D::BODY_MODE_RIGID;
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int64_t collision_layer = 1;
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int64_t collision_mask = 1;
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};
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struct PhysicsBodyInstance3D
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{
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godot::RID body_rid;
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};
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struct PhysicsSpace3D
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{
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godot::RID space_rid;
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operator godot::Variant() const { return space_rid; }
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};
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inline FlecsRegistry register_physics_components([](flecs::world& world) {
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world.component<Velocity2D>()
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.member<godot::Vector2>("value");
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world.component<Velocity3D>()
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.member<godot::Vector3>("value");
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world.component<PhysicsBodyShapes2D>();
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world.component<PhysicsBodyInstance2D>();
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world.component<PhysicsSpace2D>().add(flecs::Singleton);
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world.component<PhysicsBodyShapes3D>();
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world.component<PhysicsBodyInstance3D>();
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world.component<PhysicsSpace3D>().add(flecs::Singleton);
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register_singleton_getter<PhysicsSpace2D>("PhysicsSpace2D");
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register_singleton_setter<godot::RID>("PhysicsSpace2D", [](flecs::world& world, const godot::RID& space_rid) {
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world.set<PhysicsSpace2D>({ space_rid });
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});
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register_singleton_getter<PhysicsSpace3D>("PhysicsSpace3D");
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register_singleton_setter<godot::RID>("PhysicsSpace3D", [](flecs::world& world, const godot::RID& space_rid) {
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world.set<PhysicsSpace3D>({ space_rid });
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});
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});

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