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-rw-r--r--src/crepe/PhysicsSystem.cpp80
1 files changed, 42 insertions, 38 deletions
diff --git a/src/crepe/PhysicsSystem.cpp b/src/crepe/PhysicsSystem.cpp
index 93b20f1..4bb931d 100644
--- a/src/crepe/PhysicsSystem.cpp
+++ b/src/crepe/PhysicsSystem.cpp
@@ -1,56 +1,60 @@
#include "PhysicsSystem.h"
#include "ComponentManager.h"
+#include "api/Force.h"
#include "api/Rigidbody.h"
#include "api/Transform.h"
-#include "api/Force.h"
#include <iostream>
using namespace crepe;
using namespace crepe::api;
-PhysicsSystem::PhysicsSystem() {
-
-}
+PhysicsSystem::PhysicsSystem() {}
void PhysicsSystem::update() {
- ComponentManager& mgr = ComponentManager::get_instance();
- std::vector<std::reference_wrapper<Rigidbody>> rigidbodies = mgr.get_components_by_type<Rigidbody>();
- std::vector<std::reference_wrapper<Transform>> transforms = mgr.get_components_by_type<Transform>();
-
- for (Rigidbody& rigidbody : rigidbodies) {
+ ComponentManager & mgr = ComponentManager::get_instance();
+ std::vector<std::reference_wrapper<Rigidbody>> rigidbodies
+ = mgr.get_components_by_type<Rigidbody>();
+ std::vector<std::reference_wrapper<Transform>> transforms
+ = mgr.get_components_by_type<Transform>();
+
+ for (Rigidbody & rigidbody : rigidbodies) {
+
+ switch (rigidbody.body_type) {
+ case BodyType::DYNAMIC:
+ for (Transform & transform : transforms) {
+ if (transform.game_object_id == rigidbody.game_object_id) {
+ rigidbody.velocity_x = 0;
+ rigidbody.velocity_y = 0;
+ std::vector<std::reference_wrapper<Force>> forces
+ = mgr.get_components_by_id<Force>(
+ rigidbody.game_object_id);
+ rigidbody.velocity_y
+ += rigidbody.gravity_scale * 1 * rigidbody.mass;
- switch (rigidbody.body_type)
- {
- case BodyType::Dynamic :
- for (Transform& transform : transforms) {
- if(transform.gameObjectId == rigidbody.gameObjectId)
- {
- rigidbody.velocity_x = 0;
- rigidbody.velocity_y = 0;
- std::vector<std::reference_wrapper<Force>> Forces = mgr.get_components_by_id<Force>(rigidbody.gameObjectId);
- rigidbody.velocity_y += rigidbody.gravity_scale * 1 * rigidbody.mass;
+ for (Force & force : forces) {
+ rigidbody.velocity_x += force.force_x;
+ rigidbody.velocity_y += force.force_y;
+ }
- for (Force& force : Forces)
- {
- rigidbody.velocity_x += force.force_x;
- rigidbody.velocity_y += force.force_y;
+ std::cout << "before transform.postion.x "
+ << transform.position.x << std::endl;
+ std::cout << "before transform.postion.y "
+ << transform.position.y << std::endl;
+ transform.position.x += rigidbody.velocity_x;
+ transform.position.y += rigidbody.velocity_y;
+ std::cout << "after transform.postion.x "
+ << transform.position.x << std::endl;
+ std::cout << "after transform.postion.y "
+ << transform.position.y << std::endl;
}
-
- std::cout << "before transform.postion.x " << transform.position.x << std::endl;
- std::cout << "before transform.postion.y " << transform.position.y << std::endl;
- transform.position.x += rigidbody.velocity_x;
- transform.position.y += rigidbody.velocity_y;
- std::cout << "after transform.postion.x " << transform.position.x << std::endl;
- std::cout << "after transform.postion.y " << transform.position.y << std::endl;
}
- }
- break;
- case BodyType::Kinematic :
- break; //(scripts)
- case BodyType::Static :
- break; //(unmoveable objects)
- default:
- break;
+ break;
+ case BodyType::KINEMATIC:
+ break; //(scripts)
+ case BodyType::STATIC:
+ break; //(unmoveable objects)
+ default:
+ break;
}
}
}