#include "PhysicsSystem.h" #include "ComponentManager.h" #include "api/Force.h" #include "api/Rigidbody.h" #include "api/Transform.h" #include using namespace crepe; using namespace crepe::api; PhysicsSystem::PhysicsSystem() {} void PhysicsSystem::update() { ComponentManager & mgr = ComponentManager::get_instance(); std::vector> rigidbodies = mgr.get_components_by_type(); std::vector> transforms = mgr.get_components_by_type(); 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> forces = mgr.get_components_by_id( rigidbody.game_object_id); 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; } 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; } } }