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#include "PhysicsSystem.h"
#include "ComponentManager.h"
#include "api/Rigidbody.h"
#include "api/Transform.h"
#include "api/Force.h"
#include <iostream>
using namespace crepe;
using namespace crepe::api;
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) {
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;
}
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;
}
}
}
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