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