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#include <cmath>
#include "../ComponentManager.h"
#include "../api/Config.h"
#include "../api/Rigidbody.h"
#include "../api/Transform.h"
#include "../api/Vector2.h"
#include "PhysicsSystem.h"
using namespace crepe;
void PhysicsSystem::update() {
ComponentManager & mgr = this->component_manager;
RefVector<Rigidbody> rigidbodies = mgr.get_components_by_type<Rigidbody>();
RefVector<Transform> transforms = mgr.get_components_by_type<Transform>();
double gravity = Config::get_instance().physics.gravity;
for (Rigidbody & rigidbody : rigidbodies) {
if (!rigidbody.active) continue;
switch (rigidbody.data.body_type) {
case Rigidbody::BodyType::DYNAMIC:
for (Transform & transform : transforms) {
if (transform.game_object_id == rigidbody.game_object_id) {
// Add gravity
if (rigidbody.data.use_gravity) {
rigidbody.data.linear_velocity.y
+= (rigidbody.data.mass * rigidbody.data.gravity_scale
* gravity);
}
// Add damping
if (rigidbody.data.angular_damping != 0) {
rigidbody.data.angular_velocity *= rigidbody.data.angular_damping;
}
if (rigidbody.data.linear_damping != vec2{0, 0}) {
rigidbody.data.linear_velocity *= rigidbody.data.linear_damping;
}
// Max velocity check
if (rigidbody.data.angular_velocity
> rigidbody.data.max_angular_velocity) {
rigidbody.data.angular_velocity
= rigidbody.data.max_angular_velocity;
} else if (rigidbody.data.angular_velocity
< -rigidbody.data.max_angular_velocity) {
rigidbody.data.angular_velocity
= -rigidbody.data.max_angular_velocity;
}
if (rigidbody.data.linear_velocity.x
> rigidbody.data.max_linear_velocity.x) {
rigidbody.data.linear_velocity.x
= rigidbody.data.max_linear_velocity.x;
} else if (rigidbody.data.linear_velocity.x
< -rigidbody.data.max_linear_velocity.x) {
rigidbody.data.linear_velocity.x
= -rigidbody.data.max_linear_velocity.x;
}
if (rigidbody.data.linear_velocity.y
> rigidbody.data.max_linear_velocity.y) {
rigidbody.data.linear_velocity.y
= rigidbody.data.max_linear_velocity.y;
} else if (rigidbody.data.linear_velocity.y
< -rigidbody.data.max_linear_velocity.y) {
rigidbody.data.linear_velocity.y
= -rigidbody.data.max_linear_velocity.y;
}
// Move object
if (!rigidbody.data.constraints.rotation) {
transform.rotation += rigidbody.data.angular_velocity;
transform.rotation = std::fmod(transform.rotation, 360.0);
if (transform.rotation < 0) {
transform.rotation += 360.0;
}
}
if (!rigidbody.data.constraints.x) {
transform.position.x += rigidbody.data.linear_velocity.x;
}
if (!rigidbody.data.constraints.y) {
transform.position.y += rigidbody.data.linear_velocity.y;
}
}
}
break;
case Rigidbody::BodyType::KINEMATIC:
break; //(scripts)
case Rigidbody::BodyType::STATIC:
break; //(unmoveable objects)
default:
break;
}
}
}
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