NazaraEngine/src/Nazara/Physics2D/Systems/Physics2DSystem.cpp

66 lines
2.1 KiB
C++

// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Physics2D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Physics2D/Systems/Physics2DSystem.hpp>
#include <Nazara/Utility/Components/NodeComponent.hpp>
#include <Nazara/Physics2D/Debug.hpp>
namespace Nz
{
namespace
{
inline Nz::RadianAnglef AngleFromQuaternion(const Nz::Quaternionf& quat)
{
float siny_cosp = 2.f * (quat.w * quat.z + quat.x * quat.y);
float cosy_cosp = 1.f - 2.f * (quat.y * quat.y + quat.z * quat.z);
return std::atan2(siny_cosp, cosy_cosp); //<FIXME: not very efficient
}
}
Physics2DSystem::Physics2DSystem(entt::registry& registry) :
m_registry(registry)
{
m_constructConnection = registry.on_construct<RigidBody2DComponent>().connect<OnConstruct>();
}
Physics2DSystem::~Physics2DSystem()
{
// Ensure every NewtonBody is destroyed before world is
auto rigidBodyView = m_registry.view<RigidBody2DComponent>();
for (auto [entity, rigidBodyComponent] : rigidBodyView.each())
rigidBodyComponent.Destroy();
m_constructConnection.release();
}
void Physics2DSystem::Update(float elapsedTime)
{
m_physWorld.Step(elapsedTime);
// Replicate rigid body position to their node components
auto view = m_registry.view<NodeComponent, const RigidBody2DComponent>();
for (auto [entity, nodeComponent, rigidBodyComponent] : view.each())
{
if (rigidBodyComponent.IsSleeping())
continue;
nodeComponent.SetPosition(rigidBodyComponent.GetPosition(), CoordSys::Global);
nodeComponent.SetRotation(rigidBodyComponent.GetRotation(), CoordSys::Global);
}
}
void Physics2DSystem::OnConstruct(entt::registry& registry, entt::entity entity)
{
// If our entity already has a node component when adding a rigid body, initialize it with its position/rotation
NodeComponent* node = registry.try_get<NodeComponent>(entity);
if (node)
{
RigidBody2DComponent& rigidBody = registry.get<RigidBody2DComponent>(entity);
rigidBody.SetPosition(Vector2f(node->GetPosition()));
rigidBody.SetRotation(AngleFromQuaternion(node->GetRotation()));
}
}
}