NazaraEngine/src/Nazara/ChipmunkPhysics2D/Systems/ChipmunkPhysics2DSystem.cpp

62 lines
2.1 KiB
C++

// Copyright (C) 2023 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/ChipmunkPhysics2D/Systems/ChipmunkPhysics2DSystem.hpp>
#include <Nazara/Utility/Components/NodeComponent.hpp>
#include <Nazara/ChipmunkPhysics2D/Debug.hpp>
namespace Nz
{
namespace
{
inline RadianAnglef AngleFromQuaternion(const 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
}
}
ChipmunkPhysics2DSystem::ChipmunkPhysics2DSystem(entt::registry& registry) :
m_registry(registry),
m_physicsConstructObserver(m_registry, entt::collector.group<ChipmunkRigidBody2DComponent, NodeComponent>())
{
}
ChipmunkPhysics2DSystem::~ChipmunkPhysics2DSystem()
{
m_physicsConstructObserver.disconnect();
// Ensure every body is destroyed before world is
auto rigidBodyView = m_registry.view<ChipmunkRigidBody2DComponent>();
for (auto [entity, rigidBodyComponent] : rigidBodyView.each())
rigidBodyComponent.Destroy();
}
void ChipmunkPhysics2DSystem::Update(Time elapsedTime)
{
// Move newly-created physics entities to their node position/rotation
m_physicsConstructObserver.each([&](entt::entity entity)
{
ChipmunkRigidBody2DComponent& entityPhysics = m_registry.get<ChipmunkRigidBody2DComponent>(entity);
NodeComponent& entityNode = m_registry.get<NodeComponent>(entity);
entityPhysics.TeleportTo(Vector2f(entityNode.GetPosition()), AngleFromQuaternion(entityNode.GetRotation()));
});
m_physWorld.Step(elapsedTime);
// Replicate rigid body position to their node components
auto view = m_registry.view<NodeComponent, const ChipmunkRigidBody2DComponent>();
for (auto [entity, nodeComponent, rigidBodyComponent] : view.each())
{
if (rigidBodyComponent.IsSleeping())
continue;
nodeComponent.SetTransform(rigidBodyComponent.GetPosition(), rigidBodyComponent.GetRotation());
}
}
}