raidillon/game/src/systems/physics.rs

30 lines
1.2 KiB
Rust

use raidillon_app::prelude::*;
/// Do physics calculations and apply to world.
#[derive(Default)]
pub struct PhysicsSystem;
impl System for PhysicsSystem {
fn load_world(&mut self, res: &mut EngineResources, scene: &mut Scene) {
let p = Physics::default();
scene.resources.insert(p);
}
fn fixed_update(&mut self, res: &mut EngineResources, scene: &mut Scene) {
let pctx = res.get::<PlatformContext>().expect("PlatformContext missing").clone();
let physics = scene.resources.get_mut::<Physics>().expect("Physics missing");
physics.step(pctx.time_ctx.fixed_dt);
// apply calculations to dynamic bodies
let mut query = scene.world.query::<(&mut Transform, &RigidBodyComponent)>();
for (_ent, (tr, rb_component)) in query.iter() {
if let Some(body) = physics.get_rigid_body(rb_component.0) {
let pos = body.position();
let translation = Physics::rapier_translation_to_glam(&pos.translation.vector);
let rotation = Physics::rapier_rotation_to_glam(&pos.rotation);
tr.translation = translation;
tr.rotation = rotation;
}
}
}
}