Split physics parts into a submodule
The physics sim bits (that aren't Rapier2d) are now in their own submodule. I've included the `Wrapping` marker component because it doesn't really have anywhere else to live, and it's kinda sorta related to the physics. It controls the motion of objects... that's physics. :p There are name collisions between Rapier2d's `Velocity` and my own, but that's a problem for later. I've used more specific type paths where necessary to maintain the previous behavior. The `physics::Position` component can go away completely. It's just an extra copy of some of the built-in `Transform` data. I'm pretty sure it only exists because I didn't realize I could rely on directly manipulating the transform when I started this project.
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src/physics.rs
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72
src/physics.rs
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//! Custom physics items
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//! TODO: Refactor in terms of Rapier2D, *or* implement colliders and remove it.
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use bevy::prelude::*;
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use crate::WorldSize;
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#[derive(Component)]
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pub(crate) struct Position(pub(crate) bevy::math::Vec2);
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#[derive(Component)]
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pub(crate) struct Velocity(pub(crate) bevy::math::Vec2);
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#[derive(Component)]
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pub(crate) struct Rotation(pub(crate) f32);
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/// Marker for any entity that should wrap on screen edges
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#[derive(Component)]
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pub(crate) struct Wrapping;
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// TODO: Combine movement integration steps into one function
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// They need to be ordered so the physics is deterministic. Bevy can enforce
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// order, but it makes more sense to cut out the extra machinery and have one
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// single function. Probably better for cache locality or whatever, too.
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/*
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Add velocity to position
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*/
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pub(crate) fn integrate_velocity(mut query: Query<(&mut Position, &Velocity)>, time: Res<Time>) {
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for (mut position, velocity) in &mut query {
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position.0 += velocity.0 * time.delta_secs();
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}
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}
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pub(crate) fn update_positions(mut query: Query<(&mut Transform, &Position)>) {
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for (mut transform, position) in &mut query {
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transform.translation.x = position.0.x;
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transform.translation.y = position.0.y;
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}
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}
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/*
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Assigns the rotation to the transform by copying it from the Rotation component.
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*/
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pub(crate) fn apply_rotation_to_mesh(mut query: Query<(&mut Transform, &Rotation)>) {
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for (mut transform, rotation) in &mut query {
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transform.rotation = Quat::from_rotation_z(rotation.0);
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}
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}
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pub(crate) fn wrap_entities(
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mut query: Query<&mut Position, With<Wrapping>>,
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world_size: Res<WorldSize>,
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) {
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let right = world_size.width / 2.0;
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let left = -right;
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let top = world_size.height / 2.0;
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let bottom = -top;
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for mut pos in query.iter_mut() {
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if pos.0.x > right {
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pos.0.x = left;
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} else if pos.0.x < left {
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pos.0.x = right;
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}
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if pos.0.y > top {
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pos.0.y = bottom;
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} else if pos.0.y < bottom {
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pos.0.y = top;
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}
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}
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}
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