Backlog/engine/physics/src/physicsCollider.zig

81 lines
3.0 KiB
Zig

pub const PhysicsCollider = struct {
entity: core.Entity = undefined,
ready: bool = false,
bodyId: ?BodyId = null,
mobile: bool = false,
pub fn initECS(self: *@This(), handle: core.SetHandle) void {
self.entity = core.Entity.fromHandle(handle);
if (self.entity.get(PhysicsCharacter) != null) {
@panic("adding a physics collider to an entity already controlled by physics character. I don't want to support this");
}
if (self.entity.fetch(core.Scene) == null) {
@panic("a scene component needs to be created in order to add a physics collider");
}
}
pub fn setupShape(self: *@This(), name: []const u8) void {
_ = self;
_ = name;
}
pub fn setupByShapeName(self: *@This(), shapeName: core.Name, bodySettings: zphysics.BodyCreationSettings) !void {
var n = shapeName;
const system = physics.context();
const interface = system.system.getBodyInterfaceMut();
const shape = system.shapes.get(n.handle()).?;
var settings = bodySettings;
settings.shape = shape.shape;
const scene = self.entity.fetch(core.Scene).?;
const p = scene.getPosition();
// core.engine_log("setting up collider shape {any}", .{p});
settings.position = .{ p.x, p.y, p.z, 1.0 };
settings.rotation = scene.getRotation().quat;
self.bodyId = try interface.createAndAddBody(settings, .activate);
self.mobile = settings.motion_type == .dynamic;
self.ready = true;
try system.registerBodyEntity(self.bodyId.?, self.entity);
}
pub fn applyScene(self: *@This()) void {
const scene = self.entity.get(core.Scene).?;
if (scene.getParent().handle.alive != false) {
@panic("trying to apply scene but it has a parent. physics bodies do not support having parents... yet");
}
physics.setBodyPosition(self.bodyId, scene.getPosition());
physics.setRotation(self.bodyId, scene.getRotation());
}
pub fn deinitECS(self: *@This(), handle: core.SetHandle) void {
_ = handle;
core.engine_log("destroy body id {any}", .{self.bodyId.?});
physics.context().pushDestroyBodyId(self.bodyId.?);
}
pub fn deinit(self: *@This()) void {
_ = self;
// todo.
// try system.bodyIdToEntityMap.remove(self.bodyId);
// system.destroy entity
//try physics.context().idToEntity.remove(self.bodyId.?);
}
pub var BaseContainer: *core.SparseMap(PhysicsCollider) = undefined;
pub const ComponentName = "PhysicsCollider";
pub const ScriptExports: []const []const u8 = &.{};
};
const core = @import("core");
const zphysics = @import("zphysics");
const physicsSystem = @import("physicsSystem.zig");
const PhysicsCharacter = physicsSystem.PhysicsCharacter;
const physics = @import("physics.zig");
const BodyId = physics.BodyId;