#include "Systems/PlayerMovementSystem.h" void PlayerMovementSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) { ComponentWrapper& cTransform = entity["Transform"]; if (!entity.HasComponent("Physics")) { return; } ComponentWrapper& cPhysics = entity["Physics"]; glm::vec3& velocity = cPhysics["Velocity"]; if (cPhysics["Gravity"]) { velocity.y -= 9.82 * dt; } glm::vec3& position = cTransform["Position"]; position += velocity * (float)dt; }