Files
squidout/include/Core/Physics/PhysicsSystem.h
T
2015-09-10 16:27:14 +01:00

60 lines
1.3 KiB
C++

#ifndef DAYDREAM_PHYSICSSYSTEM_H
#define DAYDREAM_PHYSICSSYSTEM_H
#include <unordered_map>
#include "Core/System.h"
#include "Core/World.h"
#include "Core/CBoxShape.h"
#include "Core/Physics/CPhysics.h"
#include <Box2D/Box2D.h>
#include <Core/CTransform.h>
namespace dd
{
namespace Systems
{
//KOLLA http://box2d.org/manual.pdf p52 Pre-Solve Event
class PhysicsSystem : public System
{
public:
PhysicsSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
: System(world, eventBroker) {}
void RegisterComponents(ComponentFactory* cf) override;
void Initialize() override;
// Called once per system every tick
void Update(double dt) override;
// Called once for every entity in the world every tick
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
// Called when components are committed to an entity
void OnEntityCommit(EntityID entity) override;
// Called when an entity is removed
void OnEntityRemoved(EntityID entity) override;
private:
b2Vec2 m_Gravity;
b2World* m_PhysicsWorld;
float m_TimeStep;
int m_VelocityIterations, m_PositionIterations;
std::unordered_map<EntityID, b2Body*> m_Bodies;
void CreateBody(EntityID entity);
};
}
}
#endif //DAYDREAM_PHYSICSSYSTEM_H