use bevy::{
app::{Plugin, Update},
ecs::{
event::{EventReader, EventWriter},
system::{Commands, Query},
},
math::IVec2,
};
use bevy_xpbd_2d::{
components::{Collider, Friction, RigidBody},
plugins::collision::contact_reporting::{CollisionEnded, CollisionStarted},
};
use crate::{
math::TileArea,
tilemap::{
coordinates,
map::{TilePivot, TilemapSlotSize, TilemapStorage, TilemapTransform, TilemapType},
tile::Tile,
},
};
use super::{get_collision, TileCollision};
pub struct PhysicsXpbdTilemapPlugin;
impl Plugin for PhysicsXpbdTilemapPlugin {
fn build(&self, app: &mut bevy::prelude::App) {
app.add_systems(Update, collision_handler);
}
}
pub fn fill_physics_tile(
commands: &mut Commands,
area: TileArea,
friction: Option<f32>,
is_trigger: bool,
storage: &TilemapStorage,
ty: &TilemapType,
transform: &TilemapTransform,
tile_pivot: &TilePivot,
slot_size: &TilemapSlotSize,
) {
for y in area.origin.y..=area.dest.y {
for x in area.origin.x..=area.dest.x {
set_physics_tile(
commands,
IVec2 { x, y },
friction,
is_trigger,
storage,
ty,
transform,
tile_pivot,
slot_size,
);
}
}
}
pub fn set_physics_tile(
commands: &mut Commands,
index: IVec2,
friction: Option<f32>,
is_trigger: bool,
storage: &TilemapStorage,
ty: &TilemapType,
transform: &TilemapTransform,
tile_pivot: &TilePivot,
slot_size: &TilemapSlotSize,
) {
let Some(tile_entity) = storage.get(index) else {
return;
};
let mut tile_entity = commands.entity(tile_entity);
let collider = Collider::convex_hull(coordinates::get_tile_convex_hull_rel(
index,
ty,
transform,
tile_pivot,
slot_size,
))
.unwrap();
if is_trigger {
tile_entity.insert(collider);
} else {
tile_entity.insert((collider, RigidBody::Static));
}
if let Some(coe) = friction {
tile_entity.insert(Friction::new(coe));
}
}
pub fn collision_handler(
mut collision_start: EventReader<CollisionStarted>,
mut collision_end: EventReader<CollisionEnded>,
mut tile_collision: EventWriter<TileCollision>,
tiles_query: Query<&Tile>,
) {
let mut colls = Vec::with_capacity(collision_start.len());
for c in collision_start.read() {
if let Some(data) = get_collision(c.0, c.1, &tiles_query) {
colls.push(TileCollision::Started(data));
}
}
for c in collision_end.read() {
if let Some(data) = get_collision(c.0, c.1, &tiles_query) {
colls.push(TileCollision::Stopped(data));
}
}
tile_collision.send_batch(colls);
}