1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
use crate::physics::*;
use crate::{EmeraldError, Vector2};
use hecs::Entity;
use rapier2d::prelude::*;
pub struct PhysicsHandler<'a> {
physics_engine: &'a mut PhysicsEngine,
world: &'a mut hecs::World,
}
impl<'a> PhysicsHandler<'a> {
pub fn new(physics_engine: &'a mut PhysicsEngine, world: &'a mut hecs::World) -> Self {
PhysicsHandler {
world,
physics_engine,
}
}
pub fn build_body(
&mut self,
entity: Entity,
desc: RigidBodyBuilder,
) -> Result<RigidBodyHandle, EmeraldError> {
self.physics_engine
.build_body(entity, desc, &mut self.world)
}
pub fn build_collider(
&mut self,
body_handle: RigidBodyHandle,
desc: ColliderBuilder,
) -> ColliderHandle {
self.physics_engine.build_collider(body_handle, desc)
}
pub fn get_colliding_entities(&self, entity: Entity) -> Vec<Entity> {
self.physics_engine.get_colliding_entities(entity)
}
#[deprecated(note = "use `world.physics().get_colliding_bodies()` instead")]
pub fn get_colliding_bodies(&self, entity: Entity) -> Vec<Entity> {
self.physics_engine.get_colliding_entities(entity)
}
#[deprecated(note = "use `world.physics().get_colliding_bodies()` instead")]
pub fn get_colliding_areas(&self, entity: Entity) -> Vec<Entity> {
self.physics_engine.get_colliding_entities(entity)
}
pub fn get_colliders(&self, entity: Entity) -> Vec<ColliderHandle> {
self.physics_engine.get_colliders(entity)
}
pub fn get_collider_desc(&self, collider_handle: ColliderHandle) -> Option<Collider> {
if let Some(collider) = self.physics_engine.colliders.get(collider_handle) {
return Some(collider.clone());
}
None
}
pub fn remove_body(&mut self, entity: Entity) -> Option<RigidBody> {
if let Some(body) = self.physics_engine.remove_body(entity) {
if self.world.remove_one::<RigidBodyHandle>(entity).is_ok() {
return Some(body);
}
}
None
}
pub fn remove_collider(&mut self, collider_handle: ColliderHandle) -> Option<Collider> {
self.physics_engine.remove_collider(collider_handle)
}
pub fn rigid_body(&mut self, body_handle: RigidBodyHandle) -> Option<&RigidBody> {
self.physics_engine.bodies.get(body_handle)
}
pub fn rigid_body_mut(&mut self, body_handle: RigidBodyHandle) -> Option<&mut RigidBody> {
self.physics_engine.bodies.get_mut(body_handle)
}
pub fn body_count(&self) -> usize {
self.physics_engine.bodies.len()
}
pub fn cast_ray(&mut self, ray_cast_query: RayCastQuery<'_>) -> Option<Entity> {
self.physics_engine.cast_ray(ray_cast_query)
}
pub fn cast_shape(
&mut self,
shape: &dyn Shape,
shape_cast_query: ShapeCastQuery<'_>,
) -> Option<Entity> {
self.physics_engine.cast_shape(shape, shape_cast_query)
}
pub fn step(&mut self, delta: f32) {
self.step_n(1, delta);
}
pub fn step_n(&mut self, n: u32, delta: f32) {
self.physics_engine
.sync_physics_world_to_game_world(&mut self.world);
for _ in 0..n {
self.physics_engine.step(delta);
}
self.physics_engine
.sync_game_world_to_physics_world(&mut self.world);
self.physics_engine.consume_contacts();
self.physics_engine.update_query_pipeline();
}
pub fn set_gravity(&mut self, gravity: Vector2<f32>) {
self.physics_engine.gravity = gravity;
}
}