/* * Copyright (C) 2023 Christopher J. Howard * * This file is part of Antkeeper source code. * * Antkeeper source code is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Antkeeper source code is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>. */ #include "game/systems/locomotion-system.hpp" #include "game/components/legged-locomotion-component.hpp" #include "game/components/physics-component.hpp" #include <engine/entity/id.hpp> #include <algorithm> #include <execution> locomotion_system::locomotion_system(entity::registry& registry): updatable_system(registry) {} void locomotion_system::update(float t, float dt) { auto group = registry.group<legged_locomotion_component>(entt::get<physics_component>); std::for_each ( std::execution::par_unseq, group.begin(), group.end(), [&](auto entity_id) { const auto& locomotion = group.get<legged_locomotion_component>(entity_id); auto& body = group.get<physics_component>(entity_id); // Apply locomotion force body.force += locomotion.force; // Apply friction const float friction_coef = 2.0f; body.force -= body.velocity * friction_coef * body.mass; } ); }