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