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parsnip_plucker/src/physics.rs

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use std::ops::DerefMut;
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/// This module is intended to be used as a fixed-point physics system.
/// The hope is that this will make deterministic physics easier,
/// and therefore networking a bit less of a pain.
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use bevy::{math::I64Vec2, prelude::*};
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const FIXED_UPDATE_INTERVAL_MS: u128 = 10; // 100 fps physics
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#[derive(Default, Debug)]
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pub struct Physics2DPlugin;
#[derive(Default, Debug, Resource)]
pub struct Physics2DWorld {
pub last_update: u128,
}
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impl Plugin for Physics2DPlugin {
fn build(&self, app: &mut bevy::app::App) {
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app.insert_resource(Physics2DWorld::default())
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.add_systems(Update, (tick_physics, resolve_aabb_collisions).chain());
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}
}
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fn tick_physics(
mut query: Query<&mut PhysicsBody2D>,
mut p_world: ResMut<Physics2DWorld>,
time: Res<Time>,
) {
let t = time.elapsed().as_millis();
let delta_t = t - p_world.last_update;
if delta_t < FIXED_UPDATE_INTERVAL_MS {
return;
}
p_world.last_update = t;
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query.iter_mut().for_each(|mut pb| {
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pb.tick(delta_t as i64);
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});
}
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fn resolve_aabb_collisions(mut query: Query<(&mut PhysicsBody2D, &AABBCollider)>) {
let bcs: Vec<_> = query.iter_mut().collect();
let len = bcs.len();
let mut updated_bcs: Vec<(usize, PhysicsBody2D)> = Vec::new();
for i in 0..len {
let (b, c) = &bcs[i];
// don't bother collision checking immovables,
// instead movable entities will check against them
if b.immovable {
continue;
}
for j in 0..len {
if i == j {
continue;
}
let (other_b, other_c) = &bcs[j];
let bminx = b.pos.x;
let bmaxx = b.pos.x + c.width as i64;
let bminy = b.pos.y;
let bmaxy = b.pos.y + c.height as i64;
let obminx = other_b.pos.x;
let obmaxx = other_b.pos.x + other_c.width as i64;
let obminy = other_b.pos.y;
let obmaxy = other_b.pos.y + other_c.height as i64;
if bminx >= obmaxx || bminy >= obmaxy || bmaxx <= obminx || bmaxy <= obminy {
// no collision
continue;
}
info!("Collide!");
let dx = b.pos.x - other_b.pos.x;
let dy = b.pos.y - other_b.pos.y;
if other_b.immovable {
let new_x = match dx {
..0 => other_b.pos.x - (c.width / 2 + other_c.width / 2) as i64,
0 => b.pos.x,
1.. => other_b.pos.x + (c.width / 2 + other_c.width / 2) as i64,
};
let new_y = match dy {
..0 => other_b.pos.y - (c.height / 2 + other_c.height / 2) as i64,
0 => b.pos.y,
1.. => other_b.pos.y + (c.height / 2 + other_c.height / 2) as i64,
};
let updated_b = PhysicsBody2D {
pos: I64Vec2 { x: new_x, y: new_y },
vel: b.vel,
immovable: false,
};
updated_bcs.push((i, updated_b));
} else {
let updated_b = PhysicsBody2D {
pos: b.pos - I64Vec2::new(dx / 2, dy / 2),
vel: b.vel,
immovable: false,
};
let other_updated_b = PhysicsBody2D {
pos: other_b.pos + I64Vec2::new(dx / 2, dy / 2),
vel: other_b.vel,
immovable: false,
};
updated_bcs.push((i, updated_b));
updated_bcs.push((i, other_updated_b));
}
}
}
for (i, (mut b, c)) in query.iter_mut().enumerate() {
let Some((_, updateb)) = updated_bcs.iter().find(|(j, _)| i == *j) else {
continue;
};
*b = updateb.clone();
}
}
#[derive(Default, Debug, Component, Clone, Copy)]
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pub struct PhysicsBody2D {
pub pos: I64Vec2,
pub vel: I64Vec2,
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pub immovable: bool,
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}
impl PhysicsBody2D {
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pub fn tick(&mut self, delta_t: i64) {
self.pos += self.vel * delta_t;
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}
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pub fn apply_force(&mut self, force: I64Vec2, term_speed: Option<i64>) {
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let mut vel = self.vel + force;
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let Some(max_speed) = term_speed else {
return;
};
if vel.length_squared() >= max_speed.pow(2) {
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let l = vel.length_squared();
let x = vel.x * vel.x;
let y = vel.y * vel.y;
vel.x = match vel.x {
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..0 => (x * -max_speed) / l,
_ => (x * max_speed) / l,
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};
vel.y = match vel.y {
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..0 => (y * -max_speed) / l,
_ => (y * max_speed) / l,
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};
}
self.vel = vel;
}
}
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#[derive(Default, Component)]
pub struct Collideable;
#[derive(Default, Debug, Component)]
#[require(Collideable)]
pub struct AABBCollider {
pub width: u32,
pub height: u32,
pub offset: IVec2,
}
impl AABBCollider {
pub fn new(w: u32, h: u32) -> Self {
Self {
width: w,
height: h,
offset: IVec2::ZERO,
}
}
}