2026-02-08 08:54:48 -05:00
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/// This module is intended to be used as a fixed-point physics system.
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/// The hope is that this will make deterministic physics easier,
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/// and therefore networking a bit less of a pain.
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use bevy::{
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app::{Plugin, Update},
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ecs::{component::Component, system::Query},
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math::I64Vec2,
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};
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2026-02-07 19:09:58 -05:00
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2026-02-08 08:54:48 -05:00
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const MAX_SPEED: i64 = 400;
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#[derive(Default, Debug)]
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pub struct Physics2DPlugin {}
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impl Plugin for Physics2DPlugin {
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fn build(&self, app: &mut bevy::app::App) {
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app.add_systems(Update, tick_physics);
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}
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}
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fn tick_physics(mut query: Query<&mut PhysicsBody2D>) {
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query.iter_mut().for_each(|mut pb| {
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pb.tick();
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});
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}
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2026-02-07 19:09:58 -05:00
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#[derive(Default, Debug, Component)]
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pub struct PhysicsBody2D {
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pub pos: I64Vec2,
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pub vel: I64Vec2,
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}
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impl PhysicsBody2D {
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pub fn tick(&mut self) {
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self.pos += self.vel;
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}
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pub fn add_vel(&mut self, force: I64Vec2) {
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let mut vel = self.vel + force;
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if vel.length_squared() >= MAX_SPEED.pow(2) {
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let l = vel.length_squared();
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let x = vel.x * vel.x;
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let y = vel.y * vel.y;
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vel.x = match vel.x {
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..0 => (x * -MAX_SPEED) / l,
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_ => (x * MAX_SPEED) / l,
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};
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vel.y = match vel.y {
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..0 => (y * -MAX_SPEED) / l,
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_ => (y * MAX_SPEED) / l,
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};
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}
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self.vel = vel;
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}
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}
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