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path: root/src/sim/rb_sim/mod.rs
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pub mod rb_entity;

use fxhash::FxHashMap;
use rapier2d::{
    dynamics::{self},
    geometry,
    glamx::vec2,
    math, prelude,
};

use crate::{
    config::{CELLS_IN_CHUNK, PHYSICS_DELTA_TIME},
    sim::{
        cell::{cell::Cell, materials::MaterialId},
        rb_sim::rb_entity::RbEntity,
    },
};

pub struct PhysicsManager {
    rigid_body_set: prelude::RigidBodySet,
    collider_set: prelude::ColliderSet,
    physics_pipeline: prelude::PhysicsPipeline,
    integration_parameters: prelude::IntegrationParameters,
    island_manager: prelude::IslandManager,
    broad_phase: prelude::DefaultBroadPhase,
    narrow_phase: prelude::NarrowPhase,
    impulse_joint_set: prelude::ImpulseJointSet,
    multibody_joint_set: prelude::MultibodyJointSet,
    ccd_solver: prelude::CCDSolver,
}

impl PhysicsManager {
    pub fn new() -> Self {
        PhysicsManager {
            rigid_body_set: prelude::RigidBodySet::new(),
            collider_set: prelude::ColliderSet::new(),
            physics_pipeline: prelude::PhysicsPipeline::new(),
            integration_parameters: prelude::IntegrationParameters {
                dt: PHYSICS_DELTA_TIME,
                ..prelude::IntegrationParameters::default()
            },
            island_manager: prelude::IslandManager::new(),
            broad_phase: prelude::DefaultBroadPhase::new(),
            narrow_phase: prelude::NarrowPhase::new(),
            impulse_joint_set: prelude::ImpulseJointSet::new(),
            multibody_joint_set: prelude::MultibodyJointSet::new(),
            ccd_solver: prelude::CCDSolver::new(),
        }
    }
}

pub struct RbSimManager {
    physics_manager: PhysicsManager,
    pub rb_entities: FxHashMap<u32, RbEntity>,
}

impl RbSimManager {
    pub fn rb_tick(&mut self, delta_time: f32) {
        let gravity = vec2(0.0, 25.0);

        self.physics_manager.physics_pipeline.step(
            gravity,
            &self.physics_manager.integration_parameters,
            &mut self.physics_manager.island_manager,
            &mut self.physics_manager.broad_phase,
            &mut self.physics_manager.narrow_phase,
            &mut self.physics_manager.rigid_body_set,
            &mut self.physics_manager.collider_set,
            &mut self.physics_manager.impulse_joint_set,
            &mut self.physics_manager.multibody_joint_set,
            &mut self.physics_manager.ccd_solver,
            &(),
            &(),
        );
    }

    pub fn get_rb_entity_transform(&self, entity_id: u32) -> Option<(f32, f32, f32, f32)> {
        let entity = self.rb_entities.get(&entity_id);
        match entity {
            Some(entity) => {
                let rb = self.physics_manager.rigid_body_set.get(entity.rb_parent);
                rb.map(|rb| {
                    let position = rb.position();
                    let angle = position.rotation.angle();
                    (
                        position.translation.x,
                        position.translation.y,
                        angle.cos(),
                        angle.sin(),
                    )
                })
            }
            None => return None,
        }
    }

    pub fn test(&mut self) {
        /* Create the ground. */
        let collider = geometry::ColliderBuilder::cuboid(100.0, 0.1).build();
        self.physics_manager.collider_set.insert(collider);

        /* Create the bouncing ball. */
        let rigid_body = dynamics::RigidBodyBuilder::dynamic()
            .translation(math::Vector::new(0.0, -100.0))
            .build();
        let collider = geometry::ColliderBuilder::ball(5.0)
            .restitution(0.7)
            .build();
        let ball_body_handle = self.physics_manager.rigid_body_set.insert(rigid_body);
        self.physics_manager.collider_set.insert_with_parent(
            collider,
            ball_body_handle,
            &mut self.physics_manager.rigid_body_set,
        );

        let test_cells = Box::new([Cell::void(); CELLS_IN_CHUNK]);
        let mut rb_entity = RbEntity {
            id: 0,
            cells: test_cells,
            rb_parent: ball_body_handle,
        };

        for x in 0..10 {
            for y in 0..10 {
                rb_entity.set_cell_at_local_position(x, y, Cell::from_material(MaterialId::Wood));
            }
        }

        self.rb_entities.insert(0, rb_entity);
    }

    pub fn new() -> Self {
        RbSimManager {
            physics_manager: PhysicsManager::new(),
            rb_entities: FxHashMap::default(),
        }
    }
}