Added collision callback thread safe queue

This commit is contained in:
Antoine Pilote
2024-04-01 13:19:33 -04:00
parent 72e2b6984e
commit 0693ac1ad0
3 changed files with 32 additions and 39 deletions

View File

@@ -52,12 +52,6 @@ namespace Nuake
{
auto [transform, brush] = brushes.get<TransformComponent, BSPBrushComponent>(e);
for (auto& r : brush.Rigidbody)
{
//r->m_Transform->setOrigin(btVector3(transform.GlobalTranslation.x, transform.GlobalTranslation.y, transform.GlobalTranslation.z));
//r->UpdateTransform(*r->m_Transform);
}
if (!brush.IsFunc)
continue;
@@ -73,37 +67,6 @@ namespace Nuake
}
}
}
//auto bspTriggerView = m_Scene->m_Registry.view<TransformComponent, BSPBrushComponent, TriggerZone>();
//for (auto e : bspTriggerView)
//{
// auto [transform, brush, trigger] = bspTriggerView.get<TransformComponent, BSPBrushComponent, TriggerZone>(e);
// trigger.GhostObject->ScanOverlap();
// brush.Targets.clear();
// auto targetnameView = m_Scene->m_Registry.view<TransformComponent, NameComponent>();
// for (auto e2 : targetnameView)
// {
// auto [ttransform, name] = targetnameView.get<TransformComponent, NameComponent>(e2);
// if (name.Name == brush.target) {
// brush.Targets.push_back(Entity{ e2, m_Scene });
// }
// }
//}
/*auto physicGroup = m_Scene->m_Registry.view<TransformComponent, RigidBodyComponent>();
for (auto e : physicGroup) {
auto [transform, rb] = physicGroup.get<TransformComponent, RigidBodyComponent>(e);
rb.SyncTransformComponent(&m_Scene->m_Registry.get<TransformComponent>(e));
}*/
//auto ccGroup = m_Scene->m_Registry.view<TransformComponent, CharacterControllerComponent>();
//for (auto e : ccGroup) {
// auto [transform, rb] = ccGroup.get<TransformComponent, CharacterControllerComponent>(e);
// rb.SyncWithTransform(m_Scene->m_Registry.get<TransformComponent>(e));
//}
}
void PhysicsSystem::FixedUpdate(Timestep ts)