Few fixes to box2d bodies inside composites (WIP)

This commit is contained in:
fgnm
2022-05-29 10:58:30 +02:00
parent 4faae99a38
commit 34cb20f971
2 changed files with 6 additions and 4 deletions
@@ -28,16 +28,18 @@ public class PhysicsAdjustSystem extends PhysicsSystem {
if(physicsBodyComponent.body == null) return;
transformVec.x = transformComponent.originX;
transformVec.y = transformComponent.originY;
int parentEntity = parentNodeComponentMapper.get(entity).parentEntity;
ParentNodeComponent rootParentNode = parentNodeComponentMapper.get(parentEntity);
float rotation = transformComponent.rotation;
if (rootParentNode != null) {
transformVec.x = transformComponent.originX;
transformVec.y = transformComponent.originY;
TransformMathUtils.localToSceneCoordinates(entity, transformVec, transformComponentMapper, parentNodeComponentMapper);
rotation = TransformMathUtils.localToSceneRotation(entity, transformComponentMapper, parentNodeComponentMapper);
} else {
transformVec.x = transformComponent.x + transformComponent.originX;
transformVec.y = transformComponent.y + transformComponent.originY;
}
physicsBodyComponent.body.setTransform(transformVec, transformComponent.rotation * MathUtils.degreesToRadians);
physicsBodyComponent.body.setTransform(transformVec, rotation * MathUtils.degreesToRadians);
}
}