---@diagnostic disable: unused-local local evo = require 'evolved' ---@class evolved.vector2 ---@field x number ---@field y number ---@param x number ---@param y number ---@return evolved.vector2 ---@nodiscard local function vector2(x, y) ---@type evolved.vector2 return { x = x, y = y } end local groups = { awake = evo.system():build(), physics = evo.system():build(), graphics = evo.system():build(), shutdown = evo.system():build(), } local singles = { delta_time = evo.fragment():single(0.016):build(), physics_gravity = evo.fragment():single(vector2(0, 9.81)):build(), } local fragments = { force = evo.fragment():build(), position = evo.fragment():build(), velocity = evo.fragment():build(), } local queries = { physics_bodies = evo.query() :include(fragments.force, fragments.position, fragments.velocity) :build(), } local awake_system = evo.system() :group(groups.awake) :prologue(function() print '-= | Awake | =-' evo.entity() :set(fragments.force, vector2(0, 0)) :set(fragments.position, vector2(0, 0)) :set(fragments.velocity, vector2(0, 0)) :build() end):build() local integrate_forces_system = evo.system() :group(groups.physics) :query(queries.physics_bodies) :execute(function(chunk, entities, entity_count) ---@type number, evolved.vector2 local delta_time, physics_gravity = evo.get(singles.delta_time, singles.delta_time), evo.get(singles.physics_gravity, singles.physics_gravity) ---@type evolved.vector2[], evolved.vector2[] local forces, velocities = evo.components(chunk, fragments.force, fragments.velocity) for i = 1, entity_count do local force, velocity = forces[i], velocities[i] velocity.x = velocity.x + (physics_gravity.x + force.x) * delta_time velocity.y = velocity.y + (physics_gravity.y + force.y) * delta_time end end):build() local integrate_velocities_system = evo.system() :group(groups.physics) :query(queries.physics_bodies) :execute(function(chunk, entities, entity_count) ---@type number local delta_time = evo.get(singles.delta_time, singles.delta_time) ---@type evolved.vector2[], evolved.vector2[], evolved.vector2[] local forces, positions, velocities = evo.components(chunk, fragments.force, fragments.position, fragments.velocity) for i = 1, entity_count do local force, position, velocity = forces[i], positions[i], velocities[i] position.x = position.x + velocity.x * delta_time position.y = position.y + velocity.y * delta_time force.x = 0 force.y = 0 end end):build() local graphics_system = evo.system() :group(groups.graphics) :query(queries.physics_bodies) :execute(function(chunk, entities, entity_count) ---@type evolved.vector2[] local positions = evo.components(chunk, fragments.position) for i = 1, entity_count do local entity, position = entities[i], positions[i] print(string.format( '|-> {entity %d} at {%.4f, %.4f}', entity, position.x, position.y)) end end):build() local shutdown_system = evo.system() :group(groups.shutdown) :epilogue(function() print '-= | Shutdown | =-' evo.batch_destroy(queries.physics_bodies) end):build() do evo.process(groups.awake) for _ = 1, 10 do evo.process(groups.physics) evo.process(groups.graphics) end evo.process(groups.shutdown) end