system

package
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Published: Sep 24, 2026 License: LGPL-3.0 Imports: 6 Imported by: 0

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Constants

This section is empty.

Variables

This section is empty.

Functions

func NewInitPhysicsSystem

func NewInitPhysicsSystem(rt *internal.Runtime) func(*InitPhysicsSystemState)

NewInitPhysicsSystem returns the Init-hook system bound to rt. The system creates the singleton entity (if absent), then builds the Box2D world and bodies from ECS.

func NewPhysicsPipelineSystem

func NewPhysicsPipelineSystem(rt *internal.Runtime) func(*PhysicsPipelineSystemState)

NewPhysicsPipelineSystem returns the full physics pipeline as one atomic unit, bound to rt. The plugin registers it on cardinal.PreUpdate so simulation and writeback finish before cardinal.Update game logic in the same tick, while contact/trigger system events remain visible until the tick ends.

Phases:

  1. Reconcile: sync ECS -> Box2D (create/update/destroy bodies from component changes)
  2. Step: advance physics simulation, buffer contact/trigger events
  3. Writeback: sync Box2D -> ECS (write post-step positions/velocities back to components)

Types

type InitPhysicsSystemState

type InitPhysicsSystemState struct {
	cardinal.BaseSystemState
	Bodies    cardinal.Contains[physicsBodyRow]
	Singleton physicsSingletonSearch
}

InitPhysicsSystemState runs once at world init: FullRebuildFromECS from current ECS entities.

type PhysicsPipelineSystemState

PhysicsPipelineSystemState runs the full physics pipeline atomically: reconcile -> step -> writeback. Combining all three phases into a single system guarantees the scheduler cannot interleave game code between them.

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