Physics::Physics(Game::Stage &s):
System(s),
+ event_source(stage.get_event_bus()),
observer(stage.get_event_bus())
{
observer.observe<Game::Events::EntityCreated>([this](auto &e){ entity_added(e); });
copy_out<true>(entities[i]);
for(unsigned i=fixture_count; i<entities.size(); ++i)
copy_out<false>(entities[i]);
+
+ for(const Collision &c: collisions)
+ event_source.emit<Events::Collision>(entities[c.body1].entity->get_collider(), entities[c.body2].entity->get_collider());
}
template<bool is_fixture>