It looks like you're trying to work with physics in an entity-component system. To apply an impulse to an object and work with physics bodies in a Model.Entity, you can follow these steps:
// Assuming you have a reference to the tappedObject.entity and a PhysicsBodyComponent
// Get the physics body component from the entity
guard let physicsBody = tappedObject.entity.components[PhysicsBodyComponent.self] as? PhysicsBodyComponent else {
fatalError("PhysicsBodyComponent not found on the entity")
}
// Define the impulse and position where you want to apply it
let impulse = SIMD3<Float>(x: 0.0, y: 10.0, z: 0.0) // Adjust the values as needed
let position = SIMD3<Float>(x: 0.0, y: 0.0, z: 0.0) // Adjust the values as needed
// Get the reference entity if needed (can be nil)
let referenceEntity: Entity? = nil
// Apply the impulse to the physics body
physicsBody.applyImpulse(impulse, at: position, relativeTo: referenceEntity)
In this example, replace PhysicsBodyComponent
with the actual class or type name of your physics body component. Make sure you have the necessary methods and properties defined in your PhysicsBodyComponent
class to properly apply the impulse.
Remember to adjust the impulse and position values according to your requirements. This code assumes that you have set up your entity-component system correctly, and that the PhysicsBodyComponent
class has a method named applyImpulse(_:at:relativeTo:)
for applying impulses.
If you're having trouble obtaining the physics body component on the entity, double-check your entity-component setup and ensure that the component is properly attached to the entity.