Partial Physics
This commit is contained in:
@ -3,6 +3,7 @@ set(IAESandbox_Sources
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imp/cpp/Main.cpp
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imp/cpp/Game.cpp
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imp/cpp/Map.cpp
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imp/cpp/Ground.cpp
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imp/cpp/Player.cpp
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)
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@ -1,25 +1,29 @@
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#include <Game.hpp>
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#include <Player.hpp>
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#include <Map.hpp>
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#include <Ground.hpp>
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#include <IAEngine/ResourceManager.hpp>
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namespace ia::iae::game
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{
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RefPtr<iae::Scene> scene;
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ResourceManager* g_resourceManager{};
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VOID Game::Initialize()
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{
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const auto player = MakeRefPtr<Player>(m_engine);
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player->SetLocalPosition({200, 150, 0});
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const auto map = MakeRefPtr<TiledMap>(m_engine);
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g_resourceManager = m_engine->RegisterResourceManager<ResourceManager>();
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scene = m_engine->CreateScene();
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scene->AddNode(map);
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scene->AddNode(player);
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m_engine->ChangeScene(scene);
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const auto player = MakeRefPtr<Player>(m_engine);
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player->SetLocalPosition({100.0f, 200.0f, 0.0f});
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scene->AddNode(player);
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const auto ground = MakeRefPtr<Ground>(m_engine);
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ground->SetLocalPosition({50.0f, 500.0f, 0.0f});
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scene->AddNode(ground);
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}
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VOID Game::Terminate()
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49
Src/IAESandbox/imp/cpp/Ground.cpp
Normal file
49
Src/IAESandbox/imp/cpp/Ground.cpp
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@ -0,0 +1,49 @@
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#include <Ground.hpp>
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#include <IAEngine/Physics/Physics.hpp>
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#include <IACore/File.hpp>
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namespace ia::iae::game
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{
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extern ResourceManager* g_resourceManager;
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Handle m_id2;
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Ground::Ground(IN Engine *engine) : m_engine(engine)
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{
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m_spriteRenderer = AddComponent<SpriteRendererComponent>();
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}
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VOID Ground::OnAdded(IN Scene *scene)
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{
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Node::OnAdded(scene);
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iae::SpriteRendererComponent::AnimationKeyFrame keyFrame{};
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const auto d = File::ReadToVector("Graphics/red.png");
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keyFrame.Texture = g_resourceManager->CreateTexture(d.data(), d.size());
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keyFrame.Scale = {3.0f, 0.25f, 1.0f};
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m_spriteRenderer->AddAnimation({.ShouldLoop = true, .Keys = {keyFrame}});
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m_spriteRenderer->BakeAnimations();
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m_id2 = Physics::CreateStaticBody({GetPosition().X + 300, GetPosition().Y + 25});
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Physics::AddBoxCollider(m_id2, {600.0f, 50.0f});
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}
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VOID Ground::OnRemoved()
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{
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Node::OnRemoved();
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}
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VOID Ground::Draw()
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{
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Node::Draw();
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}
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VOID Ground::Update()
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{
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Node::Update();
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}
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} // namespace ia::iae::game
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@ -1,11 +1,16 @@
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#include <Player.hpp>
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#include <IAEngine/Physics/Physics.hpp>
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#include <IAEngine/Input.hpp>
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#include <IACore/File.hpp>
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namespace ia::iae::game
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{
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extern ResourceManager* g_resourceManager;
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Handle m_id;
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Player::Player(IN Engine *engine) : m_engine(engine)
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{
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m_spriteRenderer = AddComponent<SpriteRendererComponent>();
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@ -14,6 +19,17 @@ namespace ia::iae::game
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VOID Player::OnAdded(IN Scene *scene)
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{
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Node::OnAdded(scene);
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iae::SpriteRendererComponent::AnimationKeyFrame keyFrame{};
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const auto d = File::ReadToVector("Graphics/green.png");
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keyFrame.Texture = g_resourceManager->CreateTexture(d.data(), d.size());
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keyFrame.Scale = {0.2f, 0.2f, 1.0f};
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m_spriteRenderer->AddAnimation({.ShouldLoop = true, .Keys = {keyFrame}});
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m_spriteRenderer->BakeAnimations();
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m_id = Physics::CreateDynamicBody({GetPosition().X + 20, GetPosition().Y + 20});
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Physics::AddBoxCollider(m_id, {40.0f, 40.0f});
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}
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VOID Player::OnRemoved()
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@ -30,5 +46,6 @@ namespace ia::iae::game
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VOID Player::Update()
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{
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Node::Update();
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SetLocalPosition(Physics::GetBodyPosition(m_id) - iam::Vec3f{20.0f, 20.0f, 0.0f});
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}
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} // namespace ia::iae::game
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27
Src/IAESandbox/imp/hpp/Ground.hpp
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27
Src/IAESandbox/imp/hpp/Ground.hpp
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@ -0,0 +1,27 @@
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#pragma once
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#include <IAEngine/Components/SoundEmitter.hpp>
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#include <IAEngine/Components/SpriteRenderer.hpp>
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#include <IAEngine/IAEngine.hpp>
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namespace ia::iae::game
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{
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class Ground : public Node
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{
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public:
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Ground(IN Engine *engine);
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VIRTUAL VOID OnAdded(IN Scene *scene) OVERRIDE;
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VIRTUAL VOID OnRemoved() OVERRIDE;
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VIRTUAL VOID Draw() OVERRIDE;
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VIRTUAL VOID Update() OVERRIDE;
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private:
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INT32 m_speed{};
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UINT8 m_direction{};
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private:
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Engine *CONST m_engine;
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RefPtr<SpriteRendererComponent> m_spriteRenderer;
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};
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} // namespace ia::iae::game
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@ -10,6 +10,8 @@ set(IAEngine_Sources
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imp/cpp/ResourceManager.cpp
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imp/cpp/Physics/Physics.cpp
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imp/cpp/Events/Event.cpp
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imp/cpp/Nodes/Transform.cpp
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@ -18,9 +20,8 @@ set(IAEngine_Sources
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imp/cpp/Components/AtlasRenderer.cpp
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imp/cpp/Components/SpriteRenderer.cpp
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imp/cpp/Components/SoundEmitter.cpp
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imp/cpp/Components/Collider.cpp
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imp/cpp/Components/ParticleEmitter.cpp
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imp/cpp/Components/StackedCollider.cpp
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imp/cpp/Components/PhysicsBody.cpp
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)
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add_library(IAEngine STATIC ${IAEngine_Sources})
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6
Src/IAEngine/imp/cpp/Components/PhysicsBody.cpp
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6
Src/IAEngine/imp/cpp/Components/PhysicsBody.cpp
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@ -0,0 +1,6 @@
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#include <IAEngine/Components/PhysicsBody.hpp>
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namespace ia::iae
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{
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}
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@ -3,6 +3,7 @@
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#include <IAEngine/Input.hpp>
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#include <IAEngine/Random.hpp>
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#include <IAEngine/Time.hpp>
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#include <IAEngine/Physics/Physics.hpp>
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#include <SDL3/SDL.h>
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@ -77,6 +78,7 @@ namespace ia::iae
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Random::Initialize();
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Input::Initialize();
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Audio::Initialize();
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Physics::Initialize();
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return true;
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}
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@ -85,6 +87,7 @@ namespace ia::iae
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{
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IAE_LOG_INFO("Shutting down IAEngine");
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Physics::Terminate();
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Audio::Terminate();
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ImGui_ImplSDLRenderer3_Shutdown();
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@ -145,6 +148,8 @@ namespace ia::iae
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VOID Engine::UpdateGame()
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{
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Physics::Update();
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if B_LIKELY (m_activeScene)
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m_activeScene->Update();
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}
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37
Src/IAEngine/imp/cpp/Physics/Physics.cpp
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37
Src/IAEngine/imp/cpp/Physics/Physics.cpp
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@ -0,0 +1,37 @@
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#include <IAEngine/Physics/Physics.hpp>
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namespace ia::iae
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{
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VOID Physics::Initialize()
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{
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}
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VOID Physics::Terminate()
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{
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}
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VOID Physics::Update()
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{
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}
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Handle Physics::CreateStaticBody(IN iam::Vec3f position)
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{
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return INVALID_HANDLE;
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}
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Handle Physics::CreateDynamicBody(IN iam::Vec3f position)
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{
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return INVALID_HANDLE;
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}
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VOID Physics::AddBoxCollider(IN Handle body, IN iam::Vec3f size)
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{
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}
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iam::Vec3f Physics::GetBodyPosition(IN Handle body)
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{
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return {};
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}
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} // namespace ia::iae
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24
Src/IAEngine/inc/IAEngine/Components/PhysicsBody.hpp
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24
Src/IAEngine/inc/IAEngine/Components/PhysicsBody.hpp
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@ -0,0 +1,24 @@
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// IAEngine: 2D Game Engine by IA
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// Copyright (C) 2025 IAS (ias@iasoft.dev)
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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#pragma once
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#include <IAEngine/Components/Component.hpp>
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namespace ia::iae
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{
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}
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37
Src/IAEngine/inc/IAEngine/Physics/Physics.hpp
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37
Src/IAEngine/inc/IAEngine/Physics/Physics.hpp
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@ -0,0 +1,37 @@
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// IAEngine: 2D Game Engine by IA
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// Copyright (C) 2025 IAS (ias@iasoft.dev)
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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#pragma once
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#include <IAEngine/Base.hpp>
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namespace ia::iae
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{
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class Physics
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{
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public:
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STATIC VOID Initialize();
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STATIC VOID Terminate();
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STATIC VOID Update();
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STATIC Handle CreateStaticBody(IN iam::Vec3f position);
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STATIC Handle CreateDynamicBody(IN iam::Vec3f position);
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STATIC VOID AddBoxCollider(IN Handle body, IN iam::Vec3f size);
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STATIC iam::Vec3f GetBodyPosition(IN Handle body);
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};
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}
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@ -26,6 +26,8 @@ namespace ia::iae
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class ResourceManager
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{
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public:
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ResourceManager(IN Engine *engine);
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RefPtr<Texture> CreateTexture(IN CONST Span<CONST UINT8> &encodedData);
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RefPtr<Texture> CreateTexture(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize);
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RefPtr<Texture> CreateTexture(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height);
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@ -44,7 +46,6 @@ namespace ia::iae
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protected:
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Engine *CONST m_engine;
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ResourceManager(IN Engine *engine);
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friend class Engine;
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};
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} // namespace ia::iae
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