Partial Physics

This commit is contained in:
Isuru Samarathunga
2025-09-09 12:42:15 +05:30
parent 0440bc6f13
commit 2856bfac6c
21 changed files with 242 additions and 102 deletions

1
.gitmodules vendored
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@ -13,3 +13,4 @@
[submodule "Dependencies/IAMath"] [submodule "Dependencies/IAMath"]
path = Dependencies/IAMath path = Dependencies/IAMath
url = https://git.iasoft.dev/dev0/IAMath url = https://git.iasoft.dev/dev0/IAMath

11
.vscode/launch.json vendored
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@ -5,16 +5,17 @@
"version": "0.2.0", "version": "0.2.0",
"configurations": [ "configurations": [
{ {
"name": "C/C++: debiug", "name": "(Windows) Launch",
"type": "cppvsdbg", "type": "cppvsdbg",
"request": "launch", "request": "launch",
"program": "${workspaceFolder}/build/bin/IAESandbox.exe", "program": "${workspaceFolder}/build/bin/Debug/IAESandbox.exe",
"args": [], "args": [],
"stopAtEntry": false, "stopAtEntry": false,
"cwd": "${workspaceFolder}/Src/IAESandbox", "cwd": "${workspaceFolder}/Src/IAESandbox/Res",
"environment": [], "environment": [],
"preLaunchTask": "build", "console": "externalTerminal",
"console": "integratedTerminal" "preLaunchTask": "CMake: build"
} }
] ]
} }

72
.vscode/settings.json vendored
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@ -1,72 +0,0 @@
{
"files.associations": {
"stdexcept": "cpp",
"chrono": "cpp",
"forward_list": "cpp",
"initializer_list": "cpp",
"list": "cpp",
"vector": "cpp",
"xhash": "cpp",
"xiosbase": "cpp",
"xstring": "cpp",
"xutility": "cpp",
"format": "cpp",
"functional": "cpp",
"filesystem": "cpp",
"unordered_map": "cpp",
"algorithm": "cpp",
"iterator": "cpp",
"xmemory": "cpp",
"cmath": "cpp",
"atomic": "cpp",
"bit": "cpp",
"cctype": "cpp",
"charconv": "cpp",
"clocale": "cpp",
"codecvt": "cpp",
"compare": "cpp",
"concepts": "cpp",
"cstddef": "cpp",
"cstdint": "cpp",
"cstdio": "cpp",
"cstdlib": "cpp",
"cstring": "cpp",
"ctime": "cpp",
"cwchar": "cpp",
"exception": "cpp",
"fstream": "cpp",
"iomanip": "cpp",
"ios": "cpp",
"iosfwd": "cpp",
"istream": "cpp",
"limits": "cpp",
"locale": "cpp",
"memory": "cpp",
"new": "cpp",
"optional": "cpp",
"ratio": "cpp",
"sstream": "cpp",
"stop_token": "cpp",
"streambuf": "cpp",
"string": "cpp",
"system_error": "cpp",
"thread": "cpp",
"tuple": "cpp",
"type_traits": "cpp",
"typeinfo": "cpp",
"utility": "cpp",
"xfacet": "cpp",
"xlocale": "cpp",
"xlocbuf": "cpp",
"xlocinfo": "cpp",
"xlocmes": "cpp",
"xlocmon": "cpp",
"xlocnum": "cpp",
"xloctime": "cpp",
"xtr1common": "cpp",
"iostream": "cpp",
"map": "cpp",
"ostream": "cpp",
"xtree": "cpp"
}
}

26
.vscode/tasks.json vendored
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@ -1,19 +1,19 @@
{ {
"tasks": [ "version": "2.0.0",
"tasks": [
{ {
"label": "build", "type": "cmake",
"type": "shell", "label": "CMake: build",
"command": "cmake -S. -B./build -G Ninja -DCMAKE_C_COMPILER=clang -DCMAKE_CXX_COMPILER=clang++ && cmake --build build", "command": "build",
"group": { "targets": [
"ALL_BUILD"
],
"group":{
"kind": "build", "kind": "build",
"isDefault": true "isDefault": true
} },
"problemMatcher": [],
"detail": "CMake template build task"
} }
], ]
"options": {
"env": {
"INCLUDE": "C:/Program Files/Microsoft Visual Studio/2022/Community/VC/Tools/MSVC/14.44.35207/include;C:/Program Files/Microsoft Visual Studio/2022/Community/VC/Tools/MSVC/14.44.35207/ATLMFC/include;C:/Program Files/Microsoft Visual Studio/2022/Community/VC/Auxiliary/VS/include;C:/Program Files (x86)/Windows Kits/10/include/10.0.26100.0/ucrt;C:/Program Files (x86)/Windows Kits/10//include/10.0.26100.0//um;C:/Program Files (x86)/Windows Kits/10//include/10.0.26100.0//shared;C:/Program Files (x86)/Windows Kits/10//include/10.0.26100.0//winrt;C:/Program Files (x86)/Windows Kits/10//include/10.0.26100.0//cppwinrt;C:/Program Files (x86)/Windows Kits/NETFXSDK/4.8/include/um",
"LIB": "C:/Program Files/Microsoft Visual Studio/2022/Community/VC/Tools/MSVC/14.44.35207/ATLMFC/lib/x64;C:/Program Files/Microsoft Visual Studio/2022/Community/VC/Tools/MSVC/14.44.35207/lib/x64;C:/Program Files (x86)/Windows Kits/NETFXSDK/4.8/lib/um/x64;C:/Program Files (x86)/Windows Kits/10/lib/10.0.26100.0/ucrt/x64;C:/Program Files (x86)/Windows Kits/10//lib/10.0.26100.0//um/x64"
}
}
} }

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@ -3,6 +3,7 @@ set(IAESandbox_Sources
imp/cpp/Main.cpp imp/cpp/Main.cpp
imp/cpp/Game.cpp imp/cpp/Game.cpp
imp/cpp/Map.cpp imp/cpp/Map.cpp
imp/cpp/Ground.cpp
imp/cpp/Player.cpp imp/cpp/Player.cpp
) )

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@ -1,25 +1,29 @@
#include <Game.hpp> #include <Game.hpp>
#include <Player.hpp> #include <Player.hpp>
#include <Map.hpp> #include <Ground.hpp>
#include <IAEngine/ResourceManager.hpp>
namespace ia::iae::game namespace ia::iae::game
{ {
RefPtr<iae::Scene> scene; RefPtr<iae::Scene> scene;
ResourceManager* g_resourceManager{};
VOID Game::Initialize() VOID Game::Initialize()
{ {
const auto player = MakeRefPtr<Player>(m_engine); g_resourceManager = m_engine->RegisterResourceManager<ResourceManager>();
player->SetLocalPosition({200, 150, 0});
const auto map = MakeRefPtr<TiledMap>(m_engine);
scene = m_engine->CreateScene(); scene = m_engine->CreateScene();
scene->AddNode(map);
scene->AddNode(player);
m_engine->ChangeScene(scene); m_engine->ChangeScene(scene);
const auto player = MakeRefPtr<Player>(m_engine);
player->SetLocalPosition({100.0f, 200.0f, 0.0f});
scene->AddNode(player);
const auto ground = MakeRefPtr<Ground>(m_engine);
ground->SetLocalPosition({50.0f, 500.0f, 0.0f});
scene->AddNode(ground);
} }
VOID Game::Terminate() VOID Game::Terminate()

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@ -0,0 +1,49 @@
#include <Ground.hpp>
#include <IAEngine/Physics/Physics.hpp>
#include <IACore/File.hpp>
namespace ia::iae::game
{
extern ResourceManager* g_resourceManager;
Handle m_id2;
Ground::Ground(IN Engine *engine) : m_engine(engine)
{
m_spriteRenderer = AddComponent<SpriteRendererComponent>();
}
VOID Ground::OnAdded(IN Scene *scene)
{
Node::OnAdded(scene);
iae::SpriteRendererComponent::AnimationKeyFrame keyFrame{};
const auto d = File::ReadToVector("Graphics/red.png");
keyFrame.Texture = g_resourceManager->CreateTexture(d.data(), d.size());
keyFrame.Scale = {3.0f, 0.25f, 1.0f};
m_spriteRenderer->AddAnimation({.ShouldLoop = true, .Keys = {keyFrame}});
m_spriteRenderer->BakeAnimations();
m_id2 = Physics::CreateStaticBody({GetPosition().X + 300, GetPosition().Y + 25});
Physics::AddBoxCollider(m_id2, {600.0f, 50.0f});
}
VOID Ground::OnRemoved()
{
Node::OnRemoved();
}
VOID Ground::Draw()
{
Node::Draw();
}
VOID Ground::Update()
{
Node::Update();
}
} // namespace ia::iae::game

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@ -1,11 +1,16 @@
#include <Player.hpp> #include <Player.hpp>
#include <IAEngine/Physics/Physics.hpp>
#include <IAEngine/Input.hpp> #include <IAEngine/Input.hpp>
#include <IACore/File.hpp> #include <IACore/File.hpp>
namespace ia::iae::game namespace ia::iae::game
{ {
extern ResourceManager* g_resourceManager;
Handle m_id;
Player::Player(IN Engine *engine) : m_engine(engine) Player::Player(IN Engine *engine) : m_engine(engine)
{ {
m_spriteRenderer = AddComponent<SpriteRendererComponent>(); m_spriteRenderer = AddComponent<SpriteRendererComponent>();
@ -14,6 +19,17 @@ namespace ia::iae::game
VOID Player::OnAdded(IN Scene *scene) VOID Player::OnAdded(IN Scene *scene)
{ {
Node::OnAdded(scene); Node::OnAdded(scene);
iae::SpriteRendererComponent::AnimationKeyFrame keyFrame{};
const auto d = File::ReadToVector("Graphics/green.png");
keyFrame.Texture = g_resourceManager->CreateTexture(d.data(), d.size());
keyFrame.Scale = {0.2f, 0.2f, 1.0f};
m_spriteRenderer->AddAnimation({.ShouldLoop = true, .Keys = {keyFrame}});
m_spriteRenderer->BakeAnimations();
m_id = Physics::CreateDynamicBody({GetPosition().X + 20, GetPosition().Y + 20});
Physics::AddBoxCollider(m_id, {40.0f, 40.0f});
} }
VOID Player::OnRemoved() VOID Player::OnRemoved()
@ -30,5 +46,6 @@ namespace ia::iae::game
VOID Player::Update() VOID Player::Update()
{ {
Node::Update(); Node::Update();
SetLocalPosition(Physics::GetBodyPosition(m_id) - iam::Vec3f{20.0f, 20.0f, 0.0f});
} }
} // namespace ia::iae::game } // namespace ia::iae::game

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@ -0,0 +1,27 @@
#pragma once
#include <IAEngine/Components/SoundEmitter.hpp>
#include <IAEngine/Components/SpriteRenderer.hpp>
#include <IAEngine/IAEngine.hpp>
namespace ia::iae::game
{
class Ground : public Node
{
public:
Ground(IN Engine *engine);
VIRTUAL VOID OnAdded(IN Scene *scene) OVERRIDE;
VIRTUAL VOID OnRemoved() OVERRIDE;
VIRTUAL VOID Draw() OVERRIDE;
VIRTUAL VOID Update() OVERRIDE;
private:
INT32 m_speed{};
UINT8 m_direction{};
private:
Engine *CONST m_engine;
RefPtr<SpriteRendererComponent> m_spriteRenderer;
};
} // namespace ia::iae::game

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@ -10,6 +10,8 @@ set(IAEngine_Sources
imp/cpp/ResourceManager.cpp imp/cpp/ResourceManager.cpp
imp/cpp/Physics/Physics.cpp
imp/cpp/Events/Event.cpp imp/cpp/Events/Event.cpp
imp/cpp/Nodes/Transform.cpp imp/cpp/Nodes/Transform.cpp
@ -18,9 +20,8 @@ set(IAEngine_Sources
imp/cpp/Components/AtlasRenderer.cpp imp/cpp/Components/AtlasRenderer.cpp
imp/cpp/Components/SpriteRenderer.cpp imp/cpp/Components/SpriteRenderer.cpp
imp/cpp/Components/SoundEmitter.cpp imp/cpp/Components/SoundEmitter.cpp
imp/cpp/Components/Collider.cpp
imp/cpp/Components/ParticleEmitter.cpp imp/cpp/Components/ParticleEmitter.cpp
imp/cpp/Components/StackedCollider.cpp imp/cpp/Components/PhysicsBody.cpp
) )
add_library(IAEngine STATIC ${IAEngine_Sources}) add_library(IAEngine STATIC ${IAEngine_Sources})

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@ -0,0 +1,6 @@
#include <IAEngine/Components/PhysicsBody.hpp>
namespace ia::iae
{
}

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@ -3,6 +3,7 @@
#include <IAEngine/Input.hpp> #include <IAEngine/Input.hpp>
#include <IAEngine/Random.hpp> #include <IAEngine/Random.hpp>
#include <IAEngine/Time.hpp> #include <IAEngine/Time.hpp>
#include <IAEngine/Physics/Physics.hpp>
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
@ -77,6 +78,7 @@ namespace ia::iae
Random::Initialize(); Random::Initialize();
Input::Initialize(); Input::Initialize();
Audio::Initialize(); Audio::Initialize();
Physics::Initialize();
return true; return true;
} }
@ -85,6 +87,7 @@ namespace ia::iae
{ {
IAE_LOG_INFO("Shutting down IAEngine"); IAE_LOG_INFO("Shutting down IAEngine");
Physics::Terminate();
Audio::Terminate(); Audio::Terminate();
ImGui_ImplSDLRenderer3_Shutdown(); ImGui_ImplSDLRenderer3_Shutdown();
@ -145,6 +148,8 @@ namespace ia::iae
VOID Engine::UpdateGame() VOID Engine::UpdateGame()
{ {
Physics::Update();
if B_LIKELY (m_activeScene) if B_LIKELY (m_activeScene)
m_activeScene->Update(); m_activeScene->Update();
} }

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@ -0,0 +1,37 @@
#include <IAEngine/Physics/Physics.hpp>
namespace ia::iae
{
VOID Physics::Initialize()
{
}
VOID Physics::Terminate()
{
}
VOID Physics::Update()
{
}
Handle Physics::CreateStaticBody(IN iam::Vec3f position)
{
return INVALID_HANDLE;
}
Handle Physics::CreateDynamicBody(IN iam::Vec3f position)
{
return INVALID_HANDLE;
}
VOID Physics::AddBoxCollider(IN Handle body, IN iam::Vec3f size)
{
}
iam::Vec3f Physics::GetBodyPosition(IN Handle body)
{
return {};
}
} // namespace ia::iae

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@ -0,0 +1,24 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IAS (ias@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#pragma once
#include <IAEngine/Components/Component.hpp>
namespace ia::iae
{
}

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@ -0,0 +1,37 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IAS (ias@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#pragma once
#include <IAEngine/Base.hpp>
namespace ia::iae
{
class Physics
{
public:
STATIC VOID Initialize();
STATIC VOID Terminate();
STATIC VOID Update();
STATIC Handle CreateStaticBody(IN iam::Vec3f position);
STATIC Handle CreateDynamicBody(IN iam::Vec3f position);
STATIC VOID AddBoxCollider(IN Handle body, IN iam::Vec3f size);
STATIC iam::Vec3f GetBodyPosition(IN Handle body);
};
}

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@ -26,6 +26,8 @@ namespace ia::iae
class ResourceManager class ResourceManager
{ {
public: public:
ResourceManager(IN Engine *engine);
RefPtr<Texture> CreateTexture(IN CONST Span<CONST UINT8> &encodedData); RefPtr<Texture> CreateTexture(IN CONST Span<CONST UINT8> &encodedData);
RefPtr<Texture> CreateTexture(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize); RefPtr<Texture> CreateTexture(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize);
RefPtr<Texture> CreateTexture(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height); RefPtr<Texture> CreateTexture(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height);
@ -44,7 +46,6 @@ namespace ia::iae
protected: protected:
Engine *CONST m_engine; Engine *CONST m_engine;
ResourceManager(IN Engine *engine);
friend class Engine; friend class Engine;
}; };
} // namespace ia::iae } // namespace ia::iae

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@ -36,3 +36,4 @@ target_include_directories(
"imgui/" "imgui/"
"imgui/backends" "imgui/backends"
) )