Remove Box2D
This commit is contained in:
@ -2,8 +2,6 @@
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#include <IAEngine/Input.hpp>
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#include <IAEngine/Rendering/Camera.hpp>
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#include <IAEngine/Components/PhysicsBody2D.hpp>
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#include <IAEngine/Components/BoxCollider2D.hpp>
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#include <IAEngine/Components/SpriteRenderer.hpp>
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#include <IACore/File.hpp>
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@ -13,7 +11,6 @@ namespace ia::iae::game
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RefPtr<Scene> scene;
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RefPtr<Node> g_player;
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PhysicsBody2DComponent* g_playerPhysicsBody{};
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VOID Game::Initialize()
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{
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@ -34,18 +31,6 @@ namespace ia::iae::game
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});
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t->BakeAnimations();
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}
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{
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g_playerPhysicsBody = g_player->AddComponent<PhysicsBody2DComponent>();
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g_playerPhysicsBody->IsDynamic() = true;
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const auto collider = g_player->AddComponent<BoxCollider2DComponent>();
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collider->Rect() = {
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0,
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0,
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g_player->DrawnSize().x,
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g_player->DrawnSize().y,
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};
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collider->IsDebugDrawEnabled() = true;
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}
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g_player->Tags() = NODE_TAG_PLAYER;
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g_player->SetLocalPosition({200, 200});
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@ -63,16 +48,7 @@ namespace ia::iae::game
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});
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t->BakeAnimations();
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}
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{
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obstacle->AddComponent<PhysicsBody2DComponent>();
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const auto collider = obstacle->AddComponent<BoxCollider2DComponent>();
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collider->Rect() = {
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0, 0,
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obstacle->DrawnSize().x,
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obstacle->DrawnSize().y
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};
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collider->IsDebugDrawEnabled() = true;
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}
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obstacle->Tags() = NODE_TAG_GROUND;
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obstacle->SetLocalSortIndex(20);
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obstacle->SetLocalPosition({200, 400});
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@ -89,8 +65,5 @@ namespace ia::iae::game
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VOID Game::Update()
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{
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if(Input::WasKeyPressed(Input::KEY_SPACE))
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g_playerPhysicsBody->Jump(200.0f);
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g_playerPhysicsBody->SetVelocityX(Input::GetDirectionalInput().x * 100.0f);
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}
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}
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@ -25,11 +25,9 @@ set(IAEngine_Sources
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imp/cpp/Nodes/Node.cpp
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imp/cpp/Components/AtlasRenderer.cpp
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imp/cpp/Components/BoxCollider2D.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/ParticleEmitter.cpp
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imp/cpp/Components/PhysicsBody2D.cpp
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imp/cpp/Components/TextureRenderer.cpp
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)
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@ -39,4 +37,4 @@ target_include_directories(IAEngine PUBLIC inc/)
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target_include_directories(IAEngine PRIVATE imp/hpp)
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target_link_libraries(IAEngine PUBLIC IACore ImGui glm::glm)
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target_link_libraries(IAEngine PRIVATE SDL3::SDL3 SDL3_mixer::SDL3_mixer box2d RmlUi::RmlUi)
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target_link_libraries(IAEngine PRIVATE SDL3::SDL3 SDL3_mixer::SDL3_mixer RmlUi::RmlUi)
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@ -1,62 +0,0 @@
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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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#include <IAEngine/Components/BoxCollider2D.hpp>
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#include <IAEngine/Components/PhysicsBody2D.hpp>
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#include <IAEngine/Components/TextureRenderer.hpp>
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#include <IAEngine/Rendering/Renderer.hpp>
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#include <IAEngine/Physics/Physics.hpp>
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#include <IAEngine/Nodes/Node.hpp>
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namespace ia::iae
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{
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EXTERN Texture g_whiteStrokeTexture;
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BoxCollider2DComponent::BoxCollider2DComponent(IN Node *node) : IComponent(node)
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{
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IA_RELEASE_ASSERT(m_body = node->GetComponent<PhysicsBody2DComponent>());
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m_physicsHandle = Physics::AddColliderToBody(m_body->PhysicsHandle(), this);
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}
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VOID BoxCollider2DComponent::Draw()
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{
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if (!m_isDebugDrawEnabled)
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return;
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Renderer::Draw(Renderer::GetMesh_Quad(), g_whiteStrokeTexture.GetHandle(), m_node->GetPosition() + glm::vec2{m_rect.x, m_rect.y},
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glm::vec2{m_rect.z, m_rect.w}, 0, Renderer::MAX_LAYER_INDEX,
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0, {1.0f, 1.0f, 1.0f, 1.0f});
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}
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VOID BoxCollider2DComponent::Update()
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{
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}
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VOID BoxCollider2DComponent::OnCollisionEnter(IN Node *other)
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{
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if (other->HasTag(NODE_TAG_GROUND))
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m_body->IsGrounded() = true;
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if(m_collisionEnterCallback)
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m_collisionEnterCallback(other);
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}
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VOID BoxCollider2DComponent::OnCollisionExit(IN Node *other)
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{
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if (other->HasTag(NODE_TAG_GROUND))
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m_body->IsGrounded() = false;
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if(m_collisionExitCallback)
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m_collisionExitCallback(other);
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}
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} // namespace ia::iae
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@ -1,66 +0,0 @@
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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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#include <IAEngine/Components/BoxCollider2D.hpp>
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#include <IAEngine/Components/PhysicsBody2D.hpp>
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#include <IAEngine/Nodes/Node.hpp>
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#include <IAEngine/Physics/Physics.hpp>
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namespace ia::iae
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{
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PhysicsBody2DComponent::PhysicsBody2DComponent(IN Node *node) : IComponent(node)
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{
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m_physicsHandle = Physics::AddBody(this);
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}
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VOID PhysicsBody2DComponent::Draw()
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{
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}
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VOID PhysicsBody2DComponent::Update()
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{
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if (m_isDynamic)
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m_node->SetLocalPosition(Physics::GetBodyPosition(m_physicsHandle));
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if (!m_isRotationLocked)
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m_node->SetLocalRotation(Physics::GetBodyRotation(m_physicsHandle));
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}
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VOID PhysicsBody2DComponent::SetVelocity(IN glm::vec2 v)
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{
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Physics::SetBodyVelocity(m_physicsHandle, v);
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}
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VOID PhysicsBody2DComponent::SetVelocityX(IN FLOAT32 v)
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{
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Physics::SetBodyVelocityX(m_physicsHandle, v);
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}
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VOID PhysicsBody2DComponent::SetVelocityY(IN FLOAT32 v)
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{
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Physics::SetBodyVelocityY(m_physicsHandle, v);
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}
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VOID PhysicsBody2DComponent::ApplyForce(IN glm::vec2 force)
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{
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Physics::ApplyBodyForce(m_physicsHandle, force);
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}
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VOID PhysicsBody2DComponent::Jump(IN FLOAT32 velocity)
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{
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if(m_isGrounded)
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Physics::SetBodyVelocityY(m_physicsHandle, -velocity);
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}
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} // namespace ia::iae
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@ -19,171 +19,19 @@
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#include <IAEngine/Nodes/Node.hpp>
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#include <box2d/box2d.h>
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#include <map>
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namespace ia::iae
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{
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struct Body
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{
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struct Collider
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{
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b2ShapeId ShapeId{};
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BoxCollider2DComponent *ColliderComponent{};
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};
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b2BodyId BodyId{.world0 = 0xFFFF};
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PhysicsBody2DComponent *BodyComponent;
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Vector<Collider> Colliders;
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};
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b2WorldId g_worldId{};
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Vector<Body> g_bodies;
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std::map<Handle, BoxCollider2DComponent*> g_shapeColliders;
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INLINE Handle ShapeIdToHandle(IN b2ShapeId id)
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{
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return *reinterpret_cast<Handle*>(&id.index1);
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}
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VOID Physics::Initialize()
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{
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auto worldDef = b2DefaultWorldDef();
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worldDef.gravity = b2Vec2{0.0f, 1000.0f};
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g_worldId = b2CreateWorld(&worldDef);
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}
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VOID Physics::Terminate()
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{
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b2DestroyWorld(g_worldId);
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}
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VOID Physics::Update()
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{
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CONSTEXPR FLOAT32 TIME_STEP = 1.0f / 60.0f;
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CONSTEXPR INT32 SUB_STEP_COUNT = 4;
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b2World_Step(g_worldId, TIME_STEP, SUB_STEP_COUNT);
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// Process contact events
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const auto contactEvents = b2World_GetContactEvents(g_worldId);
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for(INT32 i = 0; i < contactEvents.beginCount; i++)
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{
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const auto& shapeA = g_shapeColliders[ShapeIdToHandle(contactEvents.beginEvents[i].shapeIdA)];
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const auto& shapeB = g_shapeColliders[ShapeIdToHandle(contactEvents.beginEvents[i].shapeIdB)];
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shapeA->OnCollisionEnter(shapeB->GetNode());
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shapeB->OnCollisionEnter(shapeA->GetNode());
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}
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for(INT32 i = 0; i < contactEvents.endCount; i++)
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{
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const auto& shapeA = g_shapeColliders[ShapeIdToHandle(contactEvents.endEvents[i].shapeIdA)];
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const auto& shapeB = g_shapeColliders[ShapeIdToHandle(contactEvents.endEvents[i].shapeIdB)];
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shapeA->OnCollisionExit(shapeB->GetNode());
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shapeB->OnCollisionExit(shapeA->GetNode());
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}
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// Process sensor events
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const auto sensorEvents = b2World_GetSensorEvents(g_worldId);
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for(INT32 i = 0; i < sensorEvents.beginCount; i++)
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{
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const auto& shapeA = g_shapeColliders[ShapeIdToHandle(sensorEvents.beginEvents[i].sensorShapeId)];
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const auto& shapeB = g_shapeColliders[ShapeIdToHandle(sensorEvents.beginEvents[i].visitorShapeId)];
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shapeA->OnCollisionEnter(shapeB->GetNode());
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shapeB->OnCollisionEnter(shapeA->GetNode());
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}
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for(INT32 i = 0; i < sensorEvents.endCount; i++)
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{
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const auto& shapeA = g_shapeColliders[ShapeIdToHandle(sensorEvents.endEvents[i].sensorShapeId)];
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const auto& shapeB = g_shapeColliders[ShapeIdToHandle(sensorEvents.endEvents[i].visitorShapeId)];
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shapeA->OnCollisionExit(shapeB->GetNode());
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shapeB->OnCollisionExit(shapeA->GetNode());
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}
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}
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VOID Physics::Bake()
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{
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for (auto &b : g_bodies)
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{
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const auto drawnSize = b.BodyComponent->GetNode()->DrawnSize();
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const auto pos = b.BodyComponent->GetNode()->GetPosition();
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auto bodyDef = b2DefaultBodyDef();
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if (b.BodyComponent->IsDynamic())
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bodyDef.type = b2_dynamicBody;
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bodyDef.position = b2Vec2{pos.x + drawnSize.x/2.0f, pos.y + drawnSize.y/2.0f};
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if (b.BodyId.world0 != 0xFFFF)
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b2DestroyBody(b.BodyId);
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b.BodyId = b2CreateBody(g_worldId, &bodyDef);
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for (auto &c : b.Colliders)
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{
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const auto rect = c.ColliderComponent->Rect();
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const auto halfW = rect.z/2.0f;
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const auto halfH = rect.w/2.0f;
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const auto box = b2MakeOffsetBox(halfW, halfH, {rect.x, rect.y}, b2MakeRot(0));
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auto boxShapeDef = b2DefaultShapeDef();
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boxShapeDef.density = 1.0f;
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boxShapeDef.isSensor = c.ColliderComponent->IsTrigger();
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boxShapeDef.enableContactEvents = c.ColliderComponent->CollisionsEnabled();
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boxShapeDef.enableSensorEvents = boxShapeDef.enableContactEvents;
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c.ShapeId = b2CreatePolygonShape(b.BodyId, &boxShapeDef, &box);
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g_shapeColliders[ShapeIdToHandle(c.ShapeId)] = c.ColliderComponent;
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}
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}
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}
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Handle Physics::AddBody(IN PhysicsBody2DComponent *body)
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{
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g_bodies.pushBack(Body{
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.BodyComponent = body,
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});
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return g_bodies.size() - 1;
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}
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Handle Physics::AddColliderToBody(IN Handle bodyHandle, IN BoxCollider2DComponent *collider)
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{
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auto &b = g_bodies[bodyHandle];
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b.Colliders.pushBack(Body::Collider{
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.ColliderComponent = collider,
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});
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return b.Colliders.size() - 1;
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}
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FLOAT32 Physics::GetBodyRotation(IN Handle handle)
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{
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const auto &b = g_bodies[handle];
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return acosf(b2Body_GetRotation(b.BodyId).c);
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}
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glm::vec2 Physics::GetBodyPosition(IN Handle handle)
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{
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const auto &b = g_bodies[handle];
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const auto drawnSize = b.BodyComponent->GetNode()->DrawnSize();
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const auto v = b2Body_GetPosition(b.BodyId);
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return {v.x - drawnSize.x/2.0f, v.y - drawnSize.y/2.0f};
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}
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VOID Physics::ApplyBodyForce(IN Handle handle, IN glm::vec2 force)
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{
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const auto &b = g_bodies[handle];
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b2Body_ApplyForce(b.BodyId, {force.x, force.y}, b2Body_GetLocalCenterOfMass(b.BodyId), true);
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}
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VOID Physics::SetBodyVelocity(IN Handle handle, IN glm::vec2 v)
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{
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const auto &b = g_bodies[handle];
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b2Body_SetLinearVelocity(b.BodyId, {v.x, v.y});
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}
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VOID Physics::SetBodyVelocityX(IN Handle handle, IN FLOAT32 v)
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{
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const auto &b = g_bodies[handle];
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b2Body_SetLinearVelocity(b.BodyId, {v, b2Body_GetLinearVelocity(b.BodyId).y});
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}
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VOID Physics::SetBodyVelocityY(IN Handle handle, IN FLOAT32 v)
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{
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const auto &b = g_bodies[handle];
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b2Body_SetLinearVelocity(b.BodyId, {b2Body_GetLinearVelocity(b.BodyId).x, v});
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}
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} // namespace ia::iae
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@ -27,7 +27,6 @@ namespace ia::iae
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VOID Scene::OnActivate()
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{
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Physics::Bake();
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}
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VOID Scene::OnDeactivate()
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@ -1,85 +0,0 @@
|
||||
// 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
|
||||
|
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#include <IAEngine/Components/Component.hpp>
|
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|
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namespace ia::iae
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{
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class Physics;
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class PhysicsBody2DComponent;
|
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|
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class BoxCollider2DComponent : public IComponent
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{
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public:
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BoxCollider2DComponent(IN Node *node);
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|
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VOID OnCollisionEnter(IN Node *other);
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VOID OnCollisionExit(IN Node *other);
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|
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public:
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VOID SetCollisionEnterCallback(IN std::function<VOID(IN Node *)> callback)
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{
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m_collisionEnterCallback = callback;
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}
|
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|
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VOID SetCollisionExitCallback(IN std::function<VOID(IN Node *)> callback)
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{
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m_collisionExitCallback = callback;
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}
|
||||
|
||||
public:
|
||||
BOOL &IsDebugDrawEnabled()
|
||||
{
|
||||
return m_isDebugDrawEnabled;
|
||||
}
|
||||
|
||||
BOOL &CollisionsEnabled()
|
||||
{
|
||||
return m_collisionsEnabled;
|
||||
}
|
||||
|
||||
BOOL &IsTrigger()
|
||||
{
|
||||
return m_isTrigger;
|
||||
}
|
||||
|
||||
glm::vec4 &Rect()
|
||||
{
|
||||
return m_rect;
|
||||
}
|
||||
|
||||
Handle PhysicsHandle() CONST
|
||||
{
|
||||
return m_physicsHandle;
|
||||
}
|
||||
|
||||
public:
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||||
VOID Draw();
|
||||
VOID Update();
|
||||
|
||||
private:
|
||||
glm::vec4 m_rect{};
|
||||
BOOL m_isTrigger{false};
|
||||
BOOL m_isDebugDrawEnabled{false};
|
||||
BOOL m_collisionsEnabled{true};
|
||||
Handle m_physicsHandle{INVALID_HANDLE};
|
||||
PhysicsBody2DComponent *m_body{};
|
||||
std::function<VOID(IN Node *)> m_collisionEnterCallback{};
|
||||
std::function<VOID(IN Node *)> m_collisionExitCallback{};
|
||||
};
|
||||
} // namespace ia::iae
|
||||
@ -1,66 +0,0 @@
|
||||
// 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
|
||||
{
|
||||
class PhysicsBody2DComponent : public IComponent
|
||||
{
|
||||
public:
|
||||
PhysicsBody2DComponent(IN Node *node);
|
||||
|
||||
VOID SetVelocity(IN glm::vec2 v);
|
||||
VOID SetVelocityX(IN FLOAT32 v);
|
||||
VOID SetVelocityY(IN FLOAT32 v);
|
||||
VOID ApplyForce(IN glm::vec2 force);
|
||||
|
||||
VOID Jump(IN FLOAT32 velocity);
|
||||
|
||||
public:
|
||||
BOOL &IsGrounded()
|
||||
{
|
||||
return m_isGrounded;
|
||||
}
|
||||
|
||||
BOOL &IsDynamic()
|
||||
{
|
||||
return m_isDynamic;
|
||||
}
|
||||
|
||||
BOOL &IsRotationLocked()
|
||||
{
|
||||
return m_isRotationLocked;
|
||||
}
|
||||
|
||||
Handle PhysicsHandle() CONST
|
||||
{
|
||||
return m_physicsHandle;
|
||||
}
|
||||
|
||||
public:
|
||||
VOID Draw();
|
||||
VOID Update();
|
||||
|
||||
private:
|
||||
BOOL m_isDynamic{};
|
||||
BOOL m_isGrounded{};
|
||||
BOOL m_isRotationLocked{true};
|
||||
Handle m_physicsHandle{INVALID_HANDLE};
|
||||
};
|
||||
} // namespace ia::iae
|
||||
@ -16,8 +16,7 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <IAEngine/Components/BoxCollider2D.hpp>
|
||||
#include <IAEngine/Components/PhysicsBody2D.hpp>
|
||||
#include <IAEngine/Physics/Physics.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
@ -27,18 +26,6 @@ namespace ia::iae
|
||||
STATIC VOID Initialize();
|
||||
STATIC VOID Terminate();
|
||||
|
||||
STATIC VOID Bake();
|
||||
|
||||
STATIC VOID Update();
|
||||
|
||||
STATIC Handle AddBody(IN PhysicsBody2DComponent* body);
|
||||
STATIC Handle AddColliderToBody(IN Handle bodyHandle, IN BoxCollider2DComponent* collider);
|
||||
|
||||
STATIC FLOAT32 GetBodyRotation(IN Handle handle);
|
||||
STATIC glm::vec2 GetBodyPosition(IN Handle handle);
|
||||
STATIC VOID SetBodyVelocity(IN Handle handle, IN glm::vec2 v);
|
||||
STATIC VOID SetBodyVelocityX(IN Handle handle, IN FLOAT32 v);
|
||||
STATIC VOID SetBodyVelocityY(IN Handle handle, IN FLOAT32 v);
|
||||
STATIC VOID ApplyBodyForce(IN Handle handle, IN glm::vec2 force);
|
||||
};
|
||||
}
|
||||
4
Vendor/CMakeLists.txt
vendored
4
Vendor/CMakeLists.txt
vendored
@ -54,7 +54,3 @@ add_library(Freetype::Freetype ALIAS freetype)
|
||||
# -----------------------------------------------
|
||||
add_subdirectory(RmlUI/)
|
||||
|
||||
# -----------------------------------------------
|
||||
# Box2D
|
||||
# -----------------------------------------------
|
||||
add_subdirectory(box2d/)
|
||||
|
||||
1
Vendor/box2d
vendored
1
Vendor/box2d
vendored
Submodule Vendor/box2d deleted from f86d1827eb
Reference in New Issue
Block a user