Fixes
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@ -46,7 +46,7 @@ namespace ia::iae
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VOID CameraComponent::Update()
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{
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const auto pos = m_node->GetPosition();
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const auto pos = m_node->GetPosition() + m_positionOffset;
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m_viewMatrix = glm::lookAtLH(glm::vec3{pos, -2.0f}, {pos, 0.0f}, {0.0f, 1.0f, 0.0f});
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}
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@ -0,0 +1,83 @@
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// IAEngine: 2D Game Engine by IA
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// Copyright (C) 2025 IASoft (PVT) LTD (oss@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 <Physics.hpp>
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#include <IAEngine/Nodes/Node2D.hpp>
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#include <IAEngine/Components/PhysicsComponent.hpp>
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namespace ia::iae
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{
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PhysicsComponent::PhysicsComponent(IN Node2D *node) : IComponent(node)
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{
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m_physicsHandle = Physics::RegisterComponent(this);
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}
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VOID PhysicsComponent::Draw()
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{
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}
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VOID PhysicsComponent::DebugDraw()
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{
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}
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VOID PhysicsComponent::Update()
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{
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m_velocity = {};
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}
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VOID PhysicsComponent::FixedUpdate()
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{
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}
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Handle PhysicsComponent::CreateCollider()
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{
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m_colliders.pushBack({});
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return m_colliders.size() - 1;
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}
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Handle PhysicsComponent::AddCollider(IN Collider collider)
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{
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m_colliders.pushBack(collider);
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return m_colliders.size() - 1;
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}
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PhysicsComponent::Collider &PhysicsComponent::GetCollider(IN Handle handle)
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{
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return m_colliders[handle];
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}
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VOID PhysicsComponent::Move(IN glm::vec2 direction)
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{
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IA_ASSERT(m_isDynamic);
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const auto v = direction * m_movementSpeed;
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m_velocity += v;
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for(const auto& t: m_colliders)
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{
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if(!Physics::CanMove(m_physicsHandle, t, v))
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return;
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}
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m_node->SetLocalPosition(m_node->GetLocalPosition() + v);
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}
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VOID PhysicsComponent::Jump(IN FLOAT32 force)
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{
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}
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VOID PhysicsComponent::OnCollision(IN PhysicsComponent *other)
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{
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}
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} // namespace ia::iae
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