Fixes
This commit is contained in:
95
Engine/Src/Imp/CPP/Physics.cpp
Normal file
95
Engine/Src/Imp/CPP/Physics.cpp
Normal file
@ -0,0 +1,95 @@
|
||||
// IAEngine: 2D Game Engine by IA
|
||||
// Copyright (C) 2025 IASoft (PVT) LTD (oss@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/>.
|
||||
|
||||
#include <IAEngine/Engine.hpp>
|
||||
#include <Physics.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
BOOL g_physicsDebugDrawEnabled = false;
|
||||
|
||||
Vector<PhysicsComponent *> g_physicsComponents;
|
||||
|
||||
VOID Physics::Initialize()
|
||||
{
|
||||
}
|
||||
|
||||
VOID Physics::Terminate()
|
||||
{
|
||||
}
|
||||
|
||||
VOID Physics::Update()
|
||||
{
|
||||
if(Engine::WasInputKeyPressed(InputKey::F6))
|
||||
g_physicsDebugDrawEnabled = !g_physicsDebugDrawEnabled;
|
||||
}
|
||||
|
||||
VOID Physics::DebugDraw()
|
||||
{
|
||||
if (!g_physicsDebugDrawEnabled)
|
||||
return;
|
||||
|
||||
for (const auto &t : g_physicsComponents)
|
||||
{
|
||||
for (const auto &c : t->Colliders())
|
||||
{
|
||||
auto color = Color{192, 0, 0, 0xFF};
|
||||
if (c.IsTrigger)
|
||||
color = {64, 96, 192, 192};
|
||||
Engine::DebugDraw_SetColor(color);
|
||||
Engine::DebugDraw_SetStrokeWidth(2);
|
||||
Engine::DebugDraw_StrokeRect(t->GetNode()->GetPosition() + c.Position -
|
||||
Engine::GetActiveCamera()->GetNode()->GetPosition(),
|
||||
c.Size);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Handle Physics::RegisterComponent(IN PhysicsComponent *component)
|
||||
{
|
||||
g_physicsComponents.pushBack(component);
|
||||
return g_physicsComponents.size() - 1;
|
||||
}
|
||||
|
||||
BOOL Physics::CanMove(IN Handle handle, IN CONST PhysicsComponent::Collider &collider, IN glm::vec2 movement)
|
||||
{
|
||||
const auto comp = g_physicsComponents[handle];
|
||||
const auto pos = comp->GetNode()->GetPosition() + movement + collider.Position;
|
||||
for (const auto &t : g_physicsComponents)
|
||||
{
|
||||
if (t == comp)
|
||||
continue;
|
||||
for (const auto &tc : t->Colliders())
|
||||
{
|
||||
const auto tPos = t->GetNode()->GetPosition() + tc.Position;
|
||||
const auto xColliding = ((pos.x + collider.Size.x) >= tPos.x) && ((tPos.x + tc.Size.x) >= pos.x);
|
||||
const auto yColliding = ((pos.y + collider.Size.y) >= tPos.y) && ((tPos.y + tc.Size.y) >= pos.y);
|
||||
if (xColliding && yColliding)
|
||||
{
|
||||
// Collision callback
|
||||
comp->OnCollision(t);
|
||||
t->OnCollision(comp);
|
||||
|
||||
// Overlap block
|
||||
if (tc.IsTrigger)
|
||||
continue;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
} // namespace ia::iae
|
||||
Reference in New Issue
Block a user