Fixes
This commit is contained in:
@ -35,6 +35,7 @@ namespace ia::iae
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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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Handle PhysicsComponent::CreateCollider()
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@ -58,6 +59,7 @@ namespace ia::iae
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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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@ -72,9 +72,10 @@ namespace ia::iae
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c->Disable();
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}
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VOID Node::AddChild(IN RefPtr<Node> node)
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Node* Node::AddChild(IN RefPtr<Node> node)
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{
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m_children.pushBack(node);
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return node.get();
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}
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VOID Node::AddComponent(IN RefPtr<IComponent> component)
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@ -58,14 +58,20 @@ namespace ia::iae
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return m_colliders;
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}
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CONST glm::vec2& GetVelocity() CONST
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{
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return m_velocity;
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}
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public:
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VOID Draw();
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VOID Update();
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private:
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glm::vec2 m_velocity{};
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BOOL m_isDynamic{false};
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FLOAT32 m_movementSpeed{2.0f};
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Vector<Collider> m_colliders;
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FLOAT32 m_movementSpeed{1.0f};
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Handle m_physicsHandle{INVALID_HANDLE};
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VOID OnCollision(IN PhysicsComponent *other);
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@ -39,7 +39,7 @@ namespace ia::iae
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VIRTUAL VOID Disable();
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public:
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VOID AddChild(IN RefPtr<Node> node);
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Node* AddChild(IN RefPtr<Node> node);
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template<typename _component_type> _component_type *AddComponent();
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