// 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 . #include #include #include namespace ia::iae { PhysicsComponent::PhysicsComponent(IN Node2D *node) : IComponent(node) { m_physicsHandle = Physics::RegisterComponent(this); } VOID PhysicsComponent::Draw() { } VOID PhysicsComponent::DebugDraw() { } VOID PhysicsComponent::Update() { m_velocity = {}; } VOID PhysicsComponent::FixedUpdate() { } Handle PhysicsComponent::CreateCollider() { m_colliders.pushBack({}); return m_colliders.size() - 1; } Handle PhysicsComponent::AddCollider(IN Collider collider) { m_colliders.pushBack(collider); return m_colliders.size() - 1; } PhysicsComponent::Collider &PhysicsComponent::GetCollider(IN Handle handle) { return m_colliders[handle]; } VOID PhysicsComponent::Move(IN glm::vec2 direction) { IA_ASSERT(m_isDynamic); const auto v = direction * m_movementSpeed; m_velocity += v; for(const auto& t: m_colliders) { if(!Physics::CanMove(m_physicsHandle, t, v)) return; } m_node->SetLocalPosition(m_node->GetLocalPosition() + v); } VOID PhysicsComponent::Jump(IN FLOAT32 force) { } VOID PhysicsComponent::OnCollision(IN PhysicsComponent *other) { } } // namespace ia::iae