// 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 . #include #include #include #include namespace ia::iae { Vector g_physicsComponents; VOID Physics::Initialize() { } VOID Physics::Terminate() { } VOID Physics::Update() { } 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 middle = comp->GetNode()->GetPosition() + movement + collider.Position + collider.Size / 2.0f; for (const auto &t : g_physicsComponents) { if (t == comp) continue; for(const auto& tc: t->Colliders()) { const auto tMiddle = t->GetNode()->GetPosition() + tc.Position + tc.Size / 2.0f; } } return true; } } // namespace ia::iae