// 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
namespace ia::iae
{
BOOL g_physicsDebugDrawEnabled = false;
Vector g_physicsComponents;
VOID Physics::Initialize()
{
}
VOID Physics::Terminate()
{
}
VOID Physics::Update()
{
if(Engine::Input_WasKeyPressed(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