66 lines
2.1 KiB
C++
66 lines
2.1 KiB
C++
// IAEngine: 2D Game Engine by IA
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// Copyright (C) 2025 IAS (ias@iasoft.dev)
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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#include <IAEngine/Components/BoxCollider2D.hpp>
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#include <IAEngine/Components/PhysicsBody2D.hpp>
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#include <IAEngine/Nodes/Node.hpp>
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#include <IAEngine/Physics/Physics.hpp>
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namespace ia::iae
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{
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PhysicsBody2DComponent::PhysicsBody2DComponent(IN Node *node) : IComponent(node)
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{
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m_physicsHandle = Physics::AddBody(this);
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}
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VOID PhysicsBody2DComponent::Draw()
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{
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}
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VOID PhysicsBody2DComponent::Update()
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{
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if (m_isDynamic)
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m_node->SetLocalPosition(Physics::GetBodyPosition(m_physicsHandle));
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if (!m_isRotationLocked)
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m_node->SetLocalRotation(Physics::GetBodyRotation(m_physicsHandle));
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}
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VOID PhysicsBody2DComponent::SetVelocity(IN glm::vec2 v)
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{
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Physics::SetBodyVelocity(m_physicsHandle, v);
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}
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VOID PhysicsBody2DComponent::SetVelocityX(IN FLOAT32 v)
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{
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Physics::SetBodyVelocityX(m_physicsHandle, v);
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}
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VOID PhysicsBody2DComponent::SetVelocityY(IN FLOAT32 v)
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{
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Physics::SetBodyVelocityY(m_physicsHandle, v);
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}
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VOID PhysicsBody2DComponent::ApplyForce(IN glm::vec2 force)
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{
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Physics::ApplyBodyForce(m_physicsHandle, force);
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}
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VOID PhysicsBody2DComponent::Jump(IN FLOAT32 velocity)
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{
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if(m_isGrounded)
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Physics::SetBodyVelocityY(m_physicsHandle, -velocity);
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}
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} // namespace ia::iae
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