62 lines
1.8 KiB
C++
62 lines
1.8 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/IAEngine.hpp>
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#include <IAEngine/Physics/Physics.hpp>
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#include <IAEngine/Nodes/Node.hpp>
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#include <map>
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namespace ia::iae
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{
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Vector<PhysicsComponent *> g_physicsComponents;
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VOID Physics::Initialize()
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{
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}
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VOID Physics::Terminate()
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{
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}
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VOID Physics::Update()
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{
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}
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Handle Physics::RegisterComponent(IN PhysicsComponent *component)
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{
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g_physicsComponents.pushBack(component);
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return g_physicsComponents.size() - 1;
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}
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BOOL Physics::CanMove(IN Handle handle, IN CONST PhysicsComponent::Collider &collider, IN glm::vec2 movement)
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{
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const auto comp = g_physicsComponents[handle];
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const auto middle = comp->GetNode()->GetPosition() + movement + collider.Position + collider.Size / 2.0f;
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for (const auto &t : g_physicsComponents)
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{
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if (t == comp)
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continue;
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for(const auto& tc: t->Colliders())
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{
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const auto tMiddle = t->GetNode()->GetPosition() + tc.Position + tc.Size / 2.0f;
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}
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}
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return true;
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}
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} // namespace ia::iae
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