95 lines
3.2 KiB
C++
95 lines
3.2 KiB
C++
// IAEngine: 2D Game Engine by IA
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// Copyright (C) 2025 IASoft (PVT) LTD (oss@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/Engine.hpp>
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#include <Physics.hpp>
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namespace ia::iae
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{
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BOOL g_physicsDebugDrawEnabled = false;
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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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if(Engine::Input_WasKeyPressed(InputKey::F6))
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g_physicsDebugDrawEnabled = !g_physicsDebugDrawEnabled;
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}
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VOID Physics::DebugDraw()
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{
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if (!g_physicsDebugDrawEnabled)
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return;
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for (const auto &t : g_physicsComponents)
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{
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for (const auto &c : t->Colliders())
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{
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auto color = Color{192, 0, 0, 0xFF};
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if (c.IsTrigger)
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color = {64, 96, 192, 192};
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Engine::DebugDraw_SetColor(color);
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Engine::DebugDraw_SetStrokeWidth(2);
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Engine::DebugDraw_StrokeRect(t->GetNode()->GetPosition() + c.Position -
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Engine::GetActiveCamera()->GetNode()->GetPosition(),
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c.Size);
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}
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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 pos = comp->GetNode()->GetPosition() + movement + collider.Position;
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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 tPos = t->GetNode()->GetPosition() + tc.Position;
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const auto xColliding = ((pos.x + collider.Size.x) >= tPos.x) && ((tPos.x + tc.Size.x) >= pos.x);
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const auto yColliding = ((pos.y + collider.Size.y) >= tPos.y) && ((tPos.y + tc.Size.y) >= pos.y);
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if (xColliding && yColliding)
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{
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// Collision callback
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comp->OnCollision(t);
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t->OnCollision(comp);
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// Overlap block
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if (tc.IsTrigger)
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continue;
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return false;
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}
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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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