137 lines
3.7 KiB
C++
137 lines
3.7 KiB
C++
// 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 <https://www.gnu.org/licenses/>.
|
|
|
|
#include <IAEngine/IAEngine.hpp>
|
|
#include <IAEngine/Physics/Physics.hpp>
|
|
#include <IAEngine/Rendering/DebugDraw.hpp>
|
|
|
|
#include <IAEngine/Nodes/Node.hpp>
|
|
|
|
#include <map>
|
|
|
|
namespace ia::iae
|
|
{
|
|
BOOL g_physicsDebugDrawEnabled = false;
|
|
|
|
Vector<PhysicsComponent *> g_physicsComponents;
|
|
|
|
FLOAT32 Sq(IN FLOAT32 v)
|
|
{
|
|
return v * v;
|
|
}
|
|
|
|
enum class RectSide
|
|
{
|
|
NONE,
|
|
LEFT,
|
|
RIGHT,
|
|
TOP,
|
|
BOTTOM,
|
|
};
|
|
|
|
RectSide GetRectSide(IN glm::vec2 d)
|
|
{
|
|
const auto dX = abs(d.x);
|
|
const auto dY = abs(d.y);
|
|
if (d.x >= 0)
|
|
{
|
|
if (dX > dY)
|
|
{
|
|
return RectSide::RIGHT;
|
|
}
|
|
else
|
|
{
|
|
return (d.y < 0) ? RectSide::TOP : RectSide::BOTTOM;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (dX > dY)
|
|
{
|
|
return RectSide::LEFT;
|
|
}
|
|
else
|
|
{
|
|
return (d.y < 0) ? RectSide::TOP : RectSide::BOTTOM;
|
|
}
|
|
}
|
|
return RectSide::NONE;
|
|
}
|
|
|
|
VOID Physics::Initialize()
|
|
{
|
|
}
|
|
|
|
VOID Physics::Terminate()
|
|
{
|
|
}
|
|
|
|
VOID Physics::Update()
|
|
{
|
|
}
|
|
|
|
VOID Physics::DebugDraw()
|
|
{
|
|
if(!g_physicsDebugDrawEnabled)
|
|
return;
|
|
|
|
for(const auto& t: g_physicsComponents)
|
|
{
|
|
for(const auto& c: t->Colliders())
|
|
{
|
|
auto color = glm::vec4{0.75f, 0.0f, 0.0f, 1.0f};
|
|
if(c.IsTrigger)
|
|
color = {0.25f, 0.45f, 0.75f, 0.75f};
|
|
DebugDraw::DrawRect(t->GetNode()->GetPosition() + c.Position, c.Size, color, 2.0f);
|
|
}
|
|
}
|
|
}
|
|
|
|
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
|