155 lines
4.3 KiB
C++
155 lines
4.3 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/Rendering/DebugDraw.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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BOOL g_physicsDebugDrawEnabled = false;
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Vector<PhysicsComponent *> g_physicsComponents;
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FLOAT32 Sq(IN FLOAT32 v)
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{
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return v * v;
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}
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enum class RectSide
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{
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NONE,
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LEFT,
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RIGHT,
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TOP,
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BOTTOM,
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};
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RectSide GetRectSide(IN glm::vec2 d)
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{
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const auto dX = abs(d.x);
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const auto dY = abs(d.y);
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if (d.x >= 0)
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{
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if (dX > dY)
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{
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return RectSide::RIGHT;
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}
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else
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{
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return (d.y < 0) ? RectSide::TOP : RectSide::BOTTOM;
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}
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}
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else
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{
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if (dX > dY)
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{
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return RectSide::LEFT;
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}
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else
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{
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return (d.y < 0) ? RectSide::TOP : RectSide::BOTTOM;
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}
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}
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return RectSide::NONE;
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}
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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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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 = glm::vec4{0.75f, 0.0f, 0.0f, 1.0f};
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if(c.IsTrigger)
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color = {0.25f, 0.45f, 0.75f, 0.75f};
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DebugDraw::DrawRect(t->GetNode()->GetPosition() + c.Position, c.Size, color, 2.0f);
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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 middle = comp->GetNode()->GetPosition() + movement + collider.Position + collider.Size / 2.0f;
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const auto halfSize = 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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BOOL isColliding = false;
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const auto tMiddle = t->GetNode()->GetPosition() + tc.Position + tc.Size / 2.0f;
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const auto tHalfSize = tc.Size / 2.0f;
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const auto rectSide = GetRectSide(tMiddle - middle);
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switch (rectSide)
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{
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case RectSide::LEFT:
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case RectSide::RIGHT:
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isColliding = ((tHalfSize.x + halfSize.x) >= abs(tMiddle.x - middle.x));
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break;
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case RectSide::TOP:
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case RectSide::BOTTOM:
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isColliding = ((tHalfSize.y + halfSize.y) >= abs(tMiddle.y - middle.y));
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break;
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default:
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isColliding = false;
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break;
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}
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if (isColliding)
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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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