83 lines
2.1 KiB
C++
83 lines
2.1 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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#pragma once
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#include <IAEngine/Components/IComponent.hpp>
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namespace ia::iae
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{
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class PhysicsComponent : public IComponent
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{
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public:
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struct Collider
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{
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BOOL IsTrigger{false};
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Vec2 Position{};
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Vec2 Size{};
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};
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public:
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PhysicsComponent(IN Node2D *node);
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Handle CreateCollider();
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Handle AddCollider(IN Collider collider);
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Collider &GetCollider(IN Handle handle);
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VOID Move(IN glm::vec2 direction);
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VOID Jump(IN FLOAT32 force);
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public:
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BOOL &IsDynamic()
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{
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return m_isDynamic;
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}
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FLOAT32 &MovementSpeed()
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{
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return m_movementSpeed;
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}
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Vector<Collider> &Colliders()
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{
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return m_colliders;
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}
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CONST Vec2 &GetVelocity() CONST
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{
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return m_velocity;
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}
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private:
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Vec2 m_velocity{};
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BOOL m_isDynamic{false};
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Vector<Collider> m_colliders;
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FLOAT32 m_movementSpeed{1.0f};
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Handle m_physicsHandle{INVALID_HANDLE};
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VOID OnCollision(IN PhysicsComponent *other);
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friend class Physics;
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public:
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VIRTUAL VOID Draw();
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VIRTUAL VOID DebugDraw();
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VIRTUAL VOID Update();
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VIRTUAL VOID FixedUpdate();
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};
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} // namespace ia::iae
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