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IAEngine/Engine/Src/Inc/IAEngine/Components/PhysicsComponent.hpp
Isuru Samarathunga 4380705f81 Fixes
2025-10-12 16:39:29 +05:30

83 lines
2.1 KiB
C++

// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IASoft (PVT) LTD (oss@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/>.
#pragma once
#include <IAEngine/Components/IComponent.hpp>
namespace ia::iae
{
class PhysicsComponent : public IComponent
{
public:
struct Collider
{
BOOL IsTrigger{false};
Vec2 Position{};
Vec2 Size{};
};
public:
PhysicsComponent(IN Node2D *node);
Handle CreateCollider();
Handle AddCollider(IN Collider collider);
Collider &GetCollider(IN Handle handle);
VOID Move(IN glm::vec2 direction);
VOID Jump(IN FLOAT32 force);
public:
BOOL &IsDynamic()
{
return m_isDynamic;
}
FLOAT32 &MovementSpeed()
{
return m_movementSpeed;
}
Vector<Collider> &Colliders()
{
return m_colliders;
}
CONST Vec2 &GetVelocity() CONST
{
return m_velocity;
}
private:
Vec2 m_velocity{};
BOOL m_isDynamic{false};
Vector<Collider> m_colliders;
FLOAT32 m_movementSpeed{1.0f};
Handle m_physicsHandle{INVALID_HANDLE};
VOID OnCollision(IN PhysicsComponent *other);
friend class Physics;
public:
VIRTUAL VOID Draw();
VIRTUAL VOID DebugDraw();
VIRTUAL VOID Update();
VIRTUAL VOID FixedUpdate();
};
} // namespace ia::iae