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SunnyLand/src/engine/physics/physics_engine.h
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2025-05-31 09:40:40 +08:00
#pragma once
#include <vector>
#include "glm/vec2.hpp"
namespace engine::component {
class PhysicsComponent;
}
namespace engine::physics {
/**
* @brief 负责管理和模拟物理行为及碰撞检测。
*/
class PhysicsEngine {
private:
std::vector<engine::component::PhysicsComponent*> components_; ///< @brief 注册的物理组件容器,非拥有指针
glm::vec2 gravity_ = {0.0f, 980.0f}; ///< @brief 默认重力值 (像素/秒^2, 相当于100像素对应现实1m)
float max_speed_ = 500.0f; ///< @brief 最大速度 (像素/秒)
public:
PhysicsEngine() = default;
// 禁止拷贝和移动
PhysicsEngine(const PhysicsEngine&) = delete;
PhysicsEngine& operator=(const PhysicsEngine&) = delete;
PhysicsEngine(PhysicsEngine&&) = delete;
PhysicsEngine& operator=(PhysicsEngine&&) = delete;
void registerComponent(engine::component::PhysicsComponent* component); ///< @brief 注册物理组件
void unregisterComponent(engine::component::PhysicsComponent* component); ///< @brief 注销物理组件
void update(float delta_time); ///< @brief 核心循环:更新所有注册的物理组件的状态
// 设置器/获取器
void setGravity(const glm::vec2& gravity) { gravity_ = gravity; } ///< @brief 设置全局重力加速度
const glm::vec2& getGravity() const { return gravity_; } ///< @brief 获取当前的全局重力加速度
void setMaxSpeed(float max_speed) { max_speed_ = max_speed; } ///< @brief 设置最大速度
float getMaxSpeed() const { return max_speed_; } ///< @brief 获取当前的最大速度
};
} // namespace engine::physics