完成瓦片层碰撞解析
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@@ -5,6 +5,7 @@
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namespace engine::component {
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class PhysicsComponent;
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class TileLayerComponent;
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}
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namespace engine::object {
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@@ -19,6 +20,7 @@ namespace engine::physics {
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class PhysicsEngine {
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private:
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std::vector<engine::component::PhysicsComponent*> components_; ///< @brief 注册的物理组件容器,非拥有指针
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std::vector<engine::component::TileLayerComponent*> collision_tile_layers_; ///< @brief 注册的碰撞瓦片图层容器
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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)
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float max_speed_ = 500.0f; ///< @brief 最大速度 (像素/秒)
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@@ -37,8 +39,14 @@ public:
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void registerComponent(engine::component::PhysicsComponent* component); ///< @brief 注册物理组件
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void unregisterComponent(engine::component::PhysicsComponent* component); ///< @brief 注销物理组件
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// 如果瓦片层需要进行碰撞检测则注册。(不需要则不必注册)
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void registerCollisionLayer(engine::component::TileLayerComponent* layer); ///< @brief 注册用于碰撞检测的 TileLayerComponent
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void unregisterCollisionLayer(engine::component::TileLayerComponent* layer);///< @brief 注销用于碰撞检测的 TileLayerComponent
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void update(float delta_time); ///< @brief 核心循环:更新所有注册的物理组件的状态
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void checkObjectCollisions(); ///< @brief 检测并处理对象之间的碰撞,并记录需要游戏逻辑处理的碰撞对。
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/// @brief 检测并处理游戏对象和瓦片层之间的碰撞。
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void resolveTileCollisions(engine::component::PhysicsComponent* pc, float delta_time);
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// 设置器/获取器
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void setGravity(const glm::vec2& gravity) { gravity_ = gravity; } ///< @brief 设置全局重力加速度
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