完成瓦片层碰撞解析

This commit is contained in:
Ziyu
2025-06-16 14:44:47 +08:00
parent ddb02723f5
commit a120565132
8 changed files with 205 additions and 17 deletions
+8
View File
@@ -5,6 +5,7 @@
namespace engine::component {
class PhysicsComponent;
class TileLayerComponent;
}
namespace engine::object {
@@ -19,6 +20,7 @@ namespace engine::physics {
class PhysicsEngine {
private:
std::vector<engine::component::PhysicsComponent*> components_; ///< @brief 注册的物理组件容器,非拥有指针
std::vector<engine::component::TileLayerComponent*> collision_tile_layers_; ///< @brief 注册的碰撞瓦片图层容器
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)
@@ -37,8 +39,14 @@ public:
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
// 如果瓦片层需要进行碰撞检测则注册。(不需要则不必注册)
void registerCollisionLayer(engine::component::TileLayerComponent* layer); ///< @brief 注册用于碰撞检测的 TileLayerComponent
void unregisterCollisionLayer(engine::component::TileLayerComponent* layer);///< @brief 注销用于碰撞检测的 TileLayerComponent
void update(float delta_time); ///< @brief 核心循环:更新所有注册的物理组件的状态
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。
/// @brief 检测并处理游戏对象和瓦片层之间的碰撞。
void resolveTileCollisions(engine::component::PhysicsComponent* pc, float delta_time);
// 设置器/获取器
void setGravity(const glm::vec2& gravity) { gravity_ = gravity; } ///< @brief 设置全局重力加速度