完成物理引擎与物理组件
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#pragma once
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#include <vector>
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#include "glm/vec2.hpp"
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namespace engine::component {
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class PhysicsComponent;
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}
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namespace engine::physics {
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/**
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* @brief 负责管理和模拟物理行为及碰撞检测。
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*/
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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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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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public:
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PhysicsEngine() = default;
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// 禁止拷贝和移动
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PhysicsEngine(const PhysicsEngine&) = delete;
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PhysicsEngine& operator=(const PhysicsEngine&) = delete;
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PhysicsEngine(PhysicsEngine&&) = delete;
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PhysicsEngine& operator=(PhysicsEngine&&) = delete;
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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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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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// 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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const glm::vec2& getGravity() const { return gravity_; } ///< @brief 获取当前的全局重力加速度
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void setMaxSpeed(float max_speed) { max_speed_ = max_speed; } ///< @brief 设置最大速度
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float getMaxSpeed() const { return max_speed_; } ///< @brief 获取当前的最大速度
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};
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} // namespace engine::physics
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