100 lines
5.0 KiB
C++
100 lines
5.0 KiB
C++
#pragma once
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#include "component.h"
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#include "glm/vec2.hpp"
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namespace engine::physics {
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class PhysicsEngine;
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}
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namespace engine::component {
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class TransformComponent;
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/**
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* @brief 管理GameObject的物理属性
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*
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* 存储速度、质量、力和重力设置。与PhysicsEngine交互。
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*/
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class PhysicsComponent final: public Component {
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friend class engine::object::GameObject;
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public:
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glm::vec2 velocity_ = {0.0f, 0.0f}; ///< @brief 物体的速度,设为公共成员变量,方便PhysicsEngine访问更新
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private:
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engine::physics::PhysicsEngine* physics_engine_ = nullptr; ///< @brief 指向PhysicsEngine的指针
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TransformComponent* transform_ = nullptr; ///< @brief TransformComponent的缓存指针
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glm::vec2 force_ = {0.0f, 0.0f}; ///< @brief 当前帧受到的力
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float mass_ = 1.0f; ///< @brief 物体质量(默认1.0)
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bool use_gravity_ = true; ///< @brief 物体是否受重力影响
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bool enabled_ = true; ///< @brief 组件是否激活
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// --- 碰撞状态标志 ---
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bool collided_below_ = false;
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bool collided_above_ = false;
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bool collided_left_ = false;
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bool collided_right_ = false;
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bool collided_ladder_ = false;
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public:
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/**
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* @brief 构造函数
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*
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* @param physics_engine 指向PhysicsEngine的指针,不能为nullptr
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* @param use_gravity 物体是否受重力影响,默认true
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* @param mass 物体质量,默认1.0
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*/
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PhysicsComponent(engine::physics::PhysicsEngine* physics_engine, bool use_gravity = true, float mass = 1.0f);
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~PhysicsComponent() override = default;
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// 删除复制/移动操作
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PhysicsComponent(const PhysicsComponent&) = delete;
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PhysicsComponent& operator=(const PhysicsComponent&) = delete;
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PhysicsComponent(PhysicsComponent&&) = delete;
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PhysicsComponent& operator=(PhysicsComponent&&) = delete;
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// PhysicsEngine使用的物理方法
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void addForce(const glm::vec2& force) { if (enabled_) force_ += force; } ///< @brief 添加力
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void clearForce() { force_ = {0.0f, 0.0f}; } ///< @brief 清除力
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const glm::vec2& getForce() const { return force_; } ///< @brief 获取当前力
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float getMass() const { return mass_; } ///< @brief 获取质量
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bool isEnabled() const { return enabled_; } ///< @brief 获取组件是否启用
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bool isUseGravity() const { return use_gravity_; } ///< @brief 获取组件是否受重力影响
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// 设置器/获取器
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void setEnabled(bool enabled) { enabled_ = enabled; } ///< @brief 设置组件是否启用
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void setMass(float mass) { mass_ = (mass >= 0.0f) ? mass : 1.0f; } ///< @brief 设置质量,质量不能为负
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void setUseGravity(bool use_gravity) { use_gravity_ = use_gravity; } ///< @brief 设置组件是否受重力影响
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void setVelocity(const glm::vec2& velocity) { velocity_ = velocity; } ///< @brief 设置速度
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const glm::vec2& getVelocity() const { return velocity_; } ///< @brief 获取当前速度
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TransformComponent* getTransform() const { return transform_; } ///< @brief 获取TransformComponent指针
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// --- 碰撞状态访问与修改 (供 PhysicsEngine 使用) ---
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/** @brief 重置所有碰撞标志 (在物理更新开始时调用) */
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void resetCollisionFlags() {
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collided_below_ = false;
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collided_above_ = false;
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collided_left_ = false;
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collided_right_ = false;
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collided_ladder_ = false;
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}
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void setCollidedBelow(bool collided) { collided_below_ = collided; } ///< @brief 设置下方碰撞标志
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void setCollidedAbove(bool collided) { collided_above_ = collided; } ///< @brief 设置上方碰撞标志
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void setCollidedLeft(bool collided) { collided_left_ = collided; } ///< @brief 设置左方碰撞标志
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void setCollidedRight(bool collided) { collided_right_ = collided; } ///< @brief 设置右方碰撞标志
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void setCollidedLadder(bool collided) { collided_ladder_ = collided; } ///< @brief 设置梯子碰撞标志
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bool hasCollidedBelow() const { return collided_below_; } ///< @brief 检查是否与下方发生碰撞
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bool hasCollidedAbove() const { return collided_above_; } ///< @brief 检查是否与上方发生碰撞
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bool hasCollidedLeft() const { return collided_left_; } ///< @brief 检查是否与左方发生碰撞
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bool hasCollidedRight() const { return collided_right_; } ///< @brief 检查是否与右方发生碰撞
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bool hasCollidedLadder() const { return collided_ladder_; } ///< @brief 检查是否与梯子发生碰撞
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private:
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// 核心循环方法
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void init() override;
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void update(float, engine::core::Context&) override {}
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void clean() override;
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};
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} // namespace engine::component
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