Files
school_stm32/game_engine/ecs/ge_physics_system.h
ZZY b5b2c90e75 feat(game_core): 重构游戏引擎并添加新功能
- 重构了游戏引擎的核心逻辑和架构
- 添加了新的实体组件系统(ECS)
- 实现了简单的碰撞检测和响应
- 新增了地图和子弹功能
- 优化了输入处理和渲染逻辑
- 调整了游戏控制方式
2025-07-02 12:14:57 +08:00

40 lines
1.3 KiB
C

#ifndef __GE_PHYSICS_SYSTEM_H__
#define __GE_PHYSICS_SYSTEM_H__
#include "ge_entity.h"
#include "ge_physics_component.h"
#include <pynic_log/pynic_log.h>
typedef struct ge_physics_system {
ge_ecs_storage_t* ecs;
} ge_physics_system_t;
#define _GE_PHYSICS_MASK (GE_PHYSICS_MASK | GE_COMPONENT_ACVIVE)
static inline void
ge_physics_system_run_all(ge_physics_system_t* ctx) {
Assert(ctx != NULL);
ge_ecs_storage_t* ecs = ctx->ecs;
Assert(ecs != NULL);
for (int i = 1; i <= ecs->count && i < GE_ECS_MAX; ++i) {
ge_entity_t* entity = &ecs->entities[i];
ge_ecs_mask_t mask = entity->component_mask;
if ((mask & _GE_PHYSICS_MASK) != _GE_PHYSICS_MASK) continue;
ge_physics_component_t* comp = &entity->physics_body;
Assert(comp != NULL);
ge_physics_component_type_t type= comp->type;
if (type & GE_PHYSICS_COMP_TYPE_ACCELERATION) {
comp->velocity.x += comp->acceleration.x >> GE_PHYSICS_ACCELERATION_BIT;
comp->velocity.y += comp->acceleration.y >> GE_PHYSICS_ACCELERATION_BIT;
}
if (type & GE_PHYSICS_COMP_TYPE_VELOCITY) {
entity->position.x += comp->velocity.x >> GE_PHYSICS_VELOCITY_BIT;
entity->position.y += comp->velocity.y >> GE_PHYSICS_VELOCITY_BIT;
}
}
}
#endif // __GE_PHYSICS_SYSTEM_H__