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| author | Vaino Kauppila <vaino@vke.fi> | 2026-07-02 22:58:25 +0300 |
|---|---|---|
| committer | Vaino Kauppila <vaino@vke.fi> | 2026-07-02 23:47:07 +0300 |
| commit | cd0c08dc7ce754473178ad3f32f7740a1dddc1eb (patch) | |
| tree | 589c676b41d6f3d322ea5ce339ddb0811f29ec31 /src/engine/physics.cpp | |
| download | forts_clone-cd0c08dc7ce754473178ad3f32f7740a1dddc1eb.tar.gz forts_clone-cd0c08dc7ce754473178ad3f32f7740a1dddc1eb.zip | |
Initial import: LibreForts (M0-M5 in progress)
Open-source Forts clone: custom C++20 engine + data-driven (Lua) 2D physics
artillery RTS.
- Building: node/strut graph on a stiff mass-spring solver (canon Forts model),
triangulation rigidity, axial + 30-degree angle-stress breaking, cascading
collapse, fire (DoT + spread), ground destroys debris.
- Weapons (M4): cannon (ballistic) + laser (beam/ignite) with select-and-aim-in-
arc UX; splash / beam damage; bg-brace passthrough.
- Devices + economy (M5): reactors + win/loss + restart, mines/turbines/battery,
metal deposits, storage caps, per-shot energy cost.
- Data-driven via Lua/sol2 with a layered mod loader; enemy-fort scenario mod.
- Renderer: SDL3 + textures + ImGui dev UI. stb_image + ImGui vendored.
- Assets: CC0 placeholders only; real game art loaded at runtime from the user's
own install via forts: paths (bring-your-own; nothing copyrighted committed).
See README.md / CLAUDE.md and research/ + requirements/ for detail.
Diffstat (limited to 'src/engine/physics.cpp')
| -rw-r--r-- | src/engine/physics.cpp | 70 |
1 files changed, 70 insertions, 0 deletions
diff --git a/src/engine/physics.cpp b/src/engine/physics.cpp new file mode 100644 index 0000000..af5d8ee --- /dev/null +++ b/src/engine/physics.cpp @@ -0,0 +1,70 @@ +#include "engine/physics.hpp" +#include <cstdio> + +PhysicsWorld::PhysicsWorld() { + b2WorldDef def = b2DefaultWorldDef(); + def.gravity = {0.0f, -10.0f}; + world_id_ = b2CreateWorld(&def); + printf("Physics: Box2D world created\n"); +} + +PhysicsWorld::~PhysicsWorld() { + b2DestroyWorld(world_id_); +} + +void PhysicsWorld::step(float dt) { + // High sub-step count for stable distance joint networks + b2World_Step(world_id_, dt, 8); +} + +PhysicsBody* PhysicsWorld::add_static_box(b2Vec2 center, + float half_w, float half_h, + float r, float g, float b) { + b2BodyDef body_def = b2DefaultBodyDef(); + body_def.type = b2_staticBody; + body_def.position = center; + + b2BodyId body_id = b2CreateBody(world_id_, &body_def); + + b2ShapeDef shape_def = b2DefaultShapeDef(); + b2Polygon box = b2MakeBox(half_w, half_h); + b2CreatePolygonShape(body_id, &shape_def, &box); + + PhysicsBody pb; + pb.id = body_id; + pb.size = {half_w, half_h}; + pb.red = r; + pb.green = g; + pb.blue = b; + pb.alpha = 1.0f; + pb.is_static = true; + bodies_.push_back(pb); + return &bodies_.back(); +} + +PhysicsBody* PhysicsWorld::add_dynamic_box(b2Vec2 center, + float half_w, float half_h, + float r, float g, float b) { + b2BodyDef body_def = b2DefaultBodyDef(); + body_def.type = b2_dynamicBody; + body_def.position = center; + + b2BodyId body_id = b2CreateBody(world_id_, &body_def); + + b2ShapeDef shape_def = b2DefaultShapeDef(); + shape_def.density = 1.0f; + shape_def.material.friction = 0.3f; + b2Polygon box = b2MakeBox(half_w, half_h); + b2CreatePolygonShape(body_id, &shape_def, &box); + + PhysicsBody pb; + pb.id = body_id; + pb.size = {half_w, half_h}; + pb.red = r; + pb.green = g; + pb.blue = b; + pb.alpha = 1.0f; + pb.is_static = false; + bodies_.push_back(pb); + return &bodies_.back(); +} |
