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authorVaino Kauppila <vaino@vke.fi>2026-07-02 22:58:25 +0300
committerVaino Kauppila <vaino@vke.fi>2026-07-02 23:47:07 +0300
commitcd0c08dc7ce754473178ad3f32f7740a1dddc1eb (patch)
tree589c676b41d6f3d322ea5ce339ddb0811f29ec31 /src/engine/physics.hpp
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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.
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+#pragma once
+
+#include <box2d/box2d.h>
+#include <vector>
+
+// Box2D rigid-body world. The building structure runs on the custom Verlet
+// solver (see build_graph / verlet); this exists as the foundation for M4
+// projectiles and any terrain collision they need.
+struct PhysicsBody {
+ b2BodyId id;
+ b2Vec2 size; // half-width, half-height for box shapes
+ float red, green, blue, alpha;
+ bool is_static;
+};
+
+class PhysicsWorld {
+public:
+ PhysicsWorld();
+ ~PhysicsWorld();
+
+ PhysicsWorld(const PhysicsWorld&) = delete;
+ PhysicsWorld& operator=(const PhysicsWorld&) = delete;
+
+ void step(float dt);
+
+ // Create a static box (terrain, walls).
+ PhysicsBody* add_static_box(b2Vec2 center, float half_w, float half_h,
+ float r = 0.3f, float g = 0.3f, float b = 0.3f);
+
+ // Create a dynamic box (projectiles, debris).
+ PhysicsBody* add_dynamic_box(b2Vec2 center, float half_w, float half_h,
+ float r = 0.8f, float g = 0.6f, float b = 0.2f);
+
+ const std::vector<PhysicsBody>& bodies() const { return bodies_; }
+
+ b2WorldId world_id() const { return world_id_; }
+
+private:
+ b2WorldId world_id_;
+ std::vector<PhysicsBody> bodies_;
+};