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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_;
};
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