Remove box2d submodule but keep source

This commit is contained in:
OusmBlueNinja 2025-04-18 20:38:47 -05:00
parent b5e7121cd4
commit 35e446f65d
5 changed files with 15 additions and 219 deletions

3
.gitmodules vendored
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@ -1,3 +1,6 @@
[submodule "Remake"]
path = Remake
url = https://dock-it.dev/GigabiteStudios/Remake.git
[submodule "src/vendor/box2d"]
path = src/vendor/box2d
url = https://github.com/erincatto/box2d.git

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@ -1,13 +1,11 @@
# 🔧 Remake Build Configuration
# Remake Build Configuration
# Source folders to recursively find .c/.cpp files
src_dirs:
- src/src
- src/vendor
- src/include/lua
- src/vendor/box2d
- src/vendor/box2d/src # <- actual Box2D sources if you're compiling them
# Include directories (-I)
include_dirs:
@ -15,7 +13,7 @@ include_dirs:
- src/include/lua
- src/vendor
- src/vendor/imgui
- src/vendor/box2d/
- src/vendor/box2d/include # ✅ correct Box2D C++ API include path
- C:/msys64/mingw64/include

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@ -1,77 +1,8 @@
[ERROR] g++ -std=c++20 -Wall -g -Isrc/include -Isrc/include/lua -Isrc/vendor -Isrc/vendor/imgui -Isrc/vendor/box2d/ -IC:/msys64/mingw64/include -IC:\msys64\mingw64\lib\libyaml-cpp.a -Isrc\vendor\imgui -MMD -MP -c src\src\Components\PhysicsComponent.cpp -o src\build\Components\PhysicsComponent.o
cc1plus.exe: warning: C:\msys64\mingw64\lib\libyaml-cpp.a: not a directory
In file included from C:/msys64/mingw64/include/yaml-cpp/parser.h:13,
from C:/msys64/mingw64/include/yaml-cpp/yaml.h:10,
from src\src\Components\Component.h:5,
from src\src\Components\PhysicsComponent.h:2,
from src\src\Components\PhysicsComponent.cpp:1:
C:/msys64/mingw64/include/yaml-cpp/dll.h:22:65: note: '#pragma message: Defining YAML_CPP_API for DLL import'
22 | # pragma message( "Defining YAML_CPP_API for DLL import" )
| ^
src\src\Components\PhysicsComponent.h:13:21: error: 'b2World' has not been declared
13 | void CreateBody(b2World* world, const glm::vec2& position);
| ^~~~~~~
src\src\Components\PhysicsComponent.h:29:5: error: 'b2Body' does not name a type; did you mean 'b2BodyId'?
29 | b2Body* body = nullptr;
| ^~~~~~
| b2BodyId
src\src\Components\PhysicsComponent.h:30:5: error: 'b2World' does not name a type; did you mean 'b2WorldId'?
30 | b2World* world = nullptr;
| ^~~~~~~
| b2WorldId
src\src\Components\PhysicsComponent.h:26:10: error: 'void PhysicsComponent::OnImGuiInspector()' marked 'override', but does not override
26 | void OnImGuiInspector() override;
| ^~~~~~~~~~~~~~~~
src\src\Components\PhysicsComponent.cpp:12:6: error: variable or field 'CreateBody' declared void
12 | void PhysicsComponent::CreateBody(b2World* world, const glm::vec2& position) {
| ^~~~~~~~~~~~~~~~
src\src\Components\PhysicsComponent.cpp:12:35: error: 'b2World' was not declared in this scope; did you mean 'b2WorldId'?
12 | void PhysicsComponent::CreateBody(b2World* world, const glm::vec2& position) {
| ^~~~~~~
| b2WorldId
src\src\Components\PhysicsComponent.cpp:12:44: error: 'world' was not declared in this scope
12 | void PhysicsComponent::CreateBody(b2World* world, const glm::vec2& position) {
| ^~~~~
src\src\Components\PhysicsComponent.cpp:12:51: error: expected primary-expression before 'const'
12 | void PhysicsComponent::CreateBody(b2World* world, const glm::vec2& position) {
| ^~~~~
src\src\Components\PhysicsComponent.cpp: In member function 'void PhysicsComponent::DestroyBody()':
src\src\Components\PhysicsComponent.cpp:39:9: error: 'body' was not declared in this scope
39 | if (body && world) {
| ^~~~
src\src\Components\PhysicsComponent.cpp:39:17: error: 'world' was not declared in this scope
39 | if (body && world) {
| ^~~~~
src\src\Components\PhysicsComponent.cpp: In member function 'void PhysicsComponent::SetVelocity(const glm::vec2&)':
src\src\Components\PhysicsComponent.cpp:46:9: error: 'body' was not declared in this scope
46 | if (body) body->SetLinearVelocity(b2Vec2(vel.x, vel.y));
| ^~~~
src\src\Components\PhysicsComponent.cpp: In member function 'glm::vec2 PhysicsComponent::GetVelocity() const':
src\src\Components\PhysicsComponent.cpp:50:9: error: 'body' was not declared in this scope
50 | if (body) {
| ^~~~
src\src\Components\PhysicsComponent.cpp: In member function 'void PhysicsComponent::SetFriction(float)':
src\src\Components\PhysicsComponent.cpp:59:9: error: 'body' was not declared in this scope
59 | if (body && body->GetFixtureList())
| ^~~~
src\src\Components\PhysicsComponent.cpp: In member function 'void PhysicsComponent::SetFixedRotation(bool)':
src\src\Components\PhysicsComponent.cpp:70:9: error: 'body' was not declared in this scope
70 | if (body)
| ^~~~
src\src\Components\PhysicsComponent.cpp: In member function 'void PhysicsComponent::SyncFromPhysics()':
src\src\Components\PhysicsComponent.cpp:75:9: error: 'body' was not declared in this scope
75 | if (body) {
| ^~~~
src\src\Components\PhysicsComponent.cpp:77:9: error: 'object' was not declared in this scope; did you mean 'Object'?
77 | object->SetLocalPosition({ pos.x, pos.y });
| ^~~~~~
| Object
src\src\Components\PhysicsComponent.cpp: In member function 'void PhysicsComponent::SyncToPhysics()':
src\src\Components\PhysicsComponent.cpp:82:9: error: 'body' was not declared in this scope
82 | if (body) {
| ^~~~
src\src\Components\PhysicsComponent.cpp:83:25: error: 'object' was not declared in this scope; did you mean 'Object'?
83 | glm::vec2 pos = object->GetLocalPosition();
| ^~~~~~
| Object
[COMPILE] g++ -std=c++20 -Wall -g -Isrc/include -Isrc/include/lua -Isrc/vendor -Isrc/vendor/imgui -Isrc/vendor/box2d/include -IC:/msys64/mingw64/include -IC:\msys64\mingw64\lib\libyaml-cpp.a -Isrc\vendor\imgui -MMD -MP -c src\src\Components\PhysicsComponent.cpp -o src\build\Components\PhysicsComponent.o
[ERROR] gcc -std=c99 -Wall -Isrc/include -Isrc/include/lua -Isrc/vendor -Isrc/vendor/imgui -Isrc/vendor/box2d/include -IC:/msys64/mingw64/include -IC:\msys64\mingw64\lib\libyaml-cpp.a -Isrc\vendor\imgui -MMD -MP -c src\vendor\box2d\benchmark\main.c -o src\build\box2d\benchmark\main.o
cc1.exe: warning: C:\msys64\mingw64\lib\libyaml-cpp.a: not a directory
src\vendor\box2d\benchmark\main.c:8:10: fatal error: TaskScheduler_c.h: No such file or directory
8 | #include "TaskScheduler_c.h"
| ^~~~~~~~~~~~~~~~~~~
compilation terminated.

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@ -1,100 +0,0 @@
#include "PhysicsComponent.h"
#include "../Entitys/Object.h"
#include "imgui.h"
PhysicsComponent::PhysicsComponent(Object* owner, BodyType type, float width, float height)
: Component(owner), type(type), width(width), height(height) {}
PhysicsComponent::~PhysicsComponent() {
DestroyBody();
}
void PhysicsComponent::CreateBody(b2World* world, const glm::vec2& position) {
this->world = world;
b2BodyDef def;
switch (type) {
case BodyType::Static: def.type = b2_staticBody; break;
case BodyType::Dynamic: def.type = b2_dynamicBody; break;
case BodyType::Kinematic: def.type = b2_kinematicBody; break;
}
def.position.Set(position.x, position.y);
def.fixedRotation = fixedRotation;
body = world->CreateBody(&def);
b2PolygonShape box;
box.SetAsBox(width * 0.5f, height * 0.5f);
b2FixtureDef fixtureDef;
fixtureDef.shape = &box;
fixtureDef.density = density;
fixtureDef.friction = friction;
body->CreateFixture(&fixtureDef);
}
void PhysicsComponent::DestroyBody() {
if (body && world) {
world->DestroyBody(body);
body = nullptr;
}
}
void PhysicsComponent::SetVelocity(const glm::vec2& vel) {
if (body) body->SetLinearVelocity(b2Vec2(vel.x, vel.y));
}
glm::vec2 PhysicsComponent::GetVelocity() const {
if (body) {
b2Vec2 v = body->GetLinearVelocity();
return { v.x, v.y };
}
return {};
}
void PhysicsComponent::SetFriction(float f) {
friction = f;
if (body && body->GetFixtureList())
body->GetFixtureList()->SetFriction(f);
}
void PhysicsComponent::SetDensity(float d) {
density = d;
// Requires refixture to apply
}
void PhysicsComponent::SetFixedRotation(bool fixed) {
fixedRotation = fixed;
if (body)
body->SetFixedRotation(fixed);
}
void PhysicsComponent::SyncFromPhysics() {
if (body) {
b2Vec2 pos = body->GetPosition();
object->SetLocalPosition({ pos.x, pos.y });
}
}
void PhysicsComponent::SyncToPhysics() {
if (body) {
glm::vec2 pos = object->GetLocalPosition();
body->SetTransform({ pos.x, pos.y }, body->GetAngle());
}
}
void PhysicsComponent::OnImGuiInspector() {
ImGui::Text("Physics Component");
glm::vec2 vel = GetVelocity();
if (ImGui::DragFloat2("Velocity", &vel.x))
SetVelocity(vel);
if (ImGui::DragFloat("Friction", &friction, 0.01f, 0.0f, 1.0f))
SetFriction(friction);
if (ImGui::Checkbox("Fixed Rotation", &fixedRotation))
SetFixedRotation(fixedRotation);
}

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@ -1,36 +0,0 @@
#pragma once
#include "Component.h"
#include <box2d.h>
#include <glm/glm.hpp>
class PhysicsComponent : public Component {
public:
enum class BodyType { Static, Dynamic, Kinematic };
PhysicsComponent(Object* owner, BodyType type = BodyType::Dynamic, float width = 1.0f, float height = 1.0f);
~PhysicsComponent();
void CreateBody(b2World* world, const glm::vec2& position);
void DestroyBody();
void SetVelocity(const glm::vec2& vel);
glm::vec2 GetVelocity() const;
void SetFriction(float friction);
void SetDensity(float density);
void SetFixedRotation(bool fixed);
void SyncFromPhysics();
void SyncToPhysics();
void OnImGuiInspector() override;
private:
b2Body* body = nullptr;
b2World* world = nullptr;
BodyType type;
float width, height;
float friction = 0.3f;
float density = 1.0f;
bool fixedRotation = false;
};