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authorLoek Le Blansch <loek@pipeframe.xyz>2024-11-15 17:25:12 +0100
committerLoek Le Blansch <loek@pipeframe.xyz>2024-11-15 17:25:12 +0100
commitf51ddfac7b8948a43a40894185238c8a1ceeb5c4 (patch)
tree0142629fd34b2704f2d92a2f4d888ed0d82fc43f /src/crepe/system
parentbe1e97bc7a494963ab1567492fafcda99e36f683 (diff)
wrap lines at column 95 instead of 80
Diffstat (limited to 'src/crepe/system')
-rw-r--r--src/crepe/system/AnimatorSystem.h3
-rw-r--r--src/crepe/system/ParticleSystem.cpp45
-rw-r--r--src/crepe/system/ParticleSystem.h73
-rw-r--r--src/crepe/system/PhysicsSystem.cpp64
-rw-r--r--src/crepe/system/PhysicsSystem.h4
-rw-r--r--src/crepe/system/RenderSystem.cpp17
-rw-r--r--src/crepe/system/RenderSystem.h6
7 files changed, 90 insertions, 122 deletions
diff --git a/src/crepe/system/AnimatorSystem.h b/src/crepe/system/AnimatorSystem.h
index 969e9d1..29204d3 100644
--- a/src/crepe/system/AnimatorSystem.h
+++ b/src/crepe/system/AnimatorSystem.h
@@ -31,7 +31,8 @@ public:
* \brief Updates the Animator components.
*
* This method is called periodically (likely every frame) to update the state of all
- * Animator components, moving the animations forward and managing their behavior (e.g., looping).
+ * Animator components, moving the animations forward and managing their behavior (e.g.,
+ * looping).
*/
void update() override;
diff --git a/src/crepe/system/ParticleSystem.cpp b/src/crepe/system/ParticleSystem.cpp
index e7a3bec..92e7d3f 100644
--- a/src/crepe/system/ParticleSystem.cpp
+++ b/src/crepe/system/ParticleSystem.cpp
@@ -20,13 +20,10 @@ void ParticleSystem::update() {
for (ParticleEmitter & emitter : emitters) {
// Get transform linked to emitter
const Transform & transform
- = mgr.get_components_by_id<Transform>(emitter.game_object_id)
- .front()
- .get();
+ = mgr.get_components_by_id<Transform>(emitter.game_object_id).front().get();
// Emit particles based on emission_rate
- int updates
- = calculate_update(this->update_count, emitter.data.emission_rate);
+ int updates = calculate_update(this->update_count, emitter.data.emission_rate);
for (size_t i = 0; i < updates; i++) {
emit_particle(emitter, transform);
}
@@ -45,8 +42,7 @@ void ParticleSystem::update() {
this->update_count = (this->update_count + 1) % this->MAX_UPDATE_COUNT;
}
-void ParticleSystem::emit_particle(ParticleEmitter & emitter,
- const Transform & transform) {
+void ParticleSystem::emit_particle(ParticleEmitter & emitter, const Transform & transform) {
constexpr double DEG_TO_RAD = M_PI / 180.0;
Vector2 initial_position = emitter.data.position + transform.position;
@@ -57,13 +53,13 @@ void ParticleSystem::emit_particle(ParticleEmitter & emitter,
= generate_random_speed(emitter.data.min_speed, emitter.data.max_speed);
double angle_radians = random_angle * DEG_TO_RAD;
- Vector2 velocity = {random_speed * std::cos(angle_radians),
- random_speed * std::sin(angle_radians)};
+ Vector2 velocity
+ = {random_speed * std::cos(angle_radians), random_speed * std::sin(angle_radians)};
for (Particle & particle : emitter.data.particles) {
if (!particle.active) {
- particle.reset(emitter.data.end_lifespan, initial_position,
- velocity, random_angle);
+ particle.reset(emitter.data.end_lifespan, initial_position, velocity,
+ random_angle);
break;
}
}
@@ -81,10 +77,8 @@ int ParticleSystem::calculate_update(int count, double emission) const {
return static_cast<int>(emission);
}
-void ParticleSystem::check_bounds(ParticleEmitter & emitter,
- const Transform & transform) {
- Vector2 offset = emitter.data.boundary.offset + transform.position
- + emitter.data.position;
+void ParticleSystem::check_bounds(ParticleEmitter & emitter, const Transform & transform) {
+ Vector2 offset = emitter.data.boundary.offset + transform.position + emitter.data.position;
double half_width = emitter.data.boundary.width / 2.0;
double half_height = emitter.data.boundary.height / 2.0;
@@ -95,8 +89,8 @@ void ParticleSystem::check_bounds(ParticleEmitter & emitter,
for (Particle & particle : emitter.data.particles) {
const Vector2 & position = particle.position;
- bool within_bounds = (position.x >= LEFT && position.x <= RIGHT
- && position.y >= TOP && position.y <= BOTTOM);
+ bool within_bounds = (position.x >= LEFT && position.x <= RIGHT && position.y >= TOP
+ && position.y <= BOTTOM);
if (!within_bounds) {
if (emitter.data.boundary.reset_on_exit) {
@@ -112,30 +106,25 @@ void ParticleSystem::check_bounds(ParticleEmitter & emitter,
}
}
-double ParticleSystem::generate_random_angle(double min_angle,
- double max_angle) const {
+double ParticleSystem::generate_random_angle(double min_angle, double max_angle) const {
if (min_angle == max_angle) {
return min_angle;
} else if (min_angle < max_angle) {
return min_angle
- + static_cast<double>(std::rand()
- % static_cast<int>(max_angle - min_angle));
+ + static_cast<double>(std::rand() % static_cast<int>(max_angle - min_angle));
} else {
double angle_offset = (360 - min_angle) + max_angle;
- double random_angle = min_angle
- + static_cast<double>(
- std::rand() % static_cast<int>(angle_offset));
+ double random_angle
+ = min_angle + static_cast<double>(std::rand() % static_cast<int>(angle_offset));
return (random_angle >= 360) ? random_angle - 360 : random_angle;
}
}
-double ParticleSystem::generate_random_speed(double min_speed,
- double max_speed) const {
+double ParticleSystem::generate_random_speed(double min_speed, double max_speed) const {
if (min_speed == max_speed) {
return min_speed;
} else {
return min_speed
- + static_cast<double>(std::rand()
- % static_cast<int>(max_speed - min_speed));
+ + static_cast<double>(std::rand() % static_cast<int>(max_speed - min_speed));
}
}
diff --git a/src/crepe/system/ParticleSystem.h b/src/crepe/system/ParticleSystem.h
index d7ca148..843261e 100644
--- a/src/crepe/system/ParticleSystem.h
+++ b/src/crepe/system/ParticleSystem.h
@@ -5,66 +5,73 @@
#include "System.h"
namespace crepe {
+
class ParticleEmitter;
class Transform;
+
/**
- * \brief ParticleSystem class responsible for managing particle emission, updates, and bounds checking.
- */
+ * \brief ParticleSystem class responsible for managing particle emission, updates, and bounds
+ * checking.
+ */
class ParticleSystem : public System {
public:
/**
- * \brief Updates all particle emitters by emitting particles, updating particle states, and checking bounds.
- */
+ * \brief Updates all particle emitters by emitting particles, updating particle states, and
+ * checking bounds.
+ */
void update() override;
private:
/**
- * \brief Emits a particle from the specified emitter based on its emission properties.
- *
- * \param emitter Reference to the ParticleEmitter.
- * \param transform Const reference to the Transform component associated with the emitter.
- */
+ * \brief Emits a particle from the specified emitter based on its emission properties.
+ *
+ * \param emitter Reference to the ParticleEmitter.
+ * \param transform Const reference to the Transform component associated with the emitter.
+ */
void emit_particle(ParticleEmitter & emitter, const Transform & transform);
/**
- * \brief Calculates the number of times particles should be emitted based on emission rate and update count.
- *
- * \param count Current update count.
- * \param emission Emission rate.
- * \return The number of particles to emit.
- */
+ * \brief Calculates the number of times particles should be emitted based on emission rate
+ * and update count.
+ *
+ * \param count Current update count.
+ * \param emission Emission rate.
+ * \return The number of particles to emit.
+ */
int calculate_update(int count, double emission) const;
/**
- * \brief Checks whether particles are within the emitter’s boundary, resets or stops particles if they exit.
- *
- * \param emitter Reference to the ParticleEmitter.
- * \param transform Const reference to the Transform component associated with the emitter.
- */
+ * \brief Checks whether particles are within the emitter’s boundary, resets or stops
+ * particles if they exit.
+ *
+ * \param emitter Reference to the ParticleEmitter.
+ * \param transform Const reference to the Transform component associated with the emitter.
+ */
void check_bounds(ParticleEmitter & emitter, const Transform & transform);
/**
- * \brief Generates a random angle for particle emission within the specified range.
- *
- * \param min_angle Minimum emission angle in degrees.
- * \param max_angle Maximum emission angle in degrees.
- * \return Random angle in degrees.
- */
+ * \brief Generates a random angle for particle emission within the specified range.
+ *
+ * \param min_angle Minimum emission angle in degrees.
+ * \param max_angle Maximum emission angle in degrees.
+ * \return Random angle in degrees.
+ */
double generate_random_angle(double min_angle, double max_angle) const;
/**
- * \brief Generates a random speed for particle emission within the specified range.
- *
- * \param min_speed Minimum emission speed.
- * \param max_speed Maximum emission speed.
- * \return Random speed.
- */
+ * \brief Generates a random speed for particle emission within the specified range.
+ *
+ * \param min_speed Minimum emission speed.
+ * \param max_speed Maximum emission speed.
+ * \return Random speed.
+ */
double generate_random_speed(double min_speed, double max_speed) const;
private:
//! Counter to count updates to determine how many times emit_particle is called.
unsigned int update_count = 0;
- //! Determines the lowest amount of emission rate (1000 = 0.001 = 1 particle per 1000 updates).
+ //! Determines the lowest amount of emission rate (1000 = 0.001 = 1 particle per 1000
+ // updates).
static constexpr unsigned int MAX_UPDATE_COUNT = 100;
};
diff --git a/src/crepe/system/PhysicsSystem.cpp b/src/crepe/system/PhysicsSystem.cpp
index eb54ad3..a5b6bde 100644
--- a/src/crepe/system/PhysicsSystem.cpp
+++ b/src/crepe/system/PhysicsSystem.cpp
@@ -12,10 +12,8 @@ using namespace crepe;
void PhysicsSystem::update() {
ComponentManager & mgr = ComponentManager::get_instance();
- std::vector<std::reference_wrapper<Rigidbody>> rigidbodies
- = mgr.get_components_by_type<Rigidbody>();
- std::vector<std::reference_wrapper<Transform>> transforms
- = mgr.get_components_by_type<Transform>();
+ std::vector<std::reference_wrapper<Rigidbody>> rigidbodies = mgr.get_components_by_type<Rigidbody>();
+ std::vector<std::reference_wrapper<Transform>> transforms = mgr.get_components_by_type<Transform>();
double gravity = Config::get_instance().physics.gravity;
for (Rigidbody & rigidbody : rigidbodies) {
@@ -28,68 +26,48 @@ void PhysicsSystem::update() {
// Add gravity
if (rigidbody.data.use_gravity) {
- rigidbody.data.linear_velocity.y
- += (rigidbody.data.mass
- * rigidbody.data.gravity_scale * gravity);
+ rigidbody.data.linear_velocity.y += (rigidbody.data.mass * rigidbody.data.gravity_scale * gravity);
}
// Add damping
if (rigidbody.data.angular_damping != 0) {
- rigidbody.data.angular_velocity
- *= rigidbody.data.angular_damping;
+ rigidbody.data.angular_velocity *= rigidbody.data.angular_damping;
}
if (rigidbody.data.linear_damping != Vector2{0, 0}) {
- rigidbody.data.linear_velocity
- *= rigidbody.data.linear_damping;
+ rigidbody.data.linear_velocity *= rigidbody.data.linear_damping;
}
// Max velocity check
- if (rigidbody.data.angular_velocity
- > rigidbody.data.max_angular_velocity) {
- rigidbody.data.angular_velocity
- = rigidbody.data.max_angular_velocity;
- } else if (rigidbody.data.angular_velocity
- < -rigidbody.data.max_angular_velocity) {
- rigidbody.data.angular_velocity
- = -rigidbody.data.max_angular_velocity;
+ if (rigidbody.data.angular_velocity > rigidbody.data.max_angular_velocity) {
+ rigidbody.data.angular_velocity = rigidbody.data.max_angular_velocity;
+ } else if (rigidbody.data.angular_velocity < -rigidbody.data.max_angular_velocity) {
+ rigidbody.data.angular_velocity = -rigidbody.data.max_angular_velocity;
}
- if (rigidbody.data.linear_velocity.x
- > rigidbody.data.max_linear_velocity.x) {
- rigidbody.data.linear_velocity.x
- = rigidbody.data.max_linear_velocity.x;
- } else if (rigidbody.data.linear_velocity.x
- < -rigidbody.data.max_linear_velocity.x) {
- rigidbody.data.linear_velocity.x
- = -rigidbody.data.max_linear_velocity.x;
+ if (rigidbody.data.linear_velocity.x > rigidbody.data.max_linear_velocity.x) {
+ rigidbody.data.linear_velocity.x = rigidbody.data.max_linear_velocity.x;
+ } else if (rigidbody.data.linear_velocity.x < -rigidbody.data.max_linear_velocity.x) {
+ rigidbody.data.linear_velocity.x = -rigidbody.data.max_linear_velocity.x;
}
- if (rigidbody.data.linear_velocity.y
- > rigidbody.data.max_linear_velocity.y) {
- rigidbody.data.linear_velocity.y
- = rigidbody.data.max_linear_velocity.y;
- } else if (rigidbody.data.linear_velocity.y
- < -rigidbody.data.max_linear_velocity.y) {
- rigidbody.data.linear_velocity.y
- = -rigidbody.data.max_linear_velocity.y;
+ if (rigidbody.data.linear_velocity.y > rigidbody.data.max_linear_velocity.y) {
+ rigidbody.data.linear_velocity.y = rigidbody.data.max_linear_velocity.y;
+ } else if (rigidbody.data.linear_velocity.y < -rigidbody.data.max_linear_velocity.y) {
+ rigidbody.data.linear_velocity.y = -rigidbody.data.max_linear_velocity.y;
}
// Move object
if (!rigidbody.data.constraints.rotation) {
- transform.rotation
- += rigidbody.data.angular_velocity;
- transform.rotation
- = std::fmod(transform.rotation, 360.0);
+ transform.rotation += rigidbody.data.angular_velocity;
+ transform.rotation = std::fmod(transform.rotation, 360.0);
if (transform.rotation < 0) {
transform.rotation += 360.0;
}
}
if (!rigidbody.data.constraints.x) {
- transform.position.x
- += rigidbody.data.linear_velocity.x;
+ transform.position.x += rigidbody.data.linear_velocity.x;
}
if (!rigidbody.data.constraints.y) {
- transform.position.y
- += rigidbody.data.linear_velocity.y;
+ transform.position.y += rigidbody.data.linear_velocity.y;
}
}
}
diff --git a/src/crepe/system/PhysicsSystem.h b/src/crepe/system/PhysicsSystem.h
index 038c120..b635693 100644
--- a/src/crepe/system/PhysicsSystem.h
+++ b/src/crepe/system/PhysicsSystem.h
@@ -6,8 +6,8 @@ namespace crepe {
/**
* \brief System that controls all physics
*
- * This class is a physics system that uses a rigidbody and transform
- * to add physics to a game object.
+ * This class is a physics system that uses a rigidbody and transform to add physics to a game
+ * object.
*/
class PhysicsSystem : public System {
public:
diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp
index 10211a3..a488370 100644
--- a/src/crepe/system/RenderSystem.cpp
+++ b/src/crepe/system/RenderSystem.cpp
@@ -20,18 +20,13 @@ RenderSystem & RenderSystem::get_instance() {
return instance;
}
-void RenderSystem::clear_screen() const {
- SDLContext::get_instance().clear_screen();
-}
+void RenderSystem::clear_screen() const { SDLContext::get_instance().clear_screen(); }
-void RenderSystem::present_screen() const {
- SDLContext::get_instance().present_screen();
-}
+void RenderSystem::present_screen() const { SDLContext::get_instance().present_screen(); }
void RenderSystem::update_camera() {
ComponentManager & mgr = ComponentManager::get_instance();
- std::vector<std::reference_wrapper<Camera>> cameras
- = mgr.get_components_by_type<Camera>();
+ std::vector<std::reference_wrapper<Camera>> cameras = mgr.get_components_by_type<Camera>();
for (Camera & cam : cameras) {
SDLContext::get_instance().camera(cam);
@@ -42,13 +37,11 @@ void RenderSystem::render_sprites() const {
ComponentManager & mgr = ComponentManager::get_instance();
- std::vector<std::reference_wrapper<Sprite>> sprites
- = mgr.get_components_by_type<Sprite>();
+ std::vector<std::reference_wrapper<Sprite>> sprites = mgr.get_components_by_type<Sprite>();
SDLContext & render = SDLContext::get_instance();
for (const Sprite & sprite : sprites) {
- auto transforms
- = mgr.get_components_by_id<Transform>(sprite.game_object_id);
+ auto transforms = mgr.get_components_by_id<Transform>(sprite.game_object_id);
render.draw(sprite, transforms[0], *curr_cam);
}
}
diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h
index 70db21a..b9bf94b 100644
--- a/src/crepe/system/RenderSystem.h
+++ b/src/crepe/system/RenderSystem.h
@@ -10,9 +10,9 @@ namespace crepe {
* \class RenderSystem
* \brief Manages rendering operations for all game objects.
*
- * RenderSystem is responsible for rendering sprites, clearing and presenting the screen,
- * and managing the active camera. It functions as a singleton, providing centralized
- * rendering services for the application.
+ * RenderSystem is responsible for rendering sprites, clearing and presenting the screen, and
+ * managing the active camera. It functions as a singleton, providing centralized rendering
+ * services for the application.
*/
class RenderSystem : public System {