diff options
-rw-r--r-- | src/crepe/api/Rigidbody.h | 11 | ||||
-rw-r--r-- | src/crepe/facade/SDLContext.cpp | 3 | ||||
-rw-r--r-- | src/crepe/system/CollisionSystem.cpp | 235 | ||||
-rw-r--r-- | src/crepe/system/CollisionSystem.h | 31 | ||||
-rw-r--r-- | src/crepe/system/ParticleSystem.cpp | 3 | ||||
-rw-r--r-- | src/crepe/system/RenderSystem.cpp | 5 | ||||
-rw-r--r-- | src/crepe/util/AbsoluutPosition.cpp | 20 | ||||
-rw-r--r-- | src/crepe/util/AbsoluutPosition.h | 14 | ||||
-rw-r--r-- | src/crepe/util/CMakeLists.txt | 2 | ||||
-rw-r--r-- | src/example/game.cpp | 51 | ||||
-rw-r--r-- | src/test/CollisionTest.cpp | 23 |
11 files changed, 285 insertions, 113 deletions
diff --git a/src/crepe/api/Rigidbody.h b/src/crepe/api/Rigidbody.h index 6900295..0f6be21 100644 --- a/src/crepe/api/Rigidbody.h +++ b/src/crepe/api/Rigidbody.h @@ -122,15 +122,8 @@ public: */ float elastisity_coefficient = 0.0; - /** - * \brief Offset of all colliders relative to the object's transform position. - * - * The `offset` defines a positional shift applied to all colliders associated with the object, relative to the object's - * transform position. This allows for the colliders to be placed at a different position than the object's actual - * position, without modifying the object's transform itself. - * - */ - vec2 offset; + //! Enable collision handeling in collision system + bool kinematic_collision = true; /** * \brief Defines the collision layers of a GameObject. diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index fffbe34..4818c96 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -145,8 +145,7 @@ SDL_FRect SDLContext::get_dst_rect(const DestinationRectangleData & ctx) const { } size *= cam_aux_data.render_scale * ctx.img_scale * data.scale_offset; - vec2 screen_pos = (ctx.pos + data.position_offset - cam_aux_data.cam_pos - + (cam_aux_data.zoomed_viewport) / 2) + vec2 screen_pos = (ctx.pos - cam_aux_data.cam_pos + (cam_aux_data.zoomed_viewport) / 2) * cam_aux_data.render_scale - size / 2 + cam_aux_data.bar_size; diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp index af8adce..9604543 100644 --- a/src/crepe/system/CollisionSystem.cpp +++ b/src/crepe/system/CollisionSystem.cpp @@ -15,11 +15,12 @@ #include "api/Rigidbody.h" #include "api/Transform.h" #include "api/Vector2.h" +#include "util/AbsoluutPosition.h" +#include "util/OptionalRef.h" #include "Collider.h" #include "CollisionSystem.h" #include "types.h" -#include "util/OptionalRef.h" using namespace crepe; @@ -63,7 +64,7 @@ void CollisionSystem::update() { // For both objects call the collision handler for (auto & collision_pair : collided) { this->collision_handler_request(collision_pair.first, collision_pair.second); - this->collision_handler_request(collision_pair.second, collision_pair.first); + // this->collision_handler_request(collision_pair.second, collision_pair.first); } } @@ -138,10 +139,11 @@ CollisionSystem::collision_handler(CollisionInternal & data1, CollisionInternal = std::get<std::reference_wrapper<BoxCollider>>(data1.collider); const BoxCollider & collider2 = std::get<std::reference_wrapper<BoxCollider>>(data2.collider); - vec2 collider_pos1 = this->get_current_position(collider1.offset, data1.transform, - data1.rigidbody); - vec2 collider_pos2 = this->get_current_position(collider2.offset, data2.transform, - data2.rigidbody); + + vec2 collider_pos1 + = AbsoluutPosition::get_position(data1.transform, collider1.offset); + vec2 collider_pos2 + = AbsoluutPosition::get_position(data2.transform, collider2.offset); resolution = this->get_box_box_resolution(collider1, collider2, collider_pos1, collider_pos2); break; @@ -151,10 +153,10 @@ CollisionSystem::collision_handler(CollisionInternal & data1, CollisionInternal = std::get<std::reference_wrapper<BoxCollider>>(data1.collider); const CircleCollider & collider2 = std::get<std::reference_wrapper<CircleCollider>>(data2.collider); - vec2 collider_pos1 = this->get_current_position(collider1.offset, data1.transform, - data1.rigidbody); - vec2 collider_pos2 = this->get_current_position(collider2.offset, data2.transform, - data2.rigidbody); + vec2 collider_pos1 + = AbsoluutPosition::get_position(data1.transform, collider1.offset); + vec2 collider_pos2 + = AbsoluutPosition::get_position(data2.transform, collider2.offset); resolution = -this->get_circle_box_resolution(collider2, collider1, collider_pos2, collider_pos1); break; @@ -164,10 +166,10 @@ CollisionSystem::collision_handler(CollisionInternal & data1, CollisionInternal = std::get<std::reference_wrapper<CircleCollider>>(data1.collider); const CircleCollider & collider2 = std::get<std::reference_wrapper<CircleCollider>>(data2.collider); - vec2 collider_pos1 = this->get_current_position(collider1.offset, data1.transform, - data1.rigidbody); - vec2 collider_pos2 = this->get_current_position(collider2.offset, data2.transform, - data2.rigidbody); + vec2 collider_pos1 + = AbsoluutPosition::get_position(data1.transform, collider1.offset); + vec2 collider_pos2 + = AbsoluutPosition::get_position(data2.transform, collider2.offset); resolution = this->get_circle_circle_resolution(collider1, collider2, collider_pos1, collider_pos2); break; @@ -177,10 +179,10 @@ CollisionSystem::collision_handler(CollisionInternal & data1, CollisionInternal = std::get<std::reference_wrapper<CircleCollider>>(data1.collider); const BoxCollider & collider2 = std::get<std::reference_wrapper<BoxCollider>>(data2.collider); - vec2 collider_pos1 = this->get_current_position(collider1.offset, data1.transform, - data1.rigidbody); - vec2 collider_pos2 = this->get_current_position(collider2.offset, data2.transform, - data2.rigidbody); + vec2 collider_pos1 + = AbsoluutPosition::get_position(data1.transform, collider1.offset); + vec2 collider_pos2 + = AbsoluutPosition::get_position(data2.transform, collider2.offset); resolution = this->get_circle_box_resolution(collider1, collider2, collider_pos1, collider_pos2); break; @@ -302,16 +304,68 @@ vec2 CollisionSystem::get_circle_box_resolution(const CircleCollider & circle_co } void CollisionSystem::determine_collision_handler(CollisionInfo & info) { - // Check rigidbody type for static - if (info.this_rigidbody.data.body_type == Rigidbody::BodyType::STATIC) return; - // If second body is static perform the static collision handler in this system - if (info.other_rigidbody.data.body_type == Rigidbody::BodyType::STATIC) { - this->static_collision_handler(info); + // Inverted collision info + CollisionInfo inverted = { + .this_collider = info.other_collider, + .this_transform = info.other_transform, + .this_rigidbody = info.other_rigidbody, + .this_metadata = info.other_metadata, + .other_collider = info.this_collider, + .other_transform = info.this_transform, + .other_rigidbody = info.this_rigidbody, + .other_metadata = info.this_metadata, + .resolution = -info.resolution, + .resolution_direction = info.resolution_direction, }; - // Call collision event for user + // If both objects are static skip handle call collision script + if (info.this_rigidbody.data.body_type == Rigidbody::BodyType::STATIC + && info.other_rigidbody.data.body_type == Rigidbody::BodyType::STATIC) + return; + + // First body is not dynamic + if (info.this_rigidbody.data.body_type != Rigidbody::BodyType::DYNAMIC) { + bool static_collision + = info.this_rigidbody.data.body_type == Rigidbody::BodyType::STATIC + && info.other_rigidbody.data.body_type == Rigidbody::BodyType::DYNAMIC; + bool kinematic_collision + = info.this_rigidbody.data.body_type == Rigidbody::BodyType::KINEMATIC + && info.other_rigidbody.data.body_type == Rigidbody::BodyType::DYNAMIC + && info.this_rigidbody.data.kinematic_collision; + + if (static_collision || kinematic_collision) { + // Static collision + this->static_collision_handler(inverted); + }; + // Call scripts + this->call_collision_events(inverted, info); + return; + } + + // Second body is not dynamic + if (info.other_rigidbody.data.body_type != Rigidbody::BodyType::DYNAMIC) { + bool static_collision + = info.other_rigidbody.data.body_type == Rigidbody::BodyType::STATIC; + bool kinematic_collision + = info.other_rigidbody.data.body_type == Rigidbody::BodyType::KINEMATIC + && info.other_rigidbody.data.kinematic_collision; + if (static_collision || kinematic_collision) this->static_collision_handler(info); + this->call_collision_events(info, inverted); + return; + } + + //dynamic + this->dynamic_collision_handler(info); + this->call_collision_events(info, inverted); +} + +void CollisionSystem::call_collision_events(CollisionInfo & info, + CollisionInfo & info_inverted) { CollisionEvent data(info); + CollisionEvent data_inverted(info_inverted); EventManager & emgr = this->mediator.event_manager; emgr.trigger_event<CollisionEvent>(data, info.this_collider.game_object_id); + emgr.trigger_event<CollisionEvent>(data_inverted, + info_inverted.this_collider.game_object_id); } void CollisionSystem::static_collision_handler(CollisionInfo & info) { @@ -363,6 +417,80 @@ void CollisionSystem::static_collision_handler(CollisionInfo & info) { } } +void CollisionSystem::dynamic_collision_handler(CollisionInfo & info) { + info.this_transform.position += info.resolution / 2; + info.other_transform.position += -(info.resolution / 2); + + switch (info.resolution_direction) { + case Direction::BOTH: + if (info.this_rigidbody.data.elastisity_coefficient > 0) { + info.this_rigidbody.data.linear_velocity + = -info.this_rigidbody.data.linear_velocity + * info.this_rigidbody.data.elastisity_coefficient; + } else { + info.this_rigidbody.data.linear_velocity = {0, 0}; + } + + if (info.other_rigidbody.data.elastisity_coefficient > 0) { + info.other_rigidbody.data.linear_velocity + = -info.other_rigidbody.data.linear_velocity + * info.other_rigidbody.data.elastisity_coefficient; + } else { + info.other_rigidbody.data.linear_velocity = {0, 0}; + } + break; + case Direction::Y_DIRECTION: + if (info.this_rigidbody.data.elastisity_coefficient > 0) { + info.this_rigidbody.data.linear_velocity.y + = -info.this_rigidbody.data.linear_velocity.y + * info.this_rigidbody.data.elastisity_coefficient; + } + // Stop movement + else { + info.this_rigidbody.data.linear_velocity.y = 0; + info.this_transform.position.x -= info.resolution.x; + } + + if (info.other_rigidbody.data.elastisity_coefficient > 0) { + info.other_rigidbody.data.linear_velocity.y + = -info.other_rigidbody.data.linear_velocity.y + * info.other_rigidbody.data.elastisity_coefficient; + } + // Stop movement + else { + info.other_rigidbody.data.linear_velocity.y = 0; + info.other_transform.position.x -= info.resolution.x; + } + break; + case Direction::X_DIRECTION: + if (info.this_rigidbody.data.elastisity_coefficient > 0) { + info.this_rigidbody.data.linear_velocity.x + = -info.this_rigidbody.data.linear_velocity.x + * info.this_rigidbody.data.elastisity_coefficient; + } + // Stop movement + else { + info.this_rigidbody.data.linear_velocity.x = 0; + info.this_transform.position.y -= info.resolution.y; + } + + if (info.other_rigidbody.data.elastisity_coefficient > 0) { + info.other_rigidbody.data.linear_velocity.x + = -info.other_rigidbody.data.linear_velocity.x + * info.other_rigidbody.data.elastisity_coefficient; + } + // Stop movement + else { + info.other_rigidbody.data.linear_velocity.x = 0; + info.other_transform.position.y -= info.resolution.y; + } + break; + case Direction::NONE: + // Not possible + break; + } +} + std::vector<std::pair<CollisionSystem::CollisionInternal, CollisionSystem::CollisionInternal>> CollisionSystem::gather_collisions(std::vector<CollisionInternal> & colliders) { @@ -489,14 +617,18 @@ bool CollisionSystem::get_box_box_collision(const BoxCollider & box1, const BoxC const Rigidbody & rigidbody1, const Rigidbody & rigidbody2) const { // Get current positions of colliders - vec2 final_position1 = this->get_current_position(box1.offset, transform1, rigidbody1); - vec2 final_position2 = this->get_current_position(box2.offset, transform2, rigidbody2); + vec2 final_position1 = AbsoluutPosition::get_position(transform1, box1.offset); + vec2 final_position2 = AbsoluutPosition::get_position(transform2, box2.offset); + + // Scale dimensions + vec2 scaled_box1 = box1.dimensions * transform1.scale; + vec2 scaled_box2 = box2.dimensions * transform2.scale; // Calculate half-extents (half width and half height) - float half_width1 = box1.dimensions.x / 2.0; - float half_height1 = box1.dimensions.y / 2.0; - float half_width2 = box2.dimensions.x / 2.0; - float half_height2 = box2.dimensions.y / 2.0; + float half_width1 = scaled_box1.x / 2.0; + float half_height1 = scaled_box1.y / 2.0; + float half_width2 = scaled_box2.x / 2.0; + float half_height2 = scaled_box2.y / 2.0; // Check if the boxes overlap along the X and Y axes return (final_position1.x + half_width1 > final_position2.x - half_width2 @@ -512,12 +644,16 @@ bool CollisionSystem::get_box_circle_collision(const BoxCollider & box1, const Rigidbody & rigidbody1, const Rigidbody & rigidbody2) const { // Get current positions of colliders - vec2 final_position1 = this->get_current_position(box1.offset, transform1, rigidbody1); - vec2 final_position2 = this->get_current_position(circle2.offset, transform2, rigidbody2); + vec2 final_position1 = AbsoluutPosition::get_position(transform1, box1.offset); + vec2 final_position2 = AbsoluutPosition::get_position(transform2, circle2.offset); + + // Scale dimensions + vec2 scaled_box = box1.dimensions * transform1.scale; + float scaled_circle = circle2.radius * transform2.scale; // Calculate box half-extents - float half_width = box1.dimensions.x / 2.0; - float half_height = box1.dimensions.y / 2.0; + float half_width = scaled_box.x / 2.0; + float half_height = scaled_box.y / 2.0; // Find the closest point on the box to the circle's center float closest_x = std::max(final_position1.x - half_width, @@ -531,7 +667,7 @@ bool CollisionSystem::get_box_circle_collision(const BoxCollider & box1, float distance_squared = distance_x * distance_x + distance_y * distance_y; // Compare distance squared with the square of the circle's radius - return distance_squared < circle2.radius * circle2.radius; + return distance_squared < scaled_circle * scaled_circle; } bool CollisionSystem::get_circle_circle_collision(const CircleCollider & circle1, @@ -541,35 +677,20 @@ bool CollisionSystem::get_circle_circle_collision(const CircleCollider & circle1 const Rigidbody & rigidbody1, const Rigidbody & rigidbody2) const { // Get current positions of colliders - vec2 final_position1 = this->get_current_position(circle1.offset, transform1, rigidbody1); - vec2 final_position2 = this->get_current_position(circle2.offset, transform2, rigidbody2); + vec2 final_position1 = AbsoluutPosition::get_position(transform1, circle1.offset); + vec2 final_position2 = AbsoluutPosition::get_position(transform2, circle2.offset); + + // Scale dimensions + float scaled_circle1 = circle1.radius * transform1.scale; + float scaled_circle2 = circle2.radius * transform2.scale; float distance_x = final_position1.x - final_position2.x; float distance_y = final_position1.y - final_position2.y; float distance_squared = distance_x * distance_x + distance_y * distance_y; // Calculate the sum of the radii - float radius_sum = circle1.radius + circle2.radius; + float radius_sum = scaled_circle1 + scaled_circle2; // Check if the distance between the centers is less than or equal to the sum of the radii return distance_squared < radius_sum * radius_sum; } - -vec2 CollisionSystem::get_current_position(const vec2 & collider_offset, - const Transform & transform, - const Rigidbody & rigidbody) const { - // Get the rotation in radians - float radians1 = transform.rotation * (M_PI / 180.0); - - // Calculate total offset with scale - vec2 total_offset = (rigidbody.data.offset + collider_offset) * transform.scale; - - // Rotate - float rotated_total_offset_x1 - = total_offset.x * cos(radians1) - total_offset.y * sin(radians1); - float rotated_total_offset_y1 - = total_offset.x * sin(radians1) + total_offset.y * cos(radians1); - - // Final positions considering scaling and rotation - return (transform.position + vec2(rotated_total_offset_x1, rotated_total_offset_y1)); -} diff --git a/src/crepe/system/CollisionSystem.h b/src/crepe/system/CollisionSystem.h index 5b136c6..23752e1 100644 --- a/src/crepe/system/CollisionSystem.h +++ b/src/crepe/system/CollisionSystem.h @@ -100,19 +100,6 @@ private: CollisionInternalType get_collider_type(const collider_variant & collider1, const collider_variant & collider2) const; - /** - * \brief Calculates the current position of a collider. - * - * Combines the Collider offset, Transform position, and Rigidbody offset to compute the position of the collider. - * - * \param collider_offset The offset of the collider. - * \param transform The Transform of the associated game object. - * \param rigidbody The Rigidbody of the associated game object. - * \return The calculated position of the collider. - */ - vec2 get_current_position(const vec2 & collider_offset, const Transform & transform, - const Rigidbody & rigidbody) const; - private: /** * \brief Handles collision resolution between two colliders. @@ -195,6 +182,15 @@ private: void determine_collision_handler(CollisionInfo & info); /** + * \brief Calls both collision script + * + * Calls both collision script to let user add additonal handeling or handle full collision. + * + * \param info Collision information containing data about both colliders. + */ + void call_collision_events(CollisionInfo & info, CollisionInfo & info_inverted); + + /** * \brief Handles collisions involving static objects. * * Resolves collisions by adjusting positions and modifying velocities if bounce is enabled. @@ -203,6 +199,15 @@ private: */ void static_collision_handler(CollisionInfo & info); + /** + * \brief Handles collisions involving dynamic objects. + * + * Resolves collisions by adjusting positions and modifying velocities if bounce is enabled. + * + * \param info Collision information containing data about both colliders. + */ + void dynamic_collision_handler(CollisionInfo & info); + private: /** * \brief Checks for collisions between colliders. diff --git a/src/crepe/system/ParticleSystem.cpp b/src/crepe/system/ParticleSystem.cpp index 35a1d41..56f1dfd 100644 --- a/src/crepe/system/ParticleSystem.cpp +++ b/src/crepe/system/ParticleSystem.cpp @@ -7,6 +7,7 @@ #include "../api/Transform.h" #include "../manager/ComponentManager.h" #include "../manager/LoopTimerManager.h" +#include "util/AbsoluutPosition.h" #include "ParticleSystem.h" @@ -48,7 +49,7 @@ void ParticleSystem::update() { void ParticleSystem::emit_particle(ParticleEmitter & emitter, const Transform & transform) { constexpr float DEG_TO_RAD = M_PI / 180.0; - vec2 initial_position = emitter.data.offset + transform.position; + vec2 initial_position = AbsoluutPosition::get_position(transform, emitter.data.offset); float random_angle = this->generate_random_angle(emitter.data.min_angle, emitter.data.max_angle); diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index 62d42ec..88d333e 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -16,6 +16,7 @@ #include "../facade/Texture.h" #include "../manager/ComponentManager.h" #include "../manager/ResourceManager.h" +#include "util/AbsoluutPosition.h" #include "RenderSystem.h" #include "types.h" @@ -108,11 +109,11 @@ void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) { SDLContext & ctx = this->mediator.sdl_context; ResourceManager & resource_manager = this->mediator.resource_manager; const Texture & res = resource_manager.get<Texture>(sprite.source); - + vec2 pos = AbsoluutPosition::get_position(tm, sprite.data.position_offset); ctx.draw(SDLContext::RenderContext{ .sprite = sprite, .texture = res, - .pos = tm.position, + .pos = pos, .angle = tm.rotation, .scale = tm.scale, }); diff --git a/src/crepe/util/AbsoluutPosition.cpp b/src/crepe/util/AbsoluutPosition.cpp new file mode 100644 index 0000000..296cc09 --- /dev/null +++ b/src/crepe/util/AbsoluutPosition.cpp @@ -0,0 +1,20 @@ +#include "AbsoluutPosition.h" + +using namespace crepe; + +vec2 AbsoluutPosition::get_position(const Transform & transform, const vec2 & offset) { + // Get the rotation in radians + float radians1 = transform.rotation * (M_PI / 180.0); + + // Calculate total offset with scale + vec2 total_offset = offset * transform.scale; + + // Rotate + float rotated_total_offset_x1 + = total_offset.x * cos(radians1) - total_offset.y * sin(radians1); + float rotated_total_offset_y1 + = total_offset.x * sin(radians1) + total_offset.y * cos(radians1); + + // Final positions considering scaling and rotation + return (transform.position + vec2(rotated_total_offset_x1, rotated_total_offset_y1)); +} diff --git a/src/crepe/util/AbsoluutPosition.h b/src/crepe/util/AbsoluutPosition.h new file mode 100644 index 0000000..30a7f93 --- /dev/null +++ b/src/crepe/util/AbsoluutPosition.h @@ -0,0 +1,14 @@ +#pragma once + +#include "api/Transform.h" + +#include "types.h" + +namespace crepe { + +class AbsoluutPosition { +public: + static vec2 get_position(const Transform & transform, const vec2 & offset); +}; + +} // namespace crepe diff --git a/src/crepe/util/CMakeLists.txt b/src/crepe/util/CMakeLists.txt index 94ed906..b4b9221 100644 --- a/src/crepe/util/CMakeLists.txt +++ b/src/crepe/util/CMakeLists.txt @@ -1,6 +1,7 @@ target_sources(crepe PUBLIC LogColor.cpp Log.cpp + AbsoluutPosition.cpp ) target_sources(crepe PUBLIC FILE_SET HEADERS FILES @@ -11,5 +12,6 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES Proxy.hpp OptionalRef.h OptionalRef.hpp + AbsoluutPosition.h ) diff --git a/src/example/game.cpp b/src/example/game.cpp index 22effd2..a8b3d5d 100644 --- a/src/example/game.cpp +++ b/src/example/game.cpp @@ -4,6 +4,7 @@ #include "manager/ComponentManager.h" #include "manager/Mediator.h" #include "types.h" +#include <cmath> #include <crepe/api/BoxCollider.h> #include <crepe/api/Camera.h> #include <crepe/api/Color.h> @@ -68,11 +69,6 @@ class MyScript1 : public Script { //add collider switch break; } - case Keycode::Q: { - Rigidbody & rg = this->get_component<Rigidbody>(); - rg.data.angular_velocity = 1; - break; - } default: break; } @@ -141,6 +137,31 @@ class MyScript2 : public Script { //add collider switch break; } + case Keycode::J: { + Rigidbody & tf = this->get_component<Rigidbody>(); + tf.data.linear_velocity.x = -10; + break; + } + case Keycode::I: { + Rigidbody & tf = this->get_component<Rigidbody>(); + tf.data.linear_velocity.y -= 1; + break; + } + case Keycode::K: { + Rigidbody & tf = this->get_component<Rigidbody>(); + tf.data.linear_velocity.y += 1; + break; + } + case Keycode::L: { + Rigidbody & tf = this->get_component<Rigidbody>(); + tf.data.linear_velocity.x = 10; + break; + } + case Keycode::O: { + Rigidbody & tf = this->get_component<Rigidbody>(); + tf.data.linear_velocity.x = 0; + break; + } default: break; } @@ -177,7 +198,6 @@ public: .mass = 0, .gravity_scale = 0, .body_type = Rigidbody::BodyType::STATIC, - .offset = {0, 0}, }); world.add_component<BoxCollider>( vec2{world_collider, world_collider}, @@ -200,23 +220,25 @@ public: }); GameObject game_object1 = new_object( - "Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2}, 0, 1); + "Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2}, 45, 1); game_object1.add_component<Rigidbody>(Rigidbody::Data{ .mass = 1, - .gravity_scale = 1, - .body_type = Rigidbody::BodyType::DYNAMIC, + .gravity_scale = 0, + .body_type = Rigidbody::BodyType::KINEMATIC, .linear_velocity = {0, 1}, .constraints = {0, 0, 0}, - .elastisity_coefficient = 0, - .offset = {0, 0}, + .elastisity_coefficient = 1, }); // add box with boxcollider game_object1.add_component<BoxCollider>(vec2{20, 20}); game_object1.add_component<BehaviorScript>().set_script<MyScript1>(); - Asset img1{"asset/texture/square.png"}; + Asset img1{"asset/texture/test_ap43.png"}; game_object1.add_component<Sprite>(img1, Sprite::Data{ + .sorting_in_layer = 2, + .order_in_layer = 2, .size = {20, 20}, + .position_offset = {0, -10}, }); //add circle with cirlcecollider deactiveated @@ -234,12 +256,11 @@ public: "Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2}, 0, 1); game_object2.add_component<Rigidbody>(Rigidbody::Data{ .mass = 1, - .gravity_scale = 0, - .body_type = Rigidbody::BodyType::STATIC, + .gravity_scale = 1, + .body_type = Rigidbody::BodyType::KINEMATIC, .linear_velocity = {0, 0}, .constraints = {0, 0, 0}, .elastisity_coefficient = 1, - .offset = {0, 0}, }); // add box with boxcollider game_object2.add_component<BoxCollider>(vec2{20, 20}); diff --git a/src/test/CollisionTest.cpp b/src/test/CollisionTest.cpp index ff9e7cc..50e862d 100644 --- a/src/test/CollisionTest.cpp +++ b/src/test/CollisionTest.cpp @@ -66,7 +66,6 @@ public: world.add_component<Rigidbody>(Rigidbody::Data{ // TODO: remove unrelated properties: .body_type = Rigidbody::BodyType::STATIC, - .offset = {0, 0}, }); // Create a box with an inner size of 10x10 units world.add_component<BoxCollider>(vec2{100, 100}, vec2{0, -100}); // Top @@ -81,7 +80,6 @@ public: .linear_velocity = {0, 0}, .constraints = {0, 0, 0}, .elastisity_coefficient = 1, - .offset = {0, 0}, .collision_layers = {0}, }); game_object1.add_component<BoxCollider>(vec2{10, 10}, vec2{0, 0}); @@ -97,7 +95,6 @@ public: .linear_velocity = {0, 0}, .constraints = {0, 0, 0}, .elastisity_coefficient = 1, - .offset = {0, 0}, .collision_layers = {0}, }); game_object2.add_component<BoxCollider>(vec2{10, 10}, vec2{0, 0}); @@ -138,8 +135,8 @@ TEST_F(CollisionTest, collision_box_box_dynamic_both_no_velocity) { script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { collision_happend = true; EXPECT_EQ(ev.info.this_collider.game_object_id, 2); - EXPECT_EQ(ev.info.resolution.x, 10); - EXPECT_EQ(ev.info.resolution.y, 10); + EXPECT_EQ(ev.info.resolution.x, -10); + EXPECT_EQ(ev.info.resolution.y, -10); EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::BOTH); }; EXPECT_FALSE(collision_happend); @@ -211,8 +208,8 @@ TEST_F(CollisionTest, collision_box_box_dynamic_both) { script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { collision_happend = true; EXPECT_EQ(ev.info.this_collider.game_object_id, 2); - EXPECT_EQ(ev.info.resolution.x, 10); - EXPECT_EQ(ev.info.resolution.y, 10); + EXPECT_EQ(ev.info.resolution.x, -10); + EXPECT_EQ(ev.info.resolution.y, -10); EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::BOTH); }; EXPECT_FALSE(collision_happend); @@ -293,10 +290,8 @@ TEST_F(CollisionTest, collision_box_box_static_both) { EXPECT_EQ(ev.info.resolution.y, 10); EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::BOTH); }; - script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { - // is static should not be called - FAIL(); - }; + script_object2_ref->test_fn + = [&collision_happend](const CollisionEvent & ev) { collision_happend = true; }; EXPECT_FALSE(collision_happend); Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get(); tf.position = {50, 30}; @@ -318,7 +313,7 @@ TEST_F(CollisionTest, collision_box_box_static_x_direction) { }; script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { // is static should not be called - FAIL(); + //FAIL(); }; EXPECT_FALSE(collision_happend); Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get(); @@ -343,7 +338,7 @@ TEST_F(CollisionTest, collision_box_box_static_y_direction) { }; script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { // is static should not be called - FAIL(); + //FAIL(); }; EXPECT_FALSE(collision_happend); Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get(); @@ -368,7 +363,7 @@ TEST_F(CollisionTest, collision_box_box_static_multiple) { //todo check visually }; script_object2_ref->test_fn = [&](const CollisionEvent & ev) { // is static should not be called - FAIL(); + //FAIL(); }; EXPECT_FALSE(collision_happend); Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get(); |