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-rw-r--r--src/crepe/api/LoopManager.cpp1
-rw-r--r--src/crepe/api/Rigidbody.h4
-rw-r--r--src/crepe/api/Script.h2
-rw-r--r--src/crepe/system/CollisionSystem.cpp10
-rw-r--r--src/crepe/system/CollisionSystem.h12
-rw-r--r--src/test/Profiling.cpp4
6 files changed, 17 insertions, 16 deletions
diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp
index b9e91dd..2c12895 100644
--- a/src/crepe/api/LoopManager.cpp
+++ b/src/crepe/api/LoopManager.cpp
@@ -34,6 +34,7 @@ void LoopManager::start() {
void LoopManager::set_running(bool running) { this->game_running = running; }
void LoopManager::fixed_update() {
+ // TODO: retrieve EventManager from direct member after singleton refactor
EventManager & ev = this->mediator.event_manager;
ev.dispatch_events();
this->get_system<ScriptSystem>().update();
diff --git a/src/crepe/api/Rigidbody.h b/src/crepe/api/Rigidbody.h
index b0a24f7..a6aab26 100644
--- a/src/crepe/api/Rigidbody.h
+++ b/src/crepe/api/Rigidbody.h
@@ -136,8 +136,8 @@ public:
/**
* \brief Defines the collision layers of a GameObject.
*
- * The `collision_layers` vector specifies the layers that the GameObject will collide with.
- * Each element in the vector represents a layer ID, and the GameObject will only detect
+ * The `collision_layers` specifies the layers that the GameObject will collide with.
+ * Each element represents a layer ID, and the GameObject will only detect
* collisions with other GameObjects that belong to these layers.
*/
std::set<int> collision_layers;
diff --git a/src/crepe/api/Script.h b/src/crepe/api/Script.h
index 1474a09..3d416a1 100644
--- a/src/crepe/api/Script.h
+++ b/src/crepe/api/Script.h
@@ -3,7 +3,7 @@
#include <vector>
#include "../manager/EventManager.h"
-#include "system/CollisionSystem.h"
+#include "../system/CollisionSystem.h"
#include "../manager/Mediator.h"
#include "../types.h"
#include "../util/OptionalRef.h"
diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp
index 44ea7ee..e196e10 100644
--- a/src/crepe/system/CollisionSystem.cpp
+++ b/src/crepe/system/CollisionSystem.cpp
@@ -158,8 +158,8 @@ CollisionSystem::collision_handler(CollisionInternal & data1, CollisionInternal
data1.rigidbody);
vec2 collider_pos2 = this->get_current_position(collider2.offset, data2.transform,
data2.rigidbody);
- resolution = this->get_circle_box_resolution(collider2, collider1, collider_pos2,
- collider_pos1,true);
+ resolution = -this->get_circle_box_resolution(collider2, collider1, collider_pos2,
+ collider_pos1);
break;
}
case CollisionInternalType::CIRCLE_CIRCLE: {
@@ -185,7 +185,7 @@ CollisionSystem::collision_handler(CollisionInternal & data1, CollisionInternal
vec2 collider_pos2 = this->get_current_position(collider2.offset, data2.transform,
data2.rigidbody);
resolution = this->get_circle_box_resolution(collider1, collider2, collider_pos1,
- collider_pos2,false);
+ collider_pos2);
break;
}
}
@@ -272,7 +272,7 @@ vec2 CollisionSystem::get_circle_circle_resolution(const CircleCollider & circle
vec2 CollisionSystem::get_circle_box_resolution(const CircleCollider & circle_collider,
const BoxCollider & box_collider,
const vec2 & circle_position,
- const vec2 & box_position,bool inverse) const {
+ const vec2 & box_position) const {
vec2 delta = circle_position - box_position;
// Compute half-dimensions of the box
@@ -294,7 +294,7 @@ vec2 CollisionSystem::get_circle_box_resolution(const CircleCollider & circle_co
// Compute penetration depth
float penetration_depth = circle_collider.radius - distance;
- if(inverse) collision_normal = -collision_normal;
+
// Compute the resolution vector
vec2 resolution = collision_normal * penetration_depth;
diff --git a/src/crepe/system/CollisionSystem.h b/src/crepe/system/CollisionSystem.h
index b978dbb..6216af9 100644
--- a/src/crepe/system/CollisionSystem.h
+++ b/src/crepe/system/CollisionSystem.h
@@ -184,7 +184,7 @@ private:
vec2 get_circle_box_resolution(const CircleCollider & circle_collider,
const BoxCollider & box_collider,
const vec2 & circle_position,
- const vec2 & box_position,bool inverse) const;
+ const vec2 & box_position) const;
/**
* \brief Determines the appropriate collision handler for a collision.
@@ -219,14 +219,14 @@ private:
/**
* \brief Checks if two collision layers have at least one common layer.
*
- * This function checks if there is any overlapping layer between the two input
- * collision layer vectors. It compares each layer from the first vector to see
- * if it exists in the second vector. If at least one common layer is found,
+ * This function checks if there is any overlapping layer between the two inputs.
+ * It compares each layer from the first input to see
+ * if it exists in the second input. If at least one common layer is found,
* the function returns true, indicating that the two colliders share a common
* collision layer.
*
- * \param layers1 A vector of collision layers for the first collider.
- * \param layers2 A vector of collision layers for the second collider.
+ * \param layers1 all collision layers for the first collider.
+ * \param layers2 all collision layers for the second collider.
* \return Returns true if there is at least one common layer, false otherwise.
*/
diff --git a/src/test/Profiling.cpp b/src/test/Profiling.cpp
index 91be769..6a6c29f 100644
--- a/src/test/Profiling.cpp
+++ b/src/test/Profiling.cpp
@@ -165,7 +165,7 @@ TEST_F(Profiling, Profiling_2) {
gameobject.add_component<BehaviorScript>().set_script<TestScript>();
Color color(0, 0, 0, 0);
- auto img = Texture("asset/texture/green_square.png");
+ auto img = Texture("asset/texture/square.png");
Sprite & test_sprite = gameobject.add_component<Sprite>(
img, color, Sprite::FlipSettings{false, false}, 1, 1, 500);
}
@@ -198,7 +198,7 @@ TEST_F(Profiling, Profiling_3) {
gameobject.add_component<BoxCollider>(vec2{0, 0}, vec2{1, 1});
gameobject.add_component<BehaviorScript>().set_script<TestScript>();
Color color(0, 0, 0, 0);
- auto img = Texture("asset/texture/green_square.png");
+ auto img = Texture("asset/texture/square.png");
Sprite & test_sprite = gameobject.add_component<Sprite>(
img, color, Sprite::FlipSettings{false, false}, 1, 1, 500);
auto & test = gameobject.add_component<ParticleEmitter>(ParticleEmitter::Data{