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-rw-r--r--src/crepe/api/CMakeLists.txt4
-rw-r--r--src/crepe/api/Config.h10
-rw-r--r--src/crepe/api/Force.cpp20
-rw-r--r--src/crepe/api/Force.h17
-rw-r--r--src/crepe/api/GameObject.cpp2
-rw-r--r--src/crepe/api/GameObject.h4
-rw-r--r--src/crepe/api/Point.h11
-rw-r--r--src/crepe/api/Rigidbody.cpp16
-rw-r--r--src/crepe/api/Rigidbody.h102
-rw-r--r--src/crepe/api/Transform.cpp2
-rw-r--r--src/crepe/api/Transform.h6
-rw-r--r--src/crepe/api/Vector2.cpp59
-rw-r--r--src/crepe/api/Vector2.h48
-rw-r--r--src/crepe/system/PhysicsSystem.cpp102
-rw-r--r--src/crepe/system/PhysicsSystem.h17
-rw-r--r--src/example/ecs.cpp12
-rw-r--r--src/example/particle.cpp4
-rw-r--r--src/example/physics.cpp23
-rw-r--r--src/example/rendering.cpp8
-rw-r--r--src/example/scene_manager.cpp16
-rw-r--r--src/example/script.cpp2
-rw-r--r--src/makefile19
-rw-r--r--src/test/CMakeLists.txt1
-rw-r--r--src/test/PhysicsTest.cpp115
24 files changed, 464 insertions, 156 deletions
diff --git a/src/crepe/api/CMakeLists.txt b/src/crepe/api/CMakeLists.txt
index dbd6bf1..321343a 100644
--- a/src/crepe/api/CMakeLists.txt
+++ b/src/crepe/api/CMakeLists.txt
@@ -4,7 +4,6 @@ target_sources(crepe PUBLIC
Script.cpp
GameObject.cpp
Rigidbody.cpp
- Force.cpp
ParticleEmitter.cpp
Transform.cpp
Color.cpp
@@ -14,6 +13,7 @@ target_sources(crepe PUBLIC
Metadata.cpp
Scene.cpp
SceneManager.cpp
+ Vector2.cpp
)
target_sources(crepe PUBLIC FILE_SET HEADERS FILES
@@ -26,7 +26,7 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES
GameObject.hpp
Rigidbody.h
Sprite.h
- Point.h
+ Vector2.h
Color.h
Texture.h
AssetManager.h
diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h
index 22104a7..88220a7 100644
--- a/src/crepe/api/Config.h
+++ b/src/crepe/api/Config.h
@@ -35,6 +35,16 @@ public:
*/
bool color = true;
} log;
+
+ //! physics-related settings
+ struct {
+ /**
+ * \brief gravity value of physics system
+ *
+ * Gravity value of game.
+ */
+ double gravity = 1;
+ } physics;
};
} // namespace crepe
diff --git a/src/crepe/api/Force.cpp b/src/crepe/api/Force.cpp
deleted file mode 100644
index 63131ac..0000000
--- a/src/crepe/api/Force.cpp
+++ /dev/null
@@ -1,20 +0,0 @@
-#include <cmath>
-
-#include "Force.h"
-
-namespace crepe {
-
-Force::Force(game_object_id_t id, uint32_t magnitude, uint32_t direction) : Component(id) {
- // TODO: A standard angle unit should be established for the entire engine
- // and assumed to be the default everywhere. Only conversion functions should
- // explicitly contain the unit (i.e. `deg_to_rad()` & `rad_to_deg()`)
-
- // Convert direction from degrees to radians
- float radian_direction = static_cast<float>(direction) * (M_PI / 180.0f);
- force_x = static_cast<int32_t>(
- std::round(magnitude * std::cos(radian_direction)));
- force_y = static_cast<int32_t>(
- std::round(magnitude * std::sin(radian_direction)));
-}
-
-} // namespace crepe
diff --git a/src/crepe/api/Force.h b/src/crepe/api/Force.h
deleted file mode 100644
index 4a4b5de..0000000
--- a/src/crepe/api/Force.h
+++ /dev/null
@@ -1,17 +0,0 @@
-#pragma once
-
-#include <cstdint>
-
-#include "../Component.h"
-
-namespace crepe {
-
-class Force : public Component {
-public:
- Force(game_object_id_t id, uint32_t magnitude, uint32_t direction);
-
- int32_t force_x;
- int32_t force_y;
-};
-
-} // namespace crepe
diff --git a/src/crepe/api/GameObject.cpp b/src/crepe/api/GameObject.cpp
index 15330f3..d252e77 100644
--- a/src/crepe/api/GameObject.cpp
+++ b/src/crepe/api/GameObject.cpp
@@ -7,7 +7,7 @@ using namespace crepe;
using namespace std;
GameObject::GameObject(game_object_id_t id, const std::string & name,
- const std::string & tag, const Point & position,
+ const std::string & tag, const Vector2 & position,
double rotation, double scale)
: id(id) {
// Add Transform and Metadata components
diff --git a/src/crepe/api/GameObject.h b/src/crepe/api/GameObject.h
index 8389e6c..8dc102c 100644
--- a/src/crepe/api/GameObject.h
+++ b/src/crepe/api/GameObject.h
@@ -7,7 +7,7 @@
namespace crepe {
-class Point;
+class Vector2;
/**
* \brief Represents a GameObject
@@ -30,7 +30,7 @@ public:
* \param scale The scale of the GameObject
*/
GameObject(game_object_id_t id, const std::string & name, const std::string & tag,
- const Point & position, double rotation, double scale);
+ const Vector2 & position, double rotation, double scale);
/**
* \brief Set the parent of this GameObject
*
diff --git a/src/crepe/api/Point.h b/src/crepe/api/Point.h
deleted file mode 100644
index 575d624..0000000
--- a/src/crepe/api/Point.h
+++ /dev/null
@@ -1,11 +0,0 @@
-#pragma once
-
-namespace crepe {
-
-class Point {
-public:
- double x;
- double y;
-};
-
-} // namespace crepe
diff --git a/src/crepe/api/Rigidbody.cpp b/src/crepe/api/Rigidbody.cpp
index 1e76346..cf07b0e 100644
--- a/src/crepe/api/Rigidbody.cpp
+++ b/src/crepe/api/Rigidbody.cpp
@@ -2,7 +2,15 @@
using namespace crepe;
-Rigidbody::Rigidbody(game_object_id_t id, int mass, int gravity_scale,
- BodyType bodyType)
- : Component(id), mass(mass), gravity_scale(gravity_scale),
- body_type(bodyType) {}
+crepe::Rigidbody::Rigidbody(uint32_t game_object_id,
+ const RigidbodyData & data) :
+ Component(game_object_id), data(data){}
+
+void crepe::Rigidbody::add_force_linear(const Vector2 & force) {
+ this->data.linear_velocity += force;
+}
+
+void crepe::Rigidbody::add_force_angular(double force) {
+ this->data.angular_velocity += force;
+}
+
diff --git a/src/crepe/api/Rigidbody.h b/src/crepe/api/Rigidbody.h
index 02ced2e..0c069d8 100644
--- a/src/crepe/api/Rigidbody.h
+++ b/src/crepe/api/Rigidbody.h
@@ -4,26 +4,96 @@
#include "../Component.h"
-namespace crepe {
+#include "Vector2.h"
-// FIXME: can't this enum be defined inside the class declaration of Rigidbody?
-enum class BodyType {
- //! Does not move (e.g. walls, ground ...)
- STATIC,
- //! Moves and responds to forces (e.g. player, physics objects ...)
- DYNAMIC,
- //! Moves but does not respond to forces (e.g. moving platforms ...)
- KINEMATIC,
-};
+namespace crepe {
+/**
+ * \brief Rigidbody class
+ *
+ * This class is used by the physics sytem and collision system.
+ * It configures how to system interact with the gameobject for movement and collisions.
+ */
class Rigidbody : public Component {
public:
- Rigidbody(game_object_id_t id, int mass, int gravity_scale, BodyType body_type);
- int32_t velocity_x;
- int32_t velocity_y;
- int mass;
- int gravity_scale;
- BodyType body_type;
+ /**
+ * \brief BodyType enum
+ *
+ * This enum provides three bodytypes the physics sytem and collision system use.
+ */
+ enum class BodyType {
+ //! Does not move (e.g. walls, ground ...)
+ STATIC,
+ //! Moves and responds to forces (e.g. player, physics objects ...)
+ DYNAMIC,
+ //! Moves but does not respond to forces (e.g. moving platforms ...)
+ KINEMATIC,
+ };
+ /**
+ * \brief PhysicsConstraints to constrain movement
+ *
+ * This struct configures the movement constraint for this object.
+ * If a constraint is enabled the systems will not move the object.
+ */
+ struct PhysicsConstraints {
+ //! X constraint
+ bool x = 0;
+ //! Y constraint
+ bool y = 0;
+ //! rotation constraint
+ bool rotation = 0;
+ };
+public:
+ /**
+ * This struct holds the data for the Rigidbody.
+ */
+ struct RigidbodyData{
+ //! objects mass
+ double mass = 0.0;
+ //! gravtiy scale
+ double gravity_scale = 0.0;
+ //! Changes if physics apply
+ BodyType body_type = BodyType::DYNAMIC;
+ //! linear velocity of object
+ Vector2 linear_velocity;
+ //! maximum linear velocity of object
+ Vector2 max_linear_velocity;
+ //! linear damping of object
+ Vector2 linear_damping;
+ //! angular velocity of object
+ double angular_velocity = 0.0;
+ //! max angular velocity of object
+ double max_angular_velocity = 0.0;
+ //! angular damping of object
+ double angular_damping = 0.0;
+ //! movements constraints of object
+ PhysicsConstraints constraints;
+ //! if gravity applies
+ bool use_gravity = true;
+ //! if object bounces
+ bool bounce = false;
+ };
+public:
+ /**
+ * \param game_object_id id of the gameobject the rigibody is added to.
+ * \param data struct to configure the rigidbody.
+ */
+ Rigidbody(uint32_t game_object_id,const RigidbodyData& data);
+ //! struct to hold data of rigidbody
+ RigidbodyData data;
+public:
+ /**
+ * \brief add a linear force to the Rigidbody.
+ *
+ * \param force Vector2 that is added to the linear force.
+ */
+ void add_force_linear(const Vector2 & force);
+ /**
+ * \brief add a angular force to the Rigidbody.
+ *
+ * \param force Vector2 that is added to the angular force.
+ */
+ void add_force_angular(double force);
};
} // namespace crepe
diff --git a/src/crepe/api/Transform.cpp b/src/crepe/api/Transform.cpp
index 5fb66b3..a5f29ea 100644
--- a/src/crepe/api/Transform.cpp
+++ b/src/crepe/api/Transform.cpp
@@ -6,7 +6,7 @@
using namespace crepe;
-Transform::Transform(game_object_id_t id, const Point & point, double rot,
+Transform::Transform(game_object_id_t id, const Vector2 & point, double rot,
double scale)
: Component(id), position(point), rotation(rot), scale(scale) {
dbg_trace();
diff --git a/src/crepe/api/Transform.h b/src/crepe/api/Transform.h
index 1104e99..33e70f9 100644
--- a/src/crepe/api/Transform.h
+++ b/src/crepe/api/Transform.h
@@ -1,6 +1,6 @@
#pragma once
-#include "api/Point.h"
+#include "api/Vector2.h"
#include "Component.h"
@@ -20,7 +20,7 @@ public:
* \param rot The rotation of the GameObject
* \param scale The scale of the GameObject
*/
- Transform(game_object_id_t id, const Point & point, double rot, double scale);
+ Transform(game_object_id_t id, const Vector2 & point, double rot, double scale);
/**
* \brief Get the maximum number of instances for this component
*
@@ -30,7 +30,7 @@ public:
public:
//! Translation (shift)
- Point position;
+ Vector2 position;
//! Rotation, in radians
double rotation;
//! Multiplication factor
diff --git a/src/crepe/api/Vector2.cpp b/src/crepe/api/Vector2.cpp
new file mode 100644
index 0000000..8cbd9ad
--- /dev/null
+++ b/src/crepe/api/Vector2.cpp
@@ -0,0 +1,59 @@
+#include "Vector2.h"
+
+namespace crepe {
+
+ // Constructor with initial values
+ Vector2::Vector2(float x, float y) : x(x), y(y) {}
+
+ // Subtracts another vector from this vector and returns the result.
+ Vector2 Vector2::operator-(const Vector2& other) const {
+ return {x - other.x, y - other.y};
+ }
+
+ // Adds another vector to this vector and returns the result.
+ Vector2 Vector2::operator+(const Vector2& other) const {
+ return {x + other.x, y + other.y};
+ }
+
+ // Multiplies this vector by a scalar and returns the result.
+ Vector2 Vector2::operator*(float scalar) const {
+ return {x * scalar, y * scalar};
+ }
+
+ // Multiplies this vector by another vector element-wise and updates this vector.
+ Vector2& Vector2::operator*=(const Vector2& other) {
+ x *= other.x;
+ y *= other.y;
+ return *this;
+ }
+
+ // Adds another vector to this vector and updates this vector.
+ Vector2& Vector2::operator+=(const Vector2& other) {
+ x += other.x;
+ y += other.y;
+ return *this;
+ }
+
+ // Adds a scalar value to both components of this vector and updates this vector.
+ Vector2& Vector2::operator+=(float other) {
+ x += other;
+ y += other;
+ return *this;
+ }
+
+ // Returns the negation of this vector.
+ Vector2 Vector2::operator-() const {
+ return {-x, -y};
+ }
+
+ // Checks if this vector is equal to another vector.
+ bool Vector2::operator==(const Vector2& other) const {
+ return x == other.x && y == other.y;
+ }
+
+ // Checks if this vector is not equal to another vector.
+ bool Vector2::operator!=(const Vector2& other) const {
+ return !(*this == other);
+ }
+
+} // namespace crepe
diff --git a/src/crepe/api/Vector2.h b/src/crepe/api/Vector2.h
new file mode 100644
index 0000000..d571209
--- /dev/null
+++ b/src/crepe/api/Vector2.h
@@ -0,0 +1,48 @@
+#pragma once
+
+namespace crepe {
+
+ //! Vector2 class
+ class Vector2 {
+ public:
+ //! X component of the vector
+ float x;
+ //! Y component of the vector
+ float y;
+
+ //! Default constructor
+ Vector2() = default;
+
+ //! Constructor with initial values
+ Vector2(float x, float y);
+
+ //! Subtracts another vector from this vector and returns the result.
+ Vector2 operator-(const Vector2& other) const;
+
+ //! Adds another vector to this vector and returns the result.
+ Vector2 operator+(const Vector2& other) const;
+
+ //! Multiplies this vector by a scalar and returns the result.
+ Vector2 operator*(float scalar) const;
+
+ //! Multiplies this vector by another vector element-wise and updates this vector.
+ Vector2& operator*=(const Vector2& other);
+
+ //! Adds another vector to this vector and updates this vector.
+ Vector2& operator+=(const Vector2& other);
+
+ //! Adds a scalar value to both components of this vector and updates this vector.
+ Vector2& operator+=(float other);
+
+ //! Returns the negation of this vector.
+ Vector2 operator-() const;
+
+ //! Checks if this vector is equal to another vector.
+ bool operator==(const Vector2& other) const;
+
+ //! Checks if this vector is not equal to another vector.
+ bool operator!=(const Vector2& other) const;
+
+ };
+
+} // namespace crepe
diff --git a/src/crepe/system/PhysicsSystem.cpp b/src/crepe/system/PhysicsSystem.cpp
index cea8062..1a323ee 100644
--- a/src/crepe/system/PhysicsSystem.cpp
+++ b/src/crepe/system/PhysicsSystem.cpp
@@ -1,16 +1,15 @@
-#include <iostream>
+#include <cmath>
#include "../ComponentManager.h"
-#include "../api/Force.h"
#include "../api/Rigidbody.h"
#include "../api/Transform.h"
+#include "../api/Vector2.h"
+#include "../api/Config.h"
#include "PhysicsSystem.h"
using namespace crepe;
-PhysicsSystem::PhysicsSystem() {}
-
void PhysicsSystem::update() {
ComponentManager & mgr = ComponentManager::get_instance();
std::vector<std::reference_wrapper<Rigidbody>> rigidbodies
@@ -18,41 +17,80 @@ void PhysicsSystem::update() {
std::vector<std::reference_wrapper<Transform>> transforms
= mgr.get_components_by_type<Transform>();
+ double gravity = Config::get_instance().physics.gravity;
for (Rigidbody & rigidbody : rigidbodies) {
-
- switch (rigidbody.body_type) {
- case BodyType::DYNAMIC:
+ if(!rigidbody.active){continue;}
+ switch (rigidbody.data.body_type) {
+ case Rigidbody::BodyType::DYNAMIC:
for (Transform & transform : transforms) {
if (transform.game_object_id == rigidbody.game_object_id) {
- rigidbody.velocity_x = 0;
- rigidbody.velocity_y = 0;
- std::vector<std::reference_wrapper<Force>> forces
- = mgr.get_components_by_id<Force>(
- rigidbody.game_object_id);
- rigidbody.velocity_y
- += rigidbody.gravity_scale * 1 * rigidbody.mass;
-
- for (Force & force : forces) {
- rigidbody.velocity_x += force.force_x;
- rigidbody.velocity_y += force.force_y;
- }
-
- std::cout << "before transform.postion.x "
- << transform.position.x << std::endl;
- std::cout << "before transform.postion.y "
- << transform.position.y << std::endl;
- transform.position.x += rigidbody.velocity_x;
- transform.position.y += rigidbody.velocity_y;
- std::cout << "after transform.postion.x "
- << transform.position.x << std::endl;
- std::cout << "after transform.postion.y "
- << transform.position.y << std::endl;
+
+ // Add gravity
+ if(rigidbody.data.use_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;
+ }
+ if(rigidbody.data.linear_damping != Vector2{0,0})
+ {
+ 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.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;
+ }
+
+ // Move object
+ if(!rigidbody.data.constraints.rotation)
+ {
+ 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;
+ }
+ if(!rigidbody.data.constraints.y)
+ {
+ transform.position.y += rigidbody.data.linear_velocity.y;
+ }
}
}
break;
- case BodyType::KINEMATIC:
+ case Rigidbody::BodyType::KINEMATIC:
break; //(scripts)
- case BodyType::STATIC:
+ case Rigidbody::BodyType::STATIC:
break; //(unmoveable objects)
default:
break;
diff --git a/src/crepe/system/PhysicsSystem.h b/src/crepe/system/PhysicsSystem.h
index 33b4072..cc13b70 100644
--- a/src/crepe/system/PhysicsSystem.h
+++ b/src/crepe/system/PhysicsSystem.h
@@ -1,10 +1,23 @@
#pragma once
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.
+ */
class PhysicsSystem {
public:
- PhysicsSystem();
+ /**
+ * Constructor is default
+ */
+ PhysicsSystem() = default;
+ /**
+ * \brief updates the physics system.
+ *
+ * It calculates new velocties and changes the postion in the transform.
+ */
void update();
};
diff --git a/src/example/ecs.cpp b/src/example/ecs.cpp
index 0c64373..e61c398 100644
--- a/src/example/ecs.cpp
+++ b/src/example/ecs.cpp
@@ -11,11 +11,11 @@ using namespace std;
int main() {
// Create a few GameObjects
try {
- GameObject body(0, "body", "person", Point{0, 0}, 0, 1);
- GameObject right_leg(1, "rightLeg", "person", Point{1, 1}, 0, 1);
- GameObject left_leg(2, "leftLeg", "person", Point{1, 1}, 0, 1);
- GameObject right_foot(3, "rightFoot", "person", Point{2, 2}, 0, 1);
- GameObject left_foot(4, "leftFoot", "person", Point{2, 2}, 0, 1);
+ GameObject body(0, "body", "person", Vector2{0, 0}, 0, 1);
+ GameObject right_leg(1, "rightLeg", "person", Vector2{1, 1}, 0, 1);
+ GameObject left_leg(2, "leftLeg", "person", Vector2{1, 1}, 0, 1);
+ GameObject right_foot(3, "rightFoot", "person", Vector2{2, 2}, 0, 1);
+ GameObject left_foot(4, "leftFoot", "person", Vector2{2, 2}, 0, 1);
// Set the parent of each GameObject
right_foot.set_parent(right_leg);
@@ -24,7 +24,7 @@ int main() {
left_leg.set_parent(body);
// Adding a second Transform component is not allowed and will invoke an exception
- body.add_component<Transform>(Point{10, 10}, 0, 1);
+ body.add_component<Transform>(Vector2{10, 10}, 0, 1);
} catch (const exception & e) {
cerr << e.what() << endl;
}
diff --git a/src/example/particle.cpp b/src/example/particle.cpp
index 607530d..0ab5632 100644
--- a/src/example/particle.cpp
+++ b/src/example/particle.cpp
@@ -7,7 +7,7 @@
#include <crepe/Particle.h>
#include <crepe/api/GameObject.h>
#include <crepe/api/ParticleEmitter.h>
-#include <crepe/api/Point.h>
+#include <crepe/api/Vector2.h>
#include <crepe/facade/SDLApp.h>
#include <crepe/system/ParticleSystem.h>
@@ -26,7 +26,7 @@ int main(int argc, char * argv[]) {
}
GameObject * game_object[1];
- game_object[0] = new GameObject(0, "Name", "Tag", Point{0, 0}, 0, 1);
+ game_object[0] = new GameObject(0, "Name", "Tag", Vector2{0, 0}, 0, 1);
// FIXME: all systems are singletons, so this shouldn't even compile.
ParticleSystem particle_system;
diff --git a/src/example/physics.cpp b/src/example/physics.cpp
index c7db6ac..fd15c79 100644
--- a/src/example/physics.cpp
+++ b/src/example/physics.cpp
@@ -1,10 +1,5 @@
-#include <chrono>
-#include <iostream>
-#include <thread>
-
#include <crepe/Component.h>
#include <crepe/ComponentManager.h>
-#include <crepe/api/Force.h>
#include <crepe/api/GameObject.h>
#include <crepe/api/Rigidbody.h>
#include <crepe/api/Transform.h>
@@ -14,13 +9,15 @@ using namespace crepe;
using namespace std;
int main(int argc, char * argv[]) {
- PhysicsSystem physics_system;
- GameObject * game_object[2];
- // not found not used
- game_object[1] = new GameObject(2, "Name", "Tag", Point{0, 0}, 0, 0);
- game_object[0] = new GameObject(5, "Name", "Tag", Point{0, 0}, 0, 0);
- game_object[0]->add_component<Rigidbody>(1, 1, BodyType::DYNAMIC);
- game_object[0]->add_component<Force>(1, 0);
- physics_system.update();
+ GameObject *game_object;
+ game_object = new GameObject(0, "Name", "Tag", Vector2{0,0},0,0);
+ game_object->add_component<Rigidbody>(Rigidbody::RigidbodyData{
+ .mass = 1,
+ .gravity_scale = 1,
+ .body_type = Rigidbody::BodyType::DYNAMIC,
+ .constraints = {0,0,0},
+ .use_gravity = true,
+ .bounce = false,
+ });
return 0;
}
diff --git a/src/example/rendering.cpp b/src/example/rendering.cpp
index 3fe43d6..e1ff9da 100644
--- a/src/example/rendering.cpp
+++ b/src/example/rendering.cpp
@@ -5,7 +5,7 @@
#include <crepe/api/AssetManager.h>
#include <crepe/api/Color.h>
-#include <crepe/api/Point.h>
+#include <crepe/api/Vector2.h>
#include <crepe/api/Sprite.h>
#include <crepe/api/Texture.h>
#include <crepe/api/Transform.h>
@@ -19,9 +19,9 @@ using namespace crepe;
int main() {
dbg_trace();
- auto obj = GameObject(0, "name", "tag", Point{0, 0}, 1, 1);
- auto obj1 = GameObject(1, "name", "tag", Point{500, 0}, 1, 0.1);
- auto obj2 = GameObject(2, "name", "tag", Point{800, 0}, 1, 0.1);
+ auto obj = GameObject(0, "name", "tag", Vector2{0, 0}, 1, 1);
+ auto obj1 = GameObject(1, "name", "tag", Vector2{500, 0}, 1, 0.1);
+ auto obj2 = GameObject(2, "name", "tag", Vector2{800, 0}, 1, 0.1);
auto & mgr = AssetManager::get_instance();
// Normal adding components
diff --git a/src/example/scene_manager.cpp b/src/example/scene_manager.cpp
index efbf2c2..1780c81 100644
--- a/src/example/scene_manager.cpp
+++ b/src/example/scene_manager.cpp
@@ -3,7 +3,7 @@
#include <crepe/ComponentManager.h>
#include <crepe/api/GameObject.h>
#include <crepe/api/Metadata.h>
-#include <crepe/api/Point.h>
+#include <crepe/api/Vector2.h>
#include <crepe/api/Scene.h>
#include <crepe/api/SceneManager.h>
@@ -15,9 +15,9 @@ public:
ConcreteScene1(string name) : Scene(name) {}
void load_scene() {
- GameObject object1(0, "scene_1", "tag_scene_1", Point{0, 0}, 0, 1);
- GameObject object2(1, "scene_1", "tag_scene_1", Point{1, 0}, 0, 1);
- GameObject object3(2, "scene_1", "tag_scene_1", Point{2, 0}, 0, 1);
+ GameObject object1(0, "scene_1", "tag_scene_1", Vector2{0, 0}, 0, 1);
+ GameObject object2(1, "scene_1", "tag_scene_1", Vector2{1, 0}, 0, 1);
+ GameObject object3(2, "scene_1", "tag_scene_1", Vector2{2, 0}, 0, 1);
}
};
@@ -26,10 +26,10 @@ public:
ConcreteScene2(string name) : Scene(name) {}
void load_scene() {
- GameObject object1(0, "scene_2", "tag_scene_2", Point{0, 0}, 0, 1);
- GameObject object2(1, "scene_2", "tag_scene_2", Point{0, 1}, 0, 1);
- GameObject object3(2, "scene_2", "tag_scene_2", Point{0, 2}, 0, 1);
- GameObject object4(3, "scene_2", "tag_scene_2", Point{0, 3}, 0, 1);
+ GameObject object1(0, "scene_2", "tag_scene_2", Vector2{0, 0}, 0, 1);
+ GameObject object2(1, "scene_2", "tag_scene_2", Vector2{0, 1}, 0, 1);
+ GameObject object3(2, "scene_2", "tag_scene_2", Vector2{0, 2}, 0, 1);
+ GameObject object4(3, "scene_2", "tag_scene_2", Vector2{0, 3}, 0, 1);
}
};
diff --git a/src/example/script.cpp b/src/example/script.cpp
index 8ca4ceb..9e8b147 100644
--- a/src/example/script.cpp
+++ b/src/example/script.cpp
@@ -36,7 +36,7 @@ class MyScript : public Script {
int main() {
// Create game object with Transform and BehaviorScript components
- auto obj = GameObject(0, "name", "tag", Point{1.2, 3.4}, 0, 1);
+ auto obj = GameObject(0, "name", "tag", Vector2{1.2, 3.4}, 0, 1);
obj.add_component<BehaviorScript>().set_script<MyScript>();
// Get ScriptSystem singleton instance (this would normally be done from the
diff --git a/src/makefile b/src/makefile
index be1548c..2251119 100644
--- a/src/makefile
+++ b/src/makefile
@@ -41,16 +41,14 @@ TODO += crepe/api/CircleCollider.h
TODO += crepe/api/Color.cpp
TODO += crepe/api/Color.h
LOEK += crepe/api/Config.h
-TODO += crepe/api/Force.cpp
-TODO += crepe/api/Force.h
MAX += crepe/api/GameObject.cpp
MAX += crepe/api/GameObject.h
MAX += crepe/api/GameObject.hpp
TODO += crepe/api/ParticleEmitter.cpp
TODO += crepe/api/ParticleEmitter.h
-TODO += crepe/api/Point.h
-TODO += crepe/api/Rigidbody.cpp
-TODO += crepe/api/Rigidbody.h
+TODO += crepe/api/Vector2.h
+JARO += crepe/api/Rigidbody.cpp
+JARO += crepe/api/Rigidbody.h
LOEK += crepe/api/Script.cpp
LOEK += crepe/api/Script.h
LOEK += crepe/api/Script.hpp
@@ -60,8 +58,6 @@ TODO += crepe/api/Texture.cpp
TODO += crepe/api/Texture.h
MAX += crepe/api/Transform.cpp
MAX += crepe/api/Transform.h
-TODO += crepe/facade/SDLApp.cpp
-TODO += crepe/facade/SDLApp.h
TODO += crepe/facade/SDLContext.cpp
TODO += crepe/facade/SDLContext.h
LOEK += crepe/facade/Sound.cpp
@@ -72,8 +68,8 @@ TODO += crepe/system/CollisionSystem.cpp
TODO += crepe/system/CollisionSystem.h
TODO += crepe/system/ParticleSystem.cpp
TODO += crepe/system/ParticleSystem.h
-TODO += crepe/system/PhysicsSystem.cpp
-TODO += crepe/system/PhysicsSystem.h
+JARO += crepe/system/PhysicsSystem.cpp
+JARO += crepe/system/PhysicsSystem.h
TODO += crepe/system/RenderSystem.cpp
TODO += crepe/system/RenderSystem.h
LOEK += crepe/system/ScriptSystem.cpp
@@ -91,13 +87,14 @@ TODO += example/components_internal.cpp
MAX += example/ecs.cpp
LOEK += example/log.cpp
TODO += example/particle.cpp
-TODO += example/physics.cpp
+JARO += example/physics.cpp
TODO += example/rendering.cpp
LOEK += example/script.cpp
LOEK += test/audio.cpp
LOEK += test/dummy.cpp
+JARO += test/PhysicsTest.cpp
-FMT := $(MAX) #<<< CHANGE THIS TO YOUR NAME FOR STEP 2
+FMT := $(JARO) #<<< CHANGE THIS TO YOUR NAME FOR STEP 2
format: FORCE
clang-tidy -p build/compile_commands.json --fix-errors $(FMT)
diff --git a/src/test/CMakeLists.txt b/src/test/CMakeLists.txt
index 0d316d6..0e4eaed 100644
--- a/src/test/CMakeLists.txt
+++ b/src/test/CMakeLists.txt
@@ -1,5 +1,6 @@
target_sources(test_main PUBLIC
dummy.cpp
# audio.cpp
+ PhysicsTest.cpp
)
diff --git a/src/test/PhysicsTest.cpp b/src/test/PhysicsTest.cpp
new file mode 100644
index 0000000..5ad5d01
--- /dev/null
+++ b/src/test/PhysicsTest.cpp
@@ -0,0 +1,115 @@
+#include <gtest/gtest.h>
+#include <crepe/ComponentManager.h>
+#include <crepe/api/GameObject.h>
+#include <crepe/api/Rigidbody.h>
+#include <crepe/api/Transform.h>
+#include <crepe/system/PhysicsSystem.h>
+#include <crepe/api/Config.h>
+
+using namespace std;
+using namespace std::chrono_literals;
+using namespace crepe;
+
+class PhysicsTest : public ::testing::Test {
+protected:
+ GameObject* game_object;
+ PhysicsSystem physics_system;
+ void SetUp() override {
+ ComponentManager & mgr = ComponentManager::get_instance();
+ std::vector<std::reference_wrapper<Transform>> transforms = mgr.get_components_by_id<Transform>(0);
+ if (transforms.empty()) {
+ game_object = new GameObject(0,"","",Vector2{0,0},0,0);
+ game_object->add_component<Rigidbody>(Rigidbody::RigidbodyData{
+ .mass = 1,
+ .gravity_scale = 1,
+ .body_type = Rigidbody::BodyType::DYNAMIC,
+ .max_linear_velocity = Vector2{10,10},
+ .max_angular_velocity = 10,
+ .constraints = {0, 0},
+ .use_gravity = true,
+ .bounce = false
+ });
+ }
+ transforms = mgr.get_components_by_id<Transform>(0);
+ Transform& transform = transforms.front().get();
+ transform.position.x = 0.0;
+ transform.position.y = 0.0;
+ transform.rotation = 0.0;
+ std::vector<std::reference_wrapper<Rigidbody>> rigidbodies = mgr.get_components_by_id<Rigidbody>(0);
+ Rigidbody& rigidbody = rigidbodies.front().get();
+ rigidbody.data.angular_velocity = 0;
+ rigidbody.data.linear_velocity.x = 0;
+ rigidbody.data.linear_velocity.y = 0;
+ }
+};
+
+TEST_F(PhysicsTest, gravity) {
+ Config::get_instance().physics.gravity = 1;
+ ComponentManager & mgr = ComponentManager::get_instance();
+ std::vector<std::reference_wrapper<Transform>> transforms = mgr.get_components_by_id<Transform>(0);
+ const Transform& transform = transforms.front().get();
+ ASSERT_FALSE(transforms.empty());
+ EXPECT_EQ(transform.position.y, 0);
+ physics_system.update();
+ EXPECT_EQ(transform.position.y, 1);
+ physics_system.update();
+ EXPECT_EQ(transform.position.y, 3);
+}
+
+TEST_F(PhysicsTest, max_velocity) {
+ ComponentManager & mgr = ComponentManager::get_instance();
+ std::vector<std::reference_wrapper<Rigidbody>> rigidbodies = mgr.get_components_by_id<Rigidbody>(0);
+ Rigidbody& rigidbody = rigidbodies.front().get();
+ ASSERT_FALSE(rigidbodies.empty());
+ EXPECT_EQ(rigidbody.data.linear_velocity.y, 0);
+ rigidbody.add_force_linear({100,100});
+ rigidbody.add_force_angular(100);
+ physics_system.update();
+ EXPECT_EQ(rigidbody.data.linear_velocity.y, 10);
+ EXPECT_EQ(rigidbody.data.linear_velocity.x, 10);
+ EXPECT_EQ(rigidbody.data.angular_velocity, 10);
+ rigidbody.add_force_linear({-100,-100});
+ rigidbody.add_force_angular(-100);
+ physics_system.update();
+ EXPECT_EQ(rigidbody.data.linear_velocity.y, -10);
+ EXPECT_EQ(rigidbody.data.linear_velocity.x, -10);
+ EXPECT_EQ(rigidbody.data.angular_velocity, -10);
+}
+
+TEST_F(PhysicsTest, movement) {
+ Config::get_instance().physics.gravity = 0;
+ ComponentManager & mgr = ComponentManager::get_instance();
+ std::vector<std::reference_wrapper<Rigidbody>> rigidbodies = mgr.get_components_by_id<Rigidbody>(0);
+ Rigidbody& rigidbody = rigidbodies.front().get();
+ std::vector<std::reference_wrapper<Transform>> transforms = mgr.get_components_by_id<Transform>(0);
+ const Transform& transform = transforms.front().get();
+ ASSERT_FALSE(rigidbodies.empty());
+ ASSERT_FALSE(transforms.empty());
+ rigidbody.add_force_linear({1,1});
+ rigidbody.add_force_angular(1);
+ physics_system.update();
+ EXPECT_EQ(transform.position.x, 1);
+ EXPECT_EQ(transform.position.y, 1);
+ EXPECT_EQ(transform.rotation, 1);
+ rigidbody.data.constraints = {1,1,1};
+ EXPECT_EQ(transform.position.x, 1);
+ EXPECT_EQ(transform.position.y, 1);
+ EXPECT_EQ(transform.rotation, 1);
+ rigidbody.data.linear_damping.x = 0.5;
+ rigidbody.data.linear_damping.y = 0.5;
+ rigidbody.data.angular_damping = 0.5;
+ physics_system.update();
+ EXPECT_EQ(rigidbody.data.linear_velocity.x, 0.5);
+ EXPECT_EQ(rigidbody.data.linear_velocity.y, 0.5);
+ EXPECT_EQ(rigidbody.data.angular_velocity, 0.5);
+ rigidbody.data.constraints = {1,1,0};
+ rigidbody.data.angular_damping = 0;
+ rigidbody.data.max_angular_velocity = 1000;
+ rigidbody.data.angular_velocity = 360;
+ physics_system.update();
+ EXPECT_EQ(transform.rotation, 1);
+ rigidbody.data.angular_velocity = -360;
+ physics_system.update();
+ EXPECT_EQ(transform.rotation, 1);
+}
+