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-rw-r--r--src/crepe/api/BoxCollider.cpp10
-rw-r--r--src/crepe/api/BoxCollider.h22
-rw-r--r--src/crepe/api/CMakeLists.txt4
-rw-r--r--src/crepe/api/CircleCollider.cpp8
-rw-r--r--src/crepe/api/CircleCollider.h16
-rw-r--r--src/crepe/api/Event.h4
-rw-r--r--src/crepe/api/LoopManager.cpp15
-rw-r--r--src/crepe/api/Rigidbody.cpp4
-rw-r--r--src/crepe/api/Rigidbody.h125
-rw-r--r--src/crepe/api/Script.h1
10 files changed, 170 insertions, 39 deletions
diff --git a/src/crepe/api/BoxCollider.cpp b/src/crepe/api/BoxCollider.cpp
new file mode 100644
index 0000000..c097a24
--- /dev/null
+++ b/src/crepe/api/BoxCollider.cpp
@@ -0,0 +1,10 @@
+#include "BoxCollider.h"
+
+#include "../Collider.h"
+
+using namespace crepe;
+
+BoxCollider::BoxCollider(game_object_id_t game_object_id, const vec2 & offset,
+ const vec2 & dimensions)
+ : Collider(game_object_id, offset),
+ dimensions(dimensions) {}
diff --git a/src/crepe/api/BoxCollider.h b/src/crepe/api/BoxCollider.h
new file mode 100644
index 0000000..89e43d8
--- /dev/null
+++ b/src/crepe/api/BoxCollider.h
@@ -0,0 +1,22 @@
+#pragma once
+
+#include "../Collider.h"
+#include "Vector2.h"
+#include "types.h"
+
+namespace crepe {
+
+/**
+ * \brief A class representing a box-shaped collider.
+ *
+ * This class is used for collision detection with other colliders (e.g., CircleCollider).
+ */
+class BoxCollider : public Collider {
+public:
+ BoxCollider(game_object_id_t game_object_id, const vec2 & offset, const vec2 & dimensions);
+
+ //! Width and height of the box collider
+ vec2 dimensions;
+};
+
+} // namespace crepe
diff --git a/src/crepe/api/CMakeLists.txt b/src/crepe/api/CMakeLists.txt
index 0355b72..9f61ef5 100644
--- a/src/crepe/api/CMakeLists.txt
+++ b/src/crepe/api/CMakeLists.txt
@@ -13,6 +13,8 @@ target_sources(crepe PUBLIC
Metadata.cpp
Camera.cpp
Animator.cpp
+ BoxCollider.cpp
+ CircleCollider.cpp
IKeyListener.cpp
IMouseListener.cpp
LoopManager.cpp
@@ -45,6 +47,8 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES
Metadata.h
Camera.h
Animator.h
+ BoxCollider.h
+ CircleCollider.h
EventHandler.h
EventHandler.hpp
Event.h
diff --git a/src/crepe/api/CircleCollider.cpp b/src/crepe/api/CircleCollider.cpp
new file mode 100644
index 0000000..a4271e9
--- /dev/null
+++ b/src/crepe/api/CircleCollider.cpp
@@ -0,0 +1,8 @@
+#include "CircleCollider.h"
+
+using namespace crepe;
+
+CircleCollider::CircleCollider(game_object_id_t game_object_id, const vec2 & offset,
+ float radius)
+ : Collider(game_object_id, offset),
+ radius(radius) {}
diff --git a/src/crepe/api/CircleCollider.h b/src/crepe/api/CircleCollider.h
index e77a592..ebd1cb2 100644
--- a/src/crepe/api/CircleCollider.h
+++ b/src/crepe/api/CircleCollider.h
@@ -1,14 +1,22 @@
#pragma once
+
+#include "Vector2.h"
+
#include "../Collider.h"
namespace crepe {
+/**
+ * \brief A class representing a circle-shaped collider.
+ *
+ * This class is used for collision detection with other colliders (e.g., BoxCollider).
+ */
class CircleCollider : public Collider {
public:
- CircleCollider(game_object_id_t game_object_id, int radius)
- : Collider(game_object_id),
- radius(radius) {}
- int radius;
+ CircleCollider(game_object_id_t game_object_id, const vec2 & offset, float radius);
+
+ //! Radius of the circle collider.
+ float radius;
};
} // namespace crepe
diff --git a/src/crepe/api/Event.h b/src/crepe/api/Event.h
index 6298118..f2f3daf 100644
--- a/src/crepe/api/Event.h
+++ b/src/crepe/api/Event.h
@@ -112,10 +112,6 @@ public:
//! scroll amount in y axis (from and away from the person).
float scroll_delta = 0;
};
-/**
- * \brief Event triggered during a collision between objects.
- */
-class CollisionEvent : public Event {};
/**
* \brief Event triggered when text is submitted, e.g., from a text input.
diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp
index e4b1609..2f8a0a7 100644
--- a/src/crepe/api/LoopManager.cpp
+++ b/src/crepe/api/LoopManager.cpp
@@ -7,6 +7,7 @@
#include "../system/PhysicsSystem.h"
#include "../system/RenderSystem.h"
#include "../system/ScriptSystem.h"
+#include "manager/EventManager.h"
#include "LoopManager.h"
@@ -35,7 +36,13 @@ void LoopManager::start() {
}
void LoopManager::set_running(bool running) { this->game_running = running; }
-void LoopManager::fixed_update() {}
+void LoopManager::fixed_update() {
+ EventManager & ev = this->mediator.event_manager;
+ ev.dispatch_events();
+ this->get_system<ScriptSystem>().update();
+ this->get_system<PhysicsSystem>().update();
+ this->get_system<CollisionSystem>().update();
+}
void LoopManager::loop() {
LoopTimer & timer = this->loop_timer;
@@ -43,13 +50,13 @@ void LoopManager::loop() {
while (game_running) {
timer.update();
-
+
while (timer.get_lag() >= timer.get_fixed_delta_time()) {
this->process_input();
this->fixed_update();
timer.advance_fixed_update();
}
-
+
this->update();
this->render();
@@ -64,8 +71,8 @@ void LoopManager::loop() {
void LoopManager::setup() {
LoopTimer & timer = this->loop_timer;
-
this->game_running = true;
+ this->scene_manager.load_next_scene();
timer.start();
timer.set_fps(200);
this->scene_manager.load_next_scene();
diff --git a/src/crepe/api/Rigidbody.cpp b/src/crepe/api/Rigidbody.cpp
index 576ca45..8213afb 100644
--- a/src/crepe/api/Rigidbody.cpp
+++ b/src/crepe/api/Rigidbody.cpp
@@ -10,6 +10,4 @@ void crepe::Rigidbody::add_force_linear(const vec2 & force) {
this->data.linear_velocity += force;
}
-void crepe::Rigidbody::add_force_angular(double force) {
- this->data.angular_velocity += force;
-}
+void crepe::Rigidbody::add_force_angular(float force) { this->data.angular_velocity += force; }
diff --git a/src/crepe/api/Rigidbody.h b/src/crepe/api/Rigidbody.h
index 3b0588f..b0a24f7 100644
--- a/src/crepe/api/Rigidbody.h
+++ b/src/crepe/api/Rigidbody.h
@@ -1,9 +1,13 @@
#pragma once
+#include <cmath>
+#include <set>
+
#include "../Component.h"
#include "types.h"
+
namespace crepe {
/**
@@ -34,11 +38,11 @@ public:
* the systems will not move the object.
*/
struct PhysicsConstraints {
- //! X constraint
+ //! Prevent movement along X axis
bool x = false;
- //! Y constraint
+ //! Prevent movement along Y axis
bool y = false;
- //! rotation constraint
+ //! Prevent rotation
bool rotation = false;
};
@@ -50,29 +54,93 @@ public:
*/
struct Data {
//! objects mass
- double mass = 0.0;
- //! gravtiy scale
- double gravity_scale = 0.0;
- //! Changes if physics apply
+ float mass = 0.0;
+ /**
+ * \brief Gravity scale factor.
+ *
+ * The `gravity_scale` controls how much gravity affects the object. It is a multiplier applied to the default
+ * gravity force, allowing for fine-grained control over how the object responds to gravity.
+ *
+ */
+ float gravity_scale = 0;
+
+ //! Defines the type of the physics body, which determines how the physics system interacts with the object.
BodyType body_type = BodyType::DYNAMIC;
- //! linear velocity of object
+
+ /**
+ * \name Linear (positional) motion
+ *
+ * These variables define the linear motion (movement along the position) of an object.
+ * The linear velocity is applied to the object's position in each update of the PhysicsSystem.
+ * The motion is affected by the object's linear velocity, its maximum velocity, and a coefficient
+ * that can scale the velocity over time.
+ *
+ * \{
+ */
+ //! Linear velocity of the object (speed and direction).
vec2 linear_velocity;
- //! maximum linear velocity of object
- vec2 max_linear_velocity;
- //! linear damping of object
- vec2 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
+ //! Maximum linear velocity of the object. This limits the object's speed.
+ vec2 max_linear_velocity = {INFINITY, INFINITY};
+ //! Linear velocity coefficient. This scales the object's velocity for adjustment or damping.
+ vec2 linear_velocity_coefficient = {1, 1};
+ //! \}
+
+ /**
+ * \name Angular (rotational) motion
+ *
+ * These variables define the angular motion (rotation) of an object.
+ * The angular velocity determines how quickly the object rotates, while the maximum angular velocity
+ * sets a limit on the rotation speed. The angular velocity coefficient applies damping or scaling
+ * to the angular velocity, which can be used to simulate friction or other effects that slow down rotation.
+ *
+ * \{
+ */
+ //! Angular velocity of the object, representing the rate of rotation (in degrees).
+ float angular_velocity = 0;
+ //! Maximum angular velocity of the object. This limits the maximum rate of rotation.
+ float max_angular_velocity = INFINITY;
+ //! Angular velocity coefficient. This scales the object's angular velocity, typically used for damping.
+ float angular_velocity_coefficient = 1;
+ //! \}
+
+ /**
+ * \brief Movement constraints for an object.
+ *
+ * The `PhysicsConstraints` struct defines the constraints that restrict an object's movement
+ * in certain directions or prevent rotation. These constraints effect only the physics system
+ * to prevent the object from moving or rotating in specified ways.
+ *
+ */
PhysicsConstraints constraints;
- //! if gravity applies
- bool use_gravity = true;
- //! if object bounces
- bool bounce = false;
+
+ /**
+ * \brief Elasticity factor of the material (bounce factor).
+ *
+ * The `elasticity_coefficient` controls how much of the object's velocity is retained after a collision.
+ * It represents the material's ability to bounce or recover velocity upon impact. The coefficient is a value
+ * above 0.0.
+ *
+ */
+ 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;
+
+ /**
+ * \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
+ * collisions with other GameObjects that belong to these layers.
+ */
+ std::set<int> collision_layers;
};
public:
@@ -96,7 +164,16 @@ public:
*
* \param force Vector2 that is added to the angular force.
*/
- void add_force_angular(double force);
+ void add_force_angular(float force);
+
+protected:
+ /**
+ * Ensures there is at most one Rigidbody component per entity.
+ * \return Always returns 1, indicating this constraint.
+ */
+ virtual int get_instances_max() const { return 1; }
+ //! ComponentManager instantiates all components
+ friend class ComponentManager;
};
} // namespace crepe
diff --git a/src/crepe/api/Script.h b/src/crepe/api/Script.h
index 1b339b0..1474a09 100644
--- a/src/crepe/api/Script.h
+++ b/src/crepe/api/Script.h
@@ -3,6 +3,7 @@
#include <vector>
#include "../manager/EventManager.h"
+#include "system/CollisionSystem.h"
#include "../manager/Mediator.h"
#include "../types.h"
#include "../util/OptionalRef.h"