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-rw-r--r--src/crepe/system/AISystem.cpp2
-rw-r--r--src/crepe/system/CollisionSystem.cpp3
-rw-r--r--src/crepe/system/ParticleSystem.cpp60
-rw-r--r--src/crepe/system/ParticleSystem.h15
-rw-r--r--src/crepe/system/PhysicsSystem.cpp119
5 files changed, 89 insertions, 110 deletions
diff --git a/src/crepe/system/AISystem.cpp b/src/crepe/system/AISystem.cpp
index d231c7c..1d8ffb9 100644
--- a/src/crepe/system/AISystem.cpp
+++ b/src/crepe/system/AISystem.cpp
@@ -146,7 +146,7 @@ vec2 AISystem::arrive(const AI & ai, const Rigidbody & rigidbody,
}
float speed = distance / ai.arrive_deceleration;
- speed = std::min(speed, rigidbody.data.max_linear_velocity.length());
+ speed = std::min(speed, rigidbody.data.max_linear_velocity);
vec2 desired_velocity = to_target * (speed / distance);
return desired_velocity - rigidbody.data.linear_velocity;
diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp
index 44a0431..dc5270e 100644
--- a/src/crepe/system/CollisionSystem.cpp
+++ b/src/crepe/system/CollisionSystem.cpp
@@ -290,7 +290,10 @@ vec2 CollisionSystem::get_circle_box_resolution(const CircleCollider & circle_co
// Compute penetration depth
float penetration_depth = circle_collider.radius - distance;
+<<<<<<< HEAD
+=======
+>>>>>>> 05a33d4793520fa84a93bc79882ef29d39cd08e5
// Compute the resolution vector
vec2 resolution = collision_normal * penetration_depth;
diff --git a/src/crepe/system/ParticleSystem.cpp b/src/crepe/system/ParticleSystem.cpp
index b14c52f..3befb03 100644
--- a/src/crepe/system/ParticleSystem.cpp
+++ b/src/crepe/system/ParticleSystem.cpp
@@ -12,8 +12,10 @@ using namespace crepe;
void ParticleSystem::update() {
// Get all emitters
+
ComponentManager & mgr = this->mediator.component_manager;
RefVector<ParticleEmitter> emitters = mgr.get_components_by_type<ParticleEmitter>();
+ double dt = LoopTimer::get_instance().get_fixed_delta_time();
for (ParticleEmitter & emitter : emitters) {
// Get transform linked to emitter
@@ -21,20 +23,21 @@ void ParticleSystem::update() {
= 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);
- for (size_t i = 0; i < updates; i++) {
- emit_particle(emitter, transform);
- }
-
+ emitter.data.spawn_accumulator = emitter.data.emission_rate * dt;
+ while (emitter.data.spawn_accumulator >= 1.0) {
+ this->emit_particle(emitter, transform);
+ emitter.data.spawn_accumulator -= 1.0;
+ }
+
// Update all particles
for (Particle & particle : emitter.data.particles) {
if (particle.active) {
- particle.update();
+ particle.update(dt);
}
}
// Check if within boundary
- check_bounds(emitter, transform);
+ this->check_bounds(emitter, transform);
}
this->update_count = (this->update_count + 1) % this->MAX_UPDATE_COUNT;
@@ -44,9 +47,9 @@ void ParticleSystem::emit_particle(ParticleEmitter & emitter, const Transform &
constexpr float DEG_TO_RAD = M_PI / 180.0;
vec2 initial_position = emitter.data.position + transform.position;
- float random_angle = generate_random_angle(emitter.data.min_angle, emitter.data.max_angle);
+ float random_angle = this->generate_random_angle(emitter.data.min_angle, emitter.data.max_angle);
- float random_speed = generate_random_speed(emitter.data.min_speed, emitter.data.max_speed);
+ float random_speed = this->generate_random_speed(emitter.data.min_speed, emitter.data.max_speed);
float angle_radians = random_angle * DEG_TO_RAD;
vec2 velocity
@@ -61,33 +64,20 @@ void ParticleSystem::emit_particle(ParticleEmitter & emitter, const Transform &
}
}
-int ParticleSystem::calculate_update(int count, double emission) const {
- double integer_part = std::floor(emission);
- double fractional_part = emission - integer_part;
-
- if (fractional_part > 0) {
- int denominator = static_cast<int>(1.0 / fractional_part);
- return (count % denominator == 0) ? 1 : 0;
- }
-
- return static_cast<int>(emission);
-}
-
void ParticleSystem::check_bounds(ParticleEmitter & emitter, const Transform & transform) {
vec2 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;
+ float half_width = emitter.data.boundary.width / 2.0;
+ float half_height = emitter.data.boundary.height / 2.0;
- const double LEFT = offset.x - half_width;
- const double RIGHT = offset.x + half_width;
- const double TOP = offset.y - half_height;
- const double BOTTOM = offset.y + half_height;
+ const float LEFT = offset.x - half_width;
+ const float RIGHT = offset.x + half_width;
+ const float TOP = offset.y - half_height;
+ const float BOTTOM = offset.y + half_height;
for (Particle & particle : emitter.data.particles) {
const vec2 & position = particle.position;
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) {
particle.active = false;
@@ -102,25 +92,25 @@ void ParticleSystem::check_bounds(ParticleEmitter & emitter, const Transform & t
}
}
-double ParticleSystem::generate_random_angle(double min_angle, double max_angle) const {
+float ParticleSystem::generate_random_angle(float min_angle, float 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<float>(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));
+ float angle_offset = (360 - min_angle) + max_angle;
+ float random_angle
+ = min_angle + static_cast<float>(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 {
+float ParticleSystem::generate_random_speed(float min_speed, float 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<float>(std::rand() % static_cast<int>(max_speed - min_speed));
}
}
diff --git a/src/crepe/system/ParticleSystem.h b/src/crepe/system/ParticleSystem.h
index 068f01c..454b65f 100644
--- a/src/crepe/system/ParticleSystem.h
+++ b/src/crepe/system/ParticleSystem.h
@@ -23,6 +23,7 @@ public:
void update() override;
private:
+
/**
* \brief Emits a particle from the specified emitter based on its emission properties.
*
@@ -32,16 +33,6 @@ private:
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.
- */
- 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.
*
@@ -57,7 +48,7 @@ private:
* \param max_angle Maximum emission angle in degrees.
* \return Random angle in degrees.
*/
- double generate_random_angle(double min_angle, double max_angle) const;
+ float generate_random_angle(float min_angle, float max_angle) const;
/**
* \brief Generates a random speed for particle emission within the specified range.
@@ -66,7 +57,7 @@ private:
* \param max_speed Maximum emission speed.
* \return Random speed.
*/
- double generate_random_speed(double min_speed, double max_speed) const;
+ float generate_random_speed(float min_speed, float max_speed) const;
private:
//! Counter to count updates to determine how many times emit_particle is
diff --git a/src/crepe/system/PhysicsSystem.cpp b/src/crepe/system/PhysicsSystem.cpp
index ebf4439..be768f9 100644
--- a/src/crepe/system/PhysicsSystem.cpp
+++ b/src/crepe/system/PhysicsSystem.cpp
@@ -11,82 +11,77 @@
using namespace crepe;
void PhysicsSystem::update() {
+ double dt = LoopTimer::get_instance().get_fixed_delta_time();
ComponentManager & mgr = this->mediator.component_manager;
RefVector<Rigidbody> rigidbodies = mgr.get_components_by_type<Rigidbody>();
- RefVector<Transform> transforms = mgr.get_components_by_type<Transform>();
+
- double gravity = Config::get_instance().physics.gravity;
+ float gravity = Config::get_instance().physics.gravity;
for (Rigidbody & rigidbody : rigidbodies) {
if (!rigidbody.active) continue;
+ Transform & transform = mgr.get_components_by_id<Transform>(rigidbody.game_object_id).front().get();
switch (rigidbody.data.body_type) {
case Rigidbody::BodyType::DYNAMIC:
- for (Transform & transform : transforms) {
- if (transform.game_object_id == rigidbody.game_object_id) {
-
- // Add gravity
- if (rigidbody.data.gravity_scale > 0) {
- rigidbody.data.linear_velocity.y
- += (rigidbody.data.mass * rigidbody.data.gravity_scale
- * gravity);
- }
- // Add damping
- if (rigidbody.data.angular_velocity_coefficient > 0) {
- rigidbody.data.angular_velocity
- *= rigidbody.data.angular_velocity_coefficient;
- }
- if (rigidbody.data.linear_velocity_coefficient.x > 0
- && rigidbody.data.linear_velocity_coefficient.y > 0) {
- rigidbody.data.linear_velocity
- *= rigidbody.data.linear_velocity_coefficient;
- }
+ if (transform.game_object_id == rigidbody.game_object_id) {
+ // Add gravity
+ if (rigidbody.data.gravity_scale > 0) {
+ rigidbody.data.linear_velocity.y
+ += (rigidbody.data.mass * rigidbody.data.gravity_scale
+ * gravity * dt);
+ }
+ // Add coefficient rotation
+ if (rigidbody.data.angular_velocity_coefficient > 0) {
+ rigidbody.data.angular_velocity
+ *= std::pow(rigidbody.data.angular_velocity_coefficient, dt);
+
+ }
- // 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;
- }
+ // Add coefficient movement horizontal
+ if (rigidbody.data.linear_velocity_coefficient.x > 0)
+ {
+ rigidbody.data.linear_velocity.x
+ *= std::pow(rigidbody.data.linear_velocity_coefficient.x, dt);
+ }
- 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;
- }
+ // Add coefficient movement horizontal
+ if (rigidbody.data.linear_velocity_coefficient.y > 0)
+ {
+ rigidbody.data.linear_velocity.y
+ *= std::pow(rigidbody.data.linear_velocity_coefficient.y, dt);
+ }
- 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;
- }
+ // 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;
+ }
+
+ // Set max velocity to maximum length
+ if(rigidbody.data.linear_velocity.length() > rigidbody.data.max_linear_velocity) {
+ rigidbody.data.linear_velocity.normalize();
+ rigidbody.data.linear_velocity *= rigidbody.data.max_linear_velocity;
+ }
- // 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;
+ // Move object
+ if (!rigidbody.data.constraints.rotation) {
+ transform.rotation += rigidbody.data.angular_velocity * dt;
+ 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 * dt;
+ }
+ if (!rigidbody.data.constraints.y) {
+ transform.position.y += rigidbody.data.linear_velocity.y * dt;
+ }
}
break;
case Rigidbody::BodyType::KINEMATIC: