diff options
Diffstat (limited to 'src/crepe/system')
-rw-r--r-- | src/crepe/system/AnimatorSystem.cpp | 31 | ||||
-rw-r--r-- | src/crepe/system/AnimatorSystem.h | 3 | ||||
-rw-r--r-- | src/crepe/system/CollisionSystem.cpp | 548 | ||||
-rw-r--r-- | src/crepe/system/CollisionSystem.h | 298 | ||||
-rw-r--r-- | src/crepe/system/InputSystem.cpp | 8 | ||||
-rw-r--r-- | src/crepe/system/ParticleSystem.h | 10 | ||||
-rw-r--r-- | src/crepe/system/PhysicsSystem.cpp | 13 | ||||
-rw-r--r-- | src/crepe/system/PhysicsSystem.h | 4 | ||||
-rw-r--r-- | src/crepe/system/RenderSystem.cpp | 40 | ||||
-rw-r--r-- | src/crepe/system/RenderSystem.h | 23 | ||||
-rw-r--r-- | src/crepe/system/ScriptSystem.h | 2 |
11 files changed, 921 insertions, 59 deletions
diff --git a/src/crepe/system/AnimatorSystem.cpp b/src/crepe/system/AnimatorSystem.cpp index 8bb6465..549c35d 100644 --- a/src/crepe/system/AnimatorSystem.cpp +++ b/src/crepe/system/AnimatorSystem.cpp @@ -1,8 +1,8 @@ -#include <cstdint> + #include "../api/Animator.h" -#include "../facade/SDLContext.h" #include "../manager/ComponentManager.h" +#include "api/LoopTimer.h" #include "AnimatorSystem.h" @@ -10,15 +10,30 @@ using namespace crepe; void AnimatorSystem::update() { ComponentManager & mgr = this->mediator.component_manager; - + LoopTimer & timer = this->mediator.timer; RefVector<Animator> animations = mgr.get_components_by_type<Animator>(); - uint64_t tick = SDLContext::get_instance().get_ticks(); + double elapsed_time = timer.get_current_time(); + for (Animator & a : animations) { if (!a.active) continue; - // (10 frames per second) - a.curr_row = (tick / 100) % a.row; - a.spritesheet.mask.x = (a.curr_row * a.spritesheet.mask.w) + a.curr_col; - a.spritesheet.mask = a.spritesheet.mask; + + Animator::Data & ctx = a.data; + float frame_duration = 1.0f / ctx.fps; + + int last_frame = ctx.row; + + int cycle_end = (ctx.cycle_end == -1) ? a.max_rows : ctx.cycle_end; + int total_frames = cycle_end - ctx.cycle_start; + + int curr_frame = static_cast<int>(elapsed_time / frame_duration) % total_frames; + + ctx.row = ctx.cycle_start + curr_frame; + a.spritesheet.mask.x = ctx.row * a.spritesheet.mask.w; + a.spritesheet.mask.y = (ctx.col * a.spritesheet.mask.h); + + if (!ctx.looping && curr_frame == ctx.cycle_start && last_frame == total_frames - 1) { + a.active = false; + } } } diff --git a/src/crepe/system/AnimatorSystem.h b/src/crepe/system/AnimatorSystem.h index f8179a9..7d3f565 100644 --- a/src/crepe/system/AnimatorSystem.h +++ b/src/crepe/system/AnimatorSystem.h @@ -2,9 +2,6 @@ #include "System.h" -//TODO: -// control if flip works with animation system - namespace crepe { /** diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp index c74ca1d..44a0431 100644 --- a/src/crepe/system/CollisionSystem.cpp +++ b/src/crepe/system/CollisionSystem.cpp @@ -1,5 +1,551 @@ +#include <algorithm> +#include <cmath> +#include <cstddef> +#include <functional> +#include <optional> +#include <utility> +#include <variant> + +#include "../manager/ComponentManager.h" +#include "../manager/EventManager.h" +#include "api/BoxCollider.h" +#include "api/CircleCollider.h" +#include "api/Event.h" +#include "api/Metadata.h" +#include "api/Rigidbody.h" +#include "api/Transform.h" +#include "api/Vector2.h" + +#include "Collider.h" #include "CollisionSystem.h" +#include "types.h" +#include "util/OptionalRef.h" using namespace crepe; -void CollisionSystem::update() {} +void CollisionSystem::update() { + std::vector<CollisionInternal> all_colliders; + game_object_id_t id = 0; + ComponentManager & mgr = this->mediator.component_manager; + RefVector<Rigidbody> rigidbodies = mgr.get_components_by_type<Rigidbody>(); + // Collisions can only happen on object with a rigidbody + for (Rigidbody & rigidbody : rigidbodies) { + if (!rigidbody.active) continue; + id = rigidbody.game_object_id; + Transform & transform = mgr.get_components_by_id<Transform>(id).front().get(); + // Check if the boxcollider is active and has the same id as the rigidbody. + RefVector<BoxCollider> boxcolliders = mgr.get_components_by_type<BoxCollider>(); + for (BoxCollider & boxcollider : boxcolliders) { + if (boxcollider.game_object_id != id) continue; + if (!boxcollider.active) continue; + all_colliders.push_back({.id = id, + .collider = collider_variant{boxcollider}, + .transform = transform, + .rigidbody = rigidbody}); + } + // Check if the circlecollider is active and has the same id as the rigidbody. + RefVector<CircleCollider> circlecolliders + = mgr.get_components_by_type<CircleCollider>(); + for (CircleCollider & circlecollider : circlecolliders) { + if (circlecollider.game_object_id != id) continue; + if (!circlecollider.active) continue; + all_colliders.push_back({.id = id, + .collider = collider_variant{circlecollider}, + .transform = transform, + .rigidbody = rigidbody}); + } + } + + // Check between all colliders if there is a collision + std::vector<std::pair<CollisionInternal, CollisionInternal>> collided + = this->gather_collisions(all_colliders); + + // 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); + } +} + +void CollisionSystem::collision_handler_request(CollisionInternal & this_data, + CollisionInternal & other_data) { + + CollisionInternalType type + = this->get_collider_type(this_data.collider, other_data.collider); + std::pair<vec2, CollisionSystem::Direction> resolution_data + = this->collision_handler(this_data, other_data, type); + ComponentManager & mgr = this->mediator.component_manager; + OptionalRef<Metadata> this_metadata + = mgr.get_components_by_id<Metadata>(this_data.id).front().get(); + OptionalRef<Metadata> other_metadata + = mgr.get_components_by_id<Metadata>(other_data.id).front().get(); + OptionalRef<Collider> this_collider; + OptionalRef<Collider> other_collider; + switch (type) { + case CollisionInternalType::BOX_BOX: { + this_collider = std::get<std::reference_wrapper<BoxCollider>>(this_data.collider); + other_collider + = std::get<std::reference_wrapper<BoxCollider>>(other_data.collider); + break; + } + case CollisionInternalType::BOX_CIRCLE: { + this_collider = std::get<std::reference_wrapper<BoxCollider>>(this_data.collider); + other_collider + = std::get<std::reference_wrapper<CircleCollider>>(other_data.collider); + break; + } + case CollisionInternalType::CIRCLE_BOX: { + this_collider + = std::get<std::reference_wrapper<CircleCollider>>(this_data.collider); + other_collider + = std::get<std::reference_wrapper<BoxCollider>>(other_data.collider); + break; + } + case CollisionInternalType::CIRCLE_CIRCLE: { + this_collider + = std::get<std::reference_wrapper<CircleCollider>>(this_data.collider); + other_collider + = std::get<std::reference_wrapper<CircleCollider>>(other_data.collider); + break; + } + } + + // collision info + crepe::CollisionSystem::CollisionInfo collision_info{ + .this_collider = this_collider, + .this_transform = this_data.transform, + .this_rigidbody = this_data.rigidbody, + .this_metadata = this_metadata, + .other_collider = other_collider, + .other_transform = other_data.transform, + .other_rigidbody = other_data.rigidbody, + .other_metadata = other_metadata, + .resolution = resolution_data.first, + .resolution_direction = resolution_data.second, + }; + + // Determine if static needs to be called + this->determine_collision_handler(collision_info); +} + +std::pair<vec2, CollisionSystem::Direction> +CollisionSystem::collision_handler(CollisionInternal & data1, CollisionInternal & data2, + CollisionInternalType type) { + vec2 resolution; + switch (type) { + case CollisionInternalType::BOX_BOX: { + const BoxCollider & collider1 + = 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); + resolution = this->get_box_box_resolution(collider1, collider2, collider_pos1, + collider_pos2); + break; + } + case CollisionInternalType::BOX_CIRCLE: { + const BoxCollider & collider1 + = 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); + resolution = -this->get_circle_box_resolution(collider2, collider1, collider_pos2, + collider_pos1); + break; + } + case CollisionInternalType::CIRCLE_CIRCLE: { + const CircleCollider & collider1 + = 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); + resolution = this->get_circle_circle_resolution(collider1, collider2, + collider_pos1, collider_pos2); + break; + } + case CollisionInternalType::CIRCLE_BOX: { + const CircleCollider & collider1 + = 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); + resolution = this->get_circle_box_resolution(collider1, collider2, collider_pos1, + collider_pos2); + break; + } + } + + Direction resolution_direction = Direction::NONE; + if (resolution.x != 0 && resolution.y != 0) { + resolution_direction = Direction::BOTH; + } else if (resolution.x != 0) { + resolution_direction = Direction::X_DIRECTION; + if (data1.rigidbody.data.linear_velocity.y != 0) + resolution.y = data1.rigidbody.data.linear_velocity.y + * (resolution.x / data1.rigidbody.data.linear_velocity.x); + } else if (resolution.y != 0) { + resolution_direction = Direction::Y_DIRECTION; + if (data1.rigidbody.data.linear_velocity.x != 0) + resolution.x = data1.rigidbody.data.linear_velocity.x + * (resolution.y / data1.rigidbody.data.linear_velocity.y); + } + + return std::make_pair(resolution, resolution_direction); +} + +vec2 CollisionSystem::get_box_box_resolution(const BoxCollider & box_collider1, + const BoxCollider & box_collider2, + const vec2 & final_position1, + const vec2 & final_position2) const { + vec2 resolution; // Default resolution vector + vec2 delta = final_position2 - final_position1; + + // Compute half-dimensions of the boxes + float half_width1 = box_collider1.dimensions.x / 2.0; + float half_height1 = box_collider1.dimensions.y / 2.0; + float half_width2 = box_collider2.dimensions.x / 2.0; + float half_height2 = box_collider2.dimensions.y / 2.0; + + // Calculate overlaps along X and Y axes + float overlap_x = (half_width1 + half_width2) - std::abs(delta.x); + float overlap_y = (half_height1 + half_height2) - std::abs(delta.y); + + // Check if there is a collision should always be true + if (overlap_x > 0 && overlap_y > 0) { + // Determine the direction of resolution + if (overlap_x < overlap_y) { + // Resolve along the X-axis (smallest overlap) + resolution.x = (delta.x > 0) ? -overlap_x : overlap_x; + } else if (overlap_y < overlap_x) { + // Resolve along the Y-axis (smallest overlap) + resolution.y = (delta.y > 0) ? -overlap_y : overlap_y; + } else { + // Equal overlap, resolve both directions with preference + resolution.x = (delta.x > 0) ? -overlap_x : overlap_x; + resolution.y = (delta.y > 0) ? -overlap_y : overlap_y; + } + } + + return resolution; +} + +vec2 CollisionSystem::get_circle_circle_resolution(const CircleCollider & circle_collider1, + const CircleCollider & circle_collider2, + const vec2 & final_position1, + const vec2 & final_position2) const { + vec2 delta = final_position2 - final_position1; + + // Compute the distance between the two circle centers + float distance = std::sqrt(delta.x * delta.x + delta.y * delta.y); + + // Compute the combined radii of the two circles + float combined_radius = circle_collider1.radius + circle_collider2.radius; + + // Compute the penetration depth + float penetration_depth = combined_radius - distance; + + // Normalize the delta vector to get the collision direction + vec2 collision_normal = delta / distance; + + // Compute the resolution vector + vec2 resolution = -collision_normal * penetration_depth; + + return resolution; +} + +vec2 CollisionSystem::get_circle_box_resolution(const CircleCollider & circle_collider, + const BoxCollider & box_collider, + const vec2 & circle_position, + const vec2 & box_position) const { + vec2 delta = circle_position - box_position; + + // Compute half-dimensions of the box + float half_width = box_collider.dimensions.x / 2.0f; + float half_height = box_collider.dimensions.y / 2.0f; + + // Clamp circle center to the nearest point on the box + vec2 closest_point; + closest_point.x = std::clamp(delta.x, -half_width, half_width); + closest_point.y = std::clamp(delta.y, -half_height, half_height); + + // Find the vector from the circle center to the closest point + vec2 closest_delta = delta - closest_point; + + // Normalize the delta to get the collision direction + float distance + = std::sqrt(closest_delta.x * closest_delta.x + closest_delta.y * closest_delta.y); + vec2 collision_normal = closest_delta / distance; + + // Compute penetration depth + float penetration_depth = circle_collider.radius - distance; + + // Compute the resolution vector + vec2 resolution = collision_normal * penetration_depth; + + return resolution; +} + +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); + }; + // Call collision event for user + CollisionEvent data(info); + EventManager & emgr = this->mediator.event_manager; + emgr.trigger_event<CollisionEvent>(data, info.this_collider.game_object_id); +} + +void CollisionSystem::static_collision_handler(CollisionInfo & info) { + // Move object back using calculate move back value + info.this_transform.position += info.resolution; + + // If bounce is enabled mirror velocity + if (info.this_rigidbody.data.elastisity_coefficient > 0) { + if (info.resolution_direction == Direction::BOTH) { + info.this_rigidbody.data.linear_velocity.y + = -info.this_rigidbody.data.linear_velocity.y + * info.this_rigidbody.data.elastisity_coefficient; + info.this_rigidbody.data.linear_velocity.x + = -info.this_rigidbody.data.linear_velocity.x + * info.this_rigidbody.data.elastisity_coefficient; + } else if (info.resolution_direction == Direction::Y_DIRECTION) { + info.this_rigidbody.data.linear_velocity.y + = -info.this_rigidbody.data.linear_velocity.y + * info.this_rigidbody.data.elastisity_coefficient; + } else if (info.resolution_direction == Direction::X_DIRECTION) { + info.this_rigidbody.data.linear_velocity.x + = -info.this_rigidbody.data.linear_velocity.x + * info.this_rigidbody.data.elastisity_coefficient; + } + } + // Stop movement if bounce is disabled + else { + info.this_rigidbody.data.linear_velocity = {0, 0}; + } +} + +std::vector<std::pair<CollisionSystem::CollisionInternal, CollisionSystem::CollisionInternal>> +CollisionSystem::gather_collisions(std::vector<CollisionInternal> & colliders) { + + // TODO: + // If no colliders skip + // Check if colliders has rigidbody if not skip + + // TODO: + // If amount is higer than lets say 16 for now use quadtree otwerwise skip + // Quadtree code + // Quadtree is placed over the input vector + + // Return data of collided colliders which are variants + std::vector<std::pair<CollisionInternal, CollisionInternal>> collisions_ret; + //using visit to visit the variant to access the active and id. + for (size_t i = 0; i < colliders.size(); ++i) { + for (size_t j = i + 1; j < colliders.size(); ++j) { + if (colliders[i].id == colliders[j].id) continue; + if (!have_common_layer(colliders[i].rigidbody.data.collision_layers, + colliders[j].rigidbody.data.collision_layers)) + continue; + CollisionInternalType type + = get_collider_type(colliders[i].collider, colliders[j].collider); + if (!get_collision( + { + .collider = colliders[i].collider, + .transform = colliders[i].transform, + .rigidbody = colliders[i].rigidbody, + }, + { + .collider = colliders[j].collider, + .transform = colliders[j].transform, + .rigidbody = colliders[j].rigidbody, + }, + type)) + continue; + collisions_ret.emplace_back(colliders[i], colliders[j]); + } + } + + return collisions_ret; +} + +bool CollisionSystem::have_common_layer(const std::set<int> & layers1, + const std::set<int> & layers2) { + + // Check if any number is equal in the layers + for (int num : layers1) { + if (layers2.contains(num)) { + // Common layer found + return true; + break; + } + } + // No common layer found + return false; +} + +CollisionSystem::CollisionInternalType +CollisionSystem::get_collider_type(const collider_variant & collider1, + const collider_variant & collider2) const { + if (std::holds_alternative<std::reference_wrapper<CircleCollider>>(collider1)) { + if (std::holds_alternative<std::reference_wrapper<CircleCollider>>(collider2)) { + return CollisionInternalType::CIRCLE_CIRCLE; + } else { + return CollisionInternalType::CIRCLE_BOX; + } + } else { + if (std::holds_alternative<std::reference_wrapper<CircleCollider>>(collider2)) { + return CollisionInternalType::BOX_CIRCLE; + } else { + return CollisionInternalType::BOX_BOX; + } + } +} + +bool CollisionSystem::get_collision(const CollisionInternal & first_info, + const CollisionInternal & second_info, + CollisionInternalType type) const { + switch (type) { + case CollisionInternalType::BOX_BOX: { + const BoxCollider & box_collider1 + = std::get<std::reference_wrapper<BoxCollider>>(first_info.collider); + const BoxCollider & box_collider2 + = std::get<std::reference_wrapper<BoxCollider>>(second_info.collider); + return this->get_box_box_collision(box_collider1, box_collider2, + first_info.transform, second_info.transform, + second_info.rigidbody, second_info.rigidbody); + } + case CollisionInternalType::BOX_CIRCLE: { + const BoxCollider & box_collider + = std::get<std::reference_wrapper<BoxCollider>>(first_info.collider); + const CircleCollider & circle_collider + = std::get<std::reference_wrapper<CircleCollider>>(second_info.collider); + return this->get_box_circle_collision( + box_collider, circle_collider, first_info.transform, second_info.transform, + second_info.rigidbody, second_info.rigidbody); + } + case CollisionInternalType::CIRCLE_CIRCLE: { + const CircleCollider & circle_collider1 + = std::get<std::reference_wrapper<CircleCollider>>(first_info.collider); + const CircleCollider & circle_collider2 + = std::get<std::reference_wrapper<CircleCollider>>(second_info.collider); + return this->get_circle_circle_collision( + circle_collider1, circle_collider2, first_info.transform, + second_info.transform, second_info.rigidbody, second_info.rigidbody); + } + case CollisionInternalType::CIRCLE_BOX: { + const CircleCollider & circle_collider + = std::get<std::reference_wrapper<CircleCollider>>(first_info.collider); + const BoxCollider & box_collider + = std::get<std::reference_wrapper<BoxCollider>>(second_info.collider); + return this->get_box_circle_collision( + box_collider, circle_collider, first_info.transform, second_info.transform, + second_info.rigidbody, second_info.rigidbody); + } + } + return false; +} + +bool CollisionSystem::get_box_box_collision(const BoxCollider & box1, const BoxCollider & box2, + const Transform & transform1, + const Transform & transform2, + 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); + + // 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; + + // Check if the boxes overlap along the X and Y axes + return (final_position1.x + half_width1 > final_position2.x - half_width2 + && final_position1.x - half_width1 < final_position2.x + half_width2 + && final_position1.y + half_height1 > final_position2.y - half_height2 + && final_position1.y - half_height1 < final_position2.y + half_height2); +} + +bool CollisionSystem::get_box_circle_collision(const BoxCollider & box1, + const CircleCollider & circle2, + const Transform & transform1, + const Transform & transform2, + 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); + + // Calculate box half-extents + float half_width = box1.dimensions.x / 2.0; + float half_height = box1.dimensions.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, + std::min(final_position2.x, final_position1.x + half_width)); + float closest_y = std::max(final_position1.y - half_height, + std::min(final_position2.y, final_position1.y + half_height)); + + // Calculate the distance squared between the circle's center and the closest point on the box + float distance_x = final_position2.x - closest_x; + float distance_y = final_position2.y - closest_y; + 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; +} + +bool CollisionSystem::get_circle_circle_collision(const CircleCollider & circle1, + const CircleCollider & circle2, + const Transform & transform1, + const Transform & transform2, + 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); + + 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; + + // 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 c1a70d8..5b136c6 100644 --- a/src/crepe/system/CollisionSystem.h +++ b/src/crepe/system/CollisionSystem.h @@ -1,13 +1,311 @@ #pragma once +#include <optional> +#include <variant> +#include <vector> + +#include "api/BoxCollider.h" +#include "api/CircleCollider.h" +#include "api/Event.h" +#include "api/Metadata.h" +#include "api/Rigidbody.h" +#include "api/Transform.h" +#include "api/Vector2.h" + +#include "Collider.h" #include "System.h" namespace crepe { +//! A system responsible for detecting and handling collisions between colliders. class CollisionSystem : public System { public: using System::System; + +private: + //! A variant type that can hold either a BoxCollider or a CircleCollider. + using collider_variant = std::variant<std::reference_wrapper<BoxCollider>, + std::reference_wrapper<CircleCollider>>; + + //! Enum representing the types of collider pairs for collision detection. + enum class CollisionInternalType { + BOX_BOX, + CIRCLE_CIRCLE, + BOX_CIRCLE, + CIRCLE_BOX, + }; + + /** + * \brief A structure to store the collision data of a single collider. + * + * This structure all components and id that are for needed within this system when calculating or handeling collisions. + * The transform and rigidbody are mostly needed for location and rotation. + * In rigidbody additional info is written about what the body of the object is, + * and how it should respond on a collision. + */ + struct CollisionInternal { + game_object_id_t id = 0; + collider_variant collider; + Transform & transform; + Rigidbody & rigidbody; + }; + + //! Enum representing movement directions during collision resolution. + enum class Direction { + //! No movement required. + NONE, + //! Movement in the X direction. + X_DIRECTION, + //! Movement in the Y direction. + Y_DIRECTION, + //! Movement in both X and Y directions. + BOTH + }; + +public: + /** + * \brief Structure representing detailed collision information between two colliders. + * + * Includes information about the colliding objects and the resolution data for handling the collision. + */ + struct CollisionInfo { + Collider & this_collider; + Transform & this_transform; + Rigidbody & this_rigidbody; + Metadata & this_metadata; + Collider & other_collider; + Transform & other_transform; + Rigidbody & other_rigidbody; + Metadata & other_metadata; + //! The resolution vector for the collision. + vec2 resolution; + //! The direction of movement for resolving the collision. + Direction resolution_direction = Direction::NONE; + }; + +public: + //! Updates the collision system by checking for collisions between colliders and handling them. void update() override; + +private: + /** + * \brief Determines the type of collider pair from two colliders. + * + * Uses std::holds_alternative to identify the types of the provided colliders. + * + * \param collider1 First collider variant (BoxCollider or CircleCollider). + * \param collider2 Second collider variant (BoxCollider or CircleCollider). + * \return The combined type of the two colliders. + */ + 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. + * + * Processes collision data and adjusts objects to resolve collisions and/or calls the user oncollision script function. + * + * \param data1 Collision data for the first collider. + * \param data2 Collision data for the second collider. + */ + void collision_handler_request(CollisionInternal & data1, CollisionInternal & data2); + + /** + * \brief Resolves collision between two colliders and calculates the movement required. + * + * Determines the displacement and direction needed to separate colliders based on their types. + * + * \param data1 Collision data for the first collider. + * \param data2 Collision data for the second collider. + * \param type The type of collider pair. + * \return A pair containing the resolution vector and direction for the first collider. + */ + std::pair<vec2, Direction> collision_handler(CollisionInternal & data1, + CollisionInternal & data2, + CollisionInternalType type); + + /** + * \brief Calculates the resolution vector for two BoxColliders. + * + * Computes the displacement required to separate two overlapping BoxColliders. + * + * \param box_collider1 The first BoxCollider. + * \param box_collider2 The second BoxCollider. + * \param position1 The position of the first BoxCollider. + * \param position2 The position of the second BoxCollider. + * \return The resolution vector for the collision. + */ + vec2 get_box_box_resolution(const BoxCollider & box_collider1, + const BoxCollider & box_collider2, const vec2 & position1, + const vec2 & position2) const; + + /** + * \brief Calculates the resolution vector for two CircleCollider. + * + * Computes the displacement required to separate two overlapping CircleCollider. + * + * \param circle_collider1 The first CircleCollider. + * \param circle_collider2 The second CircleCollider. + * \param final_position1 The position of the first CircleCollider. + * \param final_position2 The position of the second CircleCollider. + * \return The resolution vector for the collision. + */ + vec2 get_circle_circle_resolution(const CircleCollider & circle_collider1, + const CircleCollider & circle_collider2, + const vec2 & final_position1, + const vec2 & final_position2) const; + + /** + * \brief Calculates the resolution vector for two CircleCollider. + * + * Computes the displacement required to separate two overlapping CircleCollider. + * + * \param circle_collider The first CircleCollider. + * \param box_collider The second CircleCollider. + * \param circle_position The position of the CircleCollider. + * \param box_position The position of the BoxCollider. + * \return The resolution vector for the collision. + */ + vec2 get_circle_box_resolution(const CircleCollider & circle_collider, + const BoxCollider & box_collider, + const vec2 & circle_position, + const vec2 & box_position) const; + + /** + * \brief Determines the appropriate collision handler for a collision. + * + * Decides the correct resolution process based on the dynamic or static nature of the colliders involved. + * + * \param info Collision information containing data about both colliders. + */ + void determine_collision_handler(CollisionInfo & info); + + /** + * \brief Handles collisions involving static objects. + * + * Resolves collisions by adjusting positions and modifying velocities if bounce is enabled. + * + * \param info Collision information containing data about both colliders. + */ + void static_collision_handler(CollisionInfo & info); + +private: + /** + * \brief Checks for collisions between colliders. + * + * Identifies collisions and generates pairs of colliding objects for further processing. + * + * \param colliders A collection of all active colliders. + * \return A list of collision pairs with their associated data. + */ + std::vector<std::pair<CollisionInternal, CollisionInternal>> + gather_collisions(std::vector<CollisionInternal> & colliders); + + /** + * \brief Checks if two collision layers have at least one common layer. + * + * 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 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. + */ + + bool have_common_layer(const std::set<int> & layers1, const std::set<int> & layers2); + + /** + * \brief Checks for collision between two colliders. + * + * Calls the appropriate collision detection function based on the collider types. + * + * \param first_info Collision data for the first collider. + * \param second_info Collision data for the second collider. + * \param type The type of collider pair. + * \return True if a collision is detected, otherwise false. + */ + bool get_collision(const CollisionInternal & first_info, + const CollisionInternal & second_info, + CollisionInternalType type) const; + + /** + * \brief Detects collisions between two BoxColliders. + * + * \param box1 The first BoxCollider. + * \param box2 The second BoxCollider. + * \param transform1 Transform of the first object. + * \param transform2 Transform of the second object. + * \param rigidbody1 Rigidbody of the first object. + * \param rigidbody2 Rigidbody of the second object. + * \return True if a collision is detected, otherwise false. + */ + bool get_box_box_collision(const BoxCollider & box1, const BoxCollider & box2, + const Transform & transform1, const Transform & transform2, + const Rigidbody & rigidbody1, + const Rigidbody & rigidbody2) const; + + /** + * \brief Check collision for box on circle collider + * + * \param box1 The BoxCollider + * \param circle2 The CircleCollider + * \param transform1 Transform of the first object. + * \param transform2 Transform of the second object. + * \param rigidbody1 Rigidbody of the first object. + * \param rigidbody2 Rigidbody of the second object. + * \return True if a collision is detected, otherwise false. + */ + bool get_box_circle_collision(const BoxCollider & box1, const CircleCollider & circle2, + const Transform & transform1, const Transform & transform2, + const Rigidbody & rigidbody1, + const Rigidbody & rigidbody2) const; + + /** + * \brief Check collision for circle on circle collider + * + * \param circle1 First CircleCollider + * \param circle2 Second CircleCollider + * \param transform1 Transform of the first object. + * \param transform2 Transform of the second object. + * \param rigidbody1 Rigidbody of the first object. + * \param rigidbody2 Rigidbody of the second object. + * \return True if a collision is detected, otherwise false. + * + * \return status of collision + */ + bool get_circle_circle_collision(const CircleCollider & circle1, + const CircleCollider & circle2, + const Transform & transform1, + const Transform & transform2, + const Rigidbody & rigidbody1, + const Rigidbody & rigidbody2) const; +}; + +/** + * \brief Event triggered during a collision between objects. + */ +class CollisionEvent : public Event { +public: + crepe::CollisionSystem::CollisionInfo info; + CollisionEvent(const crepe::CollisionSystem::CollisionInfo & collisionInfo) + : info(collisionInfo) {} }; } // namespace crepe diff --git a/src/crepe/system/InputSystem.cpp b/src/crepe/system/InputSystem.cpp index 7cc8d30..aaa8bdf 100644 --- a/src/crepe/system/InputSystem.cpp +++ b/src/crepe/system/InputSystem.cpp @@ -24,10 +24,10 @@ void InputSystem::update() { RefVector<Transform> transform_vec = mgr.get_components_by_id<Transform>(current_cam.game_object_id); Transform & cam_transform = transform_vec.front().get(); - int camera_origin_x - = cam_transform.position.x + current_cam.offset.x - (current_cam.viewport_size.x / 2); - int camera_origin_y - = cam_transform.position.y + current_cam.offset.y - (current_cam.viewport_size.y / 2); + int camera_origin_x = cam_transform.position.x + current_cam.data.postion_offset.x + - (current_cam.viewport_size.x / 2); + int camera_origin_y = cam_transform.position.y + current_cam.data.postion_offset.y + - (current_cam.viewport_size.y / 2); for (const SDLContext::EventData & event : event_list) { int world_mouse_x = event.mouse_position.x + camera_origin_x; diff --git a/src/crepe/system/ParticleSystem.h b/src/crepe/system/ParticleSystem.h index c647284..068f01c 100644 --- a/src/crepe/system/ParticleSystem.h +++ b/src/crepe/system/ParticleSystem.h @@ -25,7 +25,7 @@ public: private: /** * \brief Emits a particle from the specified emitter based on its emission properties. - * + * * \param emitter Reference to the ParticleEmitter. * \param transform Const reference to the Transform component associated with the emitter. */ @@ -34,7 +34,7 @@ private: /** * \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. @@ -44,7 +44,7 @@ private: /** * \brief Checks whether particles are within the emitter’s boundary, resets or stops * particles if they exit. - * + * * \param emitter Reference to the ParticleEmitter. * \param transform Const reference to the Transform component associated with the emitter. */ @@ -52,7 +52,7 @@ private: /** * \brief Generates a random angle for particle emission within the specified range. - * + * * \param min_angle Minimum emission angle in degrees. * \param max_angle Maximum emission angle in degrees. * \return Random angle in degrees. @@ -61,7 +61,7 @@ private: /** * \brief Generates a random speed for particle emission within the specified range. - * + * * \param min_speed Minimum emission speed. * \param max_speed Maximum emission speed. * \return Random speed. diff --git a/src/crepe/system/PhysicsSystem.cpp b/src/crepe/system/PhysicsSystem.cpp index bebcf3d..ebf4439 100644 --- a/src/crepe/system/PhysicsSystem.cpp +++ b/src/crepe/system/PhysicsSystem.cpp @@ -25,17 +25,20 @@ void PhysicsSystem::update() { if (transform.game_object_id == rigidbody.game_object_id) { // Add gravity - if (rigidbody.data.use_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_damping != 0) { - rigidbody.data.angular_velocity *= rigidbody.data.angular_damping; + if (rigidbody.data.angular_velocity_coefficient > 0) { + rigidbody.data.angular_velocity + *= rigidbody.data.angular_velocity_coefficient; } - if (rigidbody.data.linear_damping != vec2{0, 0}) { - rigidbody.data.linear_velocity *= rigidbody.data.linear_damping; + if (rigidbody.data.linear_velocity_coefficient.x > 0 + && rigidbody.data.linear_velocity_coefficient.y > 0) { + rigidbody.data.linear_velocity + *= rigidbody.data.linear_velocity_coefficient; } // Max velocity check diff --git a/src/crepe/system/PhysicsSystem.h b/src/crepe/system/PhysicsSystem.h index 227ab69..26152a5 100644 --- a/src/crepe/system/PhysicsSystem.h +++ b/src/crepe/system/PhysicsSystem.h @@ -6,7 +6,7 @@ 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. */ @@ -15,7 +15,7 @@ public: using System::System; /** * \brief updates the physics system. - * + * * It calculates new velocties and changes the postion in the transform. */ void update() override; diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index 92dba43..26f2c85 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -17,13 +17,19 @@ using namespace crepe; using namespace std; -void RenderSystem::clear_screen() { this->context.clear_screen(); } +void RenderSystem::clear_screen() { + SDLContext & ctx = this->mediator.sdl_context; + ctx.clear_screen(); +} -void RenderSystem::present_screen() { this->context.present_screen(); } +void RenderSystem::present_screen() { + SDLContext & ctx = this->mediator.sdl_context; + ctx.present_screen(); +} -const Camera & RenderSystem::update_camera() { +SDLContext::CameraValues RenderSystem::update_camera() { ComponentManager & mgr = this->mediator.component_manager; - + SDLContext & ctx = this->mediator.sdl_context; RefVector<Camera> cameras = mgr.get_components_by_type<Camera>(); if (cameras.size() == 0) throw std::runtime_error("No cameras in current scene"); @@ -32,16 +38,18 @@ const Camera & RenderSystem::update_camera() { if (!cam.active) continue; const Transform & transform = mgr.get_components_by_id<Transform>(cam.game_object_id).front().get(); - this->context.set_camera(cam); - this->cam_pos = transform.position + cam.offset; - return cam; + SDLContext::CameraValues cam_val = ctx.set_camera(cam); + cam_val.cam_pos = transform.position + cam.data.postion_offset; + return cam_val; } throw std::runtime_error("No active cameras in current scene"); } bool sorting_comparison(const Sprite & a, const Sprite & b) { - if (a.sorting_in_layer < b.sorting_in_layer) return true; - if (a.sorting_in_layer == b.sorting_in_layer) return a.order_in_layer < b.order_in_layer; + if (a.data.sorting_in_layer != b.data.sorting_in_layer) + return a.data.sorting_in_layer < b.data.sorting_in_layer; + if (a.data.order_in_layer != b.data.order_in_layer) + return a.data.order_in_layer < b.data.order_in_layer; return false; } @@ -59,10 +67,11 @@ void RenderSystem::update() { this->present_screen(); } -bool RenderSystem::render_particle(const Sprite & sprite, const Camera & cam, +bool RenderSystem::render_particle(const Sprite & sprite, const SDLContext::CameraValues & cam, const double & scale) { ComponentManager & mgr = this->mediator.component_manager; + SDLContext & ctx = this->mediator.sdl_context; vector<reference_wrapper<ParticleEmitter>> emitters = mgr.get_components_by_id<ParticleEmitter>(sprite.game_object_id); @@ -77,10 +86,9 @@ bool RenderSystem::render_particle(const Sprite & sprite, const Camera & cam, for (const Particle & p : em.data.particles) { if (!p.active) continue; - this->context.draw(SDLContext::RenderContext{ + ctx.draw(SDLContext::RenderContext{ .sprite = sprite, .cam = cam, - .cam_pos = this->cam_pos, .pos = p.position, .angle = p.angle, .scale = scale, @@ -89,12 +97,12 @@ bool RenderSystem::render_particle(const Sprite & sprite, const Camera & cam, } return rendering_particles; } -void RenderSystem::render_normal(const Sprite & sprite, const Camera & cam, +void RenderSystem::render_normal(const Sprite & sprite, const SDLContext::CameraValues & cam, const Transform & tm) { - this->context.draw(SDLContext::RenderContext{ + SDLContext & ctx = this->mediator.sdl_context; + ctx.draw(SDLContext::RenderContext{ .sprite = sprite, .cam = cam, - .cam_pos = this->cam_pos, .pos = tm.position, .angle = tm.rotation, .scale = tm.scale, @@ -103,7 +111,7 @@ void RenderSystem::render_normal(const Sprite & sprite, const Camera & cam, void RenderSystem::render() { ComponentManager & mgr = this->mediator.component_manager; - const Camera & cam = this->update_camera(); + const SDLContext::CameraValues & cam = this->update_camera(); RefVector<Sprite> sprites = mgr.get_components_by_type<Sprite>(); RefVector<Sprite> sorted_sprites = this->sort(sprites); diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h index 096d058..e270a6b 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -18,7 +18,7 @@ class Transform; * \brief Manages rendering operations for all game objects. * * RenderSystem is responsible for rendering, clearing and presenting the screen, and - * managing the active camera. + * managing the active camera. */ class RenderSystem : public System { public: @@ -37,7 +37,7 @@ private: void present_screen(); //! Updates the active camera used for rendering. - const Camera & update_camera(); + SDLContext::CameraValues update_camera(); //! Renders the whole screen void render(); @@ -52,20 +52,22 @@ private: * constructor is now protected i cannot make tmp inside * \return true if particles have been rendered */ - bool render_particle(const Sprite & sprite, const Camera & cam, const double & scale); + bool render_particle(const Sprite & sprite, const SDLContext::CameraValues & cam, + const double & scale); /** - * \brief renders a sprite with a Transform component on the screen + * \brief renders a sprite with a Transform component on the screen * * \param sprite the sprite component that holds all the data - * \param tm the Transform component that holds the position,rotation and scale + * \param tm the Transform component that holds the position,rotation and scale */ - void render_normal(const Sprite & sprite, const Camera & cam, const Transform & tm); + void render_normal(const Sprite & sprite, const SDLContext::CameraValues & cam, + const Transform & tm); /** * \brief sort a vector sprite objects with * - * \param objs the vector that will do a sorting algorithm on + * \param objs the vector that will do a sorting algorithm on * \return returns a sorted reference vector */ RefVector<Sprite> sort(RefVector<Sprite> & objs) const; @@ -75,13 +77,6 @@ private: * \todo Implement a text component and a button component. * \todo Consider adding text input functionality. */ - -private: - // FIXME: retrieve sdlcontext via mediator after #PR57 - SDLContext & context = SDLContext::get_instance(); - - //! camera postion in the current scene - vec2 cam_pos; }; } // namespace crepe diff --git a/src/crepe/system/ScriptSystem.h b/src/crepe/system/ScriptSystem.h index 936e9ca..3db1b1e 100644 --- a/src/crepe/system/ScriptSystem.h +++ b/src/crepe/system/ScriptSystem.h @@ -8,7 +8,7 @@ class Script; /** * \brief Script system - * + * * The script system is responsible for all \c BehaviorScript components, and * calls the methods on classes derived from \c Script. */ |