diff options
Diffstat (limited to 'src/crepe')
-rw-r--r-- | src/crepe/api/CMakeLists.txt | 4 | ||||
-rw-r--r-- | src/crepe/api/Config.h | 10 | ||||
-rw-r--r-- | src/crepe/api/Force.cpp | 20 | ||||
-rw-r--r-- | src/crepe/api/Force.h | 17 | ||||
-rw-r--r-- | src/crepe/api/GameObject.cpp | 2 | ||||
-rw-r--r-- | src/crepe/api/GameObject.h | 4 | ||||
-rw-r--r-- | src/crepe/api/Point.h | 11 | ||||
-rw-r--r-- | src/crepe/api/Rigidbody.cpp | 16 | ||||
-rw-r--r-- | src/crepe/api/Rigidbody.h | 102 | ||||
-rw-r--r-- | src/crepe/api/Transform.cpp | 2 | ||||
-rw-r--r-- | src/crepe/api/Transform.h | 6 | ||||
-rw-r--r-- | src/crepe/api/Vector2.cpp | 59 | ||||
-rw-r--r-- | src/crepe/api/Vector2.h | 48 | ||||
-rw-r--r-- | src/crepe/system/PhysicsSystem.cpp | 102 | ||||
-rw-r--r-- | src/crepe/system/PhysicsSystem.h | 17 |
15 files changed, 309 insertions, 111 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(); }; |