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-rw-r--r--src/crepe/Particle.cpp13
-rw-r--r--src/crepe/Particle.h14
-rw-r--r--src/crepe/api/LoopManager.cpp1
-rw-r--r--src/crepe/api/ParticleEmitter.cpp7
-rw-r--r--src/crepe/api/ParticleEmitter.h53
-rw-r--r--src/crepe/api/Rigidbody.h11
-rw-r--r--src/crepe/facade/SDLContext.cpp3
-rw-r--r--src/crepe/system/CollisionSystem.cpp235
-rw-r--r--src/crepe/system/CollisionSystem.h31
-rw-r--r--src/crepe/system/ParticleSystem.cpp90
-rw-r--r--src/crepe/system/ParticleSystem.h22
-rw-r--r--src/crepe/system/RenderSystem.cpp9
-rw-r--r--src/crepe/util/AbsoluutPosition.cpp20
-rw-r--r--src/crepe/util/AbsoluutPosition.h14
-rw-r--r--src/crepe/util/CMakeLists.txt2
15 files changed, 338 insertions, 187 deletions
diff --git a/src/crepe/Particle.cpp b/src/crepe/Particle.cpp
index 485a0d4..b340826 100644
--- a/src/crepe/Particle.cpp
+++ b/src/crepe/Particle.cpp
@@ -2,8 +2,8 @@
using namespace crepe;
-void Particle::reset(uint32_t lifespan, const vec2 & position, const vec2 & velocity,
- double angle) {
+void Particle::reset(unsigned int lifespan, const vec2 & position, const vec2 & velocity,
+ float angle) {
// Initialize the particle state
this->time_in_life = 0;
this->lifespan = lifespan;
@@ -15,16 +15,17 @@ void Particle::reset(uint32_t lifespan, const vec2 & position, const vec2 & velo
this->force_over_time = {0, 0};
}
-void Particle::update() {
+void Particle::update(double dt) {
// Deactivate particle if it has exceeded its lifespan
- if (++time_in_life >= lifespan) {
+ time_in_life += dt;
+ if (time_in_life >= lifespan) {
this->active = false;
return;
}
// Update velocity based on accumulated force and update position
- this->velocity += force_over_time;
- this->position += velocity;
+ this->velocity += force_over_time * dt;
+ this->position += velocity * dt;
}
void Particle::stop_movement() {
diff --git a/src/crepe/Particle.h b/src/crepe/Particle.h
index d0397c9..ee0cd66 100644
--- a/src/crepe/Particle.h
+++ b/src/crepe/Particle.h
@@ -14,8 +14,6 @@ namespace crepe {
* can also be reset or stopped.
*/
class Particle {
- // TODO: add friend particleSsytem and rendersystem. Unit test will fail.
-
public:
//! Position of the particle in 2D space.
vec2 position;
@@ -24,13 +22,13 @@ public:
//! Accumulated force affecting the particle over time.
vec2 force_over_time;
//! Total lifespan of the particle in milliseconds.
- uint32_t lifespan;
+ float lifespan;
//! Active state of the particle; true if it is in use, false otherwise.
bool active = false;
//! The time the particle has been alive, in milliseconds.
- uint32_t time_in_life = 0;
+ float time_in_life = 0;
//! The angle at which the particle is oriented or moving.
- double angle = 0;
+ float angle = 0;
/**
* \brief Resets the particle with new properties.
@@ -43,14 +41,16 @@ public:
* \param velocity The initial velocity of the particle.
* \param angle The angle of the particle's trajectory or orientation.
*/
- void reset(uint32_t lifespan, const vec2 & position, const vec2 & velocity, double angle);
+ void reset(unsigned int lifespan, const vec2 & position, const vec2 & velocity,
+ float angle);
/**
* \brief Updates the particle's state.
*
* Advances the particle's position based on its velocity and applies accumulated forces.
* Deactivates the particle if its lifespan has expired.
+ * \param dt The amount of fixed delta time that has passed.
*/
- void update();
+ void update(double dt);
/**
* \brief Stops the particle's movement.
*
diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp
index b5e5ff7..7a78019 100644
--- a/src/crepe/api/LoopManager.cpp
+++ b/src/crepe/api/LoopManager.cpp
@@ -65,6 +65,7 @@ void LoopManager::fixed_update() {
this->get_system<InputSystem>().update();
this->event_manager.dispatch_events();
this->get_system<ScriptSystem>().update();
+ this->get_system<ParticleSystem>().update();
this->get_system<AISystem>().update();
this->get_system<PhysicsSystem>().update();
this->get_system<CollisionSystem>().update();
diff --git a/src/crepe/api/ParticleEmitter.cpp b/src/crepe/api/ParticleEmitter.cpp
index 90b77a0..4f54bbd 100644
--- a/src/crepe/api/ParticleEmitter.cpp
+++ b/src/crepe/api/ParticleEmitter.cpp
@@ -1,11 +1,14 @@
#include "ParticleEmitter.h"
+#include "api/Sprite.h"
using namespace crepe;
-ParticleEmitter::ParticleEmitter(game_object_id_t game_object_id, const Data & data)
+ParticleEmitter::ParticleEmitter(game_object_id_t game_object_id, const Sprite & sprite,
+ const Data & data)
: Component(game_object_id),
+ sprite(sprite),
data(data) {
for (size_t i = 0; i < this->data.max_particles; i++) {
- this->data.particles.emplace_back();
+ this->particles.emplace_back();
}
}
diff --git a/src/crepe/api/ParticleEmitter.h b/src/crepe/api/ParticleEmitter.h
index b83fd61..8ac2e72 100644
--- a/src/crepe/api/ParticleEmitter.h
+++ b/src/crepe/api/ParticleEmitter.h
@@ -1,7 +1,11 @@
#pragma once
+#include <cmath>
#include <vector>
+#include "system/ParticleSystem.h"
+#include "system/RenderSystem.h"
+
#include "Component.h"
#include "Particle.h"
#include "types.h"
@@ -26,15 +30,18 @@ public:
*/
struct Boundary {
//! boundary width (midpoint is emitter location)
- double width = 0.0;
+ float width = INFINITY;
//! boundary height (midpoint is emitter location)
- double height = 0.0;
+ float height = INFINITY;
//! boundary offset from particle emitter location
vec2 offset;
//! reset on exit or stop velocity and set max postion
bool reset_on_exit = false;
};
+ //! sprite reference of displayed sprite
+ const Sprite & sprite;
+
/**
* \brief Holds parameters that control particle emission.
*
@@ -42,32 +49,28 @@ public:
* and the sprite used for rendering particles.
*/
struct Data {
- //! position of the emitter
- vec2 position;
+ //! offset of the emitter relative to transform
+ vec2 offset;
//! maximum number of particles
- const unsigned int max_particles = 0;
- //! rate of particle emission per update (Lowest value = 0.001 any lower is ignored)
- double emission_rate = 0;
+ const unsigned int max_particles = 256;
+ //! rate of particle emission per second
+ float emission_rate = 50;
//! min speed of the particles
- double min_speed = 0;
+ float min_speed = 100;
//! min speed of the particles
- double max_speed = 0;
+ float max_speed = 100;
//! min angle of particle emission
- double min_angle = 0;
+ float min_angle = 0;
//! max angle of particle emission
- double max_angle = 0;
- //! begin Lifespan of particle (only visual)
- double begin_lifespan = 0.0;
- //! end Lifespan of particle
- double end_lifespan = 0.0;
+ float max_angle = 0;
+ //! begin Lifespan of particle in seconds (only visual)
+ float begin_lifespan = 0.0;
+ //! end Lifespan of particle in seconds
+ float end_lifespan = 10.0;
//! force over time (physics)
vec2 force_over_time;
//! particle boundary
Boundary boundary;
- //! collection of particles
- std::vector<Particle> particles;
- //! sprite reference
- const Sprite & sprite;
};
public:
@@ -75,11 +78,21 @@ public:
* \param game_object_id Identifier for the game object using this emitter.
* \param data Configuration data defining particle properties.
*/
- ParticleEmitter(game_object_id_t game_object_id, const Data & data);
+ ParticleEmitter(game_object_id_t game_object_id, const Sprite & sprite, const Data & data);
public:
//! Configuration data for particle emission settings.
Data data;
+
+private:
+ //! Only ParticleSystem can move and read particles
+ friend ParticleSystem;
+ //! Only RenderSystem can read particles
+ friend RenderSystem;
+ //! Saves time left over from last update event.
+ float spawn_accumulator = 0;
+ //! collection of particles
+ std::vector<Particle> particles;
};
} // namespace crepe
diff --git a/src/crepe/api/Rigidbody.h b/src/crepe/api/Rigidbody.h
index 6900295..0f6be21 100644
--- a/src/crepe/api/Rigidbody.h
+++ b/src/crepe/api/Rigidbody.h
@@ -122,15 +122,8 @@ public:
*/
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;
+ //! Enable collision handeling in collision system
+ bool kinematic_collision = true;
/**
* \brief Defines the collision layers of a GameObject.
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp
index 20bb030..a1a6f97 100644
--- a/src/crepe/facade/SDLContext.cpp
+++ b/src/crepe/facade/SDLContext.cpp
@@ -235,8 +235,7 @@ SDL_FRect SDLContext::get_dst_rect(const DestinationRectangleData & ctx) const {
}
size *= cam_aux_data.render_scale * ctx.img_scale * data.scale_offset;
- vec2 screen_pos = (ctx.pos + data.position_offset - cam_aux_data.cam_pos
- + (cam_aux_data.zoomed_viewport) / 2)
+ vec2 screen_pos = (ctx.pos - cam_aux_data.cam_pos + (cam_aux_data.zoomed_viewport) / 2)
* cam_aux_data.render_scale
- size / 2 + cam_aux_data.bar_size;
diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp
index af8adce..9604543 100644
--- a/src/crepe/system/CollisionSystem.cpp
+++ b/src/crepe/system/CollisionSystem.cpp
@@ -15,11 +15,12 @@
#include "api/Rigidbody.h"
#include "api/Transform.h"
#include "api/Vector2.h"
+#include "util/AbsoluutPosition.h"
+#include "util/OptionalRef.h"
#include "Collider.h"
#include "CollisionSystem.h"
#include "types.h"
-#include "util/OptionalRef.h"
using namespace crepe;
@@ -63,7 +64,7 @@ void CollisionSystem::update() {
// 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);
+ // this->collision_handler_request(collision_pair.second, collision_pair.first);
}
}
@@ -138,10 +139,11 @@ CollisionSystem::collision_handler(CollisionInternal & data1, CollisionInternal
= 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);
+
+ vec2 collider_pos1
+ = AbsoluutPosition::get_position(data1.transform, collider1.offset);
+ vec2 collider_pos2
+ = AbsoluutPosition::get_position(data2.transform, collider2.offset);
resolution = this->get_box_box_resolution(collider1, collider2, collider_pos1,
collider_pos2);
break;
@@ -151,10 +153,10 @@ CollisionSystem::collision_handler(CollisionInternal & data1, CollisionInternal
= 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);
+ vec2 collider_pos1
+ = AbsoluutPosition::get_position(data1.transform, collider1.offset);
+ vec2 collider_pos2
+ = AbsoluutPosition::get_position(data2.transform, collider2.offset);
resolution = -this->get_circle_box_resolution(collider2, collider1, collider_pos2,
collider_pos1);
break;
@@ -164,10 +166,10 @@ CollisionSystem::collision_handler(CollisionInternal & data1, CollisionInternal
= 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);
+ vec2 collider_pos1
+ = AbsoluutPosition::get_position(data1.transform, collider1.offset);
+ vec2 collider_pos2
+ = AbsoluutPosition::get_position(data2.transform, collider2.offset);
resolution = this->get_circle_circle_resolution(collider1, collider2,
collider_pos1, collider_pos2);
break;
@@ -177,10 +179,10 @@ CollisionSystem::collision_handler(CollisionInternal & data1, CollisionInternal
= 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);
+ vec2 collider_pos1
+ = AbsoluutPosition::get_position(data1.transform, collider1.offset);
+ vec2 collider_pos2
+ = AbsoluutPosition::get_position(data2.transform, collider2.offset);
resolution = this->get_circle_box_resolution(collider1, collider2, collider_pos1,
collider_pos2);
break;
@@ -302,16 +304,68 @@ vec2 CollisionSystem::get_circle_box_resolution(const CircleCollider & circle_co
}
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);
+ // Inverted collision info
+ CollisionInfo inverted = {
+ .this_collider = info.other_collider,
+ .this_transform = info.other_transform,
+ .this_rigidbody = info.other_rigidbody,
+ .this_metadata = info.other_metadata,
+ .other_collider = info.this_collider,
+ .other_transform = info.this_transform,
+ .other_rigidbody = info.this_rigidbody,
+ .other_metadata = info.this_metadata,
+ .resolution = -info.resolution,
+ .resolution_direction = info.resolution_direction,
};
- // Call collision event for user
+ // If both objects are static skip handle call collision script
+ if (info.this_rigidbody.data.body_type == Rigidbody::BodyType::STATIC
+ && info.other_rigidbody.data.body_type == Rigidbody::BodyType::STATIC)
+ return;
+
+ // First body is not dynamic
+ if (info.this_rigidbody.data.body_type != Rigidbody::BodyType::DYNAMIC) {
+ bool static_collision
+ = info.this_rigidbody.data.body_type == Rigidbody::BodyType::STATIC
+ && info.other_rigidbody.data.body_type == Rigidbody::BodyType::DYNAMIC;
+ bool kinematic_collision
+ = info.this_rigidbody.data.body_type == Rigidbody::BodyType::KINEMATIC
+ && info.other_rigidbody.data.body_type == Rigidbody::BodyType::DYNAMIC
+ && info.this_rigidbody.data.kinematic_collision;
+
+ if (static_collision || kinematic_collision) {
+ // Static collision
+ this->static_collision_handler(inverted);
+ };
+ // Call scripts
+ this->call_collision_events(inverted, info);
+ return;
+ }
+
+ // Second body is not dynamic
+ if (info.other_rigidbody.data.body_type != Rigidbody::BodyType::DYNAMIC) {
+ bool static_collision
+ = info.other_rigidbody.data.body_type == Rigidbody::BodyType::STATIC;
+ bool kinematic_collision
+ = info.other_rigidbody.data.body_type == Rigidbody::BodyType::KINEMATIC
+ && info.other_rigidbody.data.kinematic_collision;
+ if (static_collision || kinematic_collision) this->static_collision_handler(info);
+ this->call_collision_events(info, inverted);
+ return;
+ }
+
+ //dynamic
+ this->dynamic_collision_handler(info);
+ this->call_collision_events(info, inverted);
+}
+
+void CollisionSystem::call_collision_events(CollisionInfo & info,
+ CollisionInfo & info_inverted) {
CollisionEvent data(info);
+ CollisionEvent data_inverted(info_inverted);
EventManager & emgr = this->mediator.event_manager;
emgr.trigger_event<CollisionEvent>(data, info.this_collider.game_object_id);
+ emgr.trigger_event<CollisionEvent>(data_inverted,
+ info_inverted.this_collider.game_object_id);
}
void CollisionSystem::static_collision_handler(CollisionInfo & info) {
@@ -363,6 +417,80 @@ void CollisionSystem::static_collision_handler(CollisionInfo & info) {
}
}
+void CollisionSystem::dynamic_collision_handler(CollisionInfo & info) {
+ info.this_transform.position += info.resolution / 2;
+ info.other_transform.position += -(info.resolution / 2);
+
+ switch (info.resolution_direction) {
+ case Direction::BOTH:
+ if (info.this_rigidbody.data.elastisity_coefficient > 0) {
+ info.this_rigidbody.data.linear_velocity
+ = -info.this_rigidbody.data.linear_velocity
+ * info.this_rigidbody.data.elastisity_coefficient;
+ } else {
+ info.this_rigidbody.data.linear_velocity = {0, 0};
+ }
+
+ if (info.other_rigidbody.data.elastisity_coefficient > 0) {
+ info.other_rigidbody.data.linear_velocity
+ = -info.other_rigidbody.data.linear_velocity
+ * info.other_rigidbody.data.elastisity_coefficient;
+ } else {
+ info.other_rigidbody.data.linear_velocity = {0, 0};
+ }
+ break;
+ case Direction::Y_DIRECTION:
+ if (info.this_rigidbody.data.elastisity_coefficient > 0) {
+ info.this_rigidbody.data.linear_velocity.y
+ = -info.this_rigidbody.data.linear_velocity.y
+ * info.this_rigidbody.data.elastisity_coefficient;
+ }
+ // Stop movement
+ else {
+ info.this_rigidbody.data.linear_velocity.y = 0;
+ info.this_transform.position.x -= info.resolution.x;
+ }
+
+ if (info.other_rigidbody.data.elastisity_coefficient > 0) {
+ info.other_rigidbody.data.linear_velocity.y
+ = -info.other_rigidbody.data.linear_velocity.y
+ * info.other_rigidbody.data.elastisity_coefficient;
+ }
+ // Stop movement
+ else {
+ info.other_rigidbody.data.linear_velocity.y = 0;
+ info.other_transform.position.x -= info.resolution.x;
+ }
+ break;
+ case Direction::X_DIRECTION:
+ if (info.this_rigidbody.data.elastisity_coefficient > 0) {
+ info.this_rigidbody.data.linear_velocity.x
+ = -info.this_rigidbody.data.linear_velocity.x
+ * info.this_rigidbody.data.elastisity_coefficient;
+ }
+ // Stop movement
+ else {
+ info.this_rigidbody.data.linear_velocity.x = 0;
+ info.this_transform.position.y -= info.resolution.y;
+ }
+
+ if (info.other_rigidbody.data.elastisity_coefficient > 0) {
+ info.other_rigidbody.data.linear_velocity.x
+ = -info.other_rigidbody.data.linear_velocity.x
+ * info.other_rigidbody.data.elastisity_coefficient;
+ }
+ // Stop movement
+ else {
+ info.other_rigidbody.data.linear_velocity.x = 0;
+ info.other_transform.position.y -= info.resolution.y;
+ }
+ break;
+ case Direction::NONE:
+ // Not possible
+ break;
+ }
+}
+
std::vector<std::pair<CollisionSystem::CollisionInternal, CollisionSystem::CollisionInternal>>
CollisionSystem::gather_collisions(std::vector<CollisionInternal> & colliders) {
@@ -489,14 +617,18 @@ bool CollisionSystem::get_box_box_collision(const BoxCollider & box1, const BoxC
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);
+ vec2 final_position1 = AbsoluutPosition::get_position(transform1, box1.offset);
+ vec2 final_position2 = AbsoluutPosition::get_position(transform2, box2.offset);
+
+ // Scale dimensions
+ vec2 scaled_box1 = box1.dimensions * transform1.scale;
+ vec2 scaled_box2 = box2.dimensions * transform2.scale;
// 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;
+ float half_width1 = scaled_box1.x / 2.0;
+ float half_height1 = scaled_box1.y / 2.0;
+ float half_width2 = scaled_box2.x / 2.0;
+ float half_height2 = scaled_box2.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
@@ -512,12 +644,16 @@ bool CollisionSystem::get_box_circle_collision(const BoxCollider & box1,
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);
+ vec2 final_position1 = AbsoluutPosition::get_position(transform1, box1.offset);
+ vec2 final_position2 = AbsoluutPosition::get_position(transform2, circle2.offset);
+
+ // Scale dimensions
+ vec2 scaled_box = box1.dimensions * transform1.scale;
+ float scaled_circle = circle2.radius * transform2.scale;
// Calculate box half-extents
- float half_width = box1.dimensions.x / 2.0;
- float half_height = box1.dimensions.y / 2.0;
+ float half_width = scaled_box.x / 2.0;
+ float half_height = scaled_box.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,
@@ -531,7 +667,7 @@ bool CollisionSystem::get_box_circle_collision(const BoxCollider & box1,
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;
+ return distance_squared < scaled_circle * scaled_circle;
}
bool CollisionSystem::get_circle_circle_collision(const CircleCollider & circle1,
@@ -541,35 +677,20 @@ bool CollisionSystem::get_circle_circle_collision(const CircleCollider & circle1
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);
+ vec2 final_position1 = AbsoluutPosition::get_position(transform1, circle1.offset);
+ vec2 final_position2 = AbsoluutPosition::get_position(transform2, circle2.offset);
+
+ // Scale dimensions
+ float scaled_circle1 = circle1.radius * transform1.scale;
+ float scaled_circle2 = circle2.radius * transform2.scale;
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;
+ float radius_sum = scaled_circle1 + scaled_circle2;
// 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 5b136c6..23752e1 100644
--- a/src/crepe/system/CollisionSystem.h
+++ b/src/crepe/system/CollisionSystem.h
@@ -100,19 +100,6 @@ private:
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.
@@ -195,6 +182,15 @@ private:
void determine_collision_handler(CollisionInfo & info);
/**
+ * \brief Calls both collision script
+ *
+ * Calls both collision script to let user add additonal handeling or handle full collision.
+ *
+ * \param info Collision information containing data about both colliders.
+ */
+ void call_collision_events(CollisionInfo & info, CollisionInfo & info_inverted);
+
+ /**
* \brief Handles collisions involving static objects.
*
* Resolves collisions by adjusting positions and modifying velocities if bounce is enabled.
@@ -203,6 +199,15 @@ private:
*/
void static_collision_handler(CollisionInfo & info);
+ /**
+ * \brief Handles collisions involving dynamic objects.
+ *
+ * Resolves collisions by adjusting positions and modifying velocities if bounce is enabled.
+ *
+ * \param info Collision information containing data about both colliders.
+ */
+ void dynamic_collision_handler(CollisionInfo & info);
+
private:
/**
* \brief Checks for collisions between colliders.
diff --git a/src/crepe/system/ParticleSystem.cpp b/src/crepe/system/ParticleSystem.cpp
index b14c52f..56f1dfd 100644
--- a/src/crepe/system/ParticleSystem.cpp
+++ b/src/crepe/system/ParticleSystem.cpp
@@ -1,3 +1,4 @@
+#include <chrono>
#include <cmath>
#include <cstdlib>
#include <ctime>
@@ -5,6 +6,8 @@
#include "../api/ParticleEmitter.h"
#include "../api/Transform.h"
#include "../manager/ComponentManager.h"
+#include "../manager/LoopTimerManager.h"
+#include "util/AbsoluutPosition.h"
#include "ParticleSystem.h"
@@ -12,7 +15,11 @@ using namespace crepe;
void ParticleSystem::update() {
// Get all emitters
- ComponentManager & mgr = this->mediator.component_manager;
+ const Mediator & mediator = this->mediator;
+ LoopTimerManager & loop_timer = mediator.loop_timer;
+ ComponentManager & mgr = mediator.component_manager;
+ float dt = loop_timer.get_scaled_fixed_delta_time().count();
+
RefVector<ParticleEmitter> emitters = mgr.get_components_by_type<ParticleEmitter>();
for (ParticleEmitter & emitter : emitters) {
@@ -21,38 +28,39 @@ 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.spawn_accumulator += emitter.data.emission_rate * dt;
+ while (emitter.spawn_accumulator >= 1.0) {
+ this->emit_particle(emitter, transform);
+ emitter.spawn_accumulator -= 1.0;
}
// Update all particles
- for (Particle & particle : emitter.data.particles) {
+ for (Particle & particle : emitter.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;
}
void ParticleSystem::emit_particle(ParticleEmitter & emitter, const Transform & 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);
+ vec2 initial_position = AbsoluutPosition::get_position(transform, emitter.data.offset);
+ 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
= {random_speed * std::cos(angle_radians), random_speed * std::sin(angle_radians)};
- for (Particle & particle : emitter.data.particles) {
+ for (Particle & particle : emitter.particles) {
if (!particle.active) {
particle.reset(emitter.data.end_lifespan, initial_position, velocity,
random_angle);
@@ -61,66 +69,54 @@ 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;
+ vec2 offset = emitter.data.boundary.offset + transform.position + emitter.data.offset;
+ 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;
+ float left = offset.x - half_width;
+ float right = offset.x + half_width;
+ float top = offset.y - half_height;
+ float bottom = offset.y + half_height;
- for (Particle & particle : emitter.data.particles) {
+ for (Particle & particle : emitter.particles) {
const vec2 & position = particle.position;
- bool within_bounds = (position.x >= LEFT && position.x <= RIGHT && position.y >= TOP
- && position.y <= BOTTOM);
-
+ bool within_bounds = (position.x >= left && position.x <= right && position.y >= top
+ && position.y <= bottom);
+ //if not within bounds do a reset or stop velocity
if (!within_bounds) {
if (emitter.data.boundary.reset_on_exit) {
particle.active = false;
} else {
particle.velocity = {0, 0};
- if (position.x < LEFT) particle.position.x = LEFT;
- else if (position.x > RIGHT) particle.position.x = RIGHT;
- if (position.y < TOP) particle.position.y = TOP;
- else if (position.y > BOTTOM) particle.position.y = BOTTOM;
+ if (position.x < left) particle.position.x = left;
+ else if (position.x > right) particle.position.x = right;
+ if (position.y < top) particle.position.y = top;
+ else if (position.y > bottom) particle.position.y = bottom;
}
}
}
}
-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..154521d 100644
--- a/src/crepe/system/ParticleSystem.h
+++ b/src/crepe/system/ParticleSystem.h
@@ -32,16 +32,6 @@ 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 +47,7 @@ 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.
@@ -66,15 +56,7 @@ private:
* \param max_speed Maximum emission speed.
* \return Random speed.
*/
- double generate_random_speed(double min_speed, double max_speed) const;
-
-private:
- //! Counter to count updates to determine how many times emit_particle is
- // called.
- unsigned int update_count = 0;
- //! Determines the lowest amount of emission rate (1000 = 0.001 = 1 particle per 1000
- // updates).
- static constexpr unsigned int MAX_UPDATE_COUNT = 100;
+ float generate_random_speed(float min_speed, float max_speed) const;
};
} // namespace crepe
diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp
index afd9548..c0717fc 100644
--- a/src/crepe/system/RenderSystem.cpp
+++ b/src/crepe/system/RenderSystem.cpp
@@ -13,6 +13,7 @@
#include "../facade/Texture.h"
#include "../manager/ComponentManager.h"
#include "../manager/ResourceManager.h"
+#include "util/AbsoluutPosition.h"
#include "RenderSystem.h"
#include "types.h"
@@ -83,11 +84,11 @@ bool RenderSystem::render_particle(const Sprite & sprite, const double & scale)
bool rendering_particles = false;
for (const ParticleEmitter & em : emitters) {
- if (&em.data.sprite != &sprite) continue;
+ if (&em.sprite != &sprite) continue;
rendering_particles = true;
if (!em.active) continue;
- for (const Particle & p : em.data.particles) {
+ for (const Particle & p : em.particles) {
if (!p.active) continue;
ctx.draw(SDLContext::RenderContext{
@@ -105,11 +106,11 @@ void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) {
SDLContext & ctx = this->mediator.sdl_context;
ResourceManager & resource_manager = this->mediator.resource_manager;
const Texture & res = resource_manager.get<Texture>(sprite.source);
-
+ vec2 pos = AbsoluutPosition::get_position(tm, sprite.data.position_offset);
ctx.draw(SDLContext::RenderContext{
.sprite = sprite,
.texture = res,
- .pos = tm.position,
+ .pos = pos,
.angle = tm.rotation,
.scale = tm.scale,
});
diff --git a/src/crepe/util/AbsoluutPosition.cpp b/src/crepe/util/AbsoluutPosition.cpp
new file mode 100644
index 0000000..296cc09
--- /dev/null
+++ b/src/crepe/util/AbsoluutPosition.cpp
@@ -0,0 +1,20 @@
+#include "AbsoluutPosition.h"
+
+using namespace crepe;
+
+vec2 AbsoluutPosition::get_position(const Transform & transform, const vec2 & offset) {
+ // Get the rotation in radians
+ float radians1 = transform.rotation * (M_PI / 180.0);
+
+ // Calculate total offset with scale
+ vec2 total_offset = 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/util/AbsoluutPosition.h b/src/crepe/util/AbsoluutPosition.h
new file mode 100644
index 0000000..30a7f93
--- /dev/null
+++ b/src/crepe/util/AbsoluutPosition.h
@@ -0,0 +1,14 @@
+#pragma once
+
+#include "api/Transform.h"
+
+#include "types.h"
+
+namespace crepe {
+
+class AbsoluutPosition {
+public:
+ static vec2 get_position(const Transform & transform, const vec2 & offset);
+};
+
+} // namespace crepe
diff --git a/src/crepe/util/CMakeLists.txt b/src/crepe/util/CMakeLists.txt
index 94ed906..b4b9221 100644
--- a/src/crepe/util/CMakeLists.txt
+++ b/src/crepe/util/CMakeLists.txt
@@ -1,6 +1,7 @@
target_sources(crepe PUBLIC
LogColor.cpp
Log.cpp
+ AbsoluutPosition.cpp
)
target_sources(crepe PUBLIC FILE_SET HEADERS FILES
@@ -11,5 +12,6 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES
Proxy.hpp
OptionalRef.h
OptionalRef.hpp
+ AbsoluutPosition.h
)