diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/crepe/facade/SDLContext.cpp | 2 | ||||
-rw-r--r-- | src/crepe/system/CollisionSystem.cpp | 79 | ||||
-rw-r--r-- | src/crepe/system/CollisionSystem.h | 2 | ||||
-rw-r--r-- | src/crepe/system/RenderSystem.cpp | 5 | ||||
-rw-r--r-- | src/crepe/util/AbsoluutPosition.cpp | 21 | ||||
-rw-r--r-- | src/crepe/util/AbsoluutPosition.h | 17 | ||||
-rw-r--r-- | src/crepe/util/CMakeLists.txt | 2 | ||||
-rw-r--r-- | src/example/game.cpp | 53 | ||||
-rw-r--r-- | src/test/CollisionTest.cpp | 20 |
9 files changed, 123 insertions, 78 deletions
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 20bb030..ee7d149 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -235,7 +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 + 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 fc8c430..294e7b3 100644 --- a/src/crepe/system/CollisionSystem.cpp +++ b/src/crepe/system/CollisionSystem.cpp @@ -15,31 +15,15 @@ #include "api/Rigidbody.h" #include "api/Transform.h" #include "api/Vector2.h" +#include "util/OptionalRef.h" +#include "util/AbsoluutPosition.h" #include "Collider.h" #include "CollisionSystem.h" #include "types.h" -#include "util/OptionalRef.h" using namespace crepe; -vec2 get_current_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)); -} - void CollisionSystem::update() { std::vector<CollisionInternal> all_colliders; game_object_id_t id = 0; @@ -155,8 +139,9 @@ 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 = get_current_position(data1.transform,collider1.offset); - vec2 collider_pos2 = get_current_position(data2.transform,collider2.offset); + + 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; @@ -166,8 +151,8 @@ 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 = get_current_position(data1.transform,collider1.offset); - vec2 collider_pos2 = get_current_position(data2.transform,collider2.offset); + 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; @@ -177,8 +162,8 @@ 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 = get_current_position(data1.transform,collider1.offset); - vec2 collider_pos2 = get_current_position(data2.transform,collider2.offset); + 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; @@ -188,8 +173,8 @@ 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 = get_current_position(data1.transform,collider1.offset); - vec2 collider_pos2 = get_current_position(data2.transform,collider2.offset); + 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; @@ -311,15 +296,7 @@ vec2 CollisionSystem::get_circle_box_resolution(const CircleCollider & circle_co } void CollisionSystem::determine_collision_handler(CollisionInfo & info) { - // 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; - // Inverted collision info + // Inverted collision info CollisionInfo inverted = { .this_collider = info.other_collider, .this_transform = info.other_transform, @@ -332,13 +309,22 @@ void CollisionSystem::determine_collision_handler(CollisionInfo & info) { .resolution = -info.resolution, .resolution_direction = info.resolution_direction, }; + // 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); + this->call_collision_events(inverted,info); return; } @@ -348,20 +334,21 @@ void CollisionSystem::determine_collision_handler(CollisionInfo & info) { 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); + this->call_collision_events(info,inverted); return; } //dynamic this->dynamic_collision_handler(info); - this->call_collision_events(info); + this->call_collision_events(info,inverted); } -void CollisionSystem::call_collision_events(CollisionInfo & info){ +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, info.other_collider.game_object_id); + emgr.trigger_event<CollisionEvent>(data_inverted, info_inverted.this_collider.game_object_id); } void CollisionSystem::static_collision_handler(CollisionInfo & info) { @@ -615,8 +602,8 @@ 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 = get_current_position(transform1,box1.offset); - vec2 final_position2 = get_current_position(transform2,box2.offset); + 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; @@ -642,8 +629,8 @@ bool CollisionSystem::get_box_circle_collision(const BoxCollider & box1, const Rigidbody & rigidbody1, const Rigidbody & rigidbody2) const { // Get current positions of colliders - vec2 final_position1 = get_current_position(transform1,box1.offset); - vec2 final_position2 = get_current_position(transform2,circle2.offset); + 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; @@ -675,8 +662,8 @@ bool CollisionSystem::get_circle_circle_collision(const CircleCollider & circle1 const Rigidbody & rigidbody1, const Rigidbody & rigidbody2) const { // Get current positions of colliders - vec2 final_position1 = get_current_position(transform1,circle1.offset); - vec2 final_position2 = get_current_position(transform2,circle2.offset); + 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; diff --git a/src/crepe/system/CollisionSystem.h b/src/crepe/system/CollisionSystem.h index 78fce46..b802426 100644 --- a/src/crepe/system/CollisionSystem.h +++ b/src/crepe/system/CollisionSystem.h @@ -188,7 +188,7 @@ private: * * \param info Collision information containing data about both colliders. */ - void call_collision_events(CollisionInfo & info); + void call_collision_events(CollisionInfo & info,CollisionInfo & info_inverted); /** * \brief Handles collisions involving static objects. diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index afd9548..d14d78d 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" @@ -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..8be625e --- /dev/null +++ b/src/crepe/util/AbsoluutPosition.cpp @@ -0,0 +1,21 @@ +#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..4441f90 --- /dev/null +++ b/src/crepe/util/AbsoluutPosition.h @@ -0,0 +1,17 @@ +#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 ) diff --git a/src/example/game.cpp b/src/example/game.cpp index 8ea50ea..3ba15d2 100644 --- a/src/example/game.cpp +++ b/src/example/game.cpp @@ -3,6 +3,7 @@ #include "manager/ComponentManager.h" #include "manager/Mediator.h" #include "types.h" +#include <cmath> #include <crepe/api/BoxCollider.h> #include <crepe/api/Camera.h> #include <crepe/api/Color.h> @@ -66,11 +67,6 @@ class MyScript1 : public Script { //add collider switch break; } - case Keycode::Q: { - Rigidbody & rg = this->get_component<Rigidbody>(); - rg.data.angular_velocity = 1; - break; - } default: break; } @@ -139,6 +135,31 @@ class MyScript2 : public Script { //add collider switch break; } + case Keycode::J: { + Rigidbody & tf = this->get_component<Rigidbody>(); + tf.data.linear_velocity.x = -10; + break; + } + case Keycode::I: { + Rigidbody & tf = this->get_component<Rigidbody>(); + tf.data.linear_velocity.y -= 1; + break; + } + case Keycode::K: { + Rigidbody & tf = this->get_component<Rigidbody>(); + tf.data.linear_velocity.y += 1; + break; + } + case Keycode::L: { + Rigidbody & tf = this->get_component<Rigidbody>(); + tf.data.linear_velocity.x = 10; + break; + } + case Keycode::O: { + Rigidbody & tf = this->get_component<Rigidbody>(); + tf.data.linear_velocity.x = 0; + break; + } default: break; } @@ -175,7 +196,6 @@ public: .mass = 0, .gravity_scale = 0, .body_type = Rigidbody::BodyType::STATIC, - .offset = {0, 0}, .collision_layers = {0}, }); world.add_component<BoxCollider>( @@ -198,24 +218,26 @@ public: }); GameObject game_object1 = new_object( - "Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2}, 0, 1); + "Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2}, 45, 1); game_object1.add_component<Rigidbody>(Rigidbody::Data{ .mass = 1, - .gravity_scale = 1, - .body_type = Rigidbody::BodyType::DYNAMIC, + .gravity_scale = 0, + .body_type = Rigidbody::BodyType::KINEMATIC, .linear_velocity = {0, 1}, .constraints = {0, 0, 0}, .elastisity_coefficient = 1, - .offset = {0, 0}, .collision_layers = {0}, }); // add box with boxcollider game_object1.add_component<BoxCollider>(vec2{0, 0}, vec2{20, 20}); game_object1.add_component<BehaviorScript>().set_script<MyScript1>(); - Asset img1{"asset/texture/square.png"}; + Asset img1{"asset/texture/test_ap43.png"}; game_object1.add_component<Sprite>(img1, Sprite::Data{ + .sorting_in_layer = 2, + .order_in_layer = 2, .size = {20, 20}, + .position_offset = {0,-10}, }); //add circle with cirlcecollider deactiveated @@ -233,16 +255,15 @@ public: "Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2}, 0, 1); game_object2.add_component<Rigidbody>(Rigidbody::Data{ .mass = 1, - .gravity_scale = 0, - .body_type = Rigidbody::BodyType::STATIC, + .gravity_scale = 1, + .body_type = Rigidbody::BodyType::KINEMATIC, .linear_velocity = {0, 0}, .constraints = {0, 0, 0}, - .elastisity_coefficient = 1, - .offset = {0, 0}, + .elastisity_coefficient = 0.66, .collision_layers = {0}, }); // add box with boxcollider - game_object2.add_component<BoxCollider>(vec2{0, 0}, vec2{20, 20}); + game_object2.add_component<BoxCollider>(vec2{0, 0}, vec2{INFINITY, 20}); game_object2.add_component<BehaviorScript>().set_script<MyScript2>(); game_object2.add_component<Sprite>(img1, Sprite::Data{ diff --git a/src/test/CollisionTest.cpp b/src/test/CollisionTest.cpp index 2ad65fa..43bf77d 100644 --- a/src/test/CollisionTest.cpp +++ b/src/test/CollisionTest.cpp @@ -66,7 +66,6 @@ public: world.add_component<Rigidbody>(Rigidbody::Data{ // TODO: remove unrelated properties: .body_type = Rigidbody::BodyType::STATIC, - .offset = {0, 0}, }); // Create a box with an inner size of 10x10 units world.add_component<BoxCollider>(vec2{0, -100}, vec2{100, 100}); // Top @@ -81,7 +80,6 @@ public: .linear_velocity = {0, 0}, .constraints = {0, 0, 0}, .elastisity_coefficient = 1, - .offset = {0, 0}, .collision_layers = {0}, }); game_object1.add_component<BoxCollider>(vec2{0, 0}, vec2{10, 10}); @@ -97,7 +95,6 @@ public: .linear_velocity = {0, 0}, .constraints = {0, 0, 0}, .elastisity_coefficient = 1, - .offset = {0, 0}, .collision_layers = {0}, }); game_object2.add_component<BoxCollider>(vec2{0, 0}, vec2{10, 10}); @@ -138,8 +135,8 @@ TEST_F(CollisionTest, collision_box_box_dynamic_both_no_velocity) { script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { collision_happend = true; EXPECT_EQ(ev.info.this_collider.game_object_id, 2); - EXPECT_EQ(ev.info.resolution.x, 10); - EXPECT_EQ(ev.info.resolution.y, 10); + EXPECT_EQ(ev.info.resolution.x, -10); + EXPECT_EQ(ev.info.resolution.y, -10); EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::BOTH); }; EXPECT_FALSE(collision_happend); @@ -211,8 +208,8 @@ TEST_F(CollisionTest, collision_box_box_dynamic_both) { script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { collision_happend = true; EXPECT_EQ(ev.info.this_collider.game_object_id, 2); - EXPECT_EQ(ev.info.resolution.x, 10); - EXPECT_EQ(ev.info.resolution.y, 10); + EXPECT_EQ(ev.info.resolution.x, -10); + EXPECT_EQ(ev.info.resolution.y, -10); EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::BOTH); }; EXPECT_FALSE(collision_happend); @@ -294,8 +291,7 @@ TEST_F(CollisionTest, collision_box_box_static_both) { EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::BOTH); }; script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { - // is static should not be called - FAIL(); + collision_happend = true; }; EXPECT_FALSE(collision_happend); Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get(); @@ -318,7 +314,7 @@ TEST_F(CollisionTest, collision_box_box_static_x_direction) { }; script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { // is static should not be called - FAIL(); + //FAIL(); }; EXPECT_FALSE(collision_happend); Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get(); @@ -343,7 +339,7 @@ TEST_F(CollisionTest, collision_box_box_static_y_direction) { }; script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { // is static should not be called - FAIL(); + //FAIL(); }; EXPECT_FALSE(collision_happend); Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get(); @@ -368,7 +364,7 @@ TEST_F(CollisionTest, collision_box_box_static_multiple) { //todo check visually }; script_object2_ref->test_fn = [&](const CollisionEvent & ev) { // is static should not be called - FAIL(); + //FAIL(); }; EXPECT_FALSE(collision_happend); Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get(); |