diff options
Diffstat (limited to 'src')
| -rw-r--r-- | src/crepe/api/Rigidbody.h | 11 | ||||
| -rw-r--r-- | src/crepe/facade/SDLContext.cpp | 3 | ||||
| -rw-r--r-- | src/crepe/system/CollisionSystem.cpp | 235 | ||||
| -rw-r--r-- | src/crepe/system/CollisionSystem.h | 31 | ||||
| -rw-r--r-- | src/crepe/system/ParticleSystem.cpp | 3 | ||||
| -rw-r--r-- | src/crepe/system/RenderSystem.cpp | 5 | ||||
| -rw-r--r-- | src/crepe/util/AbsoluutPosition.cpp | 20 | ||||
| -rw-r--r-- | src/crepe/util/AbsoluutPosition.h | 14 | ||||
| -rw-r--r-- | src/crepe/util/CMakeLists.txt | 2 | ||||
| -rw-r--r-- | src/example/game.cpp | 51 | ||||
| -rw-r--r-- | src/test/CollisionTest.cpp | 23 | 
11 files changed, 285 insertions, 113 deletions
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 fffbe34..4818c96 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -145,8 +145,7 @@ 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 35a1d41..56f1dfd 100644 --- a/src/crepe/system/ParticleSystem.cpp +++ b/src/crepe/system/ParticleSystem.cpp @@ -7,6 +7,7 @@  #include "../api/Transform.h"  #include "../manager/ComponentManager.h"  #include "../manager/LoopTimerManager.h" +#include "util/AbsoluutPosition.h"  #include "ParticleSystem.h" @@ -48,7 +49,7 @@ void ParticleSystem::update() {  void ParticleSystem::emit_particle(ParticleEmitter & emitter, const Transform & transform) {  	constexpr float DEG_TO_RAD = M_PI / 180.0; -	vec2 initial_position = emitter.data.offset + transform.position; +	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); diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index 62d42ec..88d333e 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -16,6 +16,7 @@  #include "../facade/Texture.h"  #include "../manager/ComponentManager.h"  #include "../manager/ResourceManager.h" +#include "util/AbsoluutPosition.h"  #include "RenderSystem.h"  #include "types.h" @@ -108,11 +109,11 @@ 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  ) diff --git a/src/example/game.cpp b/src/example/game.cpp index 22effd2..a8b3d5d 100644 --- a/src/example/game.cpp +++ b/src/example/game.cpp @@ -4,6 +4,7 @@  #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> @@ -68,11 +69,6 @@ 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;  		} @@ -141,6 +137,31 @@ 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;  		} @@ -177,7 +198,6 @@ public:  			.mass = 0,  			.gravity_scale = 0,  			.body_type = Rigidbody::BodyType::STATIC, -			.offset = {0, 0},  		});  		world.add_component<BoxCollider>(  			vec2{world_collider, world_collider}, @@ -200,23 +220,25 @@ 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 = 0, -			.offset = {0, 0}, +			.elastisity_coefficient = 1,  		});  		// add box with boxcollider  		game_object1.add_component<BoxCollider>(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 @@ -234,12 +256,11 @@ 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},  		});  		// add box with boxcollider  		game_object2.add_component<BoxCollider>(vec2{20, 20}); diff --git a/src/test/CollisionTest.cpp b/src/test/CollisionTest.cpp index ff9e7cc..50e862d 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{100, 100}, vec2{0, -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{10, 10}, vec2{0, 0}); @@ -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{10, 10}, vec2{0, 0}); @@ -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); @@ -293,10 +290,8 @@ TEST_F(CollisionTest, collision_box_box_static_both) {  		EXPECT_EQ(ev.info.resolution.y, 10);  		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(); -	}; +	script_object2_ref->test_fn +		= [&collision_happend](const CollisionEvent & ev) { collision_happend = true; };  	EXPECT_FALSE(collision_happend);  	Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get();  	tf.position = {50, 30}; @@ -318,7 +313,7 @@ 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 +338,7 @@ 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 +363,7 @@ 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();  |