diff options
Diffstat (limited to 'src')
| -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 | ||||
| -rw-r--r-- | src/example/ecs.cpp | 12 | ||||
| -rw-r--r-- | src/example/particle.cpp | 4 | ||||
| -rw-r--r-- | src/example/physics.cpp | 23 | ||||
| -rw-r--r-- | src/example/rendering.cpp | 8 | ||||
| -rw-r--r-- | src/example/scene_manager.cpp | 16 | ||||
| -rw-r--r-- | src/example/script.cpp | 2 | ||||
| -rw-r--r-- | src/makefile | 19 | ||||
| -rw-r--r-- | src/test/CMakeLists.txt | 1 | ||||
| -rw-r--r-- | src/test/PhysicsTest.cpp | 115 | 
24 files changed, 464 insertions, 156 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();  }; diff --git a/src/example/ecs.cpp b/src/example/ecs.cpp index 0c64373..e61c398 100644 --- a/src/example/ecs.cpp +++ b/src/example/ecs.cpp @@ -11,11 +11,11 @@ using namespace std;  int main() {  	// Create a few GameObjects  	try { -		GameObject body(0, "body", "person", Point{0, 0}, 0, 1); -		GameObject right_leg(1, "rightLeg", "person", Point{1, 1}, 0, 1); -		GameObject left_leg(2, "leftLeg", "person", Point{1, 1}, 0, 1); -		GameObject right_foot(3, "rightFoot", "person", Point{2, 2}, 0, 1); -		GameObject left_foot(4, "leftFoot", "person", Point{2, 2}, 0, 1); +		GameObject body(0, "body", "person", Vector2{0, 0}, 0, 1); +		GameObject right_leg(1, "rightLeg", "person", Vector2{1, 1}, 0, 1); +		GameObject left_leg(2, "leftLeg", "person", Vector2{1, 1}, 0, 1); +		GameObject right_foot(3, "rightFoot", "person", Vector2{2, 2}, 0, 1); +		GameObject left_foot(4, "leftFoot", "person", Vector2{2, 2}, 0, 1);  		// Set the parent of each GameObject  		right_foot.set_parent(right_leg); @@ -24,7 +24,7 @@ int main() {  		left_leg.set_parent(body);  		// Adding a second Transform component is not allowed and will invoke an exception -		body.add_component<Transform>(Point{10, 10}, 0, 1); +		body.add_component<Transform>(Vector2{10, 10}, 0, 1);  	} catch (const exception & e) {  		cerr << e.what() << endl;  	} diff --git a/src/example/particle.cpp b/src/example/particle.cpp index 607530d..0ab5632 100644 --- a/src/example/particle.cpp +++ b/src/example/particle.cpp @@ -7,7 +7,7 @@  #include <crepe/Particle.h>  #include <crepe/api/GameObject.h>  #include <crepe/api/ParticleEmitter.h> -#include <crepe/api/Point.h> +#include <crepe/api/Vector2.h>  #include <crepe/facade/SDLApp.h>  #include <crepe/system/ParticleSystem.h> @@ -26,7 +26,7 @@ int main(int argc, char * argv[]) {  	}  	GameObject * game_object[1]; -	game_object[0] = new GameObject(0, "Name", "Tag", Point{0, 0}, 0, 1); +	game_object[0] = new GameObject(0, "Name", "Tag", Vector2{0, 0}, 0, 1);  	// FIXME: all systems are singletons, so this shouldn't even compile.  	ParticleSystem particle_system; diff --git a/src/example/physics.cpp b/src/example/physics.cpp index c7db6ac..fd15c79 100644 --- a/src/example/physics.cpp +++ b/src/example/physics.cpp @@ -1,10 +1,5 @@ -#include <chrono> -#include <iostream> -#include <thread> -  #include <crepe/Component.h>  #include <crepe/ComponentManager.h> -#include <crepe/api/Force.h>  #include <crepe/api/GameObject.h>  #include <crepe/api/Rigidbody.h>  #include <crepe/api/Transform.h> @@ -14,13 +9,15 @@ using namespace crepe;  using namespace std;  int main(int argc, char * argv[]) { -	PhysicsSystem physics_system; -	GameObject * game_object[2]; -	// not found not used -	game_object[1] = new GameObject(2, "Name", "Tag", Point{0, 0}, 0, 0); -	game_object[0] = new GameObject(5, "Name", "Tag", Point{0, 0}, 0, 0); -	game_object[0]->add_component<Rigidbody>(1, 1, BodyType::DYNAMIC); -	game_object[0]->add_component<Force>(1, 0); -	physics_system.update(); +	GameObject *game_object; +	game_object = new GameObject(0, "Name", "Tag", Vector2{0,0},0,0); +	game_object->add_component<Rigidbody>(Rigidbody::RigidbodyData{ +		.mass = 1, +		.gravity_scale = 1, +		.body_type = Rigidbody::BodyType::DYNAMIC, +		.constraints = {0,0,0}, +		.use_gravity = true, +		.bounce = false, +		});  	return 0;  } diff --git a/src/example/rendering.cpp b/src/example/rendering.cpp index 3fe43d6..e1ff9da 100644 --- a/src/example/rendering.cpp +++ b/src/example/rendering.cpp @@ -5,7 +5,7 @@  #include <crepe/api/AssetManager.h>  #include <crepe/api/Color.h> -#include <crepe/api/Point.h> +#include <crepe/api/Vector2.h>  #include <crepe/api/Sprite.h>  #include <crepe/api/Texture.h>  #include <crepe/api/Transform.h> @@ -19,9 +19,9 @@ using namespace crepe;  int main() {  	dbg_trace(); -	auto obj = GameObject(0, "name", "tag", Point{0, 0}, 1, 1); -	auto obj1 = GameObject(1, "name", "tag", Point{500, 0}, 1, 0.1); -	auto obj2 = GameObject(2, "name", "tag", Point{800, 0}, 1, 0.1); +	auto obj = GameObject(0, "name", "tag", Vector2{0, 0}, 1, 1); +	auto obj1 = GameObject(1, "name", "tag", Vector2{500, 0}, 1, 0.1); +	auto obj2 = GameObject(2, "name", "tag", Vector2{800, 0}, 1, 0.1);  	auto & mgr = AssetManager::get_instance();  	// Normal adding components diff --git a/src/example/scene_manager.cpp b/src/example/scene_manager.cpp index efbf2c2..1780c81 100644 --- a/src/example/scene_manager.cpp +++ b/src/example/scene_manager.cpp @@ -3,7 +3,7 @@  #include <crepe/ComponentManager.h>  #include <crepe/api/GameObject.h>  #include <crepe/api/Metadata.h> -#include <crepe/api/Point.h> +#include <crepe/api/Vector2.h>  #include <crepe/api/Scene.h>  #include <crepe/api/SceneManager.h> @@ -15,9 +15,9 @@ public:  	ConcreteScene1(string name) : Scene(name) {}  	void load_scene() { -		GameObject object1(0, "scene_1", "tag_scene_1", Point{0, 0}, 0, 1); -		GameObject object2(1, "scene_1", "tag_scene_1", Point{1, 0}, 0, 1); -		GameObject object3(2, "scene_1", "tag_scene_1", Point{2, 0}, 0, 1); +		GameObject object1(0, "scene_1", "tag_scene_1", Vector2{0, 0}, 0, 1); +		GameObject object2(1, "scene_1", "tag_scene_1", Vector2{1, 0}, 0, 1); +		GameObject object3(2, "scene_1", "tag_scene_1", Vector2{2, 0}, 0, 1);  	}  }; @@ -26,10 +26,10 @@ public:  	ConcreteScene2(string name) : Scene(name) {}  	void load_scene() { -		GameObject object1(0, "scene_2", "tag_scene_2", Point{0, 0}, 0, 1); -		GameObject object2(1, "scene_2", "tag_scene_2", Point{0, 1}, 0, 1); -		GameObject object3(2, "scene_2", "tag_scene_2", Point{0, 2}, 0, 1); -		GameObject object4(3, "scene_2", "tag_scene_2", Point{0, 3}, 0, 1); +		GameObject object1(0, "scene_2", "tag_scene_2", Vector2{0, 0}, 0, 1); +		GameObject object2(1, "scene_2", "tag_scene_2", Vector2{0, 1}, 0, 1); +		GameObject object3(2, "scene_2", "tag_scene_2", Vector2{0, 2}, 0, 1); +		GameObject object4(3, "scene_2", "tag_scene_2", Vector2{0, 3}, 0, 1);  	}  }; diff --git a/src/example/script.cpp b/src/example/script.cpp index 8ca4ceb..9e8b147 100644 --- a/src/example/script.cpp +++ b/src/example/script.cpp @@ -36,7 +36,7 @@ class MyScript : public Script {  int main() {  	// Create game object with Transform and BehaviorScript components -	auto obj = GameObject(0, "name", "tag", Point{1.2, 3.4}, 0, 1); +	auto obj = GameObject(0, "name", "tag", Vector2{1.2, 3.4}, 0, 1);  	obj.add_component<BehaviorScript>().set_script<MyScript>();  	// Get ScriptSystem singleton instance (this would normally be done from the diff --git a/src/makefile b/src/makefile index be1548c..2251119 100644 --- a/src/makefile +++ b/src/makefile @@ -41,16 +41,14 @@ TODO += crepe/api/CircleCollider.h  TODO += crepe/api/Color.cpp  TODO += crepe/api/Color.h  LOEK += crepe/api/Config.h -TODO += crepe/api/Force.cpp -TODO += crepe/api/Force.h  MAX += crepe/api/GameObject.cpp  MAX += crepe/api/GameObject.h  MAX += crepe/api/GameObject.hpp  TODO += crepe/api/ParticleEmitter.cpp  TODO += crepe/api/ParticleEmitter.h -TODO += crepe/api/Point.h -TODO += crepe/api/Rigidbody.cpp -TODO += crepe/api/Rigidbody.h +TODO += crepe/api/Vector2.h +JARO += crepe/api/Rigidbody.cpp +JARO += crepe/api/Rigidbody.h  LOEK += crepe/api/Script.cpp  LOEK += crepe/api/Script.h  LOEK += crepe/api/Script.hpp @@ -60,8 +58,6 @@ TODO += crepe/api/Texture.cpp  TODO += crepe/api/Texture.h  MAX += crepe/api/Transform.cpp  MAX += crepe/api/Transform.h -TODO += crepe/facade/SDLApp.cpp -TODO += crepe/facade/SDLApp.h  TODO += crepe/facade/SDLContext.cpp  TODO += crepe/facade/SDLContext.h  LOEK += crepe/facade/Sound.cpp @@ -72,8 +68,8 @@ TODO += crepe/system/CollisionSystem.cpp  TODO += crepe/system/CollisionSystem.h  TODO += crepe/system/ParticleSystem.cpp  TODO += crepe/system/ParticleSystem.h -TODO += crepe/system/PhysicsSystem.cpp -TODO += crepe/system/PhysicsSystem.h +JARO += crepe/system/PhysicsSystem.cpp +JARO += crepe/system/PhysicsSystem.h  TODO += crepe/system/RenderSystem.cpp  TODO += crepe/system/RenderSystem.h  LOEK += crepe/system/ScriptSystem.cpp @@ -91,13 +87,14 @@ TODO += example/components_internal.cpp  MAX += example/ecs.cpp  LOEK += example/log.cpp  TODO += example/particle.cpp -TODO += example/physics.cpp +JARO += example/physics.cpp  TODO += example/rendering.cpp  LOEK += example/script.cpp  LOEK += test/audio.cpp  LOEK += test/dummy.cpp +JARO += test/PhysicsTest.cpp -FMT := $(MAX) #<<< CHANGE THIS TO YOUR NAME FOR STEP 2 +FMT := $(JARO) #<<< CHANGE THIS TO YOUR NAME FOR STEP 2  format: FORCE  	clang-tidy -p build/compile_commands.json --fix-errors $(FMT) diff --git a/src/test/CMakeLists.txt b/src/test/CMakeLists.txt index 0d316d6..0e4eaed 100644 --- a/src/test/CMakeLists.txt +++ b/src/test/CMakeLists.txt @@ -1,5 +1,6 @@  target_sources(test_main PUBLIC  	dummy.cpp  	# audio.cpp +	PhysicsTest.cpp  ) diff --git a/src/test/PhysicsTest.cpp b/src/test/PhysicsTest.cpp new file mode 100644 index 0000000..5ad5d01 --- /dev/null +++ b/src/test/PhysicsTest.cpp @@ -0,0 +1,115 @@ +#include <gtest/gtest.h> +#include <crepe/ComponentManager.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Transform.h> +#include <crepe/system/PhysicsSystem.h> +#include <crepe/api/Config.h> + +using namespace std; +using namespace std::chrono_literals; +using namespace crepe; + +class PhysicsTest : public ::testing::Test { +protected: +    GameObject* game_object; +    PhysicsSystem physics_system; +		void SetUp() override { +			ComponentManager & mgr = ComponentManager::get_instance(); +			std::vector<std::reference_wrapper<Transform>> transforms = mgr.get_components_by_id<Transform>(0); +			if (transforms.empty()) { +				game_object = new GameObject(0,"","",Vector2{0,0},0,0); +				game_object->add_component<Rigidbody>(Rigidbody::RigidbodyData{ +						.mass = 1, +						.gravity_scale = 1, +						.body_type = Rigidbody::BodyType::DYNAMIC, +						.max_linear_velocity = Vector2{10,10}, +						.max_angular_velocity = 10, +						.constraints = {0, 0}, +						.use_gravity = true, +						.bounce = false +				}); +			} +			transforms = mgr.get_components_by_id<Transform>(0); +			Transform& transform = transforms.front().get(); +			transform.position.x = 0.0; +			transform.position.y = 0.0; +			transform.rotation = 0.0; +			std::vector<std::reference_wrapper<Rigidbody>> rigidbodies = mgr.get_components_by_id<Rigidbody>(0); +			Rigidbody& rigidbody = rigidbodies.front().get(); +			rigidbody.data.angular_velocity = 0; +			rigidbody.data.linear_velocity.x = 0; +			rigidbody.data.linear_velocity.y = 0; +    } +}; + +TEST_F(PhysicsTest, gravity) { +	Config::get_instance().physics.gravity = 1; +	ComponentManager & mgr = ComponentManager::get_instance(); +	std::vector<std::reference_wrapper<Transform>> transforms = mgr.get_components_by_id<Transform>(0); +	const Transform& transform = transforms.front().get(); +	ASSERT_FALSE(transforms.empty()); +	EXPECT_EQ(transform.position.y, 0); +	physics_system.update(); +	EXPECT_EQ(transform.position.y, 1); +	physics_system.update(); +	EXPECT_EQ(transform.position.y, 3); +} + +TEST_F(PhysicsTest, max_velocity) { +	ComponentManager & mgr = ComponentManager::get_instance(); +	std::vector<std::reference_wrapper<Rigidbody>> rigidbodies = mgr.get_components_by_id<Rigidbody>(0); +	Rigidbody& rigidbody = rigidbodies.front().get(); +	ASSERT_FALSE(rigidbodies.empty()); +	EXPECT_EQ(rigidbody.data.linear_velocity.y, 0); +	rigidbody.add_force_linear({100,100}); +	rigidbody.add_force_angular(100); +	physics_system.update(); +	EXPECT_EQ(rigidbody.data.linear_velocity.y, 10); +	EXPECT_EQ(rigidbody.data.linear_velocity.x, 10); +	EXPECT_EQ(rigidbody.data.angular_velocity, 10); +	rigidbody.add_force_linear({-100,-100}); +	rigidbody.add_force_angular(-100); +	physics_system.update(); +	EXPECT_EQ(rigidbody.data.linear_velocity.y, -10); +	EXPECT_EQ(rigidbody.data.linear_velocity.x, -10); +	EXPECT_EQ(rigidbody.data.angular_velocity, -10); +} + +TEST_F(PhysicsTest, movement) { +	Config::get_instance().physics.gravity = 0; +	ComponentManager & mgr = ComponentManager::get_instance(); +	std::vector<std::reference_wrapper<Rigidbody>> rigidbodies = mgr.get_components_by_id<Rigidbody>(0); +	Rigidbody& rigidbody = rigidbodies.front().get(); +	std::vector<std::reference_wrapper<Transform>> transforms = mgr.get_components_by_id<Transform>(0); +	const Transform& transform = transforms.front().get(); +	ASSERT_FALSE(rigidbodies.empty()); +	ASSERT_FALSE(transforms.empty()); +	rigidbody.add_force_linear({1,1}); +	rigidbody.add_force_angular(1); +	physics_system.update(); +	EXPECT_EQ(transform.position.x, 1); +	EXPECT_EQ(transform.position.y, 1); +	EXPECT_EQ(transform.rotation, 1); +	rigidbody.data.constraints = {1,1,1}; +	EXPECT_EQ(transform.position.x, 1); +	EXPECT_EQ(transform.position.y, 1); +	EXPECT_EQ(transform.rotation, 1); +	rigidbody.data.linear_damping.x = 0.5; +	rigidbody.data.linear_damping.y = 0.5; +	rigidbody.data.angular_damping = 0.5; +	physics_system.update(); +	EXPECT_EQ(rigidbody.data.linear_velocity.x, 0.5); +	EXPECT_EQ(rigidbody.data.linear_velocity.y, 0.5); +	EXPECT_EQ(rigidbody.data.angular_velocity, 0.5); +	rigidbody.data.constraints = {1,1,0}; +	rigidbody.data.angular_damping = 0; +	rigidbody.data.max_angular_velocity = 1000; +	rigidbody.data.angular_velocity = 360; +	physics_system.update(); +	EXPECT_EQ(transform.rotation, 1); +	rigidbody.data.angular_velocity = -360; +	physics_system.update(); +	EXPECT_EQ(transform.rotation, 1); +} + |