From eeb66130e2cb94c94e1748576f98f78ce0f1ee86 Mon Sep 17 00:00:00 2001 From: JAROWMR Date: Mon, 2 Dec 2024 17:17:21 +0100 Subject: changed some values because of feedback and merged from master --- src/crepe/Collider.cpp | 2 +- src/crepe/Collider.h | 2 +- src/crepe/api/BoxCollider.cpp | 2 +- src/crepe/api/BoxCollider.h | 2 +- src/crepe/api/CircleCollider.cpp | 2 +- src/crepe/api/CircleCollider.h | 2 +- src/crepe/api/Rigidbody.h | 14 +++++------- src/crepe/system/CollisionSystem.cpp | 18 ++++++++-------- src/crepe/system/CollisionSystem.h | 8 +++---- src/crepe/system/PhysicsSystem.cpp | 10 ++++----- src/test/CMakeLists.txt | 2 +- src/test/CollisionTest.cpp | 5 ----- src/test/Profiling.cpp | 42 +++++++++++++++++++----------------- 13 files changed, 52 insertions(+), 59 deletions(-) diff --git a/src/crepe/Collider.cpp b/src/crepe/Collider.cpp index 80a944d..9d94152 100644 --- a/src/crepe/Collider.cpp +++ b/src/crepe/Collider.cpp @@ -2,4 +2,4 @@ using namespace crepe; -Collider::Collider(game_object_id_t id, vec2 offset) : Component(id), offset(offset) {} +Collider::Collider(game_object_id_t id, const vec2& offset) : Component(id), offset(offset) {} diff --git a/src/crepe/Collider.h b/src/crepe/Collider.h index e1624b4..15d3a24 100644 --- a/src/crepe/Collider.h +++ b/src/crepe/Collider.h @@ -7,7 +7,7 @@ namespace crepe { class Collider : public Component { public: - Collider(game_object_id_t id, vec2 offset); + Collider(game_object_id_t id, const vec2& offset); public: //! Offset of the collider relative to rigidbody position diff --git a/src/crepe/api/BoxCollider.cpp b/src/crepe/api/BoxCollider.cpp index 6034837..1069e90 100644 --- a/src/crepe/api/BoxCollider.cpp +++ b/src/crepe/api/BoxCollider.cpp @@ -4,4 +4,4 @@ using namespace crepe; -BoxCollider::BoxCollider(game_object_id_t game_object_id,vec2 offset, float width, float height) : Collider(game_object_id,offset), width(width), height(height) {} +BoxCollider::BoxCollider(game_object_id_t game_object_id,const vec2& offset, float width, float height) : Collider(game_object_id,offset), width(width), height(height) {} diff --git a/src/crepe/api/BoxCollider.h b/src/crepe/api/BoxCollider.h index 2ce1ee8..c83d54a 100644 --- a/src/crepe/api/BoxCollider.h +++ b/src/crepe/api/BoxCollider.h @@ -12,7 +12,7 @@ namespace crepe { */ class BoxCollider : public Collider { public: - BoxCollider(game_object_id_t game_object_id,vec2 offset, float width, float height); + BoxCollider(game_object_id_t game_object_id,const vec2& offset, float width, float height); //! Width of box collider float width; diff --git a/src/crepe/api/CircleCollider.cpp b/src/crepe/api/CircleCollider.cpp index 497ebba..473734e 100644 --- a/src/crepe/api/CircleCollider.cpp +++ b/src/crepe/api/CircleCollider.cpp @@ -3,4 +3,4 @@ using namespace crepe; -CircleCollider::CircleCollider(game_object_id_t game_object_id,vec2 offset, float radius) : Collider(game_object_id,offset), radius(radius) {} +CircleCollider::CircleCollider(game_object_id_t game_object_id,const vec2& offset, float radius) : Collider(game_object_id,offset), radius(radius) {} diff --git a/src/crepe/api/CircleCollider.h b/src/crepe/api/CircleCollider.h index c61f027..bbcc330 100644 --- a/src/crepe/api/CircleCollider.h +++ b/src/crepe/api/CircleCollider.h @@ -14,7 +14,7 @@ namespace crepe { class CircleCollider : public Collider { public: - CircleCollider(game_object_id_t game_object_id,vec2 offset, float radius); + CircleCollider(game_object_id_t game_object_id,const vec2& offset, float radius); //! Radius of the circle collider. float radius; diff --git a/src/crepe/api/Rigidbody.h b/src/crepe/api/Rigidbody.h index 446c5dd..63b1b51 100644 --- a/src/crepe/api/Rigidbody.h +++ b/src/crepe/api/Rigidbody.h @@ -54,7 +54,7 @@ public: //! objects mass float mass = 0.0; //! gravtiy scale - float gravity_scale = 0.0; + float gravity_scale = 0; //! Changes if physics apply BodyType body_type = BodyType::DYNAMIC; //! linear velocity of object @@ -62,20 +62,16 @@ public: //! maximum linear velocity of object vec2 max_linear_velocity = {INFINITY ,INFINITY}; //! linear damping of object - vec2 linear_damping; + vec2 linear_velocity_factor; //! angular velocity of object - float angular_velocity = 0.0; + float angular_velocity = 1; //! max angular velocity of object float max_angular_velocity = INFINITY; //! angular damping of object - float angular_damping = 0.0; + float angular_velocity_factor = 1; //! movements constraints of object PhysicsConstraints constraints; - //! if gravity applies - bool use_gravity = true; - //! if object bounces - bool bounce = false; - //! bounce factor of material + //! bounce factor of material. 0.0 <= means all velocity is lost, 1.0 means it gets the same momentum but the mirrored direction. 0.5 is half of the velocity is saved. float elastisity = 0.0; //! offset of all colliders relative to transform position vec2 offset; diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp index 2fe3621..fbb16e8 100644 --- a/src/crepe/system/CollisionSystem.cpp +++ b/src/crepe/system/CollisionSystem.cpp @@ -146,10 +146,10 @@ std::pair CollisionSystem::collision_handler(Co resolution.x = data1.rigidbody.data.linear_velocity.x * (resolution.y/data1.rigidbody.data.linear_velocity.y); } - return {resolution,resolution_direction}; + return std::make_pair(resolution,resolution_direction); } -vec2 CollisionSystem::get_box_box_resolution(const BoxCollider& box_collider1,const BoxCollider& box_collider2,vec2 final_position1,vec2 final_position2) const +vec2 CollisionSystem::get_box_box_resolution(const BoxCollider& box_collider1,const BoxCollider& box_collider2,const vec2& final_position1,const vec2& final_position2) const { vec2 resolution; // Default resolution vector vec2 delta = final_position2 - final_position1; @@ -183,7 +183,7 @@ vec2 CollisionSystem::get_box_box_resolution(const BoxCollider& box_collider1,co return resolution; } -vec2 CollisionSystem::get_circle_circle_resolution(const CircleCollider& circle_collider1, const CircleCollider& circle_collider2, vec2 final_position1, vec2 final_position2) const +vec2 CollisionSystem::get_circle_circle_resolution(const CircleCollider& circle_collider1, const CircleCollider& circle_collider2, const vec2& final_position1, const vec2& final_position2) const { vec2 delta = final_position2 - final_position1; @@ -205,7 +205,7 @@ vec2 CollisionSystem::get_circle_circle_resolution(const CircleCollider& circle_ return resolution; } -vec2 CollisionSystem::get_circle_box_resolution(const CircleCollider& circle_collider, const BoxCollider& box_collider, vec2 circle_position, vec2 box_position) const +vec2 CollisionSystem::get_circle_box_resolution(const CircleCollider& circle_collider, const BoxCollider& box_collider, const vec2& circle_position, const vec2& box_position) const { vec2 delta = circle_position - box_position; @@ -252,7 +252,7 @@ void CollisionSystem::static_collision_handler(CollisionInfo& info){ info.first_transform.position += info.resolution; // If bounce is enabled mirror velocity - if(info.first_rigidbody.data.bounce) { + if(info.first_rigidbody.data.elastisity > 0) { if(info.resolution_direction == Direction::BOTH) { info.first_rigidbody.data.linear_velocity.y = -info.first_rigidbody.data.linear_velocity.y * info.first_rigidbody.data.elastisity; @@ -335,12 +335,12 @@ CollisionSystem::get_active_transform_and_rigidbody(game_object_id_t game_object RefVector transforms = this->component_manager.get_components_by_id(game_object_id); if (transforms.empty()) return std::nullopt; + Transform& transform = transforms.front().get(); + if (!transform.active) return std::nullopt; + RefVector rigidbodies = this->component_manager.get_components_by_id(game_object_id); if (rigidbodies.empty()) return std::nullopt; - Transform& transform = transforms.front().get(); - if (!transform.active) return std::nullopt; - Rigidbody& rigidbody = rigidbodies.front().get(); if (!rigidbody.active) return std::nullopt; @@ -453,7 +453,7 @@ bool CollisionSystem::get_circle_circle_collision(const CircleCollider& circle1, return distance_squared <= radius_sum * radius_sum; } -vec2 CollisionSystem::get_current_position(vec2 collider_offset, const Transform& transform, const Rigidbody& rigidbody) const { +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); diff --git a/src/crepe/system/CollisionSystem.h b/src/crepe/system/CollisionSystem.h index 3f24db1..34c03ae 100644 --- a/src/crepe/system/CollisionSystem.h +++ b/src/crepe/system/CollisionSystem.h @@ -104,7 +104,7 @@ private: * \param rigidbody The Rigidbody of the associated game object. * \return The calculated position of the collider. */ - vec2 get_current_position(vec2 collider_offset, const Transform& transform, const Rigidbody& rigidbody) const; + vec2 get_current_position(const vec2& collider_offset, const Transform& transform, const Rigidbody& rigidbody) const; private: @@ -141,7 +141,7 @@ private: * \param position2 The position of the second BoxCollider. * \return The resolution vector for the collision. */ - vec2 get_box_box_resolution(const BoxCollider& box_collider1,const BoxCollider& box_collider2,vec2 position1,vec2 position2) const; + vec2 get_box_box_resolution(const BoxCollider& box_collider1,const BoxCollider& box_collider2,const vec2& position1,const vec2& position2) const; /** * \brief Calculates the resolution vector for two CircleCollider. @@ -154,7 +154,7 @@ private: * \param position2 The position of the second CircleCollider. * \return The resolution vector for the collision. */ - vec2 get_circle_circle_resolution(const CircleCollider& circle_collider1, const CircleCollider& circle_collider2, vec2 final_position1, vec2 final_position2) const; + vec2 get_circle_circle_resolution(const CircleCollider& circle_collider1, const CircleCollider& circle_collider2, const vec2& final_position1, const vec2& final_position2) const; /** * \brief Calculates the resolution vector for two CircleCollider. @@ -167,7 +167,7 @@ private: * \param box_position The position of the BocCollider. * \return The resolution vector for the collision. */ - vec2 get_circle_box_resolution(const CircleCollider& circle_collider, const BoxCollider& box_collider, vec2 circle_position, vec2 box_position) const; + vec2 get_circle_box_resolution(const CircleCollider& circle_collider, const BoxCollider& box_collider, const vec2& circle_position, const vec2& box_position) const; /** * \brief Determines the appropriate collision handler for a collision. diff --git a/src/crepe/system/PhysicsSystem.cpp b/src/crepe/system/PhysicsSystem.cpp index 514a4b3..8f21727 100644 --- a/src/crepe/system/PhysicsSystem.cpp +++ b/src/crepe/system/PhysicsSystem.cpp @@ -25,17 +25,17 @@ void PhysicsSystem::update() { if (transform.game_object_id == rigidbody.game_object_id) { // Add gravity - if (rigidbody.data.use_gravity) { + if (rigidbody.data.gravity_scale > 0) { 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.angular_velocity_factor != 1 && rigidbody.data.angular_velocity_factor > 0) { + rigidbody.data.angular_velocity *= rigidbody.data.angular_velocity_factor; } - if (rigidbody.data.linear_damping != vec2{0, 0}) { - rigidbody.data.linear_velocity *= rigidbody.data.linear_damping; + if (rigidbody.data.linear_velocity_factor != vec2{1, 1} && rigidbody.data.linear_velocity_factor.x > 0 && rigidbody.data.linear_velocity_factor.y > 0) { + rigidbody.data.linear_velocity *= rigidbody.data.linear_velocity_factor; } // Max velocity check diff --git a/src/test/CMakeLists.txt b/src/test/CMakeLists.txt index 616e238..4555c0b 100644 --- a/src/test/CMakeLists.txt +++ b/src/test/CMakeLists.txt @@ -13,5 +13,5 @@ target_sources(test_main PUBLIC # ValueBrokerTest.cpp # DBTest.cpp # Vector2Test.cpp - # Profiling.cpp + Profiling.cpp ) diff --git a/src/test/CollisionTest.cpp b/src/test/CollisionTest.cpp index ed40b1b..92ff7ba 100644 --- a/src/test/CollisionTest.cpp +++ b/src/test/CollisionTest.cpp @@ -65,7 +65,6 @@ public: world.add_component(Rigidbody::Data{ // TODO: remove unrelated properties: .body_type = Rigidbody::BodyType::STATIC, - .bounce = false, .offset = {0,0}, }); // Create a box with an inner size of 10x10 units @@ -80,8 +79,6 @@ public: .body_type = Rigidbody::BodyType::DYNAMIC, .linear_velocity = {0,0}, .constraints = {0, 0, 0}, - .use_gravity = true, - .bounce = true, .elastisity = 1, .offset = {0,0}, }); @@ -96,8 +93,6 @@ public: .body_type = Rigidbody::BodyType::DYNAMIC, .linear_velocity = {0,0}, .constraints = {0, 0, 0}, - .use_gravity = true, - .bounce = true, .elastisity = 1, .offset = {0,0}, }); diff --git a/src/test/Profiling.cpp b/src/test/Profiling.cpp index 2549c57..a88bf85 100644 --- a/src/test/Profiling.cpp +++ b/src/test/Profiling.cpp @@ -79,7 +79,8 @@ public: void SetUp() override { GameObject do_not_use = mgr.new_object("DO_NOT_USE","",{0,0}); - do_not_use.add_component(Color::WHITE); + do_not_use.add_component(Color::WHITE, ivec2{1080, 720}, + vec2{2000, 2000}, 1.0f); // initialize systems here: //calls init script_sys.update(); @@ -110,14 +111,19 @@ public: // Print timings of all functions void log_timings() const { - std::stringstream ss; - ss << "\nFunction timings:\n"; - for (const auto& [name, duration] : timings) { - ss << name << " took " << duration.count() / 1000.0 / average << " ms (" << duration.count() / average << " µs).\n"; - } - ss << "Total time: " << this->total_time.count() / 1000.0 / average << " ms (" << this->total_time.count() / average << " µs)\n"; - ss << "Amount of gameobjects: " << game_object_count << "\n"; - GTEST_LOG_(INFO) << ss.str(); + std::string result = "\nFunction timings:\n"; + + for (const auto& [name, duration] : timings) { + result += name + " took " + std::to_string(duration.count() / 1000.0 / average) + " ms (" + + std::to_string(duration.count() / average) + " µs).\n"; + } + + result += "Total time: " + std::to_string(this->total_time.count() / 1000.0 / average) + " ms (" + + std::to_string(this->total_time.count() / average) + " µs)\n"; + + result += "Amount of gameobjects: " + std::to_string(game_object_count) + "\n"; + + GTEST_LOG_(INFO) << result; } void clear_timings() { @@ -158,15 +164,14 @@ TEST_F(Profiling, Profiling_2) { //define gameobject used for testing GameObject gameobject = mgr.new_object("gameobject","",{static_cast(game_object_count*2),0}); gameobject.add_component(Rigidbody::Data{ - .body_type = Rigidbody::BodyType::STATIC, - .use_gravity = false, + .gravity_scale = 0.0, + .body_type = Rigidbody::BodyType::STATIC, }); gameobject.add_component(vec2{0, 0}, 1, 1); gameobject.add_component().set_script(); Color color(0, 0, 0, 0); - gameobject.add_component( - make_shared("asset/texture/green_square.png"), color, - FlipSettings{true, true}); + auto img = Texture("asset/texture/green_square.png"); + Sprite & test_sprite = gameobject.add_component(img, color, Sprite::FlipSettings{false, false}, 1, 1, 500); } this->game_object_count++; @@ -190,17 +195,14 @@ TEST_F(Profiling, Profiling_3) { //define gameobject used for testing GameObject gameobject = mgr.new_object("gameobject","",{static_cast(game_object_count*2),0}); gameobject.add_component(Rigidbody::Data{ + .gravity_scale = 0, .body_type = Rigidbody::BodyType::STATIC, - .use_gravity = false, }); gameobject.add_component(vec2{0, 0}, 1, 1); gameobject.add_component().set_script(); Color color(0, 0, 0, 0); - gameobject.add_component( - make_shared("asset/texture/green_square.png"), color, - FlipSettings{true, true}); - Sprite & test_sprite = gameobject.add_component( - make_shared("asset/texture/img.png"), color, FlipSettings{false, false}); + auto img = Texture("asset/texture/green_square.png"); + Sprite & test_sprite = gameobject.add_component(img, color, Sprite::FlipSettings{false, false}, 1, 1, 500); auto & test = gameobject.add_component(ParticleEmitter::Data{ .max_particles = 10, .emission_rate = 100, -- cgit v1.2.3