From 428182f45797de73b0bc2335916d25762b0d719b Mon Sep 17 00:00:00 2001 From: JAROWMR Date: Sun, 10 Nov 2024 19:49:10 +0100 Subject: created colliders --- src/crepe/api/CircleCollider.h | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) (limited to 'src/crepe/api/CircleCollider.h') diff --git a/src/crepe/api/CircleCollider.h b/src/crepe/api/CircleCollider.h index caa7e43..3a66355 100644 --- a/src/crepe/api/CircleCollider.h +++ b/src/crepe/api/CircleCollider.h @@ -1,13 +1,14 @@ #pragma once + +#include "Vector2.h" #include "../Collider.h" namespace crepe { class CircleCollider : public Collider { public: - CircleCollider(game_object_id_t game_object_id, int radius) - : Collider(game_object_id), radius(radius) {} - int radius; + CircleCollider(game_object_id_t game_object_id,Vector2 offset, int radius); + double radius; }; } // namespace crepe -- cgit v1.2.3 From 47dd27c42f375b65ee53f8b1e8c1b25327315a92 Mon Sep 17 00:00:00 2001 From: JAROWMR Date: Sun, 10 Nov 2024 21:38:58 +0100 Subject: box-box collision --- src/crepe/api/BoxCollider.cpp | 5 +-- src/crepe/api/BoxCollider.h | 2 +- src/crepe/api/CMakeLists.txt | 4 ++ src/crepe/api/CircleCollider.cpp | 2 - src/crepe/api/CircleCollider.h | 1 + src/crepe/api/Rigidbody.h | 2 + src/crepe/system/CollisionSystem.cpp | 82 +++++++++++++++++++++++++++++++++++- src/crepe/system/CollisionSystem.h | 14 ++++++ src/example/CMakeLists.txt | 1 + src/example/collision.cpp | 42 ++++++++++++++++++ 10 files changed, 148 insertions(+), 7 deletions(-) create mode 100644 src/example/collision.cpp (limited to 'src/crepe/api/CircleCollider.h') diff --git a/src/crepe/api/BoxCollider.cpp b/src/crepe/api/BoxCollider.cpp index c3cb60c..eafbdb2 100644 --- a/src/crepe/api/BoxCollider.cpp +++ b/src/crepe/api/BoxCollider.cpp @@ -1,8 +1,7 @@ -#pragma once - #include "BoxCollider.h" +#include "../Collider.h" using namespace crepe; -BoxCollider::BoxCollider(game_object_id_t game_object_id,Vector2 offset, int width, int height) : Collider(game_object_id,offset), width(width), height(height) {} +BoxCollider::BoxCollider(game_object_id_t game_object_id,Vector2 offset, double width, double 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 2461636..357c979 100644 --- a/src/crepe/api/BoxCollider.h +++ b/src/crepe/api/BoxCollider.h @@ -7,7 +7,7 @@ namespace crepe { class BoxCollider : public Collider { public: - BoxCollider(game_object_id_t game_object_id,Vector2 offset, int width, int height); + BoxCollider(game_object_id_t game_object_id,Vector2 offset, double width, double height); double width; double height; }; diff --git a/src/crepe/api/CMakeLists.txt b/src/crepe/api/CMakeLists.txt index 87cbb09..6915074 100644 --- a/src/crepe/api/CMakeLists.txt +++ b/src/crepe/api/CMakeLists.txt @@ -18,6 +18,8 @@ target_sources(crepe PUBLIC Vector2.cpp Camera.cpp Animator.cpp + BoxCollider.cpp + CircleCollider.cpp ) target_sources(crepe PUBLIC FILE_SET HEADERS FILES @@ -42,4 +44,6 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES SceneManager.hpp Camera.h Animator.h + BoxCollider.h + CircleCollider.h ) diff --git a/src/crepe/api/CircleCollider.cpp b/src/crepe/api/CircleCollider.cpp index 9365793..04a4995 100644 --- a/src/crepe/api/CircleCollider.cpp +++ b/src/crepe/api/CircleCollider.cpp @@ -1,5 +1,3 @@ -#pragma once - #include "CircleCollider.h" using namespace crepe; diff --git a/src/crepe/api/CircleCollider.h b/src/crepe/api/CircleCollider.h index 3a66355..29a9c1e 100644 --- a/src/crepe/api/CircleCollider.h +++ b/src/crepe/api/CircleCollider.h @@ -1,6 +1,7 @@ #pragma once #include "Vector2.h" + #include "../Collider.h" namespace crepe { diff --git a/src/crepe/api/Rigidbody.h b/src/crepe/api/Rigidbody.h index 68481f4..b9edec2 100644 --- a/src/crepe/api/Rigidbody.h +++ b/src/crepe/api/Rigidbody.h @@ -75,6 +75,8 @@ public: bool use_gravity = true; //! if object bounces bool bounce = false; + //! offset of all colliders + Vector2 offset; }; public: diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp index 55e0fdc..75d5c58 100644 --- a/src/crepe/system/CollisionSystem.cpp +++ b/src/crepe/system/CollisionSystem.cpp @@ -1,7 +1,87 @@ +#include + #include "CollisionSystem.h" +#include "../ComponentManager.h" +#include "../api/BoxCollider.h" +#include "../api/CircleCollider.h" +#include "../api/Vector2.h" +#include "../api/Rigidbody.h" +#include "../api/Transform.h" + +#include "Collider.h" +#include "iostream" + using namespace crepe; CollisionSystem::CollisionSystem() {} -void CollisionSystem::update() {} +void CollisionSystem::update() { + ComponentManager & mgr = ComponentManager::get_instance(); + std::vector> boxcolliders = mgr.get_components_by_type(); + + Transform & transform1 = mgr.get_components_by_id(boxcolliders[0].get().game_object_id).front().get(); + Rigidbody & rigidbody1 = mgr.get_components_by_id(boxcolliders[0].get().game_object_id).front().get(); + Transform & transform2 = mgr.get_components_by_id(boxcolliders[1].get().game_object_id).front().get(); + Rigidbody & rigidbody2 = mgr.get_components_by_id(boxcolliders[1].get().game_object_id).front().get(); + BoxCollider & collider1 = boxcolliders[0].get(); + BoxCollider & collider2 = boxcolliders[1].get(); + bool test = check_box_box_collision(collider1, collider2, transform1, transform2, rigidbody1, rigidbody2); + std::cout << "collided? " << test << std::endl; +} + + + +bool CollisionSystem::check_collisions(const std::vector& colliders1, const std::vector& colliders2) {} +bool CollisionSystem::check_box_box_collision(const BoxCollider& box1, const BoxCollider& box2, const Transform& transform1, const Transform& transform2, const Rigidbody& rigidbody1, const Rigidbody& rigidbody2) +{ + // Function to convert degrees to radians + auto degrees_to_radians = [](double degrees) { + return degrees * (M_PI / 180.0); + }; + + // Get the rotation in radians + double radians1 = degrees_to_radians(transform1.rotation); + double radians2 = degrees_to_radians(transform2.rotation); + + // Calculate the scale factor (for both rigidbody and box offsets) + double scale1 = transform1.scale; + double scale2 = transform2.scale; + + Vector2 total_offset1 = (rigidbody1.data.offset + box1.offset) * transform1.scale; + Vector2 total_offset2 = (rigidbody2.data.offset + box2.offset) * transform2.scale; + + // Rotate + double rotated_total_offset_x1 = total_offset1.x * cos(radians1) - total_offset1.y * sin(radians1); + double rotated_total_offset_y1 = total_offset1.x * sin(radians1) + total_offset1.y * cos(radians1); + + double rotated_total_offset_x2 = total_offset2.x * cos(radians2) - total_offset2.y * sin(radians2); + double rotated_total_offset_y2 = total_offset2.x * sin(radians2) + total_offset2.y * cos(radians2); + + // Final positions considering scaling and rotation + Vector2 final_position1 = transform1.position + Vector2(rotated_total_offset_x1, rotated_total_offset_y1); + Vector2 final_position2 = transform2.position + Vector2(rotated_total_offset_x2, rotated_total_offset_y2); + + // Log final positions for debugging purposes + std::cout << "Final Position of Box 1: (" << final_position1.x << ", " << final_position1.y << ")" << std::endl; + std::cout << "Final Position of Box 2: (" << final_position2.x << ", " << final_position2.y << ")" << std::endl; + + // Log rotation values for debugging + std::cout << "Rotation of Box 1: " << transform1.rotation << " degrees" << std::endl; + std::cout << "Rotation of Box 2: " << transform2.rotation << " degrees" << std::endl; + + + // Calculate half-extents (half width and half height) + double half_width1 = box1.width / 2.0; + double half_height1 = box1.height / 2.0; + double half_width2 = box2.width / 2.0; + double half_height2 = box2.height / 2.0; + + // Check if the boxes overlap along the X and Y axes + return !(final_position1.x + half_width1 < final_position2.x - half_width2 || // box1 is left of box2 + final_position1.x - half_width1 > final_position2.x + half_width2 || // box1 is right of box2 + final_position1.y + half_height1 < final_position2.y - half_height2 || // box1 is above box2 + final_position1.y - half_height1 > final_position2.y + half_height2); // box1 is below box2 +} +bool CollisionSystem::check_box_circle_collision(const BoxCollider& box, const CircleCollider& circle) {} +bool CollisionSystem::check_circle_circle_collision(const CircleCollider& circle1, const CircleCollider& circle2) {} diff --git a/src/crepe/system/CollisionSystem.h b/src/crepe/system/CollisionSystem.h index 1e9f1aa..402ba64 100644 --- a/src/crepe/system/CollisionSystem.h +++ b/src/crepe/system/CollisionSystem.h @@ -1,11 +1,25 @@ #pragma once +#include "Collider.h" +#include + namespace crepe { +class Collider; +class BoxCollider; +class CircleCollider; +class Transform; +class Rigidbody; + class CollisionSystem { public: CollisionSystem(); void update(); +private: + bool check_collisions(const std::vector& colliders1, const std::vector& colliders2); + bool check_box_box_collision(const BoxCollider& box1, const BoxCollider& box2, const Transform& transform1, const Transform& transform2, const Rigidbody& rigidbody1, const Rigidbody& rigidbody2); + bool check_box_circle_collision(const BoxCollider& box, const CircleCollider& circle); + bool check_circle_circle_collision(const CircleCollider& circle1, const CircleCollider& circle2); }; } // namespace crepe diff --git a/src/example/CMakeLists.txt b/src/example/CMakeLists.txt index 36f9d4d..d43d56c 100644 --- a/src/example/CMakeLists.txt +++ b/src/example/CMakeLists.txt @@ -28,4 +28,5 @@ add_example(proxy) add_example(db) add_example(ecs) add_example(scene_manager) +add_example(collision) diff --git a/src/example/collision.cpp b/src/example/collision.cpp new file mode 100644 index 0000000..9faac69 --- /dev/null +++ b/src/example/collision.cpp @@ -0,0 +1,42 @@ +#include "api/BoxCollider.h" +#include "system/CollisionSystem.h" +#include +#include +#include +#include +#include +#include +#include + +using namespace crepe; +using namespace std; + +int main(int argc, char * argv[]) { + + GameObject game_object1(0, "Name", "Tag", Vector2{1, 1}, 90, 1); + game_object1.add_component(Rigidbody::Data{ + .mass = 1, + .gravity_scale = 1, + .body_type = Rigidbody::BodyType::DYNAMIC, + .constraints = {0, 0, 0}, + .use_gravity = true, + .bounce = false, + .offset = {3,3} + }); + game_object1.add_component(Vector2{5, 5}, 100, 50); + + GameObject game_object2(1, "Name", "Tag", Vector2{20, 2}, 90, 1); + game_object2.add_component(Rigidbody::Data{ + .mass = 1, + .gravity_scale = 1, + .body_type = Rigidbody::BodyType::DYNAMIC, + .constraints = {0, 0, 0}, + .use_gravity = true, + .bounce = false, + .offset = {4,4} + }); + game_object2.add_component(Vector2{6, 6}, 100, 50); + CollisionSystem coltest; + coltest.update(); + return 0; +} -- cgit v1.2.3 From 3b615d87f421b576227ef6d0f7e3c5d66c545da2 Mon Sep 17 00:00:00 2001 From: JAROWMR Date: Tue, 19 Nov 2024 20:42:02 +0100 Subject: doxygen comment colliders --- src/crepe/api/BoxCollider.h | 9 +++++++++ src/crepe/api/CircleCollider.h | 8 ++++++++ 2 files changed, 17 insertions(+) (limited to 'src/crepe/api/CircleCollider.h') diff --git a/src/crepe/api/BoxCollider.h b/src/crepe/api/BoxCollider.h index 357c979..7f51cba 100644 --- a/src/crepe/api/BoxCollider.h +++ b/src/crepe/api/BoxCollider.h @@ -5,10 +5,19 @@ namespace crepe { +/** + * \brief A class representing a box-shaped collider. + * + * This class is used for collision detection with other colliders (e.g., CircleCollider). + */ class BoxCollider : public Collider { public: BoxCollider(game_object_id_t game_object_id,Vector2 offset, double width, double height); + + //! Width of box collider double width; + + //! Height of box collider double height; }; diff --git a/src/crepe/api/CircleCollider.h b/src/crepe/api/CircleCollider.h index 29a9c1e..4e04fa4 100644 --- a/src/crepe/api/CircleCollider.h +++ b/src/crepe/api/CircleCollider.h @@ -6,9 +6,17 @@ namespace crepe { +/** + * \brief A class representing a circle-shaped collider. + * + * This class is used for collision detection with other colliders (e.g., BoxCollider). + */ class CircleCollider : public Collider { public: + CircleCollider(game_object_id_t game_object_id,Vector2 offset, int radius); + + //! Radius of the circle collider. double radius; }; -- cgit v1.2.3 From 3f63143b4005936da446fb2cdbbd1072b47fc8c1 Mon Sep 17 00:00:00 2001 From: JAROWMR Date: Fri, 22 Nov 2024 15:36:14 +0100 Subject: merge with master --- src/crepe/Collider.cpp | 2 +- src/crepe/Collider.h | 5 ++- 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/LoopManager.cpp | 1 + src/crepe/api/Rigidbody.h | 2 +- src/crepe/system/CollisionSystem.cpp | 79 ++++++++++++++++++------------------ src/crepe/system/CollisionSystem.h | 8 ++-- src/example/CMakeLists.txt | 1 + src/example/game.cpp | 30 +++++++------- 12 files changed, 71 insertions(+), 65 deletions(-) (limited to 'src/crepe/api/CircleCollider.h') diff --git a/src/crepe/Collider.cpp b/src/crepe/Collider.cpp index 0706371..80a944d 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, Vector2 offset) : Component(id), offset(offset) {} +Collider::Collider(game_object_id_t id, vec2 offset) : Component(id), offset(offset) {} diff --git a/src/crepe/Collider.h b/src/crepe/Collider.h index 0157324..5b26af5 100644 --- a/src/crepe/Collider.h +++ b/src/crepe/Collider.h @@ -3,16 +3,17 @@ #include "api/Vector2.h" #include "Component.h" +#include "types.h" namespace crepe { class Collider : public Component { public: - Collider(game_object_id_t id, Vector2 offset); + Collider(game_object_id_t id, vec2 offset); public: //! Offset of the collider relative to rigidbody position - Vector2 offset; + vec2 offset; }; } // namespace crepe diff --git a/src/crepe/api/BoxCollider.cpp b/src/crepe/api/BoxCollider.cpp index eafbdb2..83fb632 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,Vector2 offset, double width, double height) : Collider(game_object_id,offset), width(width), height(height) {} +BoxCollider::BoxCollider(game_object_id_t game_object_id,vec2 offset, double width, double 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 7f51cba..6135954 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,Vector2 offset, double width, double height); + BoxCollider(game_object_id_t game_object_id,vec2 offset, double width, double height); //! Width of box collider double width; diff --git a/src/crepe/api/CircleCollider.cpp b/src/crepe/api/CircleCollider.cpp index 04a4995..43de991 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,Vector2 offset, int radius) : Collider(game_object_id,offset), radius(radius) {} +CircleCollider::CircleCollider(game_object_id_t game_object_id,vec2 offset, int radius) : Collider(game_object_id,offset), radius(radius) {} diff --git a/src/crepe/api/CircleCollider.h b/src/crepe/api/CircleCollider.h index 4e04fa4..843547f 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,Vector2 offset, int radius); + CircleCollider(game_object_id_t game_object_id,vec2 offset, int radius); //! Radius of the circle collider. double radius; diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp index 586919d..10b59c8 100644 --- a/src/crepe/api/LoopManager.cpp +++ b/src/crepe/api/LoopManager.cpp @@ -63,6 +63,7 @@ void LoopManager::setup() { this->game_running = true; LoopTimer::get_instance().start(); LoopTimer::get_instance().set_fps(60); + this->scene_manager.load_next_scene(); } void LoopManager::render() { diff --git a/src/crepe/api/Rigidbody.h b/src/crepe/api/Rigidbody.h index b96b463..7939563 100644 --- a/src/crepe/api/Rigidbody.h +++ b/src/crepe/api/Rigidbody.h @@ -78,7 +78,7 @@ public: //! bounce factor of material double elastisity = 0.0; //! offset of all colliders relative to transform position - Vector2 offset; + vec2 offset; }; public: diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp index 9ca8b3a..8d9b356 100644 --- a/src/crepe/system/CollisionSystem.cpp +++ b/src/crepe/system/CollisionSystem.cpp @@ -15,6 +15,7 @@ #include "ComponentManager.h" #include "CollisionSystem.h" #include "Collider.h" +#include "types.h" using namespace crepe; @@ -39,7 +40,7 @@ void CollisionSystem::collision_handler(CollidedInfoStor& data1,CollidedInfoStor // Data needed for collision handler info const Collider* collider1 = nullptr; const Collider* collider2 = nullptr; - Vector2 move_back; + vec2 move_back; // Check collision type and get values for handler if (std::holds_alternative>(data1.collider)) { @@ -53,8 +54,8 @@ void CollisionSystem::collision_handler(CollidedInfoStor& data1,CollidedInfoStor // TODO: send with the collider info to this function because this is calculated previously // Get the current position of the collider - Vector2 final_position1 = current_position(box_collider1,data1.transform,data1.rigidbody); - Vector2 final_position2 = current_position(box_collider2,data2.transform,data2.rigidbody); + vec2 final_position1 = current_position(box_collider1,data1.transform,data1.rigidbody); + vec2 final_position2 = current_position(box_collider2,data2.transform,data2.rigidbody); // Determine move_back value for smallest overlap (x or y) move_back = box_box_collision_move_back(box_collider1,box_collider2,final_position1,final_position2); @@ -112,20 +113,20 @@ void CollisionSystem::collision_handler(CollidedInfoStor& data1,CollidedInfoStor } -Vector2 CollisionSystem::box_box_collision_move_back(const BoxCollider& box_collider1,const BoxCollider& box_collider2,Vector2 final_position1,Vector2 final_position2) +vec2 CollisionSystem::box_box_collision_move_back(const BoxCollider& box_collider1,const BoxCollider& box_collider2,vec2 final_position1,vec2 final_position2) { - Vector2 resolution; // Default resolution vector - Vector2 delta = final_position2 - final_position1; + vec2 resolution; // Default resolution vector + vec2 delta = final_position2 - final_position1; // Compute half-dimensions of the boxes - double half_width1 = box_collider1.width / 2.0; - double half_height1 = box_collider1.height / 2.0; - double half_width2 = box_collider2.width / 2.0; - double half_height2 = box_collider2.height / 2.0; + float half_width1 = box_collider1.width / 2.0; + float half_height1 = box_collider1.height / 2.0; + float half_width2 = box_collider2.width / 2.0; + float half_height2 = box_collider2.height / 2.0; // Calculate overlaps along X and Y axes - double overlap_x = (half_width1 + half_width2) - std::abs(delta.x); - double overlap_y = (half_height1 + half_height2) - std::abs(delta.y); + float overlap_x = (half_width1 + half_width2) - std::abs(delta.x); + float overlap_y = (half_height1 + half_height2) - std::abs(delta.y); // Check if there is a collision if (overlap_x > 0 && overlap_y > 0) {//should always be true check if this can be removed @@ -288,14 +289,14 @@ std::vector(oncollision, this->get_game_object_id()); + EventManager::get_instance().subscribe(oncollision, 0); } void update() { // Retrieve component from the same GameObject this script is on } }; + class ConcreteScene1 : public Scene { public: using Scene::Scene; @@ -37,11 +38,11 @@ public: ComponentManager & mgr = this->component_manager; Color color(0, 0, 0, 0); - double screen_size_width = 640; - double screen_size_height = 480; - double world_collider = 1000; + float screen_size_width = 640; + float screen_size_height = 480; + float world_collider = 1000; //define playable world - GameObject world = mgr.new_object("Name", "Tag", Vector2{screen_size_width/2, screen_size_height/2}, 0, 1); + GameObject world = mgr.new_object("Name", "Tag", vec2{screen_size_width/2, screen_size_height/2}, 0, 1); world.add_component(Rigidbody::Data{ .mass = 0, .gravity_scale = 0, @@ -51,13 +52,13 @@ public: .bounce = false, .offset = {0,0} }); - world.add_component(Vector2{0, 0-(screen_size_height/2+world_collider/2)}, world_collider, world_collider);; // Top - world.add_component(Vector2{0, screen_size_height/2+world_collider/2}, world_collider, world_collider); // Bottom - world.add_component(Vector2{0-(screen_size_width/2+world_collider/2), 0}, world_collider, world_collider); // Left - world.add_component(Vector2{screen_size_width/2+world_collider/2, 0}, world_collider, world_collider); // right + world.add_component(vec2{0, 0-(screen_size_height/2+world_collider/2)}, world_collider, world_collider);; // Top + world.add_component(vec2{0, screen_size_height/2+world_collider/2}, world_collider, world_collider); // Bottom + world.add_component(vec2{0-(screen_size_width/2+world_collider/2), 0}, world_collider, world_collider); // Left + world.add_component(vec2{screen_size_width/2+world_collider/2, 0}, world_collider, world_collider); // right - GameObject game_object1 = mgr.new_object("Name", "Tag", Vector2{screen_size_width/2, screen_size_height/2}, 0, 1); + GameObject game_object1 = mgr.new_object("Name", "Tag", vec2{screen_size_width/2, screen_size_height/2}, 0, 1); game_object1.add_component(Rigidbody::Data{ .mass = 1, .gravity_scale = 0.01, @@ -69,20 +70,21 @@ public: .elastisity = 1, .offset = {0,0}, }); - game_object1.add_component(Vector2{0, 0}, 20, 20); + game_object1.add_component(vec2{0, 0}, 20, 20); game_object1.add_component().set_script(); game_object1.add_component( make_shared("/home/jaro/crepe/asset/texture/green_square.png"), color, FlipSettings{true, true}); game_object1.add_component(Color::WHITE); } + + string get_name() const { return "scene1"; } }; int main(int argc, char * argv[]) { LoopManager gameloop; - gameloop.scene_manager.add_scene("scene1"); - gameloop.scene_manager.load_next_scene(); + gameloop.add_scene(); gameloop.start(); return 0; } -- cgit v1.2.3 From ad504dbf5152b663c3b503b04012efe092120b6d Mon Sep 17 00:00:00 2001 From: JAROWMR Date: Mon, 2 Dec 2024 13:18:36 +0100 Subject: added some comments and const --- src/crepe/api/BoxCollider.cpp | 2 +- src/crepe/api/BoxCollider.h | 6 +++--- src/crepe/api/CircleCollider.cpp | 2 +- src/crepe/api/CircleCollider.h | 4 ++-- src/crepe/system/CollisionSystem.cpp | 12 ++++++++++-- src/crepe/system/CollisionSystem.h | 2 +- 6 files changed, 18 insertions(+), 10 deletions(-) (limited to 'src/crepe/api/CircleCollider.h') diff --git a/src/crepe/api/BoxCollider.cpp b/src/crepe/api/BoxCollider.cpp index 4c767c8..6034837 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, double width, double height) : Collider(game_object_id,offset), width(width), height(height) {} +BoxCollider::BoxCollider(game_object_id_t game_object_id,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 6135954..2ce1ee8 100644 --- a/src/crepe/api/BoxCollider.h +++ b/src/crepe/api/BoxCollider.h @@ -12,13 +12,13 @@ namespace crepe { */ class BoxCollider : public Collider { public: - BoxCollider(game_object_id_t game_object_id,vec2 offset, double width, double height); + BoxCollider(game_object_id_t game_object_id,vec2 offset, float width, float height); //! Width of box collider - double width; + float width; //! Height of box collider - double height; + float height; }; } // namespace crepe diff --git a/src/crepe/api/CircleCollider.cpp b/src/crepe/api/CircleCollider.cpp index 43de991..497ebba 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, int radius) : Collider(game_object_id,offset), radius(radius) {} +CircleCollider::CircleCollider(game_object_id_t game_object_id,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 843547f..c61f027 100644 --- a/src/crepe/api/CircleCollider.h +++ b/src/crepe/api/CircleCollider.h @@ -14,10 +14,10 @@ namespace crepe { class CircleCollider : public Collider { public: - CircleCollider(game_object_id_t game_object_id,vec2 offset, int radius); + CircleCollider(game_object_id_t game_object_id,vec2 offset, float radius); //! Radius of the circle collider. - double radius; + float radius; }; } // namespace crepe diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp index 0b83bce..70fe855 100644 --- a/src/crepe/system/CollisionSystem.cpp +++ b/src/crepe/system/CollisionSystem.cpp @@ -105,6 +105,7 @@ std::pair CollisionSystem::collision_handler(Co vec2 collider_pos1 = current_position(collider1.offset, data1.transform, data1.rigidbody); vec2 collider_pos2 = current_position(collider2.offset, data2.transform, data2.rigidbody); resolution = box_box_resolution(collider1,collider2,collider_pos1,collider_pos2); + break; } case CollisionInternalType::BOX_CIRCLE: { const BoxCollider & collider1 = std::get>(data1.collider); @@ -112,7 +113,7 @@ std::pair CollisionSystem::collision_handler(Co vec2 collider_pos1 = current_position(collider1.offset, data1.transform, data1.rigidbody); vec2 collider_pos2 = current_position(collider2.offset, data2.transform, data2.rigidbody); resolution = circle_box_resolution(collider2,collider1,collider_pos2,collider_pos1); - + break; } case CollisionInternalType::CIRCLE_CIRCLE: { const CircleCollider & collider1 = std::get>(data1.collider); @@ -120,6 +121,7 @@ std::pair CollisionSystem::collision_handler(Co vec2 collider_pos1 = current_position(collider1.offset, data1.transform, data1.rigidbody); vec2 collider_pos2 = current_position(collider2.offset, data2.transform, data2.rigidbody); resolution = circle_circle_resolution(collider1,collider2,collider_pos1,collider_pos2); + break; } case CollisionInternalType::CIRCLE_BOX: { const CircleCollider & collider1 = std::get>(data1.collider); @@ -127,6 +129,7 @@ std::pair CollisionSystem::collision_handler(Co vec2 collider_pos1 = current_position(collider1.offset, data1.transform, data1.rigidbody); vec2 collider_pos2 = current_position(collider2.offset, data2.transform, data2.rigidbody); resolution = circle_box_resolution(collider1,collider2,collider_pos1,collider_pos2); + break; } } @@ -282,18 +285,23 @@ std::vector> collisions_ret; + //using visit to visit the variant to access the active and id. for (size_t i = 0; i < colliders.size(); ++i) { std::visit([&](auto& inner_collider_ref) { + // Return from visit if collider or components are not active if (!inner_collider_ref.get().active) return; auto inner_components = get_active_transform_and_rigidbody(inner_collider_ref.get().game_object_id); if (!inner_components) return; for (size_t j = i + 1; j < colliders.size(); ++j) { std::visit([&](auto& outer_collider_ref) { + // Return from visit if collider or components are not active and if they have the same id. if (!outer_collider_ref.get().active) return; if (inner_collider_ref.get().game_object_id == outer_collider_ref.get().game_object_id) return; auto outer_components = get_active_transform_and_rigidbody(outer_collider_ref.get().game_object_id); if (!outer_components) return; + // Get collision type form variant colliders CollisionInternalType type = check_collider_type(colliders[i],colliders[j]); if(!check_collision({ .collider = colliders[i], @@ -336,7 +344,7 @@ CollisionSystem::get_active_transform_and_rigidbody(game_object_id_t game_object return std::make_pair(std::ref(transform), std::ref(rigidbody)); } -CollisionSystem::CollisionInternalType CollisionSystem::check_collider_type(const collider_variant& collider1,const collider_variant& collider2){ +CollisionSystem::CollisionInternalType CollisionSystem::check_collider_type(const collider_variant& collider1,const collider_variant& collider2) const{ if(std::holds_alternative>(collider1)){ if(std::holds_alternative>(collider2)) { diff --git a/src/crepe/system/CollisionSystem.h b/src/crepe/system/CollisionSystem.h index 86b8b7a..fc91603 100644 --- a/src/crepe/system/CollisionSystem.h +++ b/src/crepe/system/CollisionSystem.h @@ -92,7 +92,7 @@ private: * \param collider2 Second collider variant (BoxCollider or CircleCollider). * \return The combined type of the two colliders. */ - CollisionInternalType check_collider_type(const collider_variant& collider1,const collider_variant& collider2); + CollisionInternalType check_collider_type(const collider_variant& collider1,const collider_variant& collider2) const; /** * \brief Calculates the current position of a collider. -- cgit v1.2.3 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(-) (limited to 'src/crepe/api/CircleCollider.h') 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 From d76ab0bf77d0a61712dc25bbe1760995be4c4782 Mon Sep 17 00:00:00 2001 From: JAROWMR Date: Wed, 4 Dec 2024 20:11:02 +0100 Subject: make format --- src/crepe/Collider.cpp | 2 +- src/crepe/Collider.h | 2 +- src/crepe/api/BoxCollider.cpp | 7 +- src/crepe/api/BoxCollider.h | 6 +- src/crepe/api/CircleCollider.cpp | 6 +- src/crepe/api/CircleCollider.h | 3 +- src/crepe/api/Event.h | 4 +- src/crepe/api/LoopManager.cpp | 3 +- src/crepe/api/Rigidbody.cpp | 4 +- src/crepe/api/Rigidbody.h | 4 +- src/crepe/system/CollisionSystem.cpp | 514 ++++++++++++++++++++--------------- src/crepe/system/CollisionSystem.h | 121 +++++---- src/crepe/system/PhysicsSystem.cpp | 9 +- src/example/game.cpp | 97 ++++--- src/test/CollisionTest.cpp | 122 +++++---- src/test/Profiling.cpp | 121 +++++---- 16 files changed, 574 insertions(+), 451 deletions(-) (limited to 'src/crepe/api/CircleCollider.h') diff --git a/src/crepe/Collider.cpp b/src/crepe/Collider.cpp index 9d94152..77e11c8 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, const 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 b3a09fb..a08a68e 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, const vec2& offset); + Collider(game_object_id_t id, const vec2 & offset); public: /** diff --git a/src/crepe/api/BoxCollider.cpp b/src/crepe/api/BoxCollider.cpp index f94ced7..c097a24 100644 --- a/src/crepe/api/BoxCollider.cpp +++ b/src/crepe/api/BoxCollider.cpp @@ -1,7 +1,10 @@ #include "BoxCollider.h" -#include "../Collider.h" +#include "../Collider.h" using namespace crepe; -BoxCollider::BoxCollider(game_object_id_t game_object_id,const vec2& offset, const vec2& dimensions) : Collider(game_object_id,offset), dimensions(dimensions) {} +BoxCollider::BoxCollider(game_object_id_t game_object_id, const vec2 & offset, + const vec2 & dimensions) + : Collider(game_object_id, offset), + dimensions(dimensions) {} diff --git a/src/crepe/api/BoxCollider.h b/src/crepe/api/BoxCollider.h index 1f5f1c1..89e43d8 100644 --- a/src/crepe/api/BoxCollider.h +++ b/src/crepe/api/BoxCollider.h @@ -1,7 +1,7 @@ #pragma once -#include "Vector2.h" #include "../Collider.h" +#include "Vector2.h" #include "types.h" namespace crepe { @@ -13,9 +13,9 @@ namespace crepe { */ class BoxCollider : public Collider { public: - BoxCollider(game_object_id_t game_object_id,const vec2& offset, const vec2& dimensions); + BoxCollider(game_object_id_t game_object_id, const vec2 & offset, const vec2 & dimensions); - //! Width and height of the box collider + //! Width and height of the box collider vec2 dimensions; }; diff --git a/src/crepe/api/CircleCollider.cpp b/src/crepe/api/CircleCollider.cpp index 473734e..a4271e9 100644 --- a/src/crepe/api/CircleCollider.cpp +++ b/src/crepe/api/CircleCollider.cpp @@ -2,5 +2,7 @@ using namespace crepe; - -CircleCollider::CircleCollider(game_object_id_t game_object_id,const 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 bbcc330..ebd1cb2 100644 --- a/src/crepe/api/CircleCollider.h +++ b/src/crepe/api/CircleCollider.h @@ -13,8 +13,7 @@ namespace crepe { */ class CircleCollider : public Collider { public: - - CircleCollider(game_object_id_t game_object_id,const 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/Event.h b/src/crepe/api/Event.h index 259acba..152bc2c 100644 --- a/src/crepe/api/Event.h +++ b/src/crepe/api/Event.h @@ -98,8 +98,8 @@ public: class CollisionEvent : public Event { public: crepe::CollisionSystem::CollisionInfo info; - CollisionEvent(const crepe::CollisionSystem::CollisionInfo& collisionInfo) - : info(collisionInfo) {} + CollisionEvent(const crepe::CollisionSystem::CollisionInfo & collisionInfo) + : info(collisionInfo) {} }; /** diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp index feb1338..d4819ea 100644 --- a/src/crepe/api/LoopManager.cpp +++ b/src/crepe/api/LoopManager.cpp @@ -1,13 +1,12 @@ #include "../facade/SDLContext.h" +#include "../system/PhysicsSystem.h" #include "../system/AnimatorSystem.h" #include "../system/CollisionSystem.h" #include "../system/ParticleSystem.h" #include "../system/PhysicsSystem.h" #include "../system/RenderSystem.h" #include "../system/ScriptSystem.h" -#include "..//system/PhysicsSystem.h" -#include "../system/CollisionSystem.h" #include "LoopManager.h" #include "LoopTimer.h" diff --git a/src/crepe/api/Rigidbody.cpp b/src/crepe/api/Rigidbody.cpp index c4b1d6f..8213afb 100644 --- a/src/crepe/api/Rigidbody.cpp +++ b/src/crepe/api/Rigidbody.cpp @@ -10,6 +10,4 @@ void crepe::Rigidbody::add_force_linear(const vec2 & force) { this->data.linear_velocity += force; } -void crepe::Rigidbody::add_force_angular(float force) { - this->data.angular_velocity += force; -} +void crepe::Rigidbody::add_force_angular(float force) { this->data.angular_velocity += force; } diff --git a/src/crepe/api/Rigidbody.h b/src/crepe/api/Rigidbody.h index 431e000..756cc28 100644 --- a/src/crepe/api/Rigidbody.h +++ b/src/crepe/api/Rigidbody.h @@ -78,9 +78,9 @@ public: //! Linear velocity of the object (speed and direction). vec2 linear_velocity; //! Maximum linear velocity of the object. This limits the object's speed. - vec2 max_linear_velocity = {INFINITY ,INFINITY}; + vec2 max_linear_velocity = {INFINITY, INFINITY}; //! Linear velocity coefficient. This scales the object's velocity for adjustment or damping. - vec2 linear_velocity_coefficient = {1,1}; + vec2 linear_velocity_coefficient = {1, 1}; //! \} /** diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp index 2d5ce9d..34cd125 100644 --- a/src/crepe/system/CollisionSystem.cpp +++ b/src/crepe/system/CollisionSystem.cpp @@ -1,23 +1,23 @@ -#include #include +#include #include #include +#include #include #include -#include -#include "api/Event.h" -#include "api/EventManager.h" #include "api/BoxCollider.h" #include "api/CircleCollider.h" +#include "api/Event.h" +#include "api/EventManager.h" #include "api/Metadata.h" -#include "api/Vector2.h" #include "api/Rigidbody.h" #include "api/Transform.h" +#include "api/Vector2.h" -#include "ComponentManager.h" -#include "CollisionSystem.h" #include "Collider.h" +#include "CollisionSystem.h" +#include "ComponentManager.h" #include "types.h" #include "util/OptionalRef.h" @@ -26,158 +26,191 @@ using namespace crepe; void CollisionSystem::update() { std::vector all_colliders; game_object_id_t id = 0; - RefVector rigidbodies = this->component_manager.get_components_by_type(); + RefVector rigidbodies + = this->component_manager.get_components_by_type(); // Collisions can only happen on object with a rigidbody - for(Rigidbody& rigidbody : rigidbodies) { + for (Rigidbody & rigidbody : rigidbodies) { if (!rigidbody.active) continue; id = rigidbody.game_object_id; - Transform& transform = this->component_manager.get_components_by_id(id).front().get(); + Transform & transform + = this->component_manager.get_components_by_id(id).front().get(); // Check if the boxcollider is active and has the same id as the rigidbody. - RefVector boxcolliders = this->component_manager.get_components_by_type(); - for (BoxCollider& boxcollider : boxcolliders) { - if(boxcollider.game_object_id != id) continue; - if(!boxcollider.active) continue; - all_colliders.push_back( - { - .id = id, - .collider = collider_variant{boxcollider}, - .transform = transform, - .rigidbody = rigidbody - } - ); + RefVector boxcolliders + = this->component_manager.get_components_by_type(); + for (BoxCollider & boxcollider : boxcolliders) { + if (boxcollider.game_object_id != id) continue; + if (!boxcollider.active) continue; + all_colliders.push_back({.id = id, + .collider = collider_variant{boxcollider}, + .transform = transform, + .rigidbody = rigidbody}); } // Check if the circlecollider is active and has the same id as the rigidbody. - RefVector circlecolliders = this->component_manager.get_components_by_type(); - for (CircleCollider& circlecollider : circlecolliders) { - if(circlecollider.game_object_id != id) continue; - if(!circlecollider.active) continue; - all_colliders.push_back( - { - .id = id, - .collider = collider_variant{circlecollider}, - .transform = transform, - .rigidbody = rigidbody - } - ); + RefVector circlecolliders + = this->component_manager.get_components_by_type(); + for (CircleCollider & circlecollider : circlecolliders) { + if (circlecollider.game_object_id != id) continue; + if (!circlecollider.active) continue; + all_colliders.push_back({.id = id, + .collider = collider_variant{circlecollider}, + .transform = transform, + .rigidbody = rigidbody}); } } // Check between all colliders if there is a collision - std::vector> collided = this->gather_collisions(all_colliders); + std::vector> collided + = this->gather_collisions(all_colliders); - // 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); + // 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); } } -void CollisionSystem::collision_handler_request(CollisionInternal& this_data,CollisionInternal& other_data){ +void CollisionSystem::collision_handler_request(CollisionInternal & this_data, + CollisionInternal & other_data) { - CollisionInternalType type = this->get_collider_type(this_data.collider,other_data.collider); - std::pair resolution_data = this->collision_handler(this_data,other_data,type); + CollisionInternalType type + = this->get_collider_type(this_data.collider, other_data.collider); + std::pair resolution_data + = this->collision_handler(this_data, other_data, type); - OptionalRef this_metadata = this->component_manager.get_components_by_id(this_data.id).front().get(); - OptionalRef other_metadata = this->component_manager.get_components_by_id(other_data.id).front().get(); + OptionalRef this_metadata + = this->component_manager.get_components_by_id(this_data.id).front().get(); + OptionalRef other_metadata + = this->component_manager.get_components_by_id(other_data.id).front().get(); OptionalRef this_collider; OptionalRef other_collider; switch (type) { - case CollisionInternalType::BOX_BOX:{ + case CollisionInternalType::BOX_BOX: { this_collider = std::get>(this_data.collider); - other_collider = std::get>(other_data.collider); + other_collider + = std::get>(other_data.collider); break; } - case CollisionInternalType::BOX_CIRCLE:{ + case CollisionInternalType::BOX_CIRCLE: { this_collider = std::get>(this_data.collider); - other_collider = std::get>(other_data.collider); + other_collider + = std::get>(other_data.collider); break; } - case CollisionInternalType::CIRCLE_BOX:{ - this_collider = std::get>(this_data.collider); - other_collider = std::get>(other_data.collider); + case CollisionInternalType::CIRCLE_BOX: { + this_collider + = std::get>(this_data.collider); + other_collider + = std::get>(other_data.collider); break; } - case CollisionInternalType::CIRCLE_CIRCLE:{ - this_collider = std::get>(this_data.collider); - other_collider = std::get>(other_data.collider); + case CollisionInternalType::CIRCLE_CIRCLE: { + this_collider + = std::get>(this_data.collider); + other_collider + = std::get>(other_data.collider); break; } } // collision info crepe::CollisionSystem::CollisionInfo collision_info{ - .this_collider = this_collider, - .this_transform = this_data.transform, - .this_rigidbody = this_data.rigidbody, - .this_metadata = this_metadata, - .other_collider = other_collider, - .other_transform = other_data.transform, - .other_rigidbody = other_data.rigidbody, - .other_metadata = other_metadata, - .resolution = resolution_data.first, - .resolution_direction = resolution_data.second, - }; + .this_collider = this_collider, + .this_transform = this_data.transform, + .this_rigidbody = this_data.rigidbody, + .this_metadata = this_metadata, + .other_collider = other_collider, + .other_transform = other_data.transform, + .other_rigidbody = other_data.rigidbody, + .other_metadata = other_metadata, + .resolution = resolution_data.first, + .resolution_direction = resolution_data.second, + }; // Determine if static needs to be called - this->determine_collision_handler(collision_info); + this->determine_collision_handler(collision_info); } - -std::pair CollisionSystem::collision_handler(CollisionInternal& data1,CollisionInternal& data2,CollisionInternalType type) { +std::pair +CollisionSystem::collision_handler(CollisionInternal & data1, CollisionInternal & data2, + CollisionInternalType type) { vec2 resolution; switch (type) { - case CollisionInternalType::BOX_BOX: { - const BoxCollider & collider1 = std::get>(data1.collider); - const BoxCollider & collider2 = std::get>(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); - resolution = this->get_box_box_resolution(collider1,collider2,collider_pos1,collider_pos2); + case CollisionInternalType::BOX_BOX: { + const BoxCollider & collider1 + = std::get>(data1.collider); + const BoxCollider & collider2 + = std::get>(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); + resolution = this->get_box_box_resolution(collider1, collider2, collider_pos1, + collider_pos2); break; } case CollisionInternalType::BOX_CIRCLE: { - const BoxCollider & collider1 = std::get>(data1.collider); - const CircleCollider & collider2 = std::get>(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); - resolution = this->get_circle_box_resolution(collider2,collider1,collider_pos2,collider_pos1); + const BoxCollider & collider1 + = std::get>(data1.collider); + const CircleCollider & collider2 + = std::get>(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); + resolution = this->get_circle_box_resolution(collider2, collider1, collider_pos2, + collider_pos1); break; } - case CollisionInternalType::CIRCLE_CIRCLE: { - const CircleCollider & collider1 = std::get>(data1.collider); - const CircleCollider & collider2 = std::get>(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); - resolution = this->get_circle_circle_resolution(collider1,collider2,collider_pos1,collider_pos2); + case CollisionInternalType::CIRCLE_CIRCLE: { + const CircleCollider & collider1 + = std::get>(data1.collider); + const CircleCollider & collider2 + = std::get>(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); + resolution = this->get_circle_circle_resolution(collider1, collider2, + collider_pos1, collider_pos2); break; } - case CollisionInternalType::CIRCLE_BOX: { - const CircleCollider & collider1 = std::get>(data1.collider); - const BoxCollider & collider2 = std::get>(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); - resolution = this->get_circle_box_resolution(collider1,collider2,collider_pos1,collider_pos2); + case CollisionInternalType::CIRCLE_BOX: { + const CircleCollider & collider1 + = std::get>(data1.collider); + const BoxCollider & collider2 + = std::get>(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); + resolution = this->get_circle_box_resolution(collider1, collider2, collider_pos1, + collider_pos2); break; } } Direction resolution_direction = Direction::NONE; - if(resolution.x != 0 && resolution.y > 0) { + if (resolution.x != 0 && resolution.y > 0) { resolution_direction = Direction::BOTH; } else if (resolution.x != 0) { resolution_direction = Direction::X_DIRECTION; - if(data1.rigidbody.data.linear_velocity.y != 0) - resolution.y = data1.rigidbody.data.linear_velocity.y * (resolution.x/data1.rigidbody.data.linear_velocity.x); + if (data1.rigidbody.data.linear_velocity.y != 0) + resolution.y = data1.rigidbody.data.linear_velocity.y + * (resolution.x / data1.rigidbody.data.linear_velocity.x); } else if (resolution.y != 0) { resolution_direction = Direction::Y_DIRECTION; - if(data1.rigidbody.data.linear_velocity.x != 0) - resolution.x = data1.rigidbody.data.linear_velocity.x * (resolution.y/data1.rigidbody.data.linear_velocity.y); + if (data1.rigidbody.data.linear_velocity.x != 0) + resolution.x = data1.rigidbody.data.linear_velocity.x + * (resolution.y / data1.rigidbody.data.linear_velocity.y); } - return std::make_pair(resolution,resolution_direction); + return std::make_pair(resolution, resolution_direction); } -vec2 CollisionSystem::get_box_box_resolution(const BoxCollider& box_collider1,const BoxCollider& box_collider2,const vec2& final_position1,const 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; @@ -210,97 +243,107 @@ 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, const vec2& final_position1, const vec2& final_position2) const -{ - vec2 delta = final_position2 - final_position1; +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; - // Compute the distance between the two circle centers - float distance = std::sqrt(delta.x * delta.x + delta.y * delta.y); + // Compute the distance between the two circle centers + float distance = std::sqrt(delta.x * delta.x + delta.y * delta.y); - // Compute the combined radii of the two circles - float combined_radius = circle_collider1.radius + circle_collider2.radius; + // Compute the combined radii of the two circles + float combined_radius = circle_collider1.radius + circle_collider2.radius; - // Compute the penetration depth - float penetration_depth = combined_radius - distance; + // Compute the penetration depth + float penetration_depth = combined_radius - distance; - // Normalize the delta vector to get the collision direction - vec2 collision_normal = delta / distance; + // Normalize the delta vector to get the collision direction + vec2 collision_normal = delta / distance; - // Compute the resolution vector - vec2 resolution = collision_normal * penetration_depth; + // Compute the resolution vector + vec2 resolution = collision_normal * penetration_depth; - return resolution; + return resolution; } -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; +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; - // Compute half-dimensions of the box - float half_width = box_collider.dimensions.x / 2.0f; - float half_height = box_collider.dimensions.y / 2.0f; + // Compute half-dimensions of the box + float half_width = box_collider.dimensions.x / 2.0f; + float half_height = box_collider.dimensions.y / 2.0f; - // Clamp circle center to the nearest point on the box - vec2 closest_point; - closest_point.x = std::clamp(delta.x, -half_width, half_width); - closest_point.y = std::clamp(delta.y, -half_height, half_height); + // Clamp circle center to the nearest point on the box + vec2 closest_point; + closest_point.x = std::clamp(delta.x, -half_width, half_width); + closest_point.y = std::clamp(delta.y, -half_height, half_height); - // Find the vector from the circle center to the closest point - vec2 closest_delta = delta - closest_point; + // Find the vector from the circle center to the closest point + vec2 closest_delta = delta - closest_point; - // Normalize the delta to get the collision direction - float distance = std::sqrt(closest_delta.x * closest_delta.x + closest_delta.y * closest_delta.y); - vec2 collision_normal = closest_delta / distance; + // Normalize the delta to get the collision direction + float distance + = std::sqrt(closest_delta.x * closest_delta.x + closest_delta.y * closest_delta.y); + vec2 collision_normal = closest_delta / distance; - // Compute penetration depth - float penetration_depth = circle_collider.radius - distance; + // Compute penetration depth + float penetration_depth = circle_collider.radius - distance; - // Compute the resolution vector - vec2 resolution = collision_normal * penetration_depth; + // Compute the resolution vector + vec2 resolution = collision_normal * penetration_depth; - return resolution; + return resolution; } - -void CollisionSystem::determine_collision_handler(CollisionInfo& info){ +void CollisionSystem::determine_collision_handler(CollisionInfo & info) { // Check rigidbody type for static - if(info.this_rigidbody.data.body_type == Rigidbody::BodyType::STATIC) return; + 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){ + if (info.other_rigidbody.data.body_type == Rigidbody::BodyType::STATIC) { static_collision_handler(info); - }; + }; // Call collision event for user CollisionEvent data(info); - EventManager::get_instance().trigger_event(data, info.this_collider.game_object_id); + EventManager::get_instance().trigger_event( + data, info.this_collider.game_object_id); } -void CollisionSystem::static_collision_handler(CollisionInfo& info){ - // Move object back using calculate move back value +void CollisionSystem::static_collision_handler(CollisionInfo & info) { + // Move object back using calculate move back value info.this_transform.position += info.resolution; // If bounce is enabled mirror velocity - if(info.this_rigidbody.data.elastisity_coefficient > 0) { - if(info.resolution_direction == Direction::BOTH) - { - info.this_rigidbody.data.linear_velocity.y = -info.this_rigidbody.data.linear_velocity.y * info.this_rigidbody.data.elastisity_coefficient; - info.this_rigidbody.data.linear_velocity.x = -info.this_rigidbody.data.linear_velocity.x * info.this_rigidbody.data.elastisity_coefficient; - } - else if(info.resolution_direction == Direction::Y_DIRECTION) { - info.this_rigidbody.data.linear_velocity.y = -info.this_rigidbody.data.linear_velocity.y * info.this_rigidbody.data.elastisity_coefficient; - } - else if(info.resolution_direction == Direction::X_DIRECTION){ - info.this_rigidbody.data.linear_velocity.x = -info.this_rigidbody.data.linear_velocity.x * info.this_rigidbody.data.elastisity_coefficient; + if (info.this_rigidbody.data.elastisity_coefficient > 0) { + if (info.resolution_direction == Direction::BOTH) { + info.this_rigidbody.data.linear_velocity.y + = -info.this_rigidbody.data.linear_velocity.y + * info.this_rigidbody.data.elastisity_coefficient; + info.this_rigidbody.data.linear_velocity.x + = -info.this_rigidbody.data.linear_velocity.x + * info.this_rigidbody.data.elastisity_coefficient; + } else if (info.resolution_direction == Direction::Y_DIRECTION) { + info.this_rigidbody.data.linear_velocity.y + = -info.this_rigidbody.data.linear_velocity.y + * info.this_rigidbody.data.elastisity_coefficient; + } else if (info.resolution_direction == Direction::X_DIRECTION) { + info.this_rigidbody.data.linear_velocity.x + = -info.this_rigidbody.data.linear_velocity.x + * info.this_rigidbody.data.elastisity_coefficient; } } // Stop movement if bounce is disabled else { - info.this_rigidbody.data.linear_velocity = {0,0}; + info.this_rigidbody.data.linear_velocity = {0, 0}; } } -std::vector> CollisionSystem::gather_collisions(std::vector & colliders) { - - +std::vector> +CollisionSystem::gather_collisions(std::vector & colliders) { + // TODO: // If no colliders skip // Check if colliders has rigidbody if not skip @@ -311,83 +354,103 @@ std::vector> collisions_ret; - //using visit to visit the variant to access the active and id. + std::vector> collisions_ret; + //using visit to visit the variant to access the active and id. for (size_t i = 0; i < colliders.size(); ++i) { for (size_t j = i + 1; j < colliders.size(); ++j) { - if(colliders[i].id == colliders[j].id) continue; - CollisionInternalType type = get_collider_type(colliders[i].collider,colliders[j].collider); - if(!get_collision({ - .collider = colliders[i].collider, - .transform = colliders[i].transform, - .rigidbody = colliders[i].rigidbody, + if (colliders[i].id == colliders[j].id) continue; + CollisionInternalType type + = get_collider_type(colliders[i].collider, colliders[j].collider); + if (!get_collision( + { + .collider = colliders[i].collider, + .transform = colliders[i].transform, + .rigidbody = colliders[i].rigidbody, }, { - .collider = colliders[j].collider, - .transform = colliders[j].transform, - .rigidbody = colliders[j].rigidbody, + .collider = colliders[j].collider, + .transform = colliders[j].transform, + .rigidbody = colliders[j].rigidbody, }, - type)) continue; - collisions_ret.emplace_back(colliders[i],colliders[j]); + type)) + continue; + collisions_ret.emplace_back(colliders[i], colliders[j]); } } - + return collisions_ret; } -CollisionSystem::CollisionInternalType CollisionSystem::get_collider_type(const collider_variant& collider1,const collider_variant& collider2) const{ - if(std::holds_alternative>(collider1)){ - if(std::holds_alternative>(collider2)) - { +CollisionSystem::CollisionInternalType +CollisionSystem::get_collider_type(const collider_variant & collider1, + const collider_variant & collider2) const { + if (std::holds_alternative>(collider1)) { + if (std::holds_alternative>(collider2)) { return CollisionInternalType::CIRCLE_CIRCLE; - } - else { + } else { return CollisionInternalType::CIRCLE_BOX; } - } - else { - if(std::holds_alternative>(collider2)) - { + } else { + if (std::holds_alternative>(collider2)) { return CollisionInternalType::BOX_CIRCLE; - } - else { + } else { return CollisionInternalType::BOX_BOX; } } } -bool CollisionSystem::get_collision(const CollisionInternal& first_info,const CollisionInternal& second_info, CollisionInternalType type) const{ +bool CollisionSystem::get_collision(const CollisionInternal & first_info, + const CollisionInternal & second_info, + CollisionInternalType type) const { switch (type) { - case CollisionInternalType::BOX_BOX: { - const BoxCollider & box_collider1 = std::get>(first_info.collider); - const BoxCollider & box_collider2 = std::get>(second_info.collider); - return this->get_box_box_collision(box_collider1,box_collider2,first_info.transform,second_info.transform,second_info.rigidbody,second_info.rigidbody); + case CollisionInternalType::BOX_BOX: { + const BoxCollider & box_collider1 + = std::get>(first_info.collider); + const BoxCollider & box_collider2 + = std::get>(second_info.collider); + return this->get_box_box_collision(box_collider1, box_collider2, + first_info.transform, second_info.transform, + second_info.rigidbody, second_info.rigidbody); } case CollisionInternalType::BOX_CIRCLE: { - const BoxCollider & box_collider = std::get>(first_info.collider); - const CircleCollider & circle_collider = std::get>(second_info.collider); - return this->get_box_circle_collision(box_collider,circle_collider,first_info.transform,second_info.transform,second_info.rigidbody,second_info.rigidbody); + const BoxCollider & box_collider + = std::get>(first_info.collider); + const CircleCollider & circle_collider + = std::get>(second_info.collider); + return this->get_box_circle_collision( + box_collider, circle_collider, first_info.transform, second_info.transform, + second_info.rigidbody, second_info.rigidbody); } - case CollisionInternalType::CIRCLE_CIRCLE: { - const CircleCollider & circle_collider1 = std::get>(first_info.collider); - const CircleCollider & circle_collider2 = std::get>(second_info.collider); - return this->get_circle_circle_collision(circle_collider1,circle_collider2,first_info.transform,second_info.transform,second_info.rigidbody,second_info.rigidbody); + case CollisionInternalType::CIRCLE_CIRCLE: { + const CircleCollider & circle_collider1 + = std::get>(first_info.collider); + const CircleCollider & circle_collider2 + = std::get>(second_info.collider); + return this->get_circle_circle_collision( + circle_collider1, circle_collider2, first_info.transform, + second_info.transform, second_info.rigidbody, second_info.rigidbody); } - case CollisionInternalType::CIRCLE_BOX: { - const CircleCollider & circle_collider = std::get>(first_info.collider); - const BoxCollider & box_collider = std::get>(second_info.collider); - return this->get_box_circle_collision(box_collider,circle_collider,first_info.transform,second_info.transform,second_info.rigidbody,second_info.rigidbody); + case CollisionInternalType::CIRCLE_BOX: { + const CircleCollider & circle_collider + = std::get>(first_info.collider); + const BoxCollider & box_collider + = std::get>(second_info.collider); + return this->get_box_circle_collision( + box_collider, circle_collider, first_info.transform, second_info.transform, + second_info.rigidbody, second_info.rigidbody); } } return false; } - -bool CollisionSystem::get_box_box_collision(const BoxCollider& box1, const BoxCollider& box2, const Transform& transform1, const Transform& transform2, const Rigidbody& rigidbody1, const Rigidbody& rigidbody2) const -{ +bool CollisionSystem::get_box_box_collision(const BoxCollider & box1, const BoxCollider & box2, + const Transform & transform1, + const Transform & transform2, + 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 = this->get_current_position(box1.offset, transform1, rigidbody1); + vec2 final_position2 = this->get_current_position(box2.offset, transform2, rigidbody2); // Calculate half-extents (half width and half height) float half_width1 = box1.dimensions.x / 2.0; @@ -396,13 +459,18 @@ bool CollisionSystem::get_box_box_collision(const BoxCollider& box1, const BoxCo float half_height2 = box2.dimensions.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 && - final_position1.x - half_width1 < final_position2.x + half_width2 && - final_position1.y + half_height1 > final_position2.y - half_height2 && - final_position1.y - half_height1 < final_position2.y + half_height2); + return (final_position1.x + half_width1 > final_position2.x - half_width2 + && final_position1.x - half_width1 < final_position2.x + half_width2 + && final_position1.y + half_height1 > final_position2.y - half_height2 + && final_position1.y - half_height1 < final_position2.y + half_height2); } -bool CollisionSystem::get_box_circle_collision(const BoxCollider& box1, const CircleCollider& circle2, const Transform& transform1, const Transform& transform2, const Rigidbody& rigidbody1, const Rigidbody& rigidbody2) const { +bool CollisionSystem::get_box_circle_collision(const BoxCollider & box1, + const CircleCollider & circle2, + const Transform & transform1, + const Transform & transform2, + 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); @@ -412,8 +480,10 @@ bool CollisionSystem::get_box_circle_collision(const BoxCollider& box1, const Ci float half_height = box1.dimensions.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, std::min(final_position2.x, final_position1.x + half_width)); - float closest_y = std::max(final_position1.y - half_height, std::min(final_position2.y, final_position1.y + half_height)); + float closest_x = std::max(final_position1.x - half_width, + std::min(final_position2.x, final_position1.x + half_width)); + float closest_y = std::max(final_position1.y - half_height, + std::min(final_position2.y, final_position1.y + half_height)); // Calculate the distance squared between the circle's center and the closest point on the box float distance_x = final_position2.x - closest_x; @@ -424,10 +494,15 @@ bool CollisionSystem::get_box_circle_collision(const BoxCollider& box1, const Ci return distance_squared <= circle2.radius * circle2.radius; } -bool CollisionSystem::get_circle_circle_collision(const CircleCollider& circle1, const CircleCollider& circle2, const Transform& transform1, const Transform& transform2, const Rigidbody& rigidbody1, const Rigidbody& rigidbody2) const { +bool CollisionSystem::get_circle_circle_collision(const CircleCollider & circle1, + const CircleCollider & circle2, + const Transform & transform1, + const Transform & transform2, + 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 = this->get_current_position(circle1.offset, transform1, rigidbody1); + vec2 final_position2 = this->get_current_position(circle2.offset, transform2, rigidbody2); float distance_x = final_position1.x - final_position2.x; float distance_y = final_position1.y - final_position2.y; @@ -440,7 +515,9 @@ bool CollisionSystem::get_circle_circle_collision(const CircleCollider& circle1, return distance_squared <= radius_sum * radius_sum; } -vec2 CollisionSystem::get_current_position(const 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); @@ -448,10 +525,11 @@ vec2 CollisionSystem::get_current_position(const vec2& collider_offset, const Tr 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); + 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)); - + 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 85ae5ad..6b5a4bb 100644 --- a/src/crepe/system/CollisionSystem.h +++ b/src/crepe/system/CollisionSystem.h @@ -1,38 +1,37 @@ #pragma once -#include -#include #include +#include +#include -#include "api/Rigidbody.h" -#include "api/Transform.h" #include "api/BoxCollider.h" #include "api/CircleCollider.h" #include "api/Metadata.h" +#include "api/Rigidbody.h" +#include "api/Transform.h" #include "api/Vector2.h" #include "Collider.h" #include "System.h" - namespace crepe { - //! A system responsible for detecting and handling collisions between colliders. class CollisionSystem : public System { public: using System::System; + private: - //! A variant type that can hold either a BoxCollider or a CircleCollider. - using collider_variant = std::variant, std::reference_wrapper>; + using collider_variant = std::variant, + std::reference_wrapper>; //! Enum representing the types of collider pairs for collision detection. enum class CollisionInternalType { - BOX_BOX, - CIRCLE_CIRCLE, - BOX_CIRCLE, - CIRCLE_BOX, + BOX_BOX, + CIRCLE_CIRCLE, + BOX_CIRCLE, + CIRCLE_BOX, }; /** @@ -45,21 +44,21 @@ private: */ struct CollisionInternal { game_object_id_t id = 0; - collider_variant collider; - Transform& transform; - Rigidbody& rigidbody; + collider_variant collider; + Transform & transform; + Rigidbody & rigidbody; }; - + //! Enum representing movement directions during collision resolution. enum class Direction { //! No movement required. - NONE, + NONE, //! Movement in the X direction. - X_DIRECTION, + X_DIRECTION, //! Movement in the Y direction. - Y_DIRECTION, + Y_DIRECTION, //! Movement in both X and Y directions. - BOTH + BOTH }; public: @@ -68,15 +67,15 @@ public: * * Includes information about the colliding objects and the resolution data for handling the collision. */ - struct CollisionInfo{ - Collider& this_collider; - Transform& this_transform; - Rigidbody& this_rigidbody; - Metadata& this_metadata; - Collider& other_collider; - Transform& other_transform; - Rigidbody& other_rigidbody; - Metadata& other_metadata; + struct CollisionInfo { + Collider & this_collider; + Transform & this_transform; + Rigidbody & this_rigidbody; + Metadata & this_metadata; + Collider & other_collider; + Transform & other_transform; + Rigidbody & other_rigidbody; + Metadata & other_metadata; //! The resolution vector for the collision. vec2 resolution; //! The direction of movement for resolving the collision. @@ -84,11 +83,10 @@ public: }; public: - //! Updates the collision system by checking for collisions between colliders and handling them. void update() override; -private: +private: /** * \brief Determines the type of collider pair from two colliders. * @@ -98,7 +96,8 @@ private: * \param collider2 Second collider variant (BoxCollider or CircleCollider). * \return The combined type of the two colliders. */ - CollisionInternalType get_collider_type(const collider_variant& collider1,const collider_variant& collider2) const; + CollisionInternalType get_collider_type(const collider_variant & collider1, + const collider_variant & collider2) const; /** * \brief Calculates the current position of a collider. @@ -110,10 +109,10 @@ private: * \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; + vec2 get_current_position(const vec2 & collider_offset, const Transform & transform, + const Rigidbody & rigidbody) const; private: - /** * \brief Handles collision resolution between two colliders. * @@ -122,7 +121,7 @@ private: * \param data1 Collision data for the first collider. * \param data2 Collision data for the second collider. */ - void collision_handler_request(CollisionInternal& data1,CollisionInternal& data2); + void collision_handler_request(CollisionInternal & data1, CollisionInternal & data2); /** * \brief Resolves collision between two colliders and calculates the movement required. @@ -134,7 +133,9 @@ private: * \param type The type of collider pair. * \return A pair containing the resolution vector and direction for the first collider. */ - std::pair collision_handler(CollisionInternal& data1,CollisionInternal& data2 ,CollisionInternalType type); + std::pair collision_handler(CollisionInternal & data1, + CollisionInternal & data2, + CollisionInternalType type); /** * \brief Calculates the resolution vector for two BoxColliders. @@ -147,7 +148,9 @@ 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,const vec2& position1,const 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. @@ -160,7 +163,10 @@ 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, const vec2& final_position1, const 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. @@ -173,7 +179,10 @@ 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, const vec2& circle_position, const 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. @@ -182,7 +191,7 @@ private: * * \param info Collision information containing data about both colliders. */ - void determine_collision_handler(CollisionInfo& info); + void determine_collision_handler(CollisionInfo & info); /** * \brief Handles collisions involving static objects. @@ -191,9 +200,9 @@ private: * * \param info Collision information containing data about both colliders. */ - void static_collision_handler(CollisionInfo& info); + void static_collision_handler(CollisionInfo & info); + private: - /** * \brief Checks for collisions between colliders. * @@ -202,7 +211,8 @@ private: * \param colliders A collection of all active colliders. * \return A list of collision pairs with their associated data. */ - std::vector> gather_collisions(std::vector & colliders); + std::vector> + gather_collisions(std::vector & colliders); /** * \brief Checks for collision between two colliders. @@ -214,8 +224,10 @@ private: * \param type The type of collider pair. * \return True if a collision is detected, otherwise false. */ - bool get_collision(const CollisionInternal& first_info,const CollisionInternal& second_info, CollisionInternalType type) const; - + bool get_collision(const CollisionInternal & first_info, + const CollisionInternal & second_info, + CollisionInternalType type) const; + /** * \brief Detects collisions between two BoxColliders. * @@ -227,8 +239,11 @@ private: * \param rigidbody2 Rigidbody of the second object. * \return True if a collision is detected, otherwise false. */ - bool get_box_box_collision(const BoxCollider& box1, const BoxCollider& box2, const Transform& transform1, const Transform& transform2, const Rigidbody& rigidbody1, const Rigidbody& rigidbody2) const; - + bool get_box_box_collision(const BoxCollider & box1, const BoxCollider & box2, + const Transform & transform1, const Transform & transform2, + const Rigidbody & rigidbody1, + const Rigidbody & rigidbody2) const; + /** * \brief Check collision for box on circle collider * @@ -240,7 +255,10 @@ private: * \param rigidbody2 Rigidbody of the second object. * \return True if a collision is detected, otherwise false. */ - bool get_box_circle_collision(const BoxCollider& box1, const CircleCollider& circle2, const Transform& transform1, const Transform& transform2, const Rigidbody& rigidbody1, const Rigidbody& rigidbody2) const; + bool get_box_circle_collision(const BoxCollider & box1, const CircleCollider & circle2, + const Transform & transform1, const Transform & transform2, + const Rigidbody & rigidbody1, + const Rigidbody & rigidbody2) const; /** * \brief Check collision for circle on circle collider @@ -255,7 +273,12 @@ private: * * \return status of collision */ - bool get_circle_circle_collision(const CircleCollider& circle1, const CircleCollider& circle2, const Transform& transform1, const Transform& transform2, const Rigidbody& rigidbody1, const Rigidbody& rigidbody2) const; + bool get_circle_circle_collision(const CircleCollider & circle1, + const CircleCollider & circle2, + const Transform & transform1, + const Transform & transform2, + const Rigidbody & rigidbody1, + const Rigidbody & rigidbody2) const; }; } // namespace crepe diff --git a/src/crepe/system/PhysicsSystem.cpp b/src/crepe/system/PhysicsSystem.cpp index b5da042..b3adfa1 100644 --- a/src/crepe/system/PhysicsSystem.cpp +++ b/src/crepe/system/PhysicsSystem.cpp @@ -32,10 +32,13 @@ void PhysicsSystem::update() { } // Add damping if (rigidbody.data.angular_velocity_coefficient > 0) { - rigidbody.data.angular_velocity *= rigidbody.data.angular_velocity_coefficient; + rigidbody.data.angular_velocity + *= rigidbody.data.angular_velocity_coefficient; } - if (rigidbody.data.linear_velocity_coefficient.x > 0 && rigidbody.data.linear_velocity_coefficient.y > 0) { - rigidbody.data.linear_velocity *= rigidbody.data.linear_velocity_coefficient; + if (rigidbody.data.linear_velocity_coefficient.x > 0 + && rigidbody.data.linear_velocity_coefficient.y > 0) { + rigidbody.data.linear_velocity + *= rigidbody.data.linear_velocity_coefficient; } // Max velocity check diff --git a/src/example/game.cpp b/src/example/game.cpp index de08a22..70c562e 100644 --- a/src/example/game.cpp +++ b/src/example/game.cpp @@ -1,77 +1,84 @@ -#include -#include -#include #include #include -#include #include -#include -#include -#include #include #include +#include #include +#include +#include +#include +#include +#include +#include using namespace crepe; using namespace std; class MyScript : public Script { - bool oncollision(const CollisionEvent& test) { + bool oncollision(const CollisionEvent & test) { Log::logf("Box {} script on_collision()", test.info.this_collider.game_object_id); return true; } void init() { - subscribe([this](const CollisionEvent& ev) -> bool { - return this->oncollision(ev); - }); + subscribe( + [this](const CollisionEvent & ev) -> bool { return this->oncollision(ev); }); } void update() { // Retrieve component from the same GameObject this script is on } }; - class ConcreteScene1 : public Scene { public: using Scene::Scene; void load_scene() { - ComponentManager & mgr = this->component_manager; - Color color(0, 0, 0, 255); + ComponentManager & mgr = this->component_manager; + Color color(0, 0, 0, 255); - float screen_size_width = 640; - float screen_size_height = 480; - float world_collider = 1000; - //define playable world - GameObject world = mgr.new_object("Name", "Tag", vec2{screen_size_width/2, screen_size_height/2}, 0, 1); - world.add_component(Rigidbody::Data{ - .mass = 0, - .gravity_scale = 0, - .body_type = Rigidbody::BodyType::STATIC, - .constraints = {0, 0, 0}, - .offset = {0,0} - }); - world.add_component(vec2{0, 0-(screen_size_height/2+world_collider/2)}, vec2{world_collider, world_collider});; // Top - world.add_component(vec2{0, screen_size_height/2+world_collider/2}, vec2{world_collider, world_collider}); // Bottom - world.add_component(vec2{0-(screen_size_width/2+world_collider/2), 0}, vec2{world_collider, world_collider}); // Left - world.add_component(vec2{screen_size_width/2+world_collider/2, 0}, vec2{world_collider, world_collider}); // right - world.add_component(Color::WHITE, ivec2{640, 480},vec2{640, 480}, 1.0f); + float screen_size_width = 640; + float screen_size_height = 480; + float world_collider = 1000; + //define playable world + GameObject world = mgr.new_object( + "Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2}, 0, 1); + world.add_component( + Rigidbody::Data{.mass = 0, + .gravity_scale = 0, + .body_type = Rigidbody::BodyType::STATIC, + .constraints = {0, 0, 0}, + .offset = {0, 0}}); + world.add_component( + vec2{0, 0 - (screen_size_height / 2 + world_collider / 2)}, + vec2{world_collider, world_collider}); + ; // Top + world.add_component(vec2{0, screen_size_height / 2 + world_collider / 2}, + vec2{world_collider, world_collider}); // Bottom + world.add_component( + vec2{0 - (screen_size_width / 2 + world_collider / 2), 0}, + vec2{world_collider, world_collider}); // Left + world.add_component(vec2{screen_size_width / 2 + world_collider / 2, 0}, + vec2{world_collider, world_collider}); // right + world.add_component(Color::WHITE, ivec2{640, 480}, vec2{640, 480}, 1.0f); - GameObject game_object1 = mgr.new_object("Name", "Tag", vec2{screen_size_width/2, screen_size_height/2}, 0, 1); - game_object1.add_component(Rigidbody::Data{ - .mass = 1, - .gravity_scale = 0.01, - .body_type = Rigidbody::BodyType::DYNAMIC, - .linear_velocity = {1,1}, - .constraints = {0, 0, 0}, - .elastisity_coefficient = 1, - .offset = {0,0}, - }); - game_object1.add_component(vec2{0, 0}, vec2{20, 20}); - game_object1.add_component().set_script(); - auto img = Texture("asset/texture/green_square.png"); - game_object1.add_component(img, color, Sprite::FlipSettings{false, false}, 1, 1, 20); + GameObject game_object1 = mgr.new_object( + "Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2}, 0, 1); + game_object1.add_component(Rigidbody::Data{ + .mass = 1, + .gravity_scale = 0.01, + .body_type = Rigidbody::BodyType::DYNAMIC, + .linear_velocity = {1, 1}, + .constraints = {0, 0, 0}, + .elastisity_coefficient = 1, + .offset = {0, 0}, + }); + game_object1.add_component(vec2{0, 0}, vec2{20, 20}); + game_object1.add_component().set_script(); + auto img = Texture("asset/texture/green_square.png"); + game_object1.add_component(img, color, Sprite::FlipSettings{false, false}, 1, + 1, 20); } string get_name() const { return "scene1"; } diff --git a/src/test/CollisionTest.cpp b/src/test/CollisionTest.cpp index fec42f3..74edaf7 100644 --- a/src/test/CollisionTest.cpp +++ b/src/test/CollisionTest.cpp @@ -26,22 +26,19 @@ using namespace testing; class CollisionHandler : public Script { public: int box_id; - function test_fn = [](const CollisionEvent & ev) { }; + function test_fn = [](const CollisionEvent & ev) {}; - CollisionHandler(int box_id) { - this->box_id = box_id; - } + CollisionHandler(int box_id) { this->box_id = box_id; } - bool on_collision(const CollisionEvent& ev) { + bool on_collision(const CollisionEvent & ev) { //Log::logf("Box {} script on_collision()", box_id); test_fn(ev); return true; } void init() { - subscribe([this](const CollisionEvent& ev) -> bool { - return this->on_collision(ev); - }); + subscribe( + [this](const CollisionEvent & ev) -> bool { return this->on_collision(ev); }); } void update() { // Retrieve component from the same GameObject this script is on @@ -54,18 +51,18 @@ public: CollisionSystem collision_sys{mgr}; ScriptSystem script_sys{mgr}; - GameObject world = mgr.new_object("world","",{50,50}); - GameObject game_object1 = mgr.new_object("object1", "", { 50, 50}); - GameObject game_object2 = mgr.new_object("object2", "", { 50, 30}); + GameObject world = mgr.new_object("world", "", {50, 50}); + GameObject game_object1 = mgr.new_object("object1", "", {50, 50}); + GameObject game_object2 = mgr.new_object("object2", "", {50, 30}); CollisionHandler * script_object1_ref = nullptr; CollisionHandler * script_object2_ref = nullptr; - + void SetUp() override { world.add_component(Rigidbody::Data{ // TODO: remove unrelated properties: .body_type = Rigidbody::BodyType::STATIC, - .offset = {0,0}, + .offset = {0, 0}, }); // Create a box with an inner size of 10x10 units world.add_component(vec2{0, -100}, vec2{100, 100}); // Top @@ -77,28 +74,30 @@ public: .mass = 1, .gravity_scale = 0.01, .body_type = Rigidbody::BodyType::DYNAMIC, - .linear_velocity = {0,0}, + .linear_velocity = {0, 0}, .constraints = {0, 0, 0}, .elastisity_coefficient = 1, - .offset = {0,0}, + .offset = {0, 0}, }); game_object1.add_component(vec2{0, 0}, vec2{10, 10}); - BehaviorScript & script_object1 = game_object1.add_component().set_script(1); - script_object1_ref = static_cast(script_object1.script.get()); + BehaviorScript & script_object1 + = game_object1.add_component().set_script(1); + script_object1_ref = static_cast(script_object1.script.get()); ASSERT_NE(script_object1_ref, nullptr); - + game_object2.add_component(Rigidbody::Data{ .mass = 1, .gravity_scale = 0.01, .body_type = Rigidbody::BodyType::DYNAMIC, - .linear_velocity = {0,0}, + .linear_velocity = {0, 0}, .constraints = {0, 0, 0}, .elastisity_coefficient = 1, - .offset = {0,0}, + .offset = {0, 0}, }); game_object2.add_component(vec2{0, 0}, vec2{10, 10}); - BehaviorScript & script_object2 = game_object2.add_component().set_script(2); - script_object2_ref = static_cast(script_object2.script.get()); + BehaviorScript & script_object2 + = game_object2.add_component().set_script(2); + script_object2_ref = static_cast(script_object2.script.get()); ASSERT_NE(script_object2_ref, nullptr); // Ensure Script::init() is called on all BehaviorScript instances @@ -139,7 +138,7 @@ TEST_F(CollisionTest, collision_box_box_dynamic_both_no_velocity) { }; EXPECT_FALSE(collision_happend); Transform & tf = this->mgr.get_components_by_id(1).front().get(); - tf.position = {50,30}; + tf.position = {50, 30}; collision_sys.update(); EXPECT_TRUE(collision_happend); } @@ -151,18 +150,20 @@ TEST_F(CollisionTest, collision_box_box_dynamic_x_direction_no_velocity) { EXPECT_EQ(ev.info.this_collider.game_object_id, 1); EXPECT_EQ(ev.info.resolution.x, -5); EXPECT_EQ(ev.info.resolution.y, 0); - EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::X_DIRECTION); + EXPECT_EQ(ev.info.resolution_direction, + crepe::CollisionSystem::Direction::X_DIRECTION); }; 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, 5); EXPECT_EQ(ev.info.resolution.y, 0); - EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::X_DIRECTION); + EXPECT_EQ(ev.info.resolution_direction, + crepe::CollisionSystem::Direction::X_DIRECTION); }; EXPECT_FALSE(collision_happend); Transform & tf = this->mgr.get_components_by_id(1).front().get(); - tf.position = {45,30}; + tf.position = {45, 30}; collision_sys.update(); EXPECT_TRUE(collision_happend); } @@ -174,18 +175,20 @@ TEST_F(CollisionTest, collision_box_box_dynamic_y_direction_no_velocity) { EXPECT_EQ(ev.info.this_collider.game_object_id, 1); EXPECT_EQ(ev.info.resolution.x, 0); EXPECT_EQ(ev.info.resolution.y, -5); - EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::Y_DIRECTION); + EXPECT_EQ(ev.info.resolution_direction, + crepe::CollisionSystem::Direction::Y_DIRECTION); }; 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, 0); EXPECT_EQ(ev.info.resolution.y, 5); - EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::Y_DIRECTION); + EXPECT_EQ(ev.info.resolution_direction, + crepe::CollisionSystem::Direction::Y_DIRECTION); }; EXPECT_FALSE(collision_happend); Transform & tf = this->mgr.get_components_by_id(1).front().get(); - tf.position = {50,25}; + tf.position = {50, 25}; collision_sys.update(); EXPECT_TRUE(collision_happend); } @@ -208,11 +211,11 @@ TEST_F(CollisionTest, collision_box_box_dynamic_both) { }; EXPECT_FALSE(collision_happend); Transform & tf = this->mgr.get_components_by_id(1).front().get(); - tf.position = {50,30}; + tf.position = {50, 30}; Rigidbody & rg1 = this->mgr.get_components_by_id(1).front().get(); - rg1.data.linear_velocity = {10,10}; + rg1.data.linear_velocity = {10, 10}; Rigidbody & rg2 = this->mgr.get_components_by_id(2).front().get(); - rg2.data.linear_velocity = {10,10}; + rg2.data.linear_velocity = {10, 10}; collision_sys.update(); EXPECT_TRUE(collision_happend); } @@ -224,22 +227,24 @@ TEST_F(CollisionTest, collision_box_box_dynamic_x_direction) { EXPECT_EQ(ev.info.this_collider.game_object_id, 1); EXPECT_EQ(ev.info.resolution.x, -5); EXPECT_EQ(ev.info.resolution.y, -5); - EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::X_DIRECTION); + EXPECT_EQ(ev.info.resolution_direction, + crepe::CollisionSystem::Direction::X_DIRECTION); }; 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, 5); EXPECT_EQ(ev.info.resolution.y, 5); - EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::X_DIRECTION); + EXPECT_EQ(ev.info.resolution_direction, + crepe::CollisionSystem::Direction::X_DIRECTION); }; EXPECT_FALSE(collision_happend); Transform & tf = this->mgr.get_components_by_id(1).front().get(); - tf.position = {45,30}; + tf.position = {45, 30}; Rigidbody & rg1 = this->mgr.get_components_by_id(1).front().get(); - rg1.data.linear_velocity = {10,10}; + rg1.data.linear_velocity = {10, 10}; Rigidbody & rg2 = this->mgr.get_components_by_id(2).front().get(); - rg2.data.linear_velocity = {10,10}; + rg2.data.linear_velocity = {10, 10}; collision_sys.update(); EXPECT_TRUE(collision_happend); } @@ -251,27 +256,28 @@ TEST_F(CollisionTest, collision_box_box_dynamic_y_direction) { EXPECT_EQ(ev.info.this_collider.game_object_id, 1); EXPECT_EQ(ev.info.resolution.x, -5); EXPECT_EQ(ev.info.resolution.y, -5); - EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::Y_DIRECTION); + EXPECT_EQ(ev.info.resolution_direction, + crepe::CollisionSystem::Direction::Y_DIRECTION); }; 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, 5); EXPECT_EQ(ev.info.resolution.y, 5); - EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::Y_DIRECTION); + EXPECT_EQ(ev.info.resolution_direction, + crepe::CollisionSystem::Direction::Y_DIRECTION); }; EXPECT_FALSE(collision_happend); Transform & tf = this->mgr.get_components_by_id(1).front().get(); - tf.position = {50,25}; + tf.position = {50, 25}; Rigidbody & rg1 = this->mgr.get_components_by_id(1).front().get(); - rg1.data.linear_velocity = {10,10}; + rg1.data.linear_velocity = {10, 10}; Rigidbody & rg2 = this->mgr.get_components_by_id(2).front().get(); - rg2.data.linear_velocity = {10,10}; + rg2.data.linear_velocity = {10, 10}; collision_sys.update(); EXPECT_TRUE(collision_happend); } - TEST_F(CollisionTest, collision_box_box_static_both) { bool collision_happend = false; script_object1_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { @@ -287,7 +293,7 @@ TEST_F(CollisionTest, collision_box_box_static_both) { }; EXPECT_FALSE(collision_happend); Transform & tf = this->mgr.get_components_by_id(1).front().get(); - tf.position = {50,30}; + tf.position = {50, 30}; Rigidbody & rg2 = this->mgr.get_components_by_id(2).front().get(); rg2.data.body_type = crepe::Rigidbody::BodyType::STATIC; collision_sys.update(); @@ -301,7 +307,8 @@ TEST_F(CollisionTest, collision_box_box_static_x_direction) { EXPECT_EQ(ev.info.this_collider.game_object_id, 1); EXPECT_EQ(ev.info.resolution.x, -5); EXPECT_EQ(ev.info.resolution.y, -5); - EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::X_DIRECTION); + EXPECT_EQ(ev.info.resolution_direction, + crepe::CollisionSystem::Direction::X_DIRECTION); }; script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { // is static should not be called @@ -309,9 +316,9 @@ TEST_F(CollisionTest, collision_box_box_static_x_direction) { }; EXPECT_FALSE(collision_happend); Transform & tf = this->mgr.get_components_by_id(1).front().get(); - tf.position = {45,30}; + tf.position = {45, 30}; Rigidbody & rg1 = this->mgr.get_components_by_id(1).front().get(); - rg1.data.linear_velocity = {10,10}; + rg1.data.linear_velocity = {10, 10}; Rigidbody & rg2 = this->mgr.get_components_by_id(2).front().get(); rg2.data.body_type = crepe::Rigidbody::BodyType::STATIC; collision_sys.update(); @@ -325,7 +332,8 @@ TEST_F(CollisionTest, collision_box_box_static_y_direction) { EXPECT_EQ(ev.info.this_collider.game_object_id, 1); EXPECT_EQ(ev.info.resolution.x, -5); EXPECT_EQ(ev.info.resolution.y, -5); - EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::Y_DIRECTION); + EXPECT_EQ(ev.info.resolution_direction, + crepe::CollisionSystem::Direction::Y_DIRECTION); }; script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { // is static should not be called @@ -333,24 +341,24 @@ TEST_F(CollisionTest, collision_box_box_static_y_direction) { }; EXPECT_FALSE(collision_happend); Transform & tf = this->mgr.get_components_by_id(1).front().get(); - tf.position = {50,25}; + tf.position = {50, 25}; Rigidbody & rg1 = this->mgr.get_components_by_id(1).front().get(); - rg1.data.linear_velocity = {10,10}; + rg1.data.linear_velocity = {10, 10}; Rigidbody & rg2 = this->mgr.get_components_by_id(2).front().get(); rg2.data.body_type = crepe::Rigidbody::BodyType::STATIC; collision_sys.update(); EXPECT_TRUE(collision_happend); } -TEST_F(CollisionTest, collision_box_box_static_multiple) {//todo check visually +TEST_F(CollisionTest, collision_box_box_static_multiple) { //todo check visually bool collision_happend = false; float offset_value = 0; float resolution = 0; script_object1_ref->test_fn = [&](const CollisionEvent & ev) { collision_happend = true; EXPECT_EQ(ev.info.this_collider.game_object_id, 1); - EXPECT_EQ(ev.info.this_collider.offset.x , offset_value); - EXPECT_EQ(ev.info.resolution.x , resolution); + EXPECT_EQ(ev.info.this_collider.offset.x, offset_value); + EXPECT_EQ(ev.info.resolution.x, resolution); }; script_object2_ref->test_fn = [&](const CollisionEvent & ev) { // is static should not be called @@ -358,20 +366,20 @@ TEST_F(CollisionTest, collision_box_box_static_multiple) {//todo check visually }; EXPECT_FALSE(collision_happend); Transform & tf = this->mgr.get_components_by_id(1).front().get(); - tf.position = {45,30}; + tf.position = {45, 30}; Rigidbody & rg1 = this->mgr.get_components_by_id(1).front().get(); - rg1.data.linear_velocity = {10,10}; + rg1.data.linear_velocity = {10, 10}; Rigidbody & rg2 = this->mgr.get_components_by_id(2).front().get(); rg2.data.body_type = crepe::Rigidbody::BodyType::STATIC; BoxCollider & bxc = this->mgr.get_components_by_id(1).front().get(); - bxc.offset = {5,0}; + bxc.offset = {5, 0}; this->game_object1.add_component(vec2{-5, 0}, vec2{10, 10}); offset_value = 5; resolution = 10; collision_sys.update(); offset_value = -5; resolution = 10; - tf.position = {55,30}; + tf.position = {55, 30}; collision_sys.update(); EXPECT_TRUE(collision_happend); } diff --git a/src/test/Profiling.cpp b/src/test/Profiling.cpp index fa0f5f3..d2f219e 100644 --- a/src/test/Profiling.cpp +++ b/src/test/Profiling.cpp @@ -1,8 +1,8 @@ #include "system/ParticleSystem.h" #include "system/PhysicsSystem.h" #include "system/RenderSystem.h" -#include #include +#include #include #define private public @@ -12,10 +12,10 @@ #include #include #include +#include #include #include #include -#include #include #include #include @@ -27,14 +27,13 @@ using namespace crepe; using namespace testing; class TestScript : public Script { - bool oncollision(const CollisionEvent& test) { + bool oncollision(const CollisionEvent & test) { Log::logf("Box {} script on_collision()", test.info.this_collider.game_object_id); return true; } void init() { - subscribe([this](const CollisionEvent& ev) -> bool { - return this->oncollision(ev); - }); + subscribe( + [this](const CollisionEvent & ev) -> bool { return this->oncollision(ev); }); } void update() { // Retrieve component from the same GameObject this script is on @@ -52,10 +51,9 @@ public: const int average = 5; // Maximum duration to stop test const std::chrono::microseconds duration = 16000us; - ComponentManager mgr; - // Add system used for profling tests + // Add system used for profling tests CollisionSystem collision_sys{mgr}; PhysicsSystem physics_sys{mgr}; ParticleSystem particle_sys{mgr}; @@ -67,12 +65,11 @@ public: int game_object_count = 0; std::chrono::microseconds total_time = 0us; - void SetUp() override { - - GameObject do_not_use = mgr.new_object("DO_NOT_USE","",{0,0}); - do_not_use.add_component(Color::WHITE, ivec2{1080, 720}, - vec2{2000, 2000}, 1.0f); + + GameObject do_not_use = mgr.new_object("DO_NOT_USE", "", {0, 0}); + do_not_use.add_component(Color::WHITE, ivec2{1080, 720}, vec2{2000, 2000}, + 1.0f); // initialize systems here: //calls init script_sys.update(); @@ -82,11 +79,12 @@ public: // Helper function to time an update call and store its duration template - std::chrono::microseconds time_function(const std::string& name, Func&& func) { + std::chrono::microseconds time_function(const std::string & name, Func && func) { auto start = std::chrono::steady_clock::now(); func(); auto end = std::chrono::steady_clock::now(); - std::chrono::microseconds duration = std::chrono::duration_cast(end - start); + std::chrono::microseconds duration + = std::chrono::duration_cast(end - start); timings[name] += duration; return duration; } @@ -95,8 +93,10 @@ public: std::chrono::microseconds run_all_systems() { std::chrono::microseconds total_microseconds = 0us; total_microseconds += time_function("PhysicsSystem", [&]() { physics_sys.update(); }); - total_microseconds += time_function("CollisionSystem", [&]() { collision_sys.update(); }); - total_microseconds += time_function("ParticleSystem", [&]() { particle_sys.update(); }); + total_microseconds + += time_function("CollisionSystem", [&]() { collision_sys.update(); }); + total_microseconds + += time_function("ParticleSystem", [&]() { particle_sys.update(); }); total_microseconds += time_function("RenderSystem", [&]() { render_sys.update(); }); return total_microseconds; } @@ -104,34 +104,33 @@ public: // Print timings of all functions void log_timings() const { 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; + + 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() { - for (auto& [key, value] : timings) { - value = std::chrono::microseconds(0); + for (auto & [key, value] : timings) { + value = std::chrono::microseconds(0); } } }; TEST_F(Profiling, Profiling_1) { - while (this->total_time/this->average < this->duration) { - + while (this->total_time / this->average < this->duration) { { //define gameobject used for testing - GameObject gameobject = mgr.new_object("gameobject","",{0,0}); + GameObject gameobject = mgr.new_object("gameobject", "", {0, 0}); } this->game_object_count++; @@ -143,18 +142,19 @@ TEST_F(Profiling, Profiling_1) { this->total_time += run_all_systems(); } - if(this->game_object_count >= this->max_gameobject_count) break; + if (this->game_object_count >= this->max_gameobject_count) break; } log_timings(); EXPECT_GE(this->game_object_count, this->min_gameobject_count); } TEST_F(Profiling, Profiling_2) { - while (this->total_time/this->average < this->duration) { - + while (this->total_time / this->average < this->duration) { + { //define gameobject used for testing - GameObject gameobject = mgr.new_object("gameobject","",{static_cast(game_object_count*2),0}); + GameObject gameobject = mgr.new_object( + "gameobject", "", {static_cast(game_object_count * 2), 0}); gameobject.add_component(Rigidbody::Data{ .gravity_scale = 0.0, .body_type = Rigidbody::BodyType::STATIC, @@ -163,7 +163,8 @@ TEST_F(Profiling, Profiling_2) { gameobject.add_component().set_script(); Color color(0, 0, 0, 0); auto img = Texture("asset/texture/green_square.png"); - Sprite & test_sprite = gameobject.add_component(img, color, Sprite::FlipSettings{false, false}, 1, 1, 500); + Sprite & test_sprite = gameobject.add_component( + img, color, Sprite::FlipSettings{false, false}, 1, 1, 500); } this->game_object_count++; @@ -174,50 +175,52 @@ TEST_F(Profiling, Profiling_2) { this->total_time += run_all_systems(); } - if(this->game_object_count >= this->max_gameobject_count) break; + if (this->game_object_count >= this->max_gameobject_count) break; } log_timings(); EXPECT_GE(this->game_object_count, this->min_gameobject_count); } TEST_F(Profiling, Profiling_3) { - while (this->total_time/this->average < this->duration) { - + while (this->total_time / this->average < this->duration) { + { //define gameobject used for testing - GameObject gameobject = mgr.new_object("gameobject","",{static_cast(game_object_count*2),0}); + 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, + .gravity_scale = 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); auto img = Texture("asset/texture/green_square.png"); - Sprite & test_sprite = gameobject.add_component(img, color, Sprite::FlipSettings{false, false}, 1, 1, 500); + 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, - .end_lifespan = 100000, - .boundary{ - .width = 1000, - .height = 1000, - .offset = vec2{0, 0}, - .reset_on_exit = false, - }, - .sprite = test_sprite, - }); + .max_particles = 10, + .emission_rate = 100, + .end_lifespan = 100000, + .boundary{ + .width = 1000, + .height = 1000, + .offset = vec2{0, 0}, + .reset_on_exit = false, + }, + .sprite = test_sprite, + }); } render_sys.update(); this->game_object_count++; - + this->total_time = 0us; clear_timings(); for (int amount = 0; amount < this->average; amount++) { this->total_time += run_all_systems(); } - if(this->game_object_count >= this->max_gameobject_count) break; + if (this->game_object_count >= this->max_gameobject_count) break; } log_timings(); EXPECT_GE(this->game_object_count, this->min_gameobject_count); -- cgit v1.2.3 From fdb4c99e139a264d4e15e6913a3756fc6cccb2f2 Mon Sep 17 00:00:00 2001 From: Loek Le Blansch Date: Fri, 6 Dec 2024 20:07:24 +0100 Subject: nitpick #59 --- src/crepe/Collider.h | 2 +- src/crepe/Component.h | 2 +- src/crepe/api/Animator.cpp | 6 ++-- src/crepe/api/Animator.h | 58 ++++++++------------------------ src/crepe/api/AssetManager.h | 6 ++-- src/crepe/api/BoxCollider.h | 2 +- src/crepe/api/Button.h | 6 ++-- src/crepe/api/CMakeLists.txt | 4 +-- src/crepe/api/CircleCollider.h | 2 +- src/crepe/api/Config.h | 5 +-- src/crepe/api/EventHandler.h | 34 +++++++++---------- src/crepe/api/GameObject.h | 12 +++---- src/crepe/api/Metadata.h | 2 +- src/crepe/api/Rigidbody.h | 28 ++++++++-------- src/crepe/api/Scene.h | 4 +-- src/crepe/api/Script.h | 2 +- src/crepe/api/Sprite.h | 38 ++++++++++----------- src/crepe/api/Transform.h | 2 +- src/crepe/facade/SDLContext.h | 28 ++++++++-------- src/crepe/facade/Sound.h | 2 +- src/crepe/manager/ComponentManager.h | 30 ++++++++--------- src/crepe/manager/EventManager.h | 28 ++++++++-------- src/crepe/system/CollisionSystem.h | 65 ++++++++++++++++++------------------ src/crepe/system/ParticleSystem.h | 10 +++--- src/crepe/system/PhysicsSystem.h | 4 +-- src/crepe/system/RenderSystem.cpp | 3 +- src/crepe/system/RenderSystem.h | 8 ++--- src/crepe/system/ScriptSystem.h | 2 +- src/test/Profiling.cpp | 25 ++++++++++---- 29 files changed, 200 insertions(+), 220 deletions(-) (limited to 'src/crepe/api/CircleCollider.h') diff --git a/src/crepe/Collider.h b/src/crepe/Collider.h index a08a68e..42ccfd4 100644 --- a/src/crepe/Collider.h +++ b/src/crepe/Collider.h @@ -15,7 +15,7 @@ public: * * The `offset` defines the positional shift applied to the collider relative to the position of the rigidbody it is attached to. * This allows the collider to be placed at a different position than the rigidbody. - * + * */ vec2 offset; }; diff --git a/src/crepe/Component.h b/src/crepe/Component.h index dc17721..c30419d 100644 --- a/src/crepe/Component.h +++ b/src/crepe/Component.h @@ -8,7 +8,7 @@ class ComponentManager; /** * \brief Base class for all components - * + * * This class is the base class for all components. It provides a common interface for all * components. */ diff --git a/src/crepe/api/Animator.cpp b/src/crepe/api/Animator.cpp index 154135f..b8a91dc 100644 --- a/src/crepe/api/Animator.cpp +++ b/src/crepe/api/Animator.cpp @@ -7,10 +7,10 @@ using namespace crepe; -Animator::Animator(uint32_t id, Sprite & ss, unsigned int max_row, unsigned int max_col, - const Animator::Data & data) +Animator::Animator(game_object_id_t id, Sprite & spritesheet, unsigned int max_row, + unsigned int max_col, const Animator::Data & data) : Component(id), - spritesheet(ss), + spritesheet(spritesheet), max_rows(max_row), max_columns(max_col), data(data) { diff --git a/src/crepe/api/Animator.h b/src/crepe/api/Animator.h index 23d29f6..7c850b8 100644 --- a/src/crepe/api/Animator.h +++ b/src/crepe/api/Animator.h @@ -1,10 +1,9 @@ #pragma once -#include +#include "../types.h" #include "Component.h" #include "Sprite.h" -#include "types.h" namespace crepe { @@ -21,55 +20,31 @@ class SDLContext; class Animator : public Component { public: struct Data { - //! frames per second for animation unsigned int fps = 1; - //! The current col being animated. unsigned int col = 0; - //! The current row being animated. unsigned int row = 0; - //! should the animation loop bool looping = false; - //! starting frame for cycling unsigned int cycle_start = 0; - - //! end frame for cycling (-1 --> use last frame) + //! end frame for cycling (-1 = use last frame) int cycle_end = -1; - - //! offset in pixels. - // TODO implement - unsigned int white_space = 0; }; public: - /** - * \brief Animator will repeat the animation - * - */ + //! Animator will repeat the animation void loop(); - - /** - * \brief starts the animation - * - */ + //! starts the animation void play(); - /** - * \brief pauses the animation - * - * sets the active false - * - */ + //! pauses the animation void pause(); - /** * \brief stops the animation * * sets the active on false and resets all the current rows and columns - * */ void stop(); /** @@ -81,8 +56,8 @@ public: /** * \brief set the range in the row * - * \param start of row animation - * \param end of row animation + * \param start of row animation + * \param end of row animation */ void set_cycle_range(int start, int end); /** @@ -91,11 +66,7 @@ public: * \param col animation column */ void set_anim(int col); - - /** - * \brief will go to the next animaiton of current row - * - */ + //! will go to the next animaiton of current row void next_anim(); public: @@ -103,7 +74,7 @@ public: * \brief Constructs an Animator object that will control animations for a sprite sheet. * * \param id The unique identifier for the component, typically assigned automatically. - * \param ss the reference to the spritesheet + * \param spritesheet the reference to the spritesheet * \param max_row maximum of rows inside the given spritesheet * \param max_col maximum of columns inside the given spritesheet * \param data extra animation data for more control @@ -111,25 +82,22 @@ public: * This constructor sets up the Animator with the given parameters, and initializes the * animation system. */ - Animator(game_object_id_t id, Sprite & ss, unsigned int max_row, unsigned int max_col, - const Animator::Data & data); + Animator(game_object_id_t id, Sprite & spritesheet, unsigned int max_row, + unsigned int max_col, const Animator::Data & data); ~Animator(); // dbg_trace public: //! The maximum number of columns in the sprite sheet. const unsigned int max_columns; - //! The maximum number of rows in the sprite sheet. const unsigned int max_rows; - Animator::Data data; private: //! A reference to the Sprite sheet containing. Sprite & spritesheet; - - // uses the spritesheet + //! Uses the spritesheet friend AnimatorSystem; }; + } // namespace crepe -// diff --git a/src/crepe/api/AssetManager.h b/src/crepe/api/AssetManager.h index fee6780..3b1cc4b 100644 --- a/src/crepe/api/AssetManager.h +++ b/src/crepe/api/AssetManager.h @@ -9,7 +9,7 @@ namespace crepe { /** * \brief The AssetManager is responsible for storing and managing assets over multiple scenes. - * + * * The AssetManager ensures that assets are loaded once and can be accessed across different * scenes. It caches assets to avoid reloading them every time a scene is loaded. Assets are * retained in memory until the AssetManager is destroyed, at which point the cached assets are @@ -46,9 +46,9 @@ public: * \param reload If true, the asset will be reloaded from the file, even if it is already * cached. * \tparam T The type of asset to cache (e.g., texture, sound, etc.). - * + * * \return A shared pointer to the cached asset. - * + * * This template function caches the asset at the given file path. If the asset is already * cached and `reload` is false, the existing cached version will be returned. Otherwise, the * asset will be reloaded and added to the cache. diff --git a/src/crepe/api/BoxCollider.h b/src/crepe/api/BoxCollider.h index 89e43d8..1ac4d46 100644 --- a/src/crepe/api/BoxCollider.h +++ b/src/crepe/api/BoxCollider.h @@ -8,7 +8,7 @@ namespace crepe { /** * \brief A class representing a box-shaped collider. - * + * * This class is used for collision detection with other colliders (e.g., CircleCollider). */ class BoxCollider : public Collider { diff --git a/src/crepe/api/Button.h b/src/crepe/api/Button.h index 26e7526..61b18d7 100644 --- a/src/crepe/api/Button.h +++ b/src/crepe/api/Button.h @@ -11,7 +11,7 @@ class Button : public UIObject { public: /** * \brief Constructs a Button with the specified game object ID and dimensions. - * + * * \param id The unique ID of the game object associated with this button. * \param dimensions The width and height of the UIObject * \param offset The offset relative this GameObjects Transform @@ -23,7 +23,7 @@ public: /** * \brief Indicates if the button is a toggle button (can be pressed and released). - * + * * A toggle button allows for a pressed/released state, whereas a regular button * typically only has an on-click state. */ @@ -31,7 +31,7 @@ public: // TODO: create separate toggle button class /** * \brief The callback function to be executed when the button is clicked. - * + * * This function is invoked whenever the button is clicked. It can be set to any * function that matches the signature `void()`. */ diff --git a/src/crepe/api/CMakeLists.txt b/src/crepe/api/CMakeLists.txt index b2e3df8..593c4e6 100644 --- a/src/crepe/api/CMakeLists.txt +++ b/src/crepe/api/CMakeLists.txt @@ -39,8 +39,8 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES Vector2.h Vector2.hpp Color.h - Texture.h - AssetManager.h + Texture.h + AssetManager.h AssetManager.hpp Scene.h Metadata.h diff --git a/src/crepe/api/CircleCollider.h b/src/crepe/api/CircleCollider.h index ebd1cb2..c7bf66e 100644 --- a/src/crepe/api/CircleCollider.h +++ b/src/crepe/api/CircleCollider.h @@ -8,7 +8,7 @@ namespace crepe { /** * \brief A class representing a circle-shaped collider. - * + * * This class is used for collision detection with other colliders (e.g., BoxCollider). */ class CircleCollider : public Collider { diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h index f1bca62..a9745c3 100644 --- a/src/crepe/api/Config.h +++ b/src/crepe/api/Config.h @@ -1,8 +1,10 @@ #pragma once +#include + #include "../util/Log.h" + #include "types.h" -#include namespace crepe { @@ -69,7 +71,6 @@ public: //! default screen size in pixels ivec2 default_size = {1280, 720}; std::string window_title = "Jetpack joyride clone"; - } window_settings; //! Asset loading options diff --git a/src/crepe/api/EventHandler.h b/src/crepe/api/EventHandler.h index 7bdd9a3..7bb501b 100644 --- a/src/crepe/api/EventHandler.h +++ b/src/crepe/api/EventHandler.h @@ -8,12 +8,12 @@ namespace crepe { /** * \brief A type alias for an event handler function. - * - * The EventHandler is a std::function that takes an EventType reference and returns a boolean value + * + * The EventHandler is a std::function that takes an EventType reference and returns a boolean value * indicating whether the event is handled. - * + * * \tparam EventType The type of event this handler will handle. - * + * * Returning \c false from an event handler results in the event being propogated to other listeners for the same event type, while returning \c true stops propogation altogether. */ template @@ -22,7 +22,7 @@ using EventHandler = std::function; /** * \class IEventHandlerWrapper * \brief An abstract base class for event handler wrappers. - * + * * This class provides the interface for handling events. Derived classes must implement the * `call()` method to process events */ @@ -35,9 +35,9 @@ public: /** * \brief Executes the handler with the given event. - * + * * This method calls the `call()` method of the derived class, passing the event to the handler. - * + * * \param e The event to be processed. * \return A boolean value indicating whether the event is handled. */ @@ -46,9 +46,9 @@ public: private: /** * \brief The method responsible for handling the event. - * + * * This method is implemented by derived classes to process the event. - * + * * \param e The event to be processed. * \return A boolean value indicating whether the event is handled. */ @@ -58,11 +58,11 @@ private: /** * \class EventHandlerWrapper * \brief A wrapper for event handler functions. - * - * This class wraps an event handler function of a specific event type. It implements the - * `call()` and `get_type()` methods to allow the handler to be executed and its type to be + * + * This class wraps an event handler function of a specific event type. It implements the + * `call()` and `get_type()` methods to allow the handler to be executed and its type to be * queried. - * + * * \tparam EventType The type of event this handler will handle. */ template @@ -70,9 +70,9 @@ class EventHandlerWrapper : public IEventHandlerWrapper { public: /** * \brief Constructs an EventHandlerWrapper with a given handler. - * + * * The constructor takes an event handler function and stores it in the wrapper. - * + * * \param handler The event handler function. */ explicit EventHandlerWrapper(const EventHandler & handler); @@ -80,9 +80,9 @@ public: private: /** * \brief Calls the stored event handler with the event. - * + * * This method casts the event to the appropriate type and calls the handler. - * + * * \param e The event to be handled. * \return A boolean value indicating whether the event is handled. */ diff --git a/src/crepe/api/GameObject.h b/src/crepe/api/GameObject.h index 4cd2bc0..ff80f49 100644 --- a/src/crepe/api/GameObject.h +++ b/src/crepe/api/GameObject.h @@ -10,7 +10,7 @@ class ComponentManager; /** * \brief Represents a GameObject - * + * * This class represents a GameObject. The GameObject class is only used as an interface for * the game programmer. The actual implementation is done in the ComponentManager. */ @@ -19,7 +19,7 @@ private: /** * This constructor creates a new GameObject. It creates a new Transform and Metadata * component and adds them to the ComponentManager. - * + * * \param component_manager Reference to component_manager * \param id The id of the GameObject * \param name The name of the GameObject @@ -37,20 +37,20 @@ private: public: /** * \brief Set the parent of this GameObject - * + * * This method sets the parent of this GameObject. It sets the parent in the Metadata * component of this GameObject and adds this GameObject to the children list of the parent * GameObject. - * + * * \param parent The parent GameObject */ void set_parent(const GameObject & parent); /** * \brief Add a component to the GameObject - * + * * This method adds a component to the GameObject. It forwards the arguments to the * ComponentManager. - * + * * \tparam T The type of the component * \tparam Args The types of the arguments * \param args The arguments to create the component diff --git a/src/crepe/api/Metadata.h b/src/crepe/api/Metadata.h index 235d42f..f404703 100644 --- a/src/crepe/api/Metadata.h +++ b/src/crepe/api/Metadata.h @@ -9,7 +9,7 @@ namespace crepe { /** * \brief Metadata component - * + * * This class represents the Metadata component. It stores the name, tag, parent and children * of a GameObject. */ diff --git a/src/crepe/api/Rigidbody.h b/src/crepe/api/Rigidbody.h index 8265ba5..40c6bf1 100644 --- a/src/crepe/api/Rigidbody.h +++ b/src/crepe/api/Rigidbody.h @@ -11,7 +11,7 @@ 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. */ @@ -19,7 +19,7 @@ class Rigidbody : public Component { public: /** * \brief BodyType enum - * + * * This enum provides three bodytypes the physics sytem and collision system use. */ enum class BodyType { @@ -32,7 +32,7 @@ public: }; /** * \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. */ @@ -46,9 +46,9 @@ public: }; public: - /** + /** * \brief struct for Rigidbody data - * + * * This struct holds the data for the Rigidbody. */ struct Data { @@ -59,7 +59,7 @@ public: * * The `gravity_scale` controls how much gravity affects the object. It is a multiplier applied to the default * gravity force, allowing for fine-grained control over how the object responds to gravity. - * + * */ float gravity_scale = 0; @@ -108,7 +108,7 @@ public: * The `PhysicsConstraints` struct defines the constraints that restrict an object's movement * in certain directions or prevent rotation. These constraints effect only the physics system * to prevent the object from moving or rotating in specified ways. - * + * */ PhysicsConstraints constraints; @@ -128,7 +128,7 @@ public: * 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; @@ -136,14 +136,14 @@ public: * \brief Defines the collision layers of a GameObject. * * The `collision_layers` specifies the layers that the GameObject will collide with. - * Each element represents a layer ID, and the GameObject will only detect + * Each element represents a layer ID, and the GameObject will only detect * collisions with other GameObjects that belong to these layers. */ std::set collision_layers; }; public: - /** + /** * \param game_object_id id of the gameobject the rigibody is added to. * \param data struct to configure the rigidbody. */ @@ -152,15 +152,15 @@ public: Data 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 vec2 & force); - /** + /** * \brief add a angular force to the Rigidbody. - * + * * \param force Vector2 that is added to the angular force. */ void add_force_angular(float force); diff --git a/src/crepe/api/Scene.h b/src/crepe/api/Scene.h index 9f1e8ce..ba9bb76 100644 --- a/src/crepe/api/Scene.h +++ b/src/crepe/api/Scene.h @@ -12,7 +12,7 @@ class ComponentManager; /** * \brief Represents a Scene - * + * * This class represents a Scene. The Scene class is only used as an interface for the game * programmer. */ @@ -41,7 +41,7 @@ public: protected: /** * \name Late references - * + * * These references are set by SceneManager immediately after calling the constructor of Scene. * * \note Scene must have a constructor without arguments so the game programmer doesn't need to diff --git a/src/crepe/api/Script.h b/src/crepe/api/Script.h index d1be1dc..d99ab0e 100644 --- a/src/crepe/api/Script.h +++ b/src/crepe/api/Script.h @@ -20,7 +20,7 @@ class ComponentManager; * This class is used as a base class for user-defined scripts that can be added to game * objects using the \c BehaviorScript component. * - * \info Additional *events* (like Unity's OnDisable and OnEnable) should be implemented as + * \note Additional *events* (like Unity's OnDisable and OnEnable) should be implemented as * member or lambda methods in derivative user script classes and registered in \c init(). * * \warning Concrete scripts are allowed do create a custom constructor, but the utility diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h index ea8104c..dbf41e4 100644 --- a/src/crepe/api/Sprite.h +++ b/src/crepe/api/Sprite.h @@ -31,11 +31,10 @@ public: //! Sprite data that does not have to be set in the constructor struct Data { /** - * \color tint of the sprite + * \brief Sprite tint (multiplied) * - * the default value is white because of the color multiplier. - * this means that the orginal image will be shown. if color is BLACK for example - * then it turns the image black because of the Color channels being 0. + * The sprite texture's pixels are multiplied by this color before being displayed + * (including alpha channel for transparency). */ Color color = Color::WHITE; @@ -49,15 +48,15 @@ public: const int order_in_layer = 0; /** - * \size width and height of the sprite in game units - * - * - if height is filled in and not width it will multiply width by aspect_ratio. - * - if width is filled in and not height it will multiply height by aspect_ratio. - * - if neither is filled it will not show sprite because size will be zero - * - if both are filled will it use the width and height without making sure the aspect_ratio - * is correct - */ - vec2 size; + * \brief width and height of the sprite in game units + * + * - if exclusively width is specified, the height is calculated using the texture's aspect + * ratio + * - if exclusively height is specified, the width is calculated using the texture's aspect + * ratio + * - if both are specified the texture is streched to fit the specified size + */ + vec2 size = {0, 0}; //! independent sprite angle. rotating clockwise direction in degrees float angle_offset = 0; @@ -71,7 +70,6 @@ public: public: /** - * \brief Constructs a Sprite with specified parameters. * \param game_id Unique identifier for the game object this sprite belongs to. * \param texture asset of the image * \param ctx all the sprite data @@ -86,12 +84,12 @@ public: private: /** - * \aspect_ratio ratio of the img - * - * - This will multiply one of \c size variable if it is 0. - * - Will be adjusted if \c Animator component is added to an GameObject - * that is why this value cannot be const. - */ + * \brief ratio of the img + * + * - This will multiply one of \c size variable if it is 0. + * - Will be adjusted if \c Animator component is added to an GameObject that is why this + * value cannot be const. + */ float aspect_ratio; //! Reads the mask of sprite diff --git a/src/crepe/api/Transform.h b/src/crepe/api/Transform.h index 3ef0fb5..7ee6d65 100644 --- a/src/crepe/api/Transform.h +++ b/src/crepe/api/Transform.h @@ -7,7 +7,7 @@ namespace crepe { /** * \brief Transform component - * + * * This class represents the Transform component. It stores the position, rotation and scale of * a GameObject. */ diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 81a8a34..e232511 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -25,7 +25,7 @@ class InputSystem; /** * \class SDLContext * \brief Facade for the SDL library - * + * * SDLContext is a singleton that handles the SDL window and renderer, provides methods for * event handling, and rendering to the screen. It is never used directly by the user */ @@ -38,16 +38,16 @@ public: vec2 zoomed_viewport; /** - * \render_scale scaling factor + * \brief scaling factor * * depending on the black bars type will the scaling be different. - * - lettorboxing --> scaling on the y-as - * - pillarboxing --> scaling on the x-as + * - letterboxing --> scaling on the y-as + * - pillarboxing --> scaling on the x-as */ vec2 render_scale; /** - * \bar_size size of calculated black bars + * \brief size of calculated black bars * * depending on the black bars type will the size be different * - lettorboxing --> {0, bar_height} @@ -108,21 +108,21 @@ private: friend class InputSystem; /** * \brief Retrieves a list of all events from the SDL context. - * + * * This method retrieves all the events from the SDL context that are currently * available. It is primarily used by the InputSystem to process various * input events such as mouse clicks, mouse movements, and keyboard presses. - * + * * \return Events that occurred since last call to `get_events()` */ std::vector get_events(); /** * \brief Converts an SDL key code to the custom Keycode type. - * + * * This method maps an SDL key code to the corresponding `Keycode` enum value, * which is used internally by the system to identify the keys. - * + * * \param sdl_key The SDL key code to convert. * \return The corresponding `Keycode` value or `Keycode::NONE` if the key is unrecognized. */ @@ -130,10 +130,10 @@ private: /** * \brief Converts an SDL mouse button code to the custom MouseButton type. - * - * This method maps an SDL mouse button code to the corresponding `MouseButton` + * + * This method maps an SDL mouse button code to the corresponding `MouseButton` * enum value, which is used internally by the system to identify mouse buttons. - * + * * \param sdl_button The SDL mouse button code to convert. * \return The corresponding `MouseButton` value or `MouseButton::NONE` if the key is unrecognized */ @@ -233,14 +233,14 @@ private: * \param pos the pos in world units * \param cam the camera of the current scene * \param cam_pos the current postion of the camera - * \param img_scale the image multiplier for increasing img size + * \param img_scale the image multiplier for increasing img size * \return sdl rectangle to draw a dst image to draw on the screen */ SDL_FRect get_dst_rect(const DestinationRectangleData & data) const; /** * \brief Set an additional color value multiplied into render copy operations. * - * \param texture the given texture to adjust + * \param texture the given texture to adjust * \param color the color data for the texture */ void set_color_texture(const Texture & texture, const Color & color); diff --git a/src/crepe/facade/Sound.h b/src/crepe/facade/Sound.h index 4c68f32..ee43d94 100644 --- a/src/crepe/facade/Sound.h +++ b/src/crepe/facade/Sound.h @@ -35,7 +35,7 @@ public: void play(); /** * \brief Reset playhead position - * + * * Resets the playhead position so that calling \c play() after this function makes it play * from the start of the sample. If the sound is not paused before calling this function, * this function will stop playback. diff --git a/src/crepe/manager/ComponentManager.h b/src/crepe/manager/ComponentManager.h index ad37586..44429d9 100644 --- a/src/crepe/manager/ComponentManager.h +++ b/src/crepe/manager/ComponentManager.h @@ -16,7 +16,7 @@ class GameObject; /** * \brief Manages all components - * + * * This class manages all components. It provides methods to add, delete and get components. */ class ComponentManager : public Manager { @@ -56,10 +56,10 @@ protected: friend class GameObject; /** * \brief Add a component to the ComponentManager - * + * * This method adds a component to the ComponentManager. The component is created with the * given arguments and added to the ComponentManager. - * + * * \tparam T The type of the component * \tparam Args The types of the arguments * \param id The id of the GameObject this component belongs to @@ -70,9 +70,9 @@ protected: T & add_component(game_object_id_t id, Args &&... args); /** * \brief Delete all components of a specific type and id - * + * * This method deletes all components of a specific type and id. - * + * * \tparam T The type of the component * \param id The id of the GameObject this component belongs to */ @@ -80,24 +80,24 @@ protected: void delete_components_by_id(game_object_id_t id); /** * \brief Delete all components of a specific type - * + * * This method deletes all components of a specific type. - * + * * \tparam T The type of the component */ template void delete_components(); /** * \brief Delete all components of a specific id - * + * * This method deletes all components of a specific id. - * + * * \param id The id of the GameObject this component belongs to */ void delete_all_components_of_id(game_object_id_t id); /** * \brief Delete all components - * + * * This method deletes all components. */ void delete_all_components(); @@ -115,9 +115,9 @@ protected: public: /** * \brief Get all components of a specific type and id - * + * * This method gets all components of a specific type and id. - * + * * \tparam T The type of the component * \param id The id of the GameObject this component belongs to * \return A vector of all components of the specific type and id @@ -126,9 +126,9 @@ public: RefVector get_components_by_id(game_object_id_t id) const; /** * \brief Get all components of a specific type - * + * * This method gets all components of a specific type. - * + * * \tparam T The type of the component * \return A vector of all components of the specific type */ @@ -138,7 +138,7 @@ public: private: /** * \brief The components - * + * * This unordered_map stores all components. The key is the type of the component and the * value is a vector of vectors of unique pointers to the components. * diff --git a/src/crepe/manager/EventManager.h b/src/crepe/manager/EventManager.h index d634f54..ba5e98b 100644 --- a/src/crepe/manager/EventManager.h +++ b/src/crepe/manager/EventManager.h @@ -24,7 +24,7 @@ typedef size_t event_channel_t; /** * \class EventManager * \brief Manages event subscriptions, triggers, and queues, enabling decoupled event handling. - * + * * The `EventManager` acts as a centralized event system. It allows for registering callbacks * for specific event types, triggering events synchronously, queueing events for later * processing, and managing subscriptions via unique identifiers. @@ -35,20 +35,20 @@ public: /** * \brief Get the singleton instance of the EventManager. - * + * * This method returns the unique instance of the EventManager, creating it if it * doesn't already exist. Ensures only one instance is active in the program. - * + * * \return Reference to the singleton instance of the EventManager. */ static EventManager & get_instance(); /** * \brief Subscribe to a specific event type. - * + * * Registers a callback for a given event type and optional channel. Each callback * is assigned a unique subscription ID that can be used for later unsubscription. - * + * * \tparam EventType The type of the event to subscribe to. * \param callback The callback function to be invoked when the event is triggered. * \param channel The channel number to subscribe to (default is CHANNEL_ALL, which listens to all channels). @@ -60,18 +60,18 @@ public: /** * \brief Unsubscribe a previously registered callback. - * + * * Removes a callback from the subscription list based on its unique subscription ID. - * + * * \param event_id The unique subscription ID of the callback to remove. */ void unsubscribe(subscription_t event_id); /** * \brief Trigger an event immediately. - * + * * Synchronously invokes all registered callbacks for the given event type on the specified channel. - * + * * \tparam EventType The type of the event to trigger. * \param event The event instance to pass to the callbacks. * \param channel The channel to trigger the event on (default is CHANNEL_ALL, which triggers on all channels). @@ -81,9 +81,9 @@ public: /** * \brief Queue an event for later processing. - * + * * Adds an event to the event queue to be processed during the next call to `dispatch_events`. - * + * * \tparam EventType The type of the event to queue. * \param event The event instance to queue. * \param channel The channel to associate with the event (default is CHANNEL_ALL). @@ -93,7 +93,7 @@ public: /** * \brief Process all queued events. - * + * * Iterates through the event queue and triggers callbacks for each queued event. * Events are removed from the queue once processed. */ @@ -101,7 +101,7 @@ public: /** * \brief Clear all subscriptions. - * + * * Removes all registered event handlers and clears the subscription list. */ void clear(); @@ -109,7 +109,7 @@ public: private: /** * \brief Default constructor for the EventManager. - * + * * Constructor is private to enforce the singleton pattern. */ EventManager() = default; diff --git a/src/crepe/system/CollisionSystem.h b/src/crepe/system/CollisionSystem.h index 7e893c8..5b136c6 100644 --- a/src/crepe/system/CollisionSystem.h +++ b/src/crepe/system/CollisionSystem.h @@ -37,7 +37,7 @@ private: /** * \brief A structure to store the collision data of a single collider. - * + * * This structure all components and id that are for needed within this system when calculating or handeling collisions. * The transform and rigidbody are mostly needed for location and rotation. * In rigidbody additional info is written about what the body of the object is, @@ -65,7 +65,7 @@ private: public: /** * \brief Structure representing detailed collision information between two colliders. - * + * * Includes information about the colliding objects and the resolution data for handling the collision. */ struct CollisionInfo { @@ -90,9 +90,9 @@ public: private: /** * \brief Determines the type of collider pair from two colliders. - * + * * Uses std::holds_alternative to identify the types of the provided colliders. - * + * * \param collider1 First collider variant (BoxCollider or CircleCollider). * \param collider2 Second collider variant (BoxCollider or CircleCollider). * \return The combined type of the two colliders. @@ -102,9 +102,9 @@ private: /** * \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. @@ -116,9 +116,9 @@ private: private: /** * \brief Handles collision resolution between two colliders. - * + * * Processes collision data and adjusts objects to resolve collisions and/or calls the user oncollision script function. - * + * * \param data1 Collision data for the first collider. * \param data2 Collision data for the second collider. */ @@ -126,9 +126,9 @@ private: /** * \brief Resolves collision between two colliders and calculates the movement required. - * + * * Determines the displacement and direction needed to separate colliders based on their types. - * + * * \param data1 Collision data for the first collider. * \param data2 Collision data for the second collider. * \param type The type of collider pair. @@ -140,9 +140,9 @@ private: /** * \brief Calculates the resolution vector for two BoxColliders. - * + * * Computes the displacement required to separate two overlapping BoxColliders. - * + * * \param box_collider1 The first BoxCollider. * \param box_collider2 The second BoxCollider. * \param position1 The position of the first BoxCollider. @@ -155,13 +155,13 @@ private: /** * \brief Calculates the resolution vector for two CircleCollider. - * + * * Computes the displacement required to separate two overlapping CircleCollider. - * + * * \param circle_collider1 The first CircleCollider. * \param circle_collider2 The second CircleCollider. - * \param position1 The position of the first CircleCollider. - * \param position2 The position of the second CircleCollider. + * \param final_position1 The position of the first CircleCollider. + * \param final_position2 The position of the second CircleCollider. * \return The resolution vector for the collision. */ vec2 get_circle_circle_resolution(const CircleCollider & circle_collider1, @@ -171,14 +171,13 @@ private: /** * \brief Calculates the resolution vector for two CircleCollider. - * + * * Computes the displacement required to separate two overlapping CircleCollider. - * + * * \param circle_collider The first CircleCollider. * \param box_collider The second CircleCollider. * \param circle_position The position of the CircleCollider. * \param box_position The position of the BoxCollider. - * \param inverse Inverted true if box circle collision, false if circle box collision (inverts the direction). * \return The resolution vector for the collision. */ vec2 get_circle_box_resolution(const CircleCollider & circle_collider, @@ -188,18 +187,18 @@ private: /** * \brief Determines the appropriate collision handler for a collision. - * + * * Decides the correct resolution process based on the dynamic or static nature of the colliders involved. - * + * * \param info Collision information containing data about both colliders. */ void determine_collision_handler(CollisionInfo & info); /** * \brief Handles collisions involving static objects. - * + * * Resolves collisions by adjusting positions and modifying velocities if bounce is enabled. - * + * * \param info Collision information containing data about both colliders. */ void static_collision_handler(CollisionInfo & info); @@ -207,9 +206,9 @@ private: private: /** * \brief Checks for collisions between colliders. - * + * * Identifies collisions and generates pairs of colliding objects for further processing. - * + * * \param colliders A collection of all active colliders. * \return A list of collision pairs with their associated data. */ @@ -218,13 +217,13 @@ private: /** * \brief Checks if two collision layers have at least one common layer. - * + * * This function checks if there is any overlapping layer between the two inputs. - * It compares each layer from the first input to see - * if it exists in the second input. If at least one common layer is found, - * the function returns true, indicating that the two colliders share a common + * It compares each layer from the first input to see + * if it exists in the second input. If at least one common layer is found, + * the function returns true, indicating that the two colliders share a common * collision layer. - * + * * \param layers1 all collision layers for the first collider. * \param layers2 all collision layers for the second collider. * \return Returns true if there is at least one common layer, false otherwise. @@ -234,9 +233,9 @@ private: /** * \brief Checks for collision between two colliders. - * + * * Calls the appropriate collision detection function based on the collider types. - * + * * \param first_info Collision data for the first collider. * \param second_info Collision data for the second collider. * \param type The type of collider pair. @@ -248,7 +247,7 @@ private: /** * \brief Detects collisions between two BoxColliders. - * + * * \param box1 The first BoxCollider. * \param box2 The second BoxCollider. * \param transform1 Transform of the first object. diff --git a/src/crepe/system/ParticleSystem.h b/src/crepe/system/ParticleSystem.h index c647284..068f01c 100644 --- a/src/crepe/system/ParticleSystem.h +++ b/src/crepe/system/ParticleSystem.h @@ -25,7 +25,7 @@ public: private: /** * \brief Emits a particle from the specified emitter based on its emission properties. - * + * * \param emitter Reference to the ParticleEmitter. * \param transform Const reference to the Transform component associated with the emitter. */ @@ -34,7 +34,7 @@ private: /** * \brief Calculates the number of times particles should be emitted based on emission rate * and update count. - * + * * \param count Current update count. * \param emission Emission rate. * \return The number of particles to emit. @@ -44,7 +44,7 @@ private: /** * \brief Checks whether particles are within the emitter’s boundary, resets or stops * particles if they exit. - * + * * \param emitter Reference to the ParticleEmitter. * \param transform Const reference to the Transform component associated with the emitter. */ @@ -52,7 +52,7 @@ private: /** * \brief Generates a random angle for particle emission within the specified range. - * + * * \param min_angle Minimum emission angle in degrees. * \param max_angle Maximum emission angle in degrees. * \return Random angle in degrees. @@ -61,7 +61,7 @@ private: /** * \brief Generates a random speed for particle emission within the specified range. - * + * * \param min_speed Minimum emission speed. * \param max_speed Maximum emission speed. * \return Random speed. diff --git a/src/crepe/system/PhysicsSystem.h b/src/crepe/system/PhysicsSystem.h index 227ab69..26152a5 100644 --- a/src/crepe/system/PhysicsSystem.h +++ b/src/crepe/system/PhysicsSystem.h @@ -6,7 +6,7 @@ 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. */ @@ -15,7 +15,7 @@ public: using System::System; /** * \brief updates the physics system. - * + * * It calculates new velocties and changes the postion in the transform. */ void update() override; diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index 830d380..26f2c85 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -46,7 +46,8 @@ SDLContext::CameraValues RenderSystem::update_camera() { } bool sorting_comparison(const Sprite & a, const Sprite & b) { - if (a.data.sorting_in_layer != b.data.sorting_in_layer) return a.data.sorting_in_layer < b.data.sorting_in_layer; + if (a.data.sorting_in_layer != b.data.sorting_in_layer) + return a.data.sorting_in_layer < b.data.sorting_in_layer; if (a.data.order_in_layer != b.data.order_in_layer) return a.data.order_in_layer < b.data.order_in_layer; diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h index de76229..e270a6b 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -18,7 +18,7 @@ class Transform; * \brief Manages rendering operations for all game objects. * * RenderSystem is responsible for rendering, clearing and presenting the screen, and - * managing the active camera. + * managing the active camera. */ class RenderSystem : public System { public: @@ -56,10 +56,10 @@ private: const double & scale); /** - * \brief renders a sprite with a Transform component on the screen + * \brief renders a sprite with a Transform component on the screen * * \param sprite the sprite component that holds all the data - * \param tm the Transform component that holds the position,rotation and scale + * \param tm the Transform component that holds the position,rotation and scale */ void render_normal(const Sprite & sprite, const SDLContext::CameraValues & cam, const Transform & tm); @@ -67,7 +67,7 @@ private: /** * \brief sort a vector sprite objects with * - * \param objs the vector that will do a sorting algorithm on + * \param objs the vector that will do a sorting algorithm on * \return returns a sorted reference vector */ RefVector sort(RefVector & objs) const; diff --git a/src/crepe/system/ScriptSystem.h b/src/crepe/system/ScriptSystem.h index 936e9ca..3db1b1e 100644 --- a/src/crepe/system/ScriptSystem.h +++ b/src/crepe/system/ScriptSystem.h @@ -8,7 +8,7 @@ class Script; /** * \brief Script system - * + * * The script system is responsible for all \c BehaviorScript components, and * calls the methods on classes derived from \c Script. */ diff --git a/src/test/Profiling.cpp b/src/test/Profiling.cpp index bd99614..c753bca 100644 --- a/src/test/Profiling.cpp +++ b/src/test/Profiling.cpp @@ -70,8 +70,11 @@ public: void SetUp() override { GameObject do_not_use = mgr.new_object("DO_NOT_USE", "", {0, 0}); - do_not_use.add_component(Color::WHITE, ivec2{1080, 720}, vec2{2000, 2000}, - 1.0f); + do_not_use.add_component(ivec2{1080, 720}, vec2{2000, 2000}, + Camera::Data{ + .bg_color = Color::WHITE, + .zoom = 1.0f, + }); // initialize systems here: //calls init script_sys.update(); @@ -164,10 +167,15 @@ TEST_F(DISABLED_ProfilingTest, Profiling_2) { gameobject.add_component(vec2{0, 0}, vec2{1, 1}); gameobject.add_component().set_script(); - Color color(0, 0, 0, 0); auto img = Texture("asset/texture/square.png"); Sprite & test_sprite = gameobject.add_component( - img, color, Sprite::FlipSettings{false, false}, 1, 1, 500); + img, Sprite::Data{ + .color = {0, 0, 0, 0}, + .flip = {.flip_x = false, .flip_y = false}, + .sorting_in_layer = 1, + .order_in_layer = 1, + .size = {.y = 500}, + }); } this->game_object_count++; @@ -197,10 +205,15 @@ TEST_F(DISABLED_ProfilingTest, Profiling_3) { }); gameobject.add_component(vec2{0, 0}, vec2{1, 1}); gameobject.add_component().set_script(); - Color color(0, 0, 0, 0); auto img = Texture("asset/texture/square.png"); Sprite & test_sprite = gameobject.add_component( - img, color, Sprite::FlipSettings{false, false}, 1, 1, 500); + img, Sprite::Data{ + .color = {0, 0, 0, 0}, + .flip = {.flip_x = false, .flip_y = false}, + .sorting_in_layer = 1, + .order_in_layer = 1, + .size = {.y = 500}, + }); auto & test = gameobject.add_component(ParticleEmitter::Data{ .max_particles = 10, .emission_rate = 100, -- cgit v1.2.3