From be58cc9342a775c21ec2ee28923414a5c612fe6e Mon Sep 17 00:00:00 2001 From: Loek Le Blansch Date: Thu, 7 Nov 2024 15:27:28 +0100 Subject: add game_object_id_t type --- src/crepe/api/Force.cpp | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) (limited to 'src/crepe/api/Force.cpp') diff --git a/src/crepe/api/Force.cpp b/src/crepe/api/Force.cpp index 3c33ad3..63131ac 100644 --- a/src/crepe/api/Force.cpp +++ b/src/crepe/api/Force.cpp @@ -4,8 +4,7 @@ namespace crepe { -Force::Force(uint32_t game_object_id, uint32_t magnitude, uint32_t direction) - : Component(game_object_id) { +Force::Force(game_object_id_t id, uint32_t magnitude, uint32_t direction) : Component(id) { // TODO: A standard angle unit should be established for the entire engine // and assumed to be the default everywhere. Only conversion functions should // explicitly contain the unit (i.e. `deg_to_rad()` & `rad_to_deg()`) -- cgit v1.2.3 From e2f3ace383b43cc3f140629e577b97c6f69c9856 Mon Sep 17 00:00:00 2001 From: jaroWMR Date: Thu, 7 Nov 2024 18:39:56 +0100 Subject: added physics system --- src/crepe/api/CMakeLists.txt | 4 +- src/crepe/api/Config.h | 10 ++++ src/crepe/api/Force.cpp | 20 ------- src/crepe/api/Force.h | 17 ------ src/crepe/api/GameObject.cpp | 2 +- src/crepe/api/GameObject.h | 4 +- src/crepe/api/Point.h | 11 ---- src/crepe/api/Rigidbody.cpp | 16 ++++-- src/crepe/api/Rigidbody.h | 102 ++++++++++++++++++++++++++------ src/crepe/api/Transform.cpp | 2 +- src/crepe/api/Transform.h | 6 +- src/crepe/api/Vector2.cpp | 59 +++++++++++++++++++ src/crepe/api/Vector2.h | 48 ++++++++++++++++ src/crepe/system/PhysicsSystem.cpp | 102 +++++++++++++++++++++----------- src/crepe/system/PhysicsSystem.h | 17 +++++- src/example/ecs.cpp | 12 ++-- src/example/particle.cpp | 4 +- src/example/physics.cpp | 23 ++++---- src/example/rendering.cpp | 8 +-- src/example/scene_manager.cpp | 16 +++--- src/example/script.cpp | 2 +- src/makefile | 19 +++--- src/test/CMakeLists.txt | 1 + src/test/PhysicsTest.cpp | 115 +++++++++++++++++++++++++++++++++++++ 24 files changed, 464 insertions(+), 156 deletions(-) delete mode 100644 src/crepe/api/Force.cpp delete mode 100644 src/crepe/api/Force.h delete mode 100644 src/crepe/api/Point.h create mode 100644 src/crepe/api/Vector2.cpp create mode 100644 src/crepe/api/Vector2.h create mode 100644 src/test/PhysicsTest.cpp (limited to 'src/crepe/api/Force.cpp') diff --git a/src/crepe/api/CMakeLists.txt b/src/crepe/api/CMakeLists.txt index dbd6bf1..321343a 100644 --- a/src/crepe/api/CMakeLists.txt +++ b/src/crepe/api/CMakeLists.txt @@ -4,7 +4,6 @@ target_sources(crepe PUBLIC Script.cpp GameObject.cpp Rigidbody.cpp - Force.cpp ParticleEmitter.cpp Transform.cpp Color.cpp @@ -14,6 +13,7 @@ target_sources(crepe PUBLIC Metadata.cpp Scene.cpp SceneManager.cpp + Vector2.cpp ) target_sources(crepe PUBLIC FILE_SET HEADERS FILES @@ -26,7 +26,7 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES GameObject.hpp Rigidbody.h Sprite.h - Point.h + Vector2.h Color.h Texture.h AssetManager.h diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h index 22104a7..88220a7 100644 --- a/src/crepe/api/Config.h +++ b/src/crepe/api/Config.h @@ -35,6 +35,16 @@ public: */ bool color = true; } log; + + //! physics-related settings + struct { + /** + * \brief gravity value of physics system + * + * Gravity value of game. + */ + double gravity = 1; + } physics; }; } // namespace crepe diff --git a/src/crepe/api/Force.cpp b/src/crepe/api/Force.cpp deleted file mode 100644 index 63131ac..0000000 --- a/src/crepe/api/Force.cpp +++ /dev/null @@ -1,20 +0,0 @@ -#include - -#include "Force.h" - -namespace crepe { - -Force::Force(game_object_id_t id, uint32_t magnitude, uint32_t direction) : Component(id) { - // TODO: A standard angle unit should be established for the entire engine - // and assumed to be the default everywhere. Only conversion functions should - // explicitly contain the unit (i.e. `deg_to_rad()` & `rad_to_deg()`) - - // Convert direction from degrees to radians - float radian_direction = static_cast(direction) * (M_PI / 180.0f); - force_x = static_cast( - std::round(magnitude * std::cos(radian_direction))); - force_y = static_cast( - std::round(magnitude * std::sin(radian_direction))); -} - -} // namespace crepe diff --git a/src/crepe/api/Force.h b/src/crepe/api/Force.h deleted file mode 100644 index 4a4b5de..0000000 --- a/src/crepe/api/Force.h +++ /dev/null @@ -1,17 +0,0 @@ -#pragma once - -#include - -#include "../Component.h" - -namespace crepe { - -class Force : public Component { -public: - Force(game_object_id_t id, uint32_t magnitude, uint32_t direction); - - int32_t force_x; - int32_t force_y; -}; - -} // namespace crepe diff --git a/src/crepe/api/GameObject.cpp b/src/crepe/api/GameObject.cpp index 15330f3..d252e77 100644 --- a/src/crepe/api/GameObject.cpp +++ b/src/crepe/api/GameObject.cpp @@ -7,7 +7,7 @@ using namespace crepe; using namespace std; GameObject::GameObject(game_object_id_t id, const std::string & name, - const std::string & tag, const Point & position, + const std::string & tag, const Vector2 & position, double rotation, double scale) : id(id) { // Add Transform and Metadata components diff --git a/src/crepe/api/GameObject.h b/src/crepe/api/GameObject.h index 8389e6c..8dc102c 100644 --- a/src/crepe/api/GameObject.h +++ b/src/crepe/api/GameObject.h @@ -7,7 +7,7 @@ namespace crepe { -class Point; +class Vector2; /** * \brief Represents a GameObject @@ -30,7 +30,7 @@ public: * \param scale The scale of the GameObject */ GameObject(game_object_id_t id, const std::string & name, const std::string & tag, - const Point & position, double rotation, double scale); + const Vector2 & position, double rotation, double scale); /** * \brief Set the parent of this GameObject * diff --git a/src/crepe/api/Point.h b/src/crepe/api/Point.h deleted file mode 100644 index 575d624..0000000 --- a/src/crepe/api/Point.h +++ /dev/null @@ -1,11 +0,0 @@ -#pragma once - -namespace crepe { - -class Point { -public: - double x; - double y; -}; - -} // namespace crepe diff --git a/src/crepe/api/Rigidbody.cpp b/src/crepe/api/Rigidbody.cpp index 1e76346..cf07b0e 100644 --- a/src/crepe/api/Rigidbody.cpp +++ b/src/crepe/api/Rigidbody.cpp @@ -2,7 +2,15 @@ using namespace crepe; -Rigidbody::Rigidbody(game_object_id_t id, int mass, int gravity_scale, - BodyType bodyType) - : Component(id), mass(mass), gravity_scale(gravity_scale), - body_type(bodyType) {} +crepe::Rigidbody::Rigidbody(uint32_t game_object_id, + const RigidbodyData & data) : + Component(game_object_id), data(data){} + +void crepe::Rigidbody::add_force_linear(const Vector2 & force) { + this->data.linear_velocity += force; +} + +void crepe::Rigidbody::add_force_angular(double force) { + this->data.angular_velocity += force; +} + diff --git a/src/crepe/api/Rigidbody.h b/src/crepe/api/Rigidbody.h index 02ced2e..0c069d8 100644 --- a/src/crepe/api/Rigidbody.h +++ b/src/crepe/api/Rigidbody.h @@ -4,26 +4,96 @@ #include "../Component.h" -namespace crepe { +#include "Vector2.h" -// FIXME: can't this enum be defined inside the class declaration of Rigidbody? -enum class BodyType { - //! Does not move (e.g. walls, ground ...) - STATIC, - //! Moves and responds to forces (e.g. player, physics objects ...) - DYNAMIC, - //! Moves but does not respond to forces (e.g. moving platforms ...) - KINEMATIC, -}; +namespace crepe { +/** + * \brief Rigidbody class + * + * This class is used by the physics sytem and collision system. + * It configures how to system interact with the gameobject for movement and collisions. + */ class Rigidbody : public Component { public: - Rigidbody(game_object_id_t id, int mass, int gravity_scale, BodyType body_type); - int32_t velocity_x; - int32_t velocity_y; - int mass; - int gravity_scale; - BodyType body_type; + /** + * \brief BodyType enum + * + * This enum provides three bodytypes the physics sytem and collision system use. + */ + enum class BodyType { + //! Does not move (e.g. walls, ground ...) + STATIC, + //! Moves and responds to forces (e.g. player, physics objects ...) + DYNAMIC, + //! Moves but does not respond to forces (e.g. moving platforms ...) + KINEMATIC, + }; + /** + * \brief PhysicsConstraints to constrain movement + * + * This struct configures the movement constraint for this object. + * If a constraint is enabled the systems will not move the object. + */ + struct PhysicsConstraints { + //! X constraint + bool x = 0; + //! Y constraint + bool y = 0; + //! rotation constraint + bool rotation = 0; + }; +public: + /** + * This struct holds the data for the Rigidbody. + */ + struct RigidbodyData{ + //! objects mass + double mass = 0.0; + //! gravtiy scale + double gravity_scale = 0.0; + //! Changes if physics apply + BodyType body_type = BodyType::DYNAMIC; + //! linear velocity of object + Vector2 linear_velocity; + //! maximum linear velocity of object + Vector2 max_linear_velocity; + //! linear damping of object + Vector2 linear_damping; + //! angular velocity of object + double angular_velocity = 0.0; + //! max angular velocity of object + double max_angular_velocity = 0.0; + //! angular damping of object + double angular_damping = 0.0; + //! movements constraints of object + PhysicsConstraints constraints; + //! if gravity applies + bool use_gravity = true; + //! if object bounces + bool bounce = false; + }; +public: + /** + * \param game_object_id id of the gameobject the rigibody is added to. + * \param data struct to configure the rigidbody. + */ + Rigidbody(uint32_t game_object_id,const RigidbodyData& data); + //! struct to hold data of rigidbody + RigidbodyData data; +public: + /** + * \brief add a linear force to the Rigidbody. + * + * \param force Vector2 that is added to the linear force. + */ + void add_force_linear(const Vector2 & force); + /** + * \brief add a angular force to the Rigidbody. + * + * \param force Vector2 that is added to the angular force. + */ + void add_force_angular(double force); }; } // namespace crepe diff --git a/src/crepe/api/Transform.cpp b/src/crepe/api/Transform.cpp index 5fb66b3..a5f29ea 100644 --- a/src/crepe/api/Transform.cpp +++ b/src/crepe/api/Transform.cpp @@ -6,7 +6,7 @@ using namespace crepe; -Transform::Transform(game_object_id_t id, const Point & point, double rot, +Transform::Transform(game_object_id_t id, const Vector2 & point, double rot, double scale) : Component(id), position(point), rotation(rot), scale(scale) { dbg_trace(); diff --git a/src/crepe/api/Transform.h b/src/crepe/api/Transform.h index 1104e99..33e70f9 100644 --- a/src/crepe/api/Transform.h +++ b/src/crepe/api/Transform.h @@ -1,6 +1,6 @@ #pragma once -#include "api/Point.h" +#include "api/Vector2.h" #include "Component.h" @@ -20,7 +20,7 @@ public: * \param rot The rotation of the GameObject * \param scale The scale of the GameObject */ - Transform(game_object_id_t id, const Point & point, double rot, double scale); + Transform(game_object_id_t id, const Vector2 & point, double rot, double scale); /** * \brief Get the maximum number of instances for this component * @@ -30,7 +30,7 @@ public: public: //! Translation (shift) - Point position; + Vector2 position; //! Rotation, in radians double rotation; //! Multiplication factor diff --git a/src/crepe/api/Vector2.cpp b/src/crepe/api/Vector2.cpp new file mode 100644 index 0000000..8cbd9ad --- /dev/null +++ b/src/crepe/api/Vector2.cpp @@ -0,0 +1,59 @@ +#include "Vector2.h" + +namespace crepe { + + // Constructor with initial values + Vector2::Vector2(float x, float y) : x(x), y(y) {} + + // Subtracts another vector from this vector and returns the result. + Vector2 Vector2::operator-(const Vector2& other) const { + return {x - other.x, y - other.y}; + } + + // Adds another vector to this vector and returns the result. + Vector2 Vector2::operator+(const Vector2& other) const { + return {x + other.x, y + other.y}; + } + + // Multiplies this vector by a scalar and returns the result. + Vector2 Vector2::operator*(float scalar) const { + return {x * scalar, y * scalar}; + } + + // Multiplies this vector by another vector element-wise and updates this vector. + Vector2& Vector2::operator*=(const Vector2& other) { + x *= other.x; + y *= other.y; + return *this; + } + + // Adds another vector to this vector and updates this vector. + Vector2& Vector2::operator+=(const Vector2& other) { + x += other.x; + y += other.y; + return *this; + } + + // Adds a scalar value to both components of this vector and updates this vector. + Vector2& Vector2::operator+=(float other) { + x += other; + y += other; + return *this; + } + + // Returns the negation of this vector. + Vector2 Vector2::operator-() const { + return {-x, -y}; + } + + // Checks if this vector is equal to another vector. + bool Vector2::operator==(const Vector2& other) const { + return x == other.x && y == other.y; + } + + // Checks if this vector is not equal to another vector. + bool Vector2::operator!=(const Vector2& other) const { + return !(*this == other); + } + +} // namespace crepe diff --git a/src/crepe/api/Vector2.h b/src/crepe/api/Vector2.h new file mode 100644 index 0000000..d571209 --- /dev/null +++ b/src/crepe/api/Vector2.h @@ -0,0 +1,48 @@ +#pragma once + +namespace crepe { + + //! Vector2 class + class Vector2 { + public: + //! X component of the vector + float x; + //! Y component of the vector + float y; + + //! Default constructor + Vector2() = default; + + //! Constructor with initial values + Vector2(float x, float y); + + //! Subtracts another vector from this vector and returns the result. + Vector2 operator-(const Vector2& other) const; + + //! Adds another vector to this vector and returns the result. + Vector2 operator+(const Vector2& other) const; + + //! Multiplies this vector by a scalar and returns the result. + Vector2 operator*(float scalar) const; + + //! Multiplies this vector by another vector element-wise and updates this vector. + Vector2& operator*=(const Vector2& other); + + //! Adds another vector to this vector and updates this vector. + Vector2& operator+=(const Vector2& other); + + //! Adds a scalar value to both components of this vector and updates this vector. + Vector2& operator+=(float other); + + //! Returns the negation of this vector. + Vector2 operator-() const; + + //! Checks if this vector is equal to another vector. + bool operator==(const Vector2& other) const; + + //! Checks if this vector is not equal to another vector. + bool operator!=(const Vector2& other) const; + + }; + +} // namespace crepe diff --git a/src/crepe/system/PhysicsSystem.cpp b/src/crepe/system/PhysicsSystem.cpp index cea8062..1a323ee 100644 --- a/src/crepe/system/PhysicsSystem.cpp +++ b/src/crepe/system/PhysicsSystem.cpp @@ -1,16 +1,15 @@ -#include +#include #include "../ComponentManager.h" -#include "../api/Force.h" #include "../api/Rigidbody.h" #include "../api/Transform.h" +#include "../api/Vector2.h" +#include "../api/Config.h" #include "PhysicsSystem.h" using namespace crepe; -PhysicsSystem::PhysicsSystem() {} - void PhysicsSystem::update() { ComponentManager & mgr = ComponentManager::get_instance(); std::vector> rigidbodies @@ -18,41 +17,80 @@ void PhysicsSystem::update() { std::vector> transforms = mgr.get_components_by_type(); + double gravity = Config::get_instance().physics.gravity; for (Rigidbody & rigidbody : rigidbodies) { - - switch (rigidbody.body_type) { - case BodyType::DYNAMIC: + if(!rigidbody.active){continue;} + switch (rigidbody.data.body_type) { + case Rigidbody::BodyType::DYNAMIC: for (Transform & transform : transforms) { if (transform.game_object_id == rigidbody.game_object_id) { - rigidbody.velocity_x = 0; - rigidbody.velocity_y = 0; - std::vector> forces - = mgr.get_components_by_id( - rigidbody.game_object_id); - rigidbody.velocity_y - += rigidbody.gravity_scale * 1 * rigidbody.mass; - - for (Force & force : forces) { - rigidbody.velocity_x += force.force_x; - rigidbody.velocity_y += force.force_y; - } - - std::cout << "before transform.postion.x " - << transform.position.x << std::endl; - std::cout << "before transform.postion.y " - << transform.position.y << std::endl; - transform.position.x += rigidbody.velocity_x; - transform.position.y += rigidbody.velocity_y; - std::cout << "after transform.postion.x " - << transform.position.x << std::endl; - std::cout << "after transform.postion.y " - << transform.position.y << std::endl; + + // Add gravity + if(rigidbody.data.use_gravity) + { + rigidbody.data.linear_velocity.y += (rigidbody.data.mass * rigidbody.data.gravity_scale * gravity); + } + // Add damping + if(rigidbody.data.angular_damping != 0) + { + rigidbody.data.angular_velocity *= rigidbody.data.angular_damping; + } + if(rigidbody.data.linear_damping != Vector2{0,0}) + { + rigidbody.data.linear_velocity *= rigidbody.data.linear_damping; + } + + // Max velocity check + if(rigidbody.data.angular_velocity > rigidbody.data.max_angular_velocity) + { + rigidbody.data.angular_velocity = rigidbody.data.max_angular_velocity; + } + else if (rigidbody.data.angular_velocity < -rigidbody.data.max_angular_velocity) + { + rigidbody.data.angular_velocity = -rigidbody.data.max_angular_velocity; + } + + if(rigidbody.data.linear_velocity.x > rigidbody.data.max_linear_velocity.x) + { + rigidbody.data.linear_velocity.x = rigidbody.data.max_linear_velocity.x; + } + else if(rigidbody.data.linear_velocity.x < -rigidbody.data.max_linear_velocity.x) + { + rigidbody.data.linear_velocity.x = -rigidbody.data.max_linear_velocity.x; + } + + if(rigidbody.data.linear_velocity.y > rigidbody.data.max_linear_velocity.y) + { + rigidbody.data.linear_velocity.y = rigidbody.data.max_linear_velocity.y; + } + else if(rigidbody.data.linear_velocity.y < -rigidbody.data.max_linear_velocity.y) + { + rigidbody.data.linear_velocity.y = -rigidbody.data.max_linear_velocity.y; + } + + // Move object + if(!rigidbody.data.constraints.rotation) + { + transform.rotation += rigidbody.data.angular_velocity; + transform.rotation = std::fmod(transform.rotation, 360.0); + if (transform.rotation < 0) { + transform.rotation += 360.0; + } + } + if(!rigidbody.data.constraints.x) + { + transform.position.x += rigidbody.data.linear_velocity.x; + } + if(!rigidbody.data.constraints.y) + { + transform.position.y += rigidbody.data.linear_velocity.y; + } } } break; - case BodyType::KINEMATIC: + case Rigidbody::BodyType::KINEMATIC: break; //(scripts) - case BodyType::STATIC: + case Rigidbody::BodyType::STATIC: break; //(unmoveable objects) default: break; diff --git a/src/crepe/system/PhysicsSystem.h b/src/crepe/system/PhysicsSystem.h index 33b4072..cc13b70 100644 --- a/src/crepe/system/PhysicsSystem.h +++ b/src/crepe/system/PhysicsSystem.h @@ -1,10 +1,23 @@ #pragma once namespace crepe { - +/** + * \brief System that controls all physics + * + * This class is a physics system that uses a rigidbody and transform + * to add physics to a game object. + */ class PhysicsSystem { public: - PhysicsSystem(); + /** + * Constructor is default + */ + PhysicsSystem() = default; + /** + * \brief updates the physics system. + * + * It calculates new velocties and changes the postion in the transform. + */ void update(); }; diff --git a/src/example/ecs.cpp b/src/example/ecs.cpp index 0c64373..e61c398 100644 --- a/src/example/ecs.cpp +++ b/src/example/ecs.cpp @@ -11,11 +11,11 @@ using namespace std; int main() { // Create a few GameObjects try { - GameObject body(0, "body", "person", Point{0, 0}, 0, 1); - GameObject right_leg(1, "rightLeg", "person", Point{1, 1}, 0, 1); - GameObject left_leg(2, "leftLeg", "person", Point{1, 1}, 0, 1); - GameObject right_foot(3, "rightFoot", "person", Point{2, 2}, 0, 1); - GameObject left_foot(4, "leftFoot", "person", Point{2, 2}, 0, 1); + GameObject body(0, "body", "person", Vector2{0, 0}, 0, 1); + GameObject right_leg(1, "rightLeg", "person", Vector2{1, 1}, 0, 1); + GameObject left_leg(2, "leftLeg", "person", Vector2{1, 1}, 0, 1); + GameObject right_foot(3, "rightFoot", "person", Vector2{2, 2}, 0, 1); + GameObject left_foot(4, "leftFoot", "person", Vector2{2, 2}, 0, 1); // Set the parent of each GameObject right_foot.set_parent(right_leg); @@ -24,7 +24,7 @@ int main() { left_leg.set_parent(body); // Adding a second Transform component is not allowed and will invoke an exception - body.add_component(Point{10, 10}, 0, 1); + body.add_component(Vector2{10, 10}, 0, 1); } catch (const exception & e) { cerr << e.what() << endl; } diff --git a/src/example/particle.cpp b/src/example/particle.cpp index 607530d..0ab5632 100644 --- a/src/example/particle.cpp +++ b/src/example/particle.cpp @@ -7,7 +7,7 @@ #include #include #include -#include +#include #include #include @@ -26,7 +26,7 @@ int main(int argc, char * argv[]) { } GameObject * game_object[1]; - game_object[0] = new GameObject(0, "Name", "Tag", Point{0, 0}, 0, 1); + game_object[0] = new GameObject(0, "Name", "Tag", Vector2{0, 0}, 0, 1); // FIXME: all systems are singletons, so this shouldn't even compile. ParticleSystem particle_system; diff --git a/src/example/physics.cpp b/src/example/physics.cpp index c7db6ac..fd15c79 100644 --- a/src/example/physics.cpp +++ b/src/example/physics.cpp @@ -1,10 +1,5 @@ -#include -#include -#include - #include #include -#include #include #include #include @@ -14,13 +9,15 @@ using namespace crepe; using namespace std; int main(int argc, char * argv[]) { - PhysicsSystem physics_system; - GameObject * game_object[2]; - // not found not used - game_object[1] = new GameObject(2, "Name", "Tag", Point{0, 0}, 0, 0); - game_object[0] = new GameObject(5, "Name", "Tag", Point{0, 0}, 0, 0); - game_object[0]->add_component(1, 1, BodyType::DYNAMIC); - game_object[0]->add_component(1, 0); - physics_system.update(); + GameObject *game_object; + game_object = new GameObject(0, "Name", "Tag", Vector2{0,0},0,0); + game_object->add_component(Rigidbody::RigidbodyData{ + .mass = 1, + .gravity_scale = 1, + .body_type = Rigidbody::BodyType::DYNAMIC, + .constraints = {0,0,0}, + .use_gravity = true, + .bounce = false, + }); return 0; } diff --git a/src/example/rendering.cpp b/src/example/rendering.cpp index 3fe43d6..e1ff9da 100644 --- a/src/example/rendering.cpp +++ b/src/example/rendering.cpp @@ -5,7 +5,7 @@ #include #include -#include +#include #include #include #include @@ -19,9 +19,9 @@ using namespace crepe; int main() { dbg_trace(); - auto obj = GameObject(0, "name", "tag", Point{0, 0}, 1, 1); - auto obj1 = GameObject(1, "name", "tag", Point{500, 0}, 1, 0.1); - auto obj2 = GameObject(2, "name", "tag", Point{800, 0}, 1, 0.1); + auto obj = GameObject(0, "name", "tag", Vector2{0, 0}, 1, 1); + auto obj1 = GameObject(1, "name", "tag", Vector2{500, 0}, 1, 0.1); + auto obj2 = GameObject(2, "name", "tag", Vector2{800, 0}, 1, 0.1); auto & mgr = AssetManager::get_instance(); // Normal adding components diff --git a/src/example/scene_manager.cpp b/src/example/scene_manager.cpp index efbf2c2..1780c81 100644 --- a/src/example/scene_manager.cpp +++ b/src/example/scene_manager.cpp @@ -3,7 +3,7 @@ #include #include #include -#include +#include #include #include @@ -15,9 +15,9 @@ public: ConcreteScene1(string name) : Scene(name) {} void load_scene() { - GameObject object1(0, "scene_1", "tag_scene_1", Point{0, 0}, 0, 1); - GameObject object2(1, "scene_1", "tag_scene_1", Point{1, 0}, 0, 1); - GameObject object3(2, "scene_1", "tag_scene_1", Point{2, 0}, 0, 1); + GameObject object1(0, "scene_1", "tag_scene_1", Vector2{0, 0}, 0, 1); + GameObject object2(1, "scene_1", "tag_scene_1", Vector2{1, 0}, 0, 1); + GameObject object3(2, "scene_1", "tag_scene_1", Vector2{2, 0}, 0, 1); } }; @@ -26,10 +26,10 @@ public: ConcreteScene2(string name) : Scene(name) {} void load_scene() { - GameObject object1(0, "scene_2", "tag_scene_2", Point{0, 0}, 0, 1); - GameObject object2(1, "scene_2", "tag_scene_2", Point{0, 1}, 0, 1); - GameObject object3(2, "scene_2", "tag_scene_2", Point{0, 2}, 0, 1); - GameObject object4(3, "scene_2", "tag_scene_2", Point{0, 3}, 0, 1); + GameObject object1(0, "scene_2", "tag_scene_2", Vector2{0, 0}, 0, 1); + GameObject object2(1, "scene_2", "tag_scene_2", Vector2{0, 1}, 0, 1); + GameObject object3(2, "scene_2", "tag_scene_2", Vector2{0, 2}, 0, 1); + GameObject object4(3, "scene_2", "tag_scene_2", Vector2{0, 3}, 0, 1); } }; diff --git a/src/example/script.cpp b/src/example/script.cpp index 8ca4ceb..9e8b147 100644 --- a/src/example/script.cpp +++ b/src/example/script.cpp @@ -36,7 +36,7 @@ class MyScript : public Script { int main() { // Create game object with Transform and BehaviorScript components - auto obj = GameObject(0, "name", "tag", Point{1.2, 3.4}, 0, 1); + auto obj = GameObject(0, "name", "tag", Vector2{1.2, 3.4}, 0, 1); obj.add_component().set_script(); // Get ScriptSystem singleton instance (this would normally be done from the diff --git a/src/makefile b/src/makefile index be1548c..2251119 100644 --- a/src/makefile +++ b/src/makefile @@ -41,16 +41,14 @@ TODO += crepe/api/CircleCollider.h TODO += crepe/api/Color.cpp TODO += crepe/api/Color.h LOEK += crepe/api/Config.h -TODO += crepe/api/Force.cpp -TODO += crepe/api/Force.h MAX += crepe/api/GameObject.cpp MAX += crepe/api/GameObject.h MAX += crepe/api/GameObject.hpp TODO += crepe/api/ParticleEmitter.cpp TODO += crepe/api/ParticleEmitter.h -TODO += crepe/api/Point.h -TODO += crepe/api/Rigidbody.cpp -TODO += crepe/api/Rigidbody.h +TODO += crepe/api/Vector2.h +JARO += crepe/api/Rigidbody.cpp +JARO += crepe/api/Rigidbody.h LOEK += crepe/api/Script.cpp LOEK += crepe/api/Script.h LOEK += crepe/api/Script.hpp @@ -60,8 +58,6 @@ TODO += crepe/api/Texture.cpp TODO += crepe/api/Texture.h MAX += crepe/api/Transform.cpp MAX += crepe/api/Transform.h -TODO += crepe/facade/SDLApp.cpp -TODO += crepe/facade/SDLApp.h TODO += crepe/facade/SDLContext.cpp TODO += crepe/facade/SDLContext.h LOEK += crepe/facade/Sound.cpp @@ -72,8 +68,8 @@ TODO += crepe/system/CollisionSystem.cpp TODO += crepe/system/CollisionSystem.h TODO += crepe/system/ParticleSystem.cpp TODO += crepe/system/ParticleSystem.h -TODO += crepe/system/PhysicsSystem.cpp -TODO += crepe/system/PhysicsSystem.h +JARO += crepe/system/PhysicsSystem.cpp +JARO += crepe/system/PhysicsSystem.h TODO += crepe/system/RenderSystem.cpp TODO += crepe/system/RenderSystem.h LOEK += crepe/system/ScriptSystem.cpp @@ -91,13 +87,14 @@ TODO += example/components_internal.cpp MAX += example/ecs.cpp LOEK += example/log.cpp TODO += example/particle.cpp -TODO += example/physics.cpp +JARO += example/physics.cpp TODO += example/rendering.cpp LOEK += example/script.cpp LOEK += test/audio.cpp LOEK += test/dummy.cpp +JARO += test/PhysicsTest.cpp -FMT := $(MAX) #<<< CHANGE THIS TO YOUR NAME FOR STEP 2 +FMT := $(JARO) #<<< CHANGE THIS TO YOUR NAME FOR STEP 2 format: FORCE clang-tidy -p build/compile_commands.json --fix-errors $(FMT) diff --git a/src/test/CMakeLists.txt b/src/test/CMakeLists.txt index 0d316d6..0e4eaed 100644 --- a/src/test/CMakeLists.txt +++ b/src/test/CMakeLists.txt @@ -1,5 +1,6 @@ target_sources(test_main PUBLIC dummy.cpp # audio.cpp + PhysicsTest.cpp ) diff --git a/src/test/PhysicsTest.cpp b/src/test/PhysicsTest.cpp new file mode 100644 index 0000000..5ad5d01 --- /dev/null +++ b/src/test/PhysicsTest.cpp @@ -0,0 +1,115 @@ +#include +#include +#include +#include +#include +#include +#include + +using namespace std; +using namespace std::chrono_literals; +using namespace crepe; + +class PhysicsTest : public ::testing::Test { +protected: + GameObject* game_object; + PhysicsSystem physics_system; + void SetUp() override { + ComponentManager & mgr = ComponentManager::get_instance(); + std::vector> transforms = mgr.get_components_by_id(0); + if (transforms.empty()) { + game_object = new GameObject(0,"","",Vector2{0,0},0,0); + game_object->add_component(Rigidbody::RigidbodyData{ + .mass = 1, + .gravity_scale = 1, + .body_type = Rigidbody::BodyType::DYNAMIC, + .max_linear_velocity = Vector2{10,10}, + .max_angular_velocity = 10, + .constraints = {0, 0}, + .use_gravity = true, + .bounce = false + }); + } + transforms = mgr.get_components_by_id(0); + Transform& transform = transforms.front().get(); + transform.position.x = 0.0; + transform.position.y = 0.0; + transform.rotation = 0.0; + std::vector> rigidbodies = mgr.get_components_by_id(0); + Rigidbody& rigidbody = rigidbodies.front().get(); + rigidbody.data.angular_velocity = 0; + rigidbody.data.linear_velocity.x = 0; + rigidbody.data.linear_velocity.y = 0; + } +}; + +TEST_F(PhysicsTest, gravity) { + Config::get_instance().physics.gravity = 1; + ComponentManager & mgr = ComponentManager::get_instance(); + std::vector> transforms = mgr.get_components_by_id(0); + const Transform& transform = transforms.front().get(); + ASSERT_FALSE(transforms.empty()); + EXPECT_EQ(transform.position.y, 0); + physics_system.update(); + EXPECT_EQ(transform.position.y, 1); + physics_system.update(); + EXPECT_EQ(transform.position.y, 3); +} + +TEST_F(PhysicsTest, max_velocity) { + ComponentManager & mgr = ComponentManager::get_instance(); + std::vector> rigidbodies = mgr.get_components_by_id(0); + Rigidbody& rigidbody = rigidbodies.front().get(); + ASSERT_FALSE(rigidbodies.empty()); + EXPECT_EQ(rigidbody.data.linear_velocity.y, 0); + rigidbody.add_force_linear({100,100}); + rigidbody.add_force_angular(100); + physics_system.update(); + EXPECT_EQ(rigidbody.data.linear_velocity.y, 10); + EXPECT_EQ(rigidbody.data.linear_velocity.x, 10); + EXPECT_EQ(rigidbody.data.angular_velocity, 10); + rigidbody.add_force_linear({-100,-100}); + rigidbody.add_force_angular(-100); + physics_system.update(); + EXPECT_EQ(rigidbody.data.linear_velocity.y, -10); + EXPECT_EQ(rigidbody.data.linear_velocity.x, -10); + EXPECT_EQ(rigidbody.data.angular_velocity, -10); +} + +TEST_F(PhysicsTest, movement) { + Config::get_instance().physics.gravity = 0; + ComponentManager & mgr = ComponentManager::get_instance(); + std::vector> rigidbodies = mgr.get_components_by_id(0); + Rigidbody& rigidbody = rigidbodies.front().get(); + std::vector> transforms = mgr.get_components_by_id(0); + const Transform& transform = transforms.front().get(); + ASSERT_FALSE(rigidbodies.empty()); + ASSERT_FALSE(transforms.empty()); + rigidbody.add_force_linear({1,1}); + rigidbody.add_force_angular(1); + physics_system.update(); + EXPECT_EQ(transform.position.x, 1); + EXPECT_EQ(transform.position.y, 1); + EXPECT_EQ(transform.rotation, 1); + rigidbody.data.constraints = {1,1,1}; + EXPECT_EQ(transform.position.x, 1); + EXPECT_EQ(transform.position.y, 1); + EXPECT_EQ(transform.rotation, 1); + rigidbody.data.linear_damping.x = 0.5; + rigidbody.data.linear_damping.y = 0.5; + rigidbody.data.angular_damping = 0.5; + physics_system.update(); + EXPECT_EQ(rigidbody.data.linear_velocity.x, 0.5); + EXPECT_EQ(rigidbody.data.linear_velocity.y, 0.5); + EXPECT_EQ(rigidbody.data.angular_velocity, 0.5); + rigidbody.data.constraints = {1,1,0}; + rigidbody.data.angular_damping = 0; + rigidbody.data.max_angular_velocity = 1000; + rigidbody.data.angular_velocity = 360; + physics_system.update(); + EXPECT_EQ(transform.rotation, 1); + rigidbody.data.angular_velocity = -360; + physics_system.update(); + EXPECT_EQ(transform.rotation, 1); +} + -- cgit v1.2.3