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authorJAROWMR <jarorutjes07@gmail.com>2024-11-14 21:04:39 +0100
committerJAROWMR <jarorutjes07@gmail.com>2024-11-14 21:04:39 +0100
commitc9c132989053c5fcfb2b7e8d9f2c48a1896764f3 (patch)
tree2548357103d8bd7dda170270c57fbdc786974ee6 /src/crepe/system/CollisionSystem.cpp
parentb748691ea7aab8bd12ed76e81f9e9b4539e7d2f7 (diff)
improving how to save collisions
Diffstat (limited to 'src/crepe/system/CollisionSystem.cpp')
-rw-r--r--src/crepe/system/CollisionSystem.cpp48
1 files changed, 35 insertions, 13 deletions
diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp
index a3c59e3..e6172b7 100644
--- a/src/crepe/system/CollisionSystem.cpp
+++ b/src/crepe/system/CollisionSystem.cpp
@@ -1,6 +1,7 @@
#include <cmath>
#include <algorithm>
#include <cstddef>
+#include <variant>
#include "CollisionSystem.h"
@@ -22,19 +23,39 @@ void CollisionSystem::update() {
ComponentManager & mgr = ComponentManager::get_instance();
std::vector<std::reference_wrapper<BoxCollider>> boxcolliders = mgr.get_components_by_type<BoxCollider>();
std::vector<std::reference_wrapper<CircleCollider>> circlecolliders = mgr.get_components_by_type<CircleCollider>();
- std::vector<std::pair<int, int>> collided = check_collisions(boxcolliders,circlecolliders);
- std::cout << "DEBUG INFO" << std::endl;
- for (const auto& collision : collided) {
- std::cout << "Object " << collision.first << " collided with Object " << collision.second << std::endl;
+ std::vector<std::pair<CollisionSystem::collider_stor, CollisionSystem::collider_stor>> collided = check_collisions(boxcolliders,circlecolliders);
+ std::cout << "DEBUG INFO" << std::endl;
+ for (const std::pair<CollisionSystem::collider_stor, CollisionSystem::collider_stor>& collision : collided) {
+
+ if (const BoxCollider* box_collider1 = std::get_if<BoxCollider>(&collision.first)) {
+ std::cout << "Processing a BoxCollider\n";
+ if (const BoxCollider* box_collider2 = std::get_if<BoxCollider>(&collision.second)) {
+ std::cout << "Processing a BoxCollider\n";
+ } else if (const CircleCollider* circle_collider2 = std::get_if<CircleCollider>(&collision.first)) {
+ std::cout << "Processing a CircleCollider\n";
+ }
+ } else if (const CircleCollider* circle_collider1 = std::get_if<CircleCollider>(&collision.first)) {
+ std::cout << "Processing a CircleCollider\n";
+ if (const BoxCollider* box_collider2 = std::get_if<BoxCollider>(&collision.first)) {
+ std::cout << "Processing a BoxCollider\n";
+ } else if (const CircleCollider* circle_collider2 = std::get_if<CircleCollider>(&collision.first)) {
+ std::cout << "Processing a CircleCollider\n";
+ }
+ }
+
}
if(collided.empty()) {
std::cout << "No objects collided" << std::endl;
}
}
-std::vector<std::pair<int, int>> CollisionSystem::check_collisions(const std::vector<std::reference_wrapper<BoxCollider>>& boxcolliders, const std::vector<std::reference_wrapper<CircleCollider>>& circlecolliders) {
+void CollisionSystem::call_collision_handler(const Rigidbody& rigidbody1,const Rigidbody& rigidbody2){
+
+}
+
+std::vector<std::pair<CollisionSystem::collider_stor, CollisionSystem::collider_stor>> CollisionSystem::check_collisions(const std::vector<std::reference_wrapper<BoxCollider>>& boxcolliders, const std::vector<std::reference_wrapper<CircleCollider>>& circlecolliders) {
ComponentManager & mgr = ComponentManager::get_instance();
- std::vector<std::pair<int, int>> collisions_ret;
+ std::vector<std::pair<collider_stor, collider_stor>> collisions_ret;
//if no colliders skip
//check if colliders has rigibocdy if not skip
@@ -45,13 +66,14 @@ std::vector<std::pair<int, int>> CollisionSystem::check_collisions(const std::ve
// Check collisions
for (size_t i = 0; i < boxcolliders.size(); ++i) {
// Fetch components for the first box collider
+ if(!boxcolliders[i].get().active) continue;
int game_object_id_1 = boxcolliders[i].get().game_object_id;
Transform& transform1 = mgr.get_components_by_id<Transform>(game_object_id_1).front().get();
Rigidbody& rigidbody1 = mgr.get_components_by_id<Rigidbody>(game_object_id_1).front().get();
// Check CircleCollider vs CircleCollider
for (size_t j = i + 1; j < boxcolliders.size(); ++j) {
-
+ if(!boxcolliders[j].get().active) continue;
// Skip self collision
int game_object_id_2 = boxcolliders[j].get().game_object_id;
if (game_object_id_1 == game_object_id_2) continue;
@@ -62,13 +84,13 @@ std::vector<std::pair<int, int>> CollisionSystem::check_collisions(const std::ve
// Check collision
if (check_box_box_collision(boxcolliders[i], boxcolliders[j], transform1, transform2, rigidbody1, rigidbody2)) {
- collisions_ret.emplace_back(game_object_id_1, game_object_id_2);
+ collisions_ret.emplace_back(boxcolliders[i], boxcolliders[j]);
}
}
// Check BoxCollider vs CircleCollider
for (size_t j = 0; j < circlecolliders.size(); ++j) {
-
+ if(!circlecolliders[j].get().active) continue;
// Skip self collision
int game_object_id_2 = circlecolliders[j].get().game_object_id;
if (game_object_id_1 == game_object_id_2) continue;
@@ -79,19 +101,19 @@ std::vector<std::pair<int, int>> CollisionSystem::check_collisions(const std::ve
// Check collision
if (check_box_circle_collision(boxcolliders[i], circlecolliders[j], transform1, transform2, rigidbody1, rigidbody2)) {
- collisions_ret.emplace_back(game_object_id_1, game_object_id_2);
+ collisions_ret.emplace_back(boxcolliders[i], circlecolliders[j]);
}
}
}
// Check CircleCollider vs CircleCollider
for (size_t i = 0; i < circlecolliders.size(); ++i) {
-
+ if(!circlecolliders[i].get().active) continue;
// Fetch components for the first circle collider
int game_object_id_1 = circlecolliders[i].get().game_object_id;
Transform & transform1 = mgr.get_components_by_id<Transform>(circlecolliders[i].get().game_object_id).front().get();
Rigidbody & rigidbody1 = mgr.get_components_by_id<Rigidbody>(circlecolliders[i].get().game_object_id).front().get();
for (size_t j = i + 1; j < circlecolliders.size(); ++j) {
-
+ if(!circlecolliders[j].get().active) continue;
// Skip self collision
int game_object_id_2 = circlecolliders[j].get().game_object_id;
if (game_object_id_1 == game_object_id_2) continue;
@@ -102,7 +124,7 @@ std::vector<std::pair<int, int>> CollisionSystem::check_collisions(const std::ve
// Check collision
if (check_circle_circle_collision(circlecolliders[i], circlecolliders[j], transform1, transform2, rigidbody1, rigidbody2)) {
- collisions_ret.emplace_back(game_object_id_1, game_object_id_2);
+ collisions_ret.emplace_back(circlecolliders[i], circlecolliders[j]);
}
}
}