diff options
author | WBoerenkamps <wrj.boerenkamps@student.avans.nl> | 2024-12-07 15:21:54 +0100 |
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committer | WBoerenkamps <wrj.boerenkamps@student.avans.nl> | 2024-12-07 15:21:54 +0100 |
commit | 0f2451f4d48c78426c2663501e6cdd6871f1e94a (patch) | |
tree | 5015832f112093ec9fcefcb22800657ea28e064c /src/crepe/system/CollisionSystem.cpp | |
parent | f05458cdbf68e8efe1ed812f57e957921921941d (diff) | |
parent | fdb4c99e139a264d4e15e6913a3756fc6cccb2f2 (diff) |
Merge branch 'master' of https://github.com/lonkaars/crepe into wouter/gameloop
Diffstat (limited to 'src/crepe/system/CollisionSystem.cpp')
-rw-r--r-- | src/crepe/system/CollisionSystem.cpp | 548 |
1 files changed, 547 insertions, 1 deletions
diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp index c74ca1d..44a0431 100644 --- a/src/crepe/system/CollisionSystem.cpp +++ b/src/crepe/system/CollisionSystem.cpp @@ -1,5 +1,551 @@ +#include <algorithm> +#include <cmath> +#include <cstddef> +#include <functional> +#include <optional> +#include <utility> +#include <variant> + +#include "../manager/ComponentManager.h" +#include "../manager/EventManager.h" +#include "api/BoxCollider.h" +#include "api/CircleCollider.h" +#include "api/Event.h" +#include "api/Metadata.h" +#include "api/Rigidbody.h" +#include "api/Transform.h" +#include "api/Vector2.h" + +#include "Collider.h" #include "CollisionSystem.h" +#include "types.h" +#include "util/OptionalRef.h" using namespace crepe; -void CollisionSystem::update() {} +void CollisionSystem::update() { + std::vector<CollisionInternal> all_colliders; + game_object_id_t id = 0; + ComponentManager & mgr = this->mediator.component_manager; + RefVector<Rigidbody> rigidbodies = mgr.get_components_by_type<Rigidbody>(); + // Collisions can only happen on object with a rigidbody + for (Rigidbody & rigidbody : rigidbodies) { + if (!rigidbody.active) continue; + id = rigidbody.game_object_id; + Transform & transform = mgr.get_components_by_id<Transform>(id).front().get(); + // Check if the boxcollider is active and has the same id as the rigidbody. + RefVector<BoxCollider> boxcolliders = mgr.get_components_by_type<BoxCollider>(); + 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<CircleCollider> circlecolliders + = mgr.get_components_by_type<CircleCollider>(); + 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<std::pair<CollisionInternal, CollisionInternal>> 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); + } +} + +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<vec2, CollisionSystem::Direction> resolution_data + = this->collision_handler(this_data, other_data, type); + ComponentManager & mgr = this->mediator.component_manager; + OptionalRef<Metadata> this_metadata + = mgr.get_components_by_id<Metadata>(this_data.id).front().get(); + OptionalRef<Metadata> other_metadata + = mgr.get_components_by_id<Metadata>(other_data.id).front().get(); + OptionalRef<Collider> this_collider; + OptionalRef<Collider> other_collider; + switch (type) { + case CollisionInternalType::BOX_BOX: { + this_collider = std::get<std::reference_wrapper<BoxCollider>>(this_data.collider); + other_collider + = std::get<std::reference_wrapper<BoxCollider>>(other_data.collider); + break; + } + case CollisionInternalType::BOX_CIRCLE: { + this_collider = std::get<std::reference_wrapper<BoxCollider>>(this_data.collider); + other_collider + = std::get<std::reference_wrapper<CircleCollider>>(other_data.collider); + break; + } + case CollisionInternalType::CIRCLE_BOX: { + this_collider + = std::get<std::reference_wrapper<CircleCollider>>(this_data.collider); + other_collider + = std::get<std::reference_wrapper<BoxCollider>>(other_data.collider); + break; + } + case CollisionInternalType::CIRCLE_CIRCLE: { + this_collider + = std::get<std::reference_wrapper<CircleCollider>>(this_data.collider); + other_collider + = std::get<std::reference_wrapper<CircleCollider>>(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, + }; + + // Determine if static needs to be called + this->determine_collision_handler(collision_info); +} + +std::pair<vec2, CollisionSystem::Direction> +CollisionSystem::collision_handler(CollisionInternal & data1, CollisionInternal & data2, + CollisionInternalType type) { + vec2 resolution; + switch (type) { + case CollisionInternalType::BOX_BOX: { + const BoxCollider & collider1 + = std::get<std::reference_wrapper<BoxCollider>>(data1.collider); + const BoxCollider & collider2 + = std::get<std::reference_wrapper<BoxCollider>>(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<std::reference_wrapper<BoxCollider>>(data1.collider); + const CircleCollider & collider2 + = std::get<std::reference_wrapper<CircleCollider>>(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<std::reference_wrapper<CircleCollider>>(data1.collider); + const CircleCollider & collider2 + = std::get<std::reference_wrapper<CircleCollider>>(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<std::reference_wrapper<CircleCollider>>(data1.collider); + const BoxCollider & collider2 + = std::get<std::reference_wrapper<BoxCollider>>(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) { + 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); + } 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); + } + + 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 resolution; // Default resolution vector + vec2 delta = final_position2 - final_position1; + + // Compute half-dimensions of the boxes + float half_width1 = box_collider1.dimensions.x / 2.0; + float half_height1 = box_collider1.dimensions.y / 2.0; + float half_width2 = box_collider2.dimensions.x / 2.0; + float half_height2 = box_collider2.dimensions.y / 2.0; + + // Calculate overlaps along X and Y axes + 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 should always be true + if (overlap_x > 0 && overlap_y > 0) { + // Determine the direction of resolution + if (overlap_x < overlap_y) { + // Resolve along the X-axis (smallest overlap) + resolution.x = (delta.x > 0) ? -overlap_x : overlap_x; + } else if (overlap_y < overlap_x) { + // Resolve along the Y-axis (smallest overlap) + resolution.y = (delta.y > 0) ? -overlap_y : overlap_y; + } else { + // Equal overlap, resolve both directions with preference + resolution.x = (delta.x > 0) ? -overlap_x : overlap_x; + resolution.y = (delta.y > 0) ? -overlap_y : overlap_y; + } + } + + 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; + + // 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 penetration depth + float penetration_depth = combined_radius - 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; + + 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; + + // 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); + + // 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; + + // Compute penetration depth + float penetration_depth = circle_collider.radius - distance; + + // Compute the resolution vector + vec2 resolution = collision_normal * penetration_depth; + + return resolution; +} + +void CollisionSystem::determine_collision_handler(CollisionInfo & info) { + // Check rigidbody type for static + 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) { + this->static_collision_handler(info); + }; + // Call collision event for user + CollisionEvent data(info); + EventManager & emgr = this->mediator.event_manager; + emgr.trigger_event<CollisionEvent>(data, info.this_collider.game_object_id); +} + +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; + } + } + // Stop movement if bounce is disabled + else { + info.this_rigidbody.data.linear_velocity = {0, 0}; + } +} + +std::vector<std::pair<CollisionSystem::CollisionInternal, CollisionSystem::CollisionInternal>> +CollisionSystem::gather_collisions(std::vector<CollisionInternal> & colliders) { + + // TODO: + // If no colliders skip + // Check if colliders has rigidbody if not skip + + // TODO: + // If amount is higer than lets say 16 for now use quadtree otwerwise skip + // Quadtree code + // Quadtree is placed over the input vector + + // Return data of collided colliders which are variants + std::vector<std::pair<CollisionInternal, CollisionInternal>> 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; + if (!have_common_layer(colliders[i].rigidbody.data.collision_layers, + colliders[j].rigidbody.data.collision_layers)) + 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, + }, + type)) + continue; + collisions_ret.emplace_back(colliders[i], colliders[j]); + } + } + + return collisions_ret; +} + +bool CollisionSystem::have_common_layer(const std::set<int> & layers1, + const std::set<int> & layers2) { + + // Check if any number is equal in the layers + for (int num : layers1) { + if (layers2.contains(num)) { + // Common layer found + return true; + break; + } + } + // No common layer found + return false; +} + +CollisionSystem::CollisionInternalType +CollisionSystem::get_collider_type(const collider_variant & collider1, + const collider_variant & collider2) const { + if (std::holds_alternative<std::reference_wrapper<CircleCollider>>(collider1)) { + if (std::holds_alternative<std::reference_wrapper<CircleCollider>>(collider2)) { + return CollisionInternalType::CIRCLE_CIRCLE; + } else { + return CollisionInternalType::CIRCLE_BOX; + } + } else { + if (std::holds_alternative<std::reference_wrapper<CircleCollider>>(collider2)) { + return CollisionInternalType::BOX_CIRCLE; + } else { + return CollisionInternalType::BOX_BOX; + } + } +} + +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<std::reference_wrapper<BoxCollider>>(first_info.collider); + const BoxCollider & box_collider2 + = std::get<std::reference_wrapper<BoxCollider>>(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<std::reference_wrapper<BoxCollider>>(first_info.collider); + const CircleCollider & circle_collider + = std::get<std::reference_wrapper<CircleCollider>>(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<std::reference_wrapper<CircleCollider>>(first_info.collider); + const CircleCollider & circle_collider2 + = std::get<std::reference_wrapper<CircleCollider>>(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<std::reference_wrapper<CircleCollider>>(first_info.collider); + const BoxCollider & box_collider + = std::get<std::reference_wrapper<BoxCollider>>(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 { + // 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); + + // Calculate half-extents (half width and half height) + float half_width1 = box1.dimensions.x / 2.0; + float half_height1 = box1.dimensions.y / 2.0; + float half_width2 = box2.dimensions.x / 2.0; + 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); +} + +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); + + // Calculate box half-extents + float half_width = box1.dimensions.x / 2.0; + 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)); + + // Calculate the distance squared between the circle's center and the closest point on the box + float distance_x = final_position2.x - closest_x; + float distance_y = final_position2.y - closest_y; + float distance_squared = distance_x * distance_x + distance_y * distance_y; + + // Compare distance squared with the square of the circle's radius + 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 { + // 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); + + float distance_x = final_position1.x - final_position2.x; + float distance_y = final_position1.y - final_position2.y; + float distance_squared = distance_x * distance_x + distance_y * distance_y; + + // Calculate the sum of the radii + float radius_sum = circle1.radius + circle2.radius; + + // Check if the distance between the centers is less than or equal to the sum of the radii + return distance_squared < radius_sum * radius_sum; +} + +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); + + // Calculate total offset with scale + 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); + + // Final positions considering scaling and rotation + return (transform.position + vec2(rotated_total_offset_x1, rotated_total_offset_y1)); +} |