diff options
author | JAROWMR <jarorutjes07@gmail.com> | 2024-12-16 21:14:46 +0100 |
---|---|---|
committer | JAROWMR <jarorutjes07@gmail.com> | 2024-12-16 21:14:46 +0100 |
commit | 16f3aa77cfbfd3327a50a3f11f27e7d7dd303026 (patch) | |
tree | e57bc35f9d784e9b93d9ff77428c0612ae835603 /src/crepe/system/CollisionSystem.cpp | |
parent | b2a7105fa88b7d23dcb5b698c3c10b76c19c789b (diff) |
Added util for position
Diffstat (limited to 'src/crepe/system/CollisionSystem.cpp')
-rw-r--r-- | src/crepe/system/CollisionSystem.cpp | 79 |
1 files changed, 33 insertions, 46 deletions
diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp index fc8c430..294e7b3 100644 --- a/src/crepe/system/CollisionSystem.cpp +++ b/src/crepe/system/CollisionSystem.cpp @@ -15,31 +15,15 @@ #include "api/Rigidbody.h" #include "api/Transform.h" #include "api/Vector2.h" +#include "util/OptionalRef.h" +#include "util/AbsoluutPosition.h" #include "Collider.h" #include "CollisionSystem.h" #include "types.h" -#include "util/OptionalRef.h" using namespace crepe; -vec2 get_current_position(const Transform & transform,const vec2 & offset) { - // Get the rotation in radians - float radians1 = transform.rotation * (M_PI / 180.0); - - // Calculate total offset with scale - vec2 total_offset = 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)); -} - void CollisionSystem::update() { std::vector<CollisionInternal> all_colliders; game_object_id_t id = 0; @@ -155,8 +139,9 @@ CollisionSystem::collision_handler(CollisionInternal & data1, CollisionInternal = std::get<std::reference_wrapper<BoxCollider>>(data1.collider); const BoxCollider & collider2 = std::get<std::reference_wrapper<BoxCollider>>(data2.collider); - vec2 collider_pos1 = get_current_position(data1.transform,collider1.offset); - vec2 collider_pos2 = get_current_position(data2.transform,collider2.offset); + + vec2 collider_pos1 = AbsoluutPosition::get_position(data1.transform,collider1.offset); + vec2 collider_pos2 = AbsoluutPosition::get_position(data2.transform,collider2.offset); resolution = this->get_box_box_resolution(collider1, collider2, collider_pos1, collider_pos2); break; @@ -166,8 +151,8 @@ CollisionSystem::collision_handler(CollisionInternal & data1, CollisionInternal = std::get<std::reference_wrapper<BoxCollider>>(data1.collider); const CircleCollider & collider2 = std::get<std::reference_wrapper<CircleCollider>>(data2.collider); - vec2 collider_pos1 = get_current_position(data1.transform,collider1.offset); - vec2 collider_pos2 = get_current_position(data2.transform,collider2.offset); + vec2 collider_pos1 = AbsoluutPosition::get_position(data1.transform,collider1.offset); + vec2 collider_pos2 = AbsoluutPosition::get_position(data2.transform,collider2.offset); resolution = -this->get_circle_box_resolution(collider2, collider1, collider_pos2, collider_pos1); break; @@ -177,8 +162,8 @@ CollisionSystem::collision_handler(CollisionInternal & data1, CollisionInternal = std::get<std::reference_wrapper<CircleCollider>>(data1.collider); const CircleCollider & collider2 = std::get<std::reference_wrapper<CircleCollider>>(data2.collider); - vec2 collider_pos1 = get_current_position(data1.transform,collider1.offset); - vec2 collider_pos2 = get_current_position(data2.transform,collider2.offset); + vec2 collider_pos1 = AbsoluutPosition::get_position(data1.transform,collider1.offset); + vec2 collider_pos2 = AbsoluutPosition::get_position(data2.transform,collider2.offset); resolution = this->get_circle_circle_resolution(collider1, collider2, collider_pos1, collider_pos2); break; @@ -188,8 +173,8 @@ CollisionSystem::collision_handler(CollisionInternal & data1, CollisionInternal = std::get<std::reference_wrapper<CircleCollider>>(data1.collider); const BoxCollider & collider2 = std::get<std::reference_wrapper<BoxCollider>>(data2.collider); - vec2 collider_pos1 = get_current_position(data1.transform,collider1.offset); - vec2 collider_pos2 = get_current_position(data2.transform,collider2.offset); + vec2 collider_pos1 = AbsoluutPosition::get_position(data1.transform,collider1.offset); + vec2 collider_pos2 = AbsoluutPosition::get_position(data2.transform,collider2.offset); resolution = this->get_circle_box_resolution(collider1, collider2, collider_pos1, collider_pos2); break; @@ -311,15 +296,7 @@ vec2 CollisionSystem::get_circle_box_resolution(const CircleCollider & circle_co } void CollisionSystem::determine_collision_handler(CollisionInfo & info) { - // If both objects are static skip handle call collision script - if(info.this_rigidbody.data.body_type == Rigidbody::BodyType::STATIC && info.other_rigidbody.data.body_type == Rigidbody::BodyType::STATIC) return; - - // First body is not dynamic - if(info.this_rigidbody.data.body_type != Rigidbody::BodyType::DYNAMIC) - { - bool static_collision = info.this_rigidbody.data.body_type == Rigidbody::BodyType::STATIC && info.other_rigidbody.data.body_type == Rigidbody::BodyType::DYNAMIC; - bool kinematic_collision = info.this_rigidbody.data.body_type == Rigidbody::BodyType::KINEMATIC && info.other_rigidbody.data.body_type == Rigidbody::BodyType::DYNAMIC && info.this_rigidbody.data.kinematic_collision; - // Inverted collision info + // Inverted collision info CollisionInfo inverted = { .this_collider = info.other_collider, .this_transform = info.other_transform, @@ -332,13 +309,22 @@ void CollisionSystem::determine_collision_handler(CollisionInfo & info) { .resolution = -info.resolution, .resolution_direction = info.resolution_direction, }; + // If both objects are static skip handle call collision script + if(info.this_rigidbody.data.body_type == Rigidbody::BodyType::STATIC && info.other_rigidbody.data.body_type == Rigidbody::BodyType::STATIC) return; + + // First body is not dynamic + if(info.this_rigidbody.data.body_type != Rigidbody::BodyType::DYNAMIC) + { + bool static_collision = info.this_rigidbody.data.body_type == Rigidbody::BodyType::STATIC && info.other_rigidbody.data.body_type == Rigidbody::BodyType::DYNAMIC; + bool kinematic_collision = info.this_rigidbody.data.body_type == Rigidbody::BodyType::KINEMATIC && info.other_rigidbody.data.body_type == Rigidbody::BodyType::DYNAMIC && info.this_rigidbody.data.kinematic_collision; + if(static_collision || kinematic_collision){ // Static collision this->static_collision_handler(inverted); }; // Call scripts - this->call_collision_events(inverted); + this->call_collision_events(inverted,info); return; } @@ -348,20 +334,21 @@ void CollisionSystem::determine_collision_handler(CollisionInfo & info) { bool static_collision = info.other_rigidbody.data.body_type == Rigidbody::BodyType::STATIC; bool kinematic_collision = info.other_rigidbody.data.body_type == Rigidbody::BodyType::KINEMATIC && info.other_rigidbody.data.kinematic_collision; if(static_collision || kinematic_collision) this->static_collision_handler(info); - this->call_collision_events(info); + this->call_collision_events(info,inverted); return; } //dynamic this->dynamic_collision_handler(info); - this->call_collision_events(info); + this->call_collision_events(info,inverted); } -void CollisionSystem::call_collision_events(CollisionInfo & info){ +void CollisionSystem::call_collision_events(CollisionInfo & info,CollisionInfo & info_inverted){ CollisionEvent data(info); + CollisionEvent data_inverted(info_inverted); EventManager & emgr = this->mediator.event_manager; emgr.trigger_event<CollisionEvent>(data, info.this_collider.game_object_id); - emgr.trigger_event<CollisionEvent>(data, info.other_collider.game_object_id); + emgr.trigger_event<CollisionEvent>(data_inverted, info_inverted.this_collider.game_object_id); } void CollisionSystem::static_collision_handler(CollisionInfo & info) { @@ -615,8 +602,8 @@ bool CollisionSystem::get_box_box_collision(const BoxCollider & box1, const BoxC const Rigidbody & rigidbody1, const Rigidbody & rigidbody2) const { // Get current positions of colliders - vec2 final_position1 = get_current_position(transform1,box1.offset); - vec2 final_position2 = get_current_position(transform2,box2.offset); + vec2 final_position1 = AbsoluutPosition::get_position(transform1,box1.offset); + vec2 final_position2 = AbsoluutPosition::get_position(transform2,box2.offset); // Scale dimensions vec2 scaled_box1 = box1.dimensions * transform1.scale; @@ -642,8 +629,8 @@ bool CollisionSystem::get_box_circle_collision(const BoxCollider & box1, const Rigidbody & rigidbody1, const Rigidbody & rigidbody2) const { // Get current positions of colliders - vec2 final_position1 = get_current_position(transform1,box1.offset); - vec2 final_position2 = get_current_position(transform2,circle2.offset); + vec2 final_position1 = AbsoluutPosition::get_position(transform1,box1.offset); + vec2 final_position2 = AbsoluutPosition::get_position(transform2,circle2.offset); // Scale dimensions vec2 scaled_box = box1.dimensions * transform1.scale; @@ -675,8 +662,8 @@ bool CollisionSystem::get_circle_circle_collision(const CircleCollider & circle1 const Rigidbody & rigidbody1, const Rigidbody & rigidbody2) const { // Get current positions of colliders - vec2 final_position1 = get_current_position(transform1,circle1.offset); - vec2 final_position2 = get_current_position(transform2,circle2.offset); + vec2 final_position1 = AbsoluutPosition::get_position(transform1,circle1.offset); + vec2 final_position2 = AbsoluutPosition::get_position(transform2,circle2.offset); // Scale dimensions float scaled_circle1 = circle1.radius * transform1.scale; |