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authorJAROWMR <jarorutjes07@gmail.com>2024-12-01 22:44:23 +0100
committerJAROWMR <jarorutjes07@gmail.com>2024-12-01 22:44:23 +0100
commit34cc1fb027168768a1ddfdcac77cdd56d504154e (patch)
treecb2559da10b7b21ae2de3b93151b4a77fa1c7add /src/crepe/system/CollisionSystem.h
parent7566fa3d50093935315598aabcb0dc0a9e7cca57 (diff)
improved doxygen comments
Diffstat (limited to 'src/crepe/system/CollisionSystem.h')
-rw-r--r--src/crepe/system/CollisionSystem.h230
1 files changed, 110 insertions, 120 deletions
diff --git a/src/crepe/system/CollisionSystem.h b/src/crepe/system/CollisionSystem.h
index f8c7633..056a7f1 100644
--- a/src/crepe/system/CollisionSystem.h
+++ b/src/crepe/system/CollisionSystem.h
@@ -22,10 +22,9 @@ public:
private:
//! A variant type that can hold either a BoxCollider or a CircleCollider.
- // using collider_stor = std::variant<BoxCollider, CircleCollider>;
using collider_variant = std::variant<std::reference_wrapper<BoxCollider>, std::reference_wrapper<CircleCollider>>;
- //! A enum that is used to tell the pair of the collider stor in a std::pair.
+ //! Enum representing the types of collider pairs for collision detection.
enum class CollisionInternalType {
BOX_BOX,
CIRCLE_CIRCLE,
@@ -47,17 +46,21 @@ private:
//! Enum representing movement directions during collision resolution.
enum class Direction {
+ //! No movement required.
NONE,
+ //! Movement in the X direction.
X_DIRECTION,
+ //! Movement in the Y direction.
Y_DIRECTION,
+ //! Movement in both X and Y directions.
BOTH
};
public:
/**
- * \brief A structure representing detailed collision information between two colliders.
+ * \brief Structure representing detailed collision information between two colliders.
*
- * This includes the movement data required to resolve the collision.
+ * Includes information about the colliding objects and the resolution data for handling the collision.
*/
struct CollisionInfo{
Collider& first_collider;
@@ -66,7 +69,9 @@ public:
Collider& second_collider;
Transform& second_transform;
Rigidbody& second_rigidbody;
+ //! The resolution vector for the collision.
vec2 resolution;
+ //! The direction of movement for resolving the collision.
Direction resolution_direction = Direction::NONE;
};
@@ -74,162 +79,147 @@ public:
//! Updates the collision system by checking for collisions between colliders and handling them.
void update() override;
-private: //generic
+private:
/**
- * \brief Returns a type of the colliders combined into a pair.
- *
- * This function uses the holds_alternative to determine what both colliders are.
- * This caluclated value is returned so get can be savely used.
- *
- * \param collider1 Variant of collider. Can be a box or circle collider
- * \param collider2 Variant of collider. Can be a box or circle collider
- *
- * \return collider pair type.
- */
+ * \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.
+ */
CollisionInternalType check_collider_type(const collider_variant& collider1,const collider_variant& collider2);
/**
- * \brief Calculates the position of the Collider
- *
- * Using the \c Collider offset, \c Transform position and \c Rigidbody offset the place of the collider is calculated.
- *
- * \param collider_offset Collider offset value.
- * \param transform Transform of same gameobject as collider.
- * \param rigidbody Rigidbody of same gameobject as collider.
- *
- * \return Postion of collider.
- */
+ * \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.
+ * \return The calculated position of the collider.
+ */
vec2 current_position(vec2 collider_offset, const Transform& transform, const Rigidbody& rigidbody);
-private:// handeling
+private:
/**
- * \brief Calculates the position of the Collider
- *
- * Using the \c Collider offset, \c Transform position and \c Rigidbody offset the place of the collider is calculated.
- *
- * \param collider_offset Collider offset value.
- * \param transform Transform of same gameobject as collider.
- * \param rigidbody Rigidbody of same gameobject as collider.
- *
- * \return Postion of collider.
- */
+ * \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.
+ */
void collision_handler_request(CollisionInternal& data1,CollisionInternal& data2);
/**
- * \brief Calculates the move back value and direction of the Collision
- *
- * Uses data from both gameobjects to calculate the value of the gameobject to move out of other collider.
- *
- * \param data1 Has data about the first gameobject of the collision
- * \param data2 Has data about the second gameobject of the collision
- * \param type Type of collider pair used for variant
- *
- * \return Move back value and direction for first gameobject
- */
+ * \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.
+ * \return A pair containing the resolution vector and direction for the first collider.
+ */
std::pair<vec2,Direction> collision_handler(CollisionInternal& data1,CollisionInternal& data2 ,CollisionInternalType type);
/**
- * \brief Calculates the move back value for box box collision
- *
- * Uses both collider and positions to calculate move back value
- *
- * \param box_collider1 First boxcollider of collision
- * \param box_collider2 Second boxcollider of collision
- * \param position1 Position of first boxcollider
- * \param position2 Position of second boxcollider
- *
- * \return Move back value and direction for first gameobject
- */
- vec2 box_box_move_back(const BoxCollider& box_collider1,const BoxCollider& box_collider2,vec2 position1,vec2 position2);
+ * \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.
+ * \param position2 The position of the second BoxCollider.
+ * \return The resolution vector for the first BoxCollider.
+ */
+ vec2 box_box_resolution(const BoxCollider& box_collider1,const BoxCollider& box_collider2,vec2 position1,vec2 position2);
/**
- * \brief Determines what collision handler is called
- *
- * If the object is static is does nothing.
- * If the object is dynamic and collides with not static object it calls the script collision handeler.
- * If the object is dynamic and collides with static it handles it and calls the script collision handeler.
- *
- * \param info Collision info of both gameobjects
- */
+ * \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 static collision
- *
- * Moves the object back out of static gameobject.
- * If bounce is active change velocity.
- *
- * \param info Collision info of both gameobjects
- */
+ * \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);
-private: // detection
+private:
/**
- * \brief Checks if there is an collision between two colliders
- *
- * Does not use the type of a collider to determine if there is collision.
- * uses variant with comment data to determine if even collision needs to be checked.
- *
- * \param colliders Holds all colliders
- *
- * \return Move back value and direction for first gameobject
- */
+ * \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.
+ */
std::vector<std::pair<CollisionInternal,CollisionInternal>> check_collisions(std::vector<collider_variant> & colliders);
/**
- * \brief Calls the correct check collision function.
- *
- * Uses the type to check what colliders are used, converts the colliders and calls the check function.
- *
- * \param collider1 First collider
- * \param components1 Transform and rigidbody from first object
- * \param collider2 Second collider
- * \param components2 Transform and rigidbody from second object
- * \param type Type of collider pair
- *
- * \return status of collision
- */
+ * \brief Checks for collision between two colliders.
+ *
+ * Calls the appropriate collision detection function based on the collider types.
+ *
+ * \param collider1 The first collider.
+ * \param components1 Transform and Rigidbody of the first object.
+ * \param collider2 The second collider.
+ * \param components2 Transform and Rigidbody of the second object.
+ * \param type The type of collider pair.
+ * \return True if a collision is detected, otherwise false.
+ */
bool check_collision(const collider_variant& collider1,std::pair<std::reference_wrapper<Transform>, std::reference_wrapper<Rigidbody>> components1,const collider_variant& collider2,std::pair<std::reference_wrapper<Transform>, std::reference_wrapper<Rigidbody>> components2,CollisionSystem::CollisionInternalType type);
/**
- * \brief Check collision for box on box collider
- *
- * \param box1 First collider
- * \param box2 Second collider
- * \param transform1 Transform of first object
- * \param transform2 Transform of second object
- * \param rigidbody1 Rigidbody of first object
- * \param rigidbody2 Rigidbody of second object
- *
- * \return status of collision
- */
+ * \brief Detects collisions between two BoxColliders.
+ *
+ * \param box1 The first BoxCollider.
+ * \param box2 The second BoxCollider.
+ * \param transform1 Transform of the first object.
+ * \param transform2 Transform of the second object.
+ * \param rigidbody1 Rigidbody of the first object.
+ * \param rigidbody2 Rigidbody of the second object.
+ * \return True if a collision is detected, otherwise false.
+ */
bool check_box_box_collision(const BoxCollider& box1, const BoxCollider& box2, const Transform& transform1, const Transform& transform2, const Rigidbody& rigidbody1, const Rigidbody& rigidbody2);
/**
* \brief Check collision for box on circle collider
*
- * \param box1 First collider
- * \param circle2 Second collider
- * \param transform1 Transform of first object
- * \param transform2 Transform of second object
- * \param rigidbody1 Rigidbody of first object
- * \param rigidbody2 Rigidbody of second object
- *
- * \return status of collision
+ * \param box1 The BoxCollider
+ * \param circle2 The CircleCollider
+ * \param transform1 Transform of the first object.
+ * \param transform2 Transform of the second object.
+ * \param rigidbody1 Rigidbody of the first object.
+ * \param rigidbody2 Rigidbody of the second object.
+ * \return True if a collision is detected, otherwise false.
*/
bool check_box_circle_collision(const BoxCollider& box1, const CircleCollider& circle2, const Transform& transform1, const Transform& transform2, const Rigidbody& rigidbody1, const Rigidbody& rigidbody2);
/**
* \brief Check collision for circle on circle collider
*
- * \param circle1 First collider
- * \param circle2 Second collider
- * \param transform1 Transform of first object
- * \param transform2 Transform of second object
- * \param rigidbody1 Rigidbody of first object
- * \param rigidbody2 Rigidbody of second object
+ * \param circle1 First CircleCollider
+ * \param circle2 Second CircleCollider
+ * \param transform1 Transform of the first object.
+ * \param transform2 Transform of the second object.
+ * \param rigidbody1 Rigidbody of the first object.
+ * \param rigidbody2 Rigidbody of the second object.
+ * \return True if a collision is detected, otherwise false.
*
* \return status of collision
*/