diff options
author | JAROWMR <jarorutjes07@gmail.com> | 2024-12-01 22:44:23 +0100 |
---|---|---|
committer | JAROWMR <jarorutjes07@gmail.com> | 2024-12-01 22:44:23 +0100 |
commit | 34cc1fb027168768a1ddfdcac77cdd56d504154e (patch) | |
tree | cb2559da10b7b21ae2de3b93151b4a77fa1c7add /src/crepe/system/CollisionSystem.h | |
parent | 7566fa3d50093935315598aabcb0dc0a9e7cca57 (diff) |
improved doxygen comments
Diffstat (limited to 'src/crepe/system/CollisionSystem.h')
-rw-r--r-- | src/crepe/system/CollisionSystem.h | 230 |
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 */ |