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authorJAROWMR <jarorutjes07@gmail.com>2024-12-03 18:04:05 +0100
committerJAROWMR <jarorutjes07@gmail.com>2024-12-03 18:04:05 +0100
commit3622b63a0d2ce3f1168d2b43d91987076c7c94cd (patch)
treea8f2c734e25e833ffc53cf88404f6d639b5cc1ab /src/crepe/system
parent4bbc27098d5a8907ab0500ad3ccc82283cf95ddf (diff)
moved active check to update and changed gather of components
Diffstat (limited to 'src/crepe/system')
-rw-r--r--src/crepe/system/CollisionSystem.cpp89
-rw-r--r--src/crepe/system/CollisionSystem.h6
2 files changed, 48 insertions, 47 deletions
diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp
index fbb16e8..de14aed 100644
--- a/src/crepe/system/CollisionSystem.cpp
+++ b/src/crepe/system/CollisionSystem.cpp
@@ -23,22 +23,44 @@
using namespace crepe;
void CollisionSystem::update() {
- // Get collider components and keep them seperate
+
+ std::vector<CollisionInternal> all_colliders;
ComponentManager & mgr = this->component_manager;
- RefVector<BoxCollider> boxcolliders = mgr.get_components_by_type<BoxCollider>();
- RefVector<CircleCollider> circlecolliders = mgr.get_components_by_type<CircleCollider>();
-
- std::vector<collider_variant> all_colliders;
- // Add BoxCollider references
- for (auto& box : boxcolliders) {
- all_colliders.push_back(collider_variant{box});
+ game_object_id_t id = 0;
+ RefVector<Rigidbody> rigidbodies = mgr.get_components_by_type<Rigidbody>();
+ for(Rigidbody& rigidbody : rigidbodies) {
+ if (!rigidbody.active) continue;
+ id = rigidbody.game_object_id;
+ Transform& transform = this->component_manager.get_components_by_id<Transform>(id).front().get();
+ 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
+ }
+ );
+ }
+ 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
+ }
+ );
+ }
+
}
- // Add CircleCollider references
- for (auto& circle : circlecolliders) {
- all_colliders.push_back(collider_variant{circle});
- }
-
// Check between all colliders if there is a collision
std::vector<std::pair<CollisionInternal,CollisionInternal>> collided = gather_collisions(all_colliders);
@@ -271,7 +293,7 @@ void CollisionSystem::static_collision_handler(CollisionInfo& info){
}
}
-std::vector<std::pair<CollisionSystem::CollisionInternal,CollisionSystem::CollisionInternal>> CollisionSystem::gather_collisions(std::vector<collider_variant> & colliders) {
+std::vector<std::pair<CollisionSystem::CollisionInternal,CollisionSystem::CollisionInternal>> CollisionSystem::gather_collisions(std::vector<CollisionInternal> & colliders) {
// TODO:
@@ -285,45 +307,24 @@ std::vector<std::pair<CollisionSystem::CollisionInternal,CollisionSystem::Collis
// Return data of collided colliders which are variants
std::vector<std::pair<CollisionInternal,CollisionInternal>> collisions_ret;
- bool active_inner = false;
- bool active_outer = false;
- game_object_id_t id_inner = -1;
- game_object_id_t id_outer = -1;
//using visit to visit the variant to access the active and id.
for (size_t i = 0; i < colliders.size(); ++i) {
- std::visit([&](Collider& inner_collider_ref) {
- active_inner = inner_collider_ref.active;
- id_inner = inner_collider_ref.game_object_id;
- }, colliders[i]);
- if(!active_inner) continue;
- auto inner_components = get_active_transform_and_rigidbody(id_inner);
- if (!inner_components) continue;
for (size_t j = i + 1; j < colliders.size(); ++j) {
- std::visit([&](Collider& outer_collider_ref) {
- active_outer = outer_collider_ref.active;
- id_outer = outer_collider_ref.game_object_id;
- }, colliders[j]);
- if(!active_outer) continue;
- if(id_outer == id_inner) continue;
- auto outer_components = get_active_transform_and_rigidbody(id_outer);
- if (!outer_components) continue;
+ if(colliders[i].id == colliders[j].id) continue;
// Get collision type form variant colliders
- CollisionInternalType type = get_collider_type(colliders[i],colliders[j]);
+ CollisionInternalType type = get_collider_type(colliders[i].collider,colliders[j].collider);
if(!get_collision({
- .collider = colliders[i],
- .transform = inner_components->first,
- .rigidbody = inner_components->second,
+ .collider = colliders[i].collider,
+ .transform = colliders[i].transform,
+ .rigidbody = colliders[i].rigidbody,
},
{
- .collider = colliders[j],
- .transform = outer_components->first,
- .rigidbody = outer_components->second,
+ .collider = colliders[j].collider,
+ .transform = colliders[j].transform,
+ .rigidbody = colliders[j].rigidbody,
},
type)) continue;
- collisions_ret.emplace_back(
- CollisionInternal{colliders[i], inner_components->first.get(), inner_components->second.get()},
- CollisionInternal{colliders[j], outer_components->first.get(), outer_components->second.get()}
- );
+ collisions_ret.emplace_back(colliders[i],colliders[j]);
}
}
diff --git a/src/crepe/system/CollisionSystem.h b/src/crepe/system/CollisionSystem.h
index 34c03ae..9e9096c 100644
--- a/src/crepe/system/CollisionSystem.h
+++ b/src/crepe/system/CollisionSystem.h
@@ -40,8 +40,8 @@ private:
* This structure stores the collider type, its associated transform, and its rigidbody.
*/
struct CollisionInternal {
- //! Store either BoxCollider or CircleCollider
- collider_variant& collider;
+ game_object_id_t id = 0;
+ collider_variant collider;
Transform& transform;
Rigidbody& rigidbody;
};
@@ -196,7 +196,7 @@ private:
* \param colliders A collection of all active colliders.
* \return A list of collision pairs with their associated data.
*/
- std::vector<std::pair<CollisionInternal,CollisionInternal>> gather_collisions(std::vector<collider_variant> & colliders);
+ std::vector<std::pair<CollisionInternal,CollisionInternal>> gather_collisions(std::vector<CollisionInternal> & colliders);
/**
* \brief Checks for collision between two colliders.