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| author | JAROWMR <jarorutjes07@gmail.com> | 2024-11-23 20:55:46 +0100 | 
|---|---|---|
| committer | JAROWMR <jarorutjes07@gmail.com> | 2024-11-23 20:55:46 +0100 | 
| commit | da3b2b032b50c6b1e1cb00aba96c0d46da5be6d4 (patch) | |
| tree | 3404704c0876b5a0e249c3ccb85084371186c7d7 /src | |
| parent | cec167477de8afcb53c2f0b18c3453e1599eb980 (diff) | |
added doxygen comments
Diffstat (limited to 'src')
| -rw-r--r-- | src/crepe/api/BehaviorScript.hpp | 2 | ||||
| -rw-r--r-- | src/crepe/system/CollisionSystem.h | 138 | 
2 files changed, 134 insertions, 6 deletions
| diff --git a/src/crepe/api/BehaviorScript.hpp b/src/crepe/api/BehaviorScript.hpp index 2e2def3..bd59337 100644 --- a/src/crepe/api/BehaviorScript.hpp +++ b/src/crepe/api/BehaviorScript.hpp @@ -14,7 +14,7 @@ BehaviorScript & BehaviorScript::set_script(Args &&... args) {  	dbg_trace();  	static_assert(std::is_base_of<Script, T>::value);  	Script * s = new T(std::forward<Args>(args)...); -	 +  	s->game_object_id = this->game_object_id;  	s->active = this->active;  	s->component_manager = this->component_manager; diff --git a/src/crepe/system/CollisionSystem.h b/src/crepe/system/CollisionSystem.h index 80f8818..6334ba1 100644 --- a/src/crepe/system/CollisionSystem.h +++ b/src/crepe/system/CollisionSystem.h @@ -33,7 +33,6 @@ private:      CIRCLE_BOX,  	}; -  	/**  		* \brief A structure to store the collision data of a single collider.  		*  @@ -54,8 +53,6 @@ private:      BOTH  	}; - -  public:  	/**  		* \brief A structure representing the collision information between two colliders. @@ -85,33 +82,164 @@ public:  	//! Updates the collision system by checking for collisions between colliders and handling them.  	void update() override;  private: //generic + +	/** +	 * \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. +	 */  	ColliderStorType check_collider_type(const collider_stor& collider1,const collider_stor& 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. +	 */  	vec2 current_position(vec2 collider_offset, const Transform& transform, const Rigidbody& rigidbody);  private:// handeling +	/** +	 * \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. +	 */  	void collision_handler_request(CollidedInfoStor& data1,CollidedInfoStor& 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 +	 */  	std::pair<vec2,Direction> collision_handler(CollidedInfoStor& data1,CollidedInfoStor& data2 ,ColliderStorType 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 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 +	 */  	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 +	 */  	void static_collision_handler(CollisionInfo& info);  private: // detection +	/** +	 * \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 +	 */  	std::vector<std::pair<CollidedInfoStor,CollidedInfoStor>> check_collisions(std::vector<collider_stor> & 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 +	 */  	bool check_collision(const collider_stor& collider1,std::pair<std::reference_wrapper<Transform>, std::reference_wrapper<Rigidbody>> components1,const collider_stor& collider2,std::pair<std::reference_wrapper<Transform>, std::reference_wrapper<Rigidbody>> components2,CollisionSystem::ColliderStorType 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 +	 */  	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 +	 */  	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 +	 * +	 * \return status of collision +	 */  	bool check_circle_circle_collision(const CircleCollider& circle1, const CircleCollider& circle2, const Transform& transform1, const Transform& transform2, const Rigidbody& rigidbody1, const Rigidbody& rigidbody2);  }; |