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authorJAROWMR <jarorutjes07@gmail.com>2024-12-16 18:52:06 +0100
committerJAROWMR <jarorutjes07@gmail.com>2024-12-16 18:52:06 +0100
commitb2a7105fa88b7d23dcb5b698c3c10b76c19c789b (patch)
treeb9767b9b5f61f191b06fd9eb308229dbc71b0295 /src
parent17587d6b3d57c7e063514701f88d22a9a50e402f (diff)
removed rigidbody offset
Diffstat (limited to 'src')
-rw-r--r--src/crepe/api/Rigidbody.h10
-rw-r--r--src/crepe/system/CollisionSystem.cpp70
-rw-r--r--src/crepe/system/CollisionSystem.h13
3 files changed, 31 insertions, 62 deletions
diff --git a/src/crepe/api/Rigidbody.h b/src/crepe/api/Rigidbody.h
index 8169f0c..8566d00 100644
--- a/src/crepe/api/Rigidbody.h
+++ b/src/crepe/api/Rigidbody.h
@@ -122,16 +122,6 @@ public:
*/
float elastisity_coefficient = 0.0;
- /**
- * \brief Offset of all colliders relative to the object's transform position.
- *
- * The `offset` defines a positional shift applied to all colliders associated with the object, relative to the object's
- * transform position. This allows for the colliders to be placed at a different position than the object's actual
- * position, without modifying the object's transform itself.
- *
- */
- vec2 offset;
-
//! Enable collision handeling in collision system
bool kinematic_collision = true;
diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp
index cb6fe2c..fc8c430 100644
--- a/src/crepe/system/CollisionSystem.cpp
+++ b/src/crepe/system/CollisionSystem.cpp
@@ -23,6 +23,23 @@
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;
@@ -138,10 +155,8 @@ 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 = this->get_current_position(collider1.offset, data1.transform,
- data1.rigidbody);
- vec2 collider_pos2 = this->get_current_position(collider2.offset, data2.transform,
- data2.rigidbody);
+ vec2 collider_pos1 = get_current_position(data1.transform,collider1.offset);
+ vec2 collider_pos2 = get_current_position(data2.transform,collider2.offset);
resolution = this->get_box_box_resolution(collider1, collider2, collider_pos1,
collider_pos2);
break;
@@ -151,10 +166,8 @@ 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 = this->get_current_position(collider1.offset, data1.transform,
- data1.rigidbody);
- vec2 collider_pos2 = this->get_current_position(collider2.offset, data2.transform,
- data2.rigidbody);
+ vec2 collider_pos1 = get_current_position(data1.transform,collider1.offset);
+ vec2 collider_pos2 = get_current_position(data2.transform,collider2.offset);
resolution = -this->get_circle_box_resolution(collider2, collider1, collider_pos2,
collider_pos1);
break;
@@ -164,10 +177,8 @@ 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 = this->get_current_position(collider1.offset, data1.transform,
- data1.rigidbody);
- vec2 collider_pos2 = this->get_current_position(collider2.offset, data2.transform,
- data2.rigidbody);
+ vec2 collider_pos1 = get_current_position(data1.transform,collider1.offset);
+ vec2 collider_pos2 = get_current_position(data2.transform,collider2.offset);
resolution = this->get_circle_circle_resolution(collider1, collider2,
collider_pos1, collider_pos2);
break;
@@ -177,10 +188,8 @@ 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 = this->get_current_position(collider1.offset, data1.transform,
- data1.rigidbody);
- vec2 collider_pos2 = this->get_current_position(collider2.offset, data2.transform,
- data2.rigidbody);
+ vec2 collider_pos1 = get_current_position(data1.transform,collider1.offset);
+ vec2 collider_pos2 = get_current_position(data2.transform,collider2.offset);
resolution = this->get_circle_box_resolution(collider1, collider2, collider_pos1,
collider_pos2);
break;
@@ -606,8 +615,8 @@ 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 = this->get_current_position(box1.offset, transform1, rigidbody1);
- vec2 final_position2 = this->get_current_position(box2.offset, transform2, rigidbody2);
+ vec2 final_position1 = get_current_position(transform1,box1.offset);
+ vec2 final_position2 = get_current_position(transform2,box2.offset);
// Scale dimensions
vec2 scaled_box1 = box1.dimensions * transform1.scale;
@@ -633,8 +642,8 @@ bool CollisionSystem::get_box_circle_collision(const BoxCollider & box1,
const Rigidbody & rigidbody1,
const Rigidbody & rigidbody2) const {
// Get current positions of colliders
- vec2 final_position1 = this->get_current_position(box1.offset, transform1, rigidbody1);
- vec2 final_position2 = this->get_current_position(circle2.offset, transform2, rigidbody2);
+ vec2 final_position1 = get_current_position(transform1,box1.offset);
+ vec2 final_position2 = get_current_position(transform2,circle2.offset);
// Scale dimensions
vec2 scaled_box = box1.dimensions * transform1.scale;
@@ -666,8 +675,8 @@ bool CollisionSystem::get_circle_circle_collision(const CircleCollider & circle1
const Rigidbody & rigidbody1,
const Rigidbody & rigidbody2) const {
// Get current positions of colliders
- vec2 final_position1 = this->get_current_position(circle1.offset, transform1, rigidbody1);
- vec2 final_position2 = this->get_current_position(circle2.offset, transform2, rigidbody2);
+ vec2 final_position1 = get_current_position(transform1,circle1.offset);
+ vec2 final_position2 = get_current_position(transform2,circle2.offset);
// Scale dimensions
float scaled_circle1 = circle1.radius * transform1.scale;
@@ -684,21 +693,4 @@ bool CollisionSystem::get_circle_circle_collision(const CircleCollider & circle1
return distance_squared < radius_sum * radius_sum;
}
-vec2 CollisionSystem::get_current_position(const vec2 & collider_offset,
- const Transform & transform,
- const Rigidbody & rigidbody) const {
- // Get the rotation in radians
- float radians1 = transform.rotation * (M_PI / 180.0);
-
- // Calculate total offset with scale
- vec2 total_offset = (rigidbody.data.offset + collider_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));
-}
diff --git a/src/crepe/system/CollisionSystem.h b/src/crepe/system/CollisionSystem.h
index aebb59b..78fce46 100644
--- a/src/crepe/system/CollisionSystem.h
+++ b/src/crepe/system/CollisionSystem.h
@@ -100,19 +100,6 @@ private:
CollisionInternalType get_collider_type(const collider_variant & collider1,
const collider_variant & collider2) const;
- /**
- * \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 get_current_position(const vec2 & collider_offset, const Transform & transform,
- const Rigidbody & rigidbody) const;
-
private:
/**
* \brief Handles collision resolution between two colliders.