diff options
-rw-r--r-- | src/crepe/api/Rigidbody.h | 10 | ||||
-rw-r--r-- | src/crepe/system/CollisionSystem.cpp | 70 | ||||
-rw-r--r-- | src/crepe/system/CollisionSystem.h | 13 |
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. |