diff options
-rw-r--r-- | src/crepe/system/CollisionSystem.cpp | 28 |
1 files changed, 20 insertions, 8 deletions
diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp index 0cd6f5c..cb6fe2c 100644 --- a/src/crepe/system/CollisionSystem.cpp +++ b/src/crepe/system/CollisionSystem.cpp @@ -609,11 +609,15 @@ bool CollisionSystem::get_box_box_collision(const BoxCollider & box1, const BoxC vec2 final_position1 = this->get_current_position(box1.offset, transform1, rigidbody1); vec2 final_position2 = this->get_current_position(box2.offset, transform2, rigidbody2); + // Scale dimensions + vec2 scaled_box1 = box1.dimensions * transform1.scale; + vec2 scaled_box2 = box2.dimensions * transform2.scale; + // Calculate half-extents (half width and half height) - float half_width1 = box1.dimensions.x / 2.0; - float half_height1 = box1.dimensions.y / 2.0; - float half_width2 = box2.dimensions.x / 2.0; - float half_height2 = box2.dimensions.y / 2.0; + float half_width1 = scaled_box1.x / 2.0; + float half_height1 = scaled_box1.y / 2.0; + float half_width2 = scaled_box2.x / 2.0; + float half_height2 = scaled_box2.y / 2.0; // Check if the boxes overlap along the X and Y axes return (final_position1.x + half_width1 > final_position2.x - half_width2 @@ -632,9 +636,13 @@ bool CollisionSystem::get_box_circle_collision(const BoxCollider & box1, vec2 final_position1 = this->get_current_position(box1.offset, transform1, rigidbody1); vec2 final_position2 = this->get_current_position(circle2.offset, transform2, rigidbody2); + // Scale dimensions + vec2 scaled_box = box1.dimensions * transform1.scale; + float scaled_circle = circle2.radius * transform2.scale; + // Calculate box half-extents - float half_width = box1.dimensions.x / 2.0; - float half_height = box1.dimensions.y / 2.0; + float half_width = scaled_box.x / 2.0; + float half_height = scaled_box.y / 2.0; // Find the closest point on the box to the circle's center float closest_x = std::max(final_position1.x - half_width, @@ -648,7 +656,7 @@ bool CollisionSystem::get_box_circle_collision(const BoxCollider & box1, float distance_squared = distance_x * distance_x + distance_y * distance_y; // Compare distance squared with the square of the circle's radius - return distance_squared < circle2.radius * circle2.radius; + return distance_squared < scaled_circle * scaled_circle; } bool CollisionSystem::get_circle_circle_collision(const CircleCollider & circle1, @@ -661,12 +669,16 @@ bool CollisionSystem::get_circle_circle_collision(const CircleCollider & circle1 vec2 final_position1 = this->get_current_position(circle1.offset, transform1, rigidbody1); vec2 final_position2 = this->get_current_position(circle2.offset, transform2, rigidbody2); + // Scale dimensions + float scaled_circle1 = circle1.radius * transform1.scale; + float scaled_circle2 = circle2.radius * transform2.scale; + float distance_x = final_position1.x - final_position2.x; float distance_y = final_position1.y - final_position2.y; float distance_squared = distance_x * distance_x + distance_y * distance_y; // Calculate the sum of the radii - float radius_sum = circle1.radius + circle2.radius; + float radius_sum = scaled_circle1 + scaled_circle2; // Check if the distance between the centers is less than or equal to the sum of the radii return distance_squared < radius_sum * radius_sum; |