diff options
Diffstat (limited to 'src/crepe/system/CollisionSystem.cpp')
| -rw-r--r-- | src/crepe/system/CollisionSystem.cpp | 38 | 
1 files changed, 18 insertions, 20 deletions
diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp index 6a621fa..c7fbff9 100644 --- a/src/crepe/system/CollisionSystem.cpp +++ b/src/crepe/system/CollisionSystem.cpp @@ -217,26 +217,6 @@ std::vector<std::pair<CollisionSystem::CollisionInternal,CollisionSystem::Collis  	// Quadtree code  	// Quadtree is placed over the input vector -	// Function to retrieve active transform and rigidbody components for a given game_object_id -	auto get_active_transform_and_rigidbody = [&](game_object_id_t game_object_id)  -	-> std::optional<std::pair<std::reference_wrapper<Transform>, std::reference_wrapper<Rigidbody>>> { -		RefVector<Transform> transforms = this->component_manager.get_components_by_id<Transform>(game_object_id); -		if (transforms.empty()) return std::nullopt; - -		RefVector<Rigidbody> rigidbodies = this->component_manager.get_components_by_id<Rigidbody>(game_object_id); -		if (rigidbodies.empty()) return std::nullopt; - -		Transform& transform = transforms.front().get(); -		if (!transform.active) return std::nullopt; - -		Rigidbody& rigidbody = rigidbodies.front().get(); -		if (!rigidbody.active) return std::nullopt; - -		// Return the active components -		return std::make_pair(std::ref(transform), std::ref(rigidbody)); -    }; -	 -  	std::vector<std::pair<CollisionInternal,CollisionInternal>> collisions_ret;  	for (size_t i = 0; i < colliders.size(); ++i) {      std::visit([&](auto& inner_collider_ref) { @@ -263,6 +243,24 @@ std::vector<std::pair<CollisionSystem::CollisionInternal,CollisionSystem::Collis  	return collisions_ret;  } +std::optional<std::pair<std::reference_wrapper<Transform>, std::reference_wrapper<Rigidbody>>> +CollisionSystem::get_active_transform_and_rigidbody(game_object_id_t game_object_id) { +    RefVector<Transform> transforms = this->component_manager.get_components_by_id<Transform>(game_object_id); +    if (transforms.empty()) return std::nullopt; + +    RefVector<Rigidbody> rigidbodies = this->component_manager.get_components_by_id<Rigidbody>(game_object_id); +    if (rigidbodies.empty()) return std::nullopt; + +    Transform& transform = transforms.front().get(); +    if (!transform.active) return std::nullopt; + +    Rigidbody& rigidbody = rigidbodies.front().get(); +    if (!rigidbody.active) return std::nullopt; + +    // Return the active components +    return std::make_pair(std::ref(transform), std::ref(rigidbody)); +} +  CollisionSystem::CollisionInternalType CollisionSystem::check_collider_type(const collider_variant& collider1,const collider_variant& collider2){  	if(std::holds_alternative<std::reference_wrapper<CircleCollider>>(collider1)){  		if(std::holds_alternative<std::reference_wrapper<CircleCollider>>(collider2))  |