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-rw-r--r--src/crepe/system/CollisionSystem.cpp390
1 files changed, 389 insertions, 1 deletions
diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp
index c74ca1d..e0c6d03 100644
--- a/src/crepe/system/CollisionSystem.cpp
+++ b/src/crepe/system/CollisionSystem.cpp
@@ -1,5 +1,393 @@
+#include <cmath>
+#include <algorithm>
+#include <cstddef>
+#include <functional>
+#include <utility>
+#include <variant>
+#include <optional>
+
+#include "api/Event.h"
+#include "api/EventManager.h"
+#include "api/BoxCollider.h"
+#include "api/CircleCollider.h"
+#include "api/Vector2.h"
+#include "api/Rigidbody.h"
+#include "api/Transform.h"
+
+#include "ComponentManager.h"
#include "CollisionSystem.h"
+#include "Collider.h"
+#include "types.h"
+#include "util/OptionalRef.h"
using namespace crepe;
-void CollisionSystem::update() {}
+void CollisionSystem::update() {
+ // Get collider components and keep them seperate
+ ComponentManager & mgr = this->component_manager;
+ std::vector<std::reference_wrapper<BoxCollider>> boxcolliders = mgr.get_components_by_type<BoxCollider>();
+ std::vector<std::reference_wrapper<CircleCollider>> circlecolliders = mgr.get_components_by_type<CircleCollider>();
+
+ std::vector<collider_variant> all_colliders;
+ // Add BoxCollider references
+ for (auto& box : boxcolliders) {
+ all_colliders.push_back(collider_variant{box});
+ }
+
+ // Add CircleCollider references
+ for (auto& circle : circlecolliders) {
+ all_colliders.push_back(collider_variant{circle});
+ }
+
+ // Check between all colliders if there is a collision
+ std::vector<std::pair<CollisionInternal,CollisionInternal>> collided = check_collisions(all_colliders);
+
+ // For both objects call the collision handler
+ for (auto& collision_pair : collided) {
+ collision_handler_request(collision_pair.first,collision_pair.second);
+ collision_handler_request(collision_pair.second,collision_pair.first);
+ }
+}
+
+void CollisionSystem::collision_handler_request(CollisionInternal& data1,CollisionInternal& data2){
+
+ CollisionInternalType type = check_collider_type(data1.collider,data2.collider);
+ std::pair<vec2,CollisionSystem::Direction> resolution_data = collision_handler(data1,data2,type);
+
+ OptionalRef<Collider> collider1;
+ OptionalRef<Collider> collider2;
+ switch (type) {
+ case CollisionInternalType::BOX_BOX:{
+ collider1 = std::get<std::reference_wrapper<BoxCollider>>(data1.collider);
+ collider2 = std::get<std::reference_wrapper<BoxCollider>>(data2.collider);
+ break;
+ }
+ case CollisionInternalType::BOX_CIRCLE:{
+ collider1 = std::get<std::reference_wrapper<BoxCollider>>(data1.collider);
+ collider2 = std::get<std::reference_wrapper<CircleCollider>>(data2.collider);
+ break;
+ }
+ case CollisionInternalType::CIRCLE_BOX:{
+ collider1 = std::get<std::reference_wrapper<CircleCollider>>(data1.collider);
+ collider2 = std::get<std::reference_wrapper<BoxCollider>>(data2.collider);
+ break;
+ }
+ case CollisionInternalType::CIRCLE_CIRCLE:{
+ collider1 = std::get<std::reference_wrapper<CircleCollider>>(data1.collider);
+ collider2 = std::get<std::reference_wrapper<CircleCollider>>(data2.collider);
+ break;
+ }
+ }
+
+ // collision info
+ crepe::CollisionSystem::CollisionInfo collision_info{
+ .first_collider = collider1,
+ .first_transform = data1.transform,
+ .first_rigidbody = data1.rigidbody,
+ .second_collider = collider2,
+ .second_transform = data2.transform,
+ .second_rigidbody = data2.rigidbody,
+ .resolution = resolution_data.first,
+ .resolution_direction = resolution_data.second,
+ };
+
+ // Determine if static needs to be called
+ determine_collision_handler(collision_info);
+}
+
+
+std::pair<vec2,CollisionSystem::Direction> CollisionSystem::collision_handler(CollisionInternal& data1,CollisionInternal& data2,CollisionInternalType type) {
+ vec2 move_back;
+ switch (type) {
+ case CollisionInternalType::BOX_BOX: {
+ const BoxCollider & collider1 = std::get<std::reference_wrapper<BoxCollider>>(data1.collider);
+ const BoxCollider & collider2 = std::get<std::reference_wrapper<BoxCollider>>(data2.collider);
+ vec2 collider_pos1 = current_position(collider1.offset, data1.transform, data1.rigidbody);
+ vec2 collider_pos2 = current_position(collider2.offset, data2.transform, data2.rigidbody);
+ move_back = box_box_resolution(collider1,collider2,collider_pos1,collider_pos2);
+ }
+ case CollisionInternalType::BOX_CIRCLE: {
+
+ }
+ case CollisionInternalType::CIRCLE_CIRCLE: {
+
+ }
+ case CollisionInternalType::CIRCLE_BOX: {
+
+ }
+ }
+
+ Direction move_back_direction = Direction::NONE;
+ if(move_back.x != 0 && move_back.y > 0) {
+ move_back_direction = Direction::BOTH;
+ } else if (move_back.x != 0) {
+ move_back_direction = Direction::X_DIRECTION;
+ if(data1.rigidbody.data.linear_velocity.y != 0)
+ move_back.y = data1.rigidbody.data.linear_velocity.y * (move_back.x/data1.rigidbody.data.linear_velocity.x);
+ } else if (move_back.y != 0) {
+ move_back_direction = Direction::Y_DIRECTION;
+ if(data1.rigidbody.data.linear_velocity.x != 0)
+ move_back.x = data1.rigidbody.data.linear_velocity.x * (move_back.y/data1.rigidbody.data.linear_velocity.y);
+ }
+
+ return {move_back,move_back_direction};
+}
+
+vec2 CollisionSystem::box_box_resolution(const BoxCollider& box_collider1,const BoxCollider& box_collider2,vec2 final_position1,vec2 final_position2)
+{
+ vec2 resolution; // Default resolution vector
+ vec2 delta = final_position2 - final_position1;
+
+ // Compute half-dimensions of the boxes
+ float half_width1 = box_collider1.width / 2.0;
+ float half_height1 = box_collider1.height / 2.0;
+ float half_width2 = box_collider2.width / 2.0;
+ float half_height2 = box_collider2.height / 2.0;
+
+ // Calculate overlaps along X and Y axes
+ float overlap_x = (half_width1 + half_width2) - std::abs(delta.x);
+ float overlap_y = (half_height1 + half_height2) - std::abs(delta.y);
+
+ // Check if there is a collision
+ if (overlap_x > 0 && overlap_y > 0) {//should always be true check if this can be removed
+ // Determine the direction of resolution
+ if (overlap_x < overlap_y) {
+ // Resolve along the X-axis (smallest overlap)
+ resolution.x = (delta.x > 0) ? -overlap_x : overlap_x;
+ } else if (overlap_y < overlap_x) {
+ // Resolve along the Y-axis (smallest overlap)
+ resolution.y = (delta.y > 0) ? -overlap_y : overlap_y;
+ } else {
+ // Equal overlap, resolve both directions with preference
+ resolution.x = (delta.x > 0) ? -overlap_x : overlap_x;
+ resolution.y = (delta.y > 0) ? -overlap_y : overlap_y;
+ }
+ }
+
+ return resolution;
+}
+
+void CollisionSystem::determine_collision_handler(CollisionInfo& info){
+ // Check rigidbody type for static
+ if(info.first_rigidbody.data.body_type != Rigidbody::BodyType::STATIC)
+ {
+ // If second body is static perform the static collision handler in this system
+ if(info.second_rigidbody.data.body_type == Rigidbody::BodyType::STATIC){
+ static_collision_handler(info);
+ };
+ // Call collision event for user
+ CollisionEvent data(info);
+ EventManager::get_instance().trigger_event<CollisionEvent>(data, info.first_collider.game_object_id);
+ }
+}
+
+void CollisionSystem::static_collision_handler(CollisionInfo& info){
+ // Move object back using calculate move back value
+ info.first_transform.position += info.resolution;
+
+ // If bounce is enabled mirror velocity
+ if(info.first_rigidbody.data.bounce) {
+ if(info.resolution_direction == Direction::BOTH)
+ {
+ info.first_rigidbody.data.linear_velocity.y = -info.first_rigidbody.data.linear_velocity.y * info.first_rigidbody.data.elastisity;
+ info.first_rigidbody.data.linear_velocity.x = -info.first_rigidbody.data.linear_velocity.x * info.first_rigidbody.data.elastisity;
+ }
+ else if(info.resolution_direction == Direction::Y_DIRECTION) {
+ info.first_rigidbody.data.linear_velocity.y = -info.first_rigidbody.data.linear_velocity.y * info.first_rigidbody.data.elastisity;
+ }
+ else if(info.resolution_direction == Direction::X_DIRECTION){
+ info.first_rigidbody.data.linear_velocity.x = -info.first_rigidbody.data.linear_velocity.x * info.first_rigidbody.data.elastisity;
+ }
+ }
+ // Stop movement if bounce is disabled
+ else {
+ info.first_rigidbody.data.linear_velocity = {0,0};
+ }
+}
+
+std::vector<std::pair<CollisionSystem::CollisionInternal,CollisionSystem::CollisionInternal>> CollisionSystem::check_collisions(std::vector<collider_variant> & colliders) {
+
+
+ // TODO:
+ // If no colliders skip
+ // Check if colliders has rigidbody if not skip
+
+ // TODO:
+ // If amount is higer than lets say 16 for now use quadtree otwerwise skip
+ // Quadtree code
+ // Quadtree is placed over the input vector
+
+ std::vector<std::pair<CollisionInternal,CollisionInternal>> collisions_ret;
+ for (size_t i = 0; i < colliders.size(); ++i) {
+ std::visit([&](auto& inner_collider_ref) {
+ if (!inner_collider_ref.get().active) return;
+ auto inner_components = get_active_transform_and_rigidbody(inner_collider_ref.get().game_object_id);
+ if (!inner_components) return;
+ for (size_t j = i + 1; j < colliders.size(); ++j) {
+ std::visit([&](auto& outer_collider_ref) {
+ if (!outer_collider_ref.get().active) return;
+ if (inner_collider_ref.get().game_object_id == outer_collider_ref.get().game_object_id) return;
+ auto outer_components = get_active_transform_and_rigidbody(outer_collider_ref.get().game_object_id);
+ if (!outer_components) return;
+ CollisionInternalType type = check_collider_type(colliders[i],colliders[j]);
+ if(!check_collision({
+ .collider = colliders[i],
+ .transform = inner_components->first,
+ .rigidbody = inner_components->second,
+ },
+ {
+ .collider = colliders[j],
+ .transform = outer_components->first,
+ .rigidbody = outer_components->second,
+ },
+ type)) return;
+ collisions_ret.emplace_back(
+ CollisionInternal{colliders[i], inner_components->first.get(), inner_components->second.get()},
+ CollisionInternal{colliders[j], outer_components->first.get(), outer_components->second.get()}
+ );
+ }, colliders[j]);
+ }
+ }, colliders[i]);
+ }
+
+ 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))
+ {
+ return CollisionInternalType::CIRCLE_CIRCLE;
+ }
+ else {
+ return CollisionInternalType::CIRCLE_BOX;
+ }
+ }
+ else {
+ if(std::holds_alternative<std::reference_wrapper<CircleCollider>>(collider2))
+ {
+ return CollisionInternalType::BOX_CIRCLE;
+ }
+ else {
+ return CollisionInternalType::BOX_BOX;
+ }
+ }
+}
+
+bool CollisionSystem::check_collision(const CollisionInternal& first_info,const CollisionInternal& second_info, CollisionInternalType type){
+ switch (type) {
+ case CollisionInternalType::BOX_BOX: {
+ const BoxCollider & box_collider1 = std::get<std::reference_wrapper<BoxCollider>>(first_info.collider);
+ const BoxCollider & box_collider2 = std::get<std::reference_wrapper<BoxCollider>>(second_info.collider);
+ return check_box_box_collision(box_collider1,box_collider2,first_info.transform,second_info.transform,second_info.rigidbody,second_info.rigidbody);
+ }
+ case CollisionInternalType::BOX_CIRCLE: {
+ const BoxCollider & box_collider = std::get<std::reference_wrapper<BoxCollider>>(first_info.collider);
+ const CircleCollider & circle_collider = std::get<std::reference_wrapper<CircleCollider>>(second_info.collider);
+ return check_box_circle_collision(box_collider,circle_collider,first_info.transform,second_info.transform,second_info.rigidbody,second_info.rigidbody);
+ }
+ case CollisionInternalType::CIRCLE_CIRCLE: {
+ const CircleCollider & circle_collider1 = std::get<std::reference_wrapper<CircleCollider>>(first_info.collider);
+ const CircleCollider & circle_collider2 = std::get<std::reference_wrapper<CircleCollider>>(second_info.collider);
+ return check_circle_circle_collision(circle_collider1,circle_collider2,first_info.transform,second_info.transform,second_info.rigidbody,second_info.rigidbody);
+ }
+ case CollisionInternalType::CIRCLE_BOX: {
+ const CircleCollider & circle_collider = std::get<std::reference_wrapper<CircleCollider>>(first_info.collider);
+ const BoxCollider & box_collider = std::get<std::reference_wrapper<BoxCollider>>(second_info.collider);
+ return check_box_circle_collision(box_collider,circle_collider,first_info.transform,second_info.transform,second_info.rigidbody,second_info.rigidbody);
+ }
+ }
+ return false;
+}
+
+
+bool CollisionSystem::check_box_box_collision(const BoxCollider& box1, const BoxCollider& box2, const Transform& transform1, const Transform& transform2, const Rigidbody& rigidbody1, const Rigidbody& rigidbody2)
+{
+ // Get current positions of colliders
+ vec2 final_position1 = current_position(box1.offset,transform1,rigidbody1);
+ vec2 final_position2 = current_position(box2.offset,transform2,rigidbody2);
+
+ // Calculate half-extents (half width and half height)
+ float half_width1 = box1.width / 2.0;
+ float half_height1 = box1.height / 2.0;
+ float half_width2 = box2.width / 2.0;
+ float half_height2 = box2.height / 2.0;
+
+ // Check if the boxes overlap along the X and Y axes
+ return (final_position1.x + half_width1 > final_position2.x - half_width2 && // not left
+ final_position1.x - half_width1 < final_position2.x + half_width2 && // not right
+ final_position1.y + half_height1 > final_position2.y - half_height2 && // not above
+ final_position1.y - half_height1 < final_position2.y + half_height2); // not below
+}
+
+bool CollisionSystem::check_box_circle_collision(const BoxCollider& box1, const CircleCollider& circle2, const Transform& transform1, const Transform& transform2, const Rigidbody& rigidbody1, const Rigidbody& rigidbody2) {
+ // Get current positions of colliders
+ vec2 final_position1 = current_position(box1.offset, transform1, rigidbody1);
+ vec2 final_position2 = current_position(circle2.offset, transform2, rigidbody2);
+
+ // Calculate box half-extents
+ float half_width = box1.width / 2.0;
+ float half_height = box1.height / 2.0;
+
+ // Find the closest point on the box to the circle's center
+ float closest_x = std::max(final_position1.x - half_width, std::min(final_position2.x, final_position1.x + half_width));
+ float closest_y = std::max(final_position1.y - half_height, std::min(final_position2.y, final_position1.y + half_height));
+
+ // Calculate the distance squared between the circle's center and the closest point on the box
+ float distance_x = final_position2.x - closest_x;
+ float distance_y = final_position2.y - closest_y;
+ 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;
+}
+
+bool CollisionSystem::check_circle_circle_collision(const CircleCollider& circle1, const CircleCollider& circle2, const Transform& transform1, const Transform& transform2, const Rigidbody& rigidbody1, const Rigidbody& rigidbody2) {
+ // Get current positions of colliders
+ vec2 final_position1 = current_position(circle1.offset,transform1,rigidbody1);
+ vec2 final_position2 = current_position(circle2.offset,transform2,rigidbody2);
+
+ 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;
+
+ // 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;
+}
+
+vec2 CollisionSystem::current_position(vec2 collider_offset, const Transform& transform, const Rigidbody& rigidbody) {
+ // 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));
+
+}