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path: root/src/crepe/system/CollisionSystem.cpp
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-rw-r--r--src/crepe/system/CollisionSystem.cpp220
1 files changed, 164 insertions, 56 deletions
diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp
index af8adce..294e7b3 100644
--- a/src/crepe/system/CollisionSystem.cpp
+++ b/src/crepe/system/CollisionSystem.cpp
@@ -15,11 +15,12 @@
#include "api/Rigidbody.h"
#include "api/Transform.h"
#include "api/Vector2.h"
+#include "util/OptionalRef.h"
+#include "util/AbsoluutPosition.h"
#include "Collider.h"
#include "CollisionSystem.h"
#include "types.h"
-#include "util/OptionalRef.h"
using namespace crepe;
@@ -63,7 +64,7 @@ void CollisionSystem::update() {
// For both objects call the collision handler
for (auto & collision_pair : collided) {
this->collision_handler_request(collision_pair.first, collision_pair.second);
- this->collision_handler_request(collision_pair.second, collision_pair.first);
+ // this->collision_handler_request(collision_pair.second, collision_pair.first);
}
}
@@ -138,10 +139,9 @@ 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 = AbsoluutPosition::get_position(data1.transform,collider1.offset);
+ vec2 collider_pos2 = AbsoluutPosition::get_position(data2.transform,collider2.offset);
resolution = this->get_box_box_resolution(collider1, collider2, collider_pos1,
collider_pos2);
break;
@@ -151,10 +151,8 @@ 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 = AbsoluutPosition::get_position(data1.transform,collider1.offset);
+ vec2 collider_pos2 = AbsoluutPosition::get_position(data2.transform,collider2.offset);
resolution = -this->get_circle_box_resolution(collider2, collider1, collider_pos2,
collider_pos1);
break;
@@ -164,10 +162,8 @@ 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 = AbsoluutPosition::get_position(data1.transform,collider1.offset);
+ vec2 collider_pos2 = AbsoluutPosition::get_position(data2.transform,collider2.offset);
resolution = this->get_circle_circle_resolution(collider1, collider2,
collider_pos1, collider_pos2);
break;
@@ -177,10 +173,8 @@ 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 = AbsoluutPosition::get_position(data1.transform,collider1.offset);
+ vec2 collider_pos2 = AbsoluutPosition::get_position(data2.transform,collider2.offset);
resolution = this->get_circle_box_resolution(collider1, collider2, collider_pos1,
collider_pos2);
break;
@@ -302,16 +296,59 @@ vec2 CollisionSystem::get_circle_box_resolution(const CircleCollider & circle_co
}
void CollisionSystem::determine_collision_handler(CollisionInfo & info) {
- // Check rigidbody type for static
- if (info.this_rigidbody.data.body_type == Rigidbody::BodyType::STATIC) return;
- // If second body is static perform the static collision handler in this system
- if (info.other_rigidbody.data.body_type == Rigidbody::BodyType::STATIC) {
- this->static_collision_handler(info);
- };
- // Call collision event for user
+ // Inverted collision info
+ CollisionInfo inverted = {
+ .this_collider = info.other_collider,
+ .this_transform = info.other_transform,
+ .this_rigidbody = info.other_rigidbody,
+ .this_metadata = info.other_metadata,
+ .other_collider = info.this_collider,
+ .other_transform = info.this_transform,
+ .other_rigidbody = info.this_rigidbody,
+ .other_metadata = info.this_metadata,
+ .resolution = -info.resolution,
+ .resolution_direction = info.resolution_direction,
+ };
+ // If both objects are static skip handle call collision script
+ if(info.this_rigidbody.data.body_type == Rigidbody::BodyType::STATIC && info.other_rigidbody.data.body_type == Rigidbody::BodyType::STATIC) return;
+
+ // First body is not dynamic
+ if(info.this_rigidbody.data.body_type != Rigidbody::BodyType::DYNAMIC)
+ {
+ bool static_collision = info.this_rigidbody.data.body_type == Rigidbody::BodyType::STATIC && info.other_rigidbody.data.body_type == Rigidbody::BodyType::DYNAMIC;
+ bool kinematic_collision = info.this_rigidbody.data.body_type == Rigidbody::BodyType::KINEMATIC && info.other_rigidbody.data.body_type == Rigidbody::BodyType::DYNAMIC && info.this_rigidbody.data.kinematic_collision;
+
+
+ if(static_collision || kinematic_collision){
+ // Static collision
+ this->static_collision_handler(inverted);
+ };
+ // Call scripts
+ this->call_collision_events(inverted,info);
+ return;
+ }
+
+ // Second body is not dynamic
+ if(info.other_rigidbody.data.body_type != Rigidbody::BodyType::DYNAMIC)
+ {
+ bool static_collision = info.other_rigidbody.data.body_type == Rigidbody::BodyType::STATIC;
+ bool kinematic_collision = info.other_rigidbody.data.body_type == Rigidbody::BodyType::KINEMATIC && info.other_rigidbody.data.kinematic_collision;
+ if(static_collision || kinematic_collision) this->static_collision_handler(info);
+ this->call_collision_events(info,inverted);
+ return;
+ }
+
+ //dynamic
+ this->dynamic_collision_handler(info);
+ this->call_collision_events(info,inverted);
+}
+
+void CollisionSystem::call_collision_events(CollisionInfo & info,CollisionInfo & info_inverted){
CollisionEvent data(info);
+ CollisionEvent data_inverted(info_inverted);
EventManager & emgr = this->mediator.event_manager;
emgr.trigger_event<CollisionEvent>(data, info.this_collider.game_object_id);
+ emgr.trigger_event<CollisionEvent>(data_inverted, info_inverted.this_collider.game_object_id);
}
void CollisionSystem::static_collision_handler(CollisionInfo & info) {
@@ -363,6 +400,82 @@ void CollisionSystem::static_collision_handler(CollisionInfo & info) {
}
}
+void CollisionSystem::dynamic_collision_handler(CollisionInfo & info){
+ info.this_transform.position += info.resolution/2;
+ info.other_transform.position += -(info.resolution/2);
+
+ switch (info.resolution_direction) {
+ case Direction::BOTH:
+ if (info.this_rigidbody.data.elastisity_coefficient > 0) {
+ info.this_rigidbody.data.linear_velocity
+ = -info.this_rigidbody.data.linear_velocity
+ * info.this_rigidbody.data.elastisity_coefficient;
+ }
+ else {
+ info.this_rigidbody.data.linear_velocity = {0, 0};
+ }
+
+ if (info.other_rigidbody.data.elastisity_coefficient > 0) {
+ info.other_rigidbody.data.linear_velocity
+ = -info.other_rigidbody.data.linear_velocity
+ * info.other_rigidbody.data.elastisity_coefficient;
+ }
+ else {
+ info.other_rigidbody.data.linear_velocity = {0, 0};
+ }
+ break;
+ case Direction::Y_DIRECTION:
+ if (info.this_rigidbody.data.elastisity_coefficient > 0) {
+ info.this_rigidbody.data.linear_velocity.y
+ = -info.this_rigidbody.data.linear_velocity.y
+ * info.this_rigidbody.data.elastisity_coefficient;
+ }
+ // Stop movement
+ else {
+ info.this_rigidbody.data.linear_velocity.y = 0;
+ info.this_transform.position.x -= info.resolution.x;
+ }
+
+ if (info.other_rigidbody.data.elastisity_coefficient > 0) {
+ info.other_rigidbody.data.linear_velocity.y
+ = -info.other_rigidbody.data.linear_velocity.y
+ * info.other_rigidbody.data.elastisity_coefficient;
+ }
+ // Stop movement
+ else {
+ info.other_rigidbody.data.linear_velocity.y = 0;
+ info.other_transform.position.x -= info.resolution.x;
+ }
+ break;
+ case Direction::X_DIRECTION:
+ if (info.this_rigidbody.data.elastisity_coefficient > 0) {
+ info.this_rigidbody.data.linear_velocity.x
+ = -info.this_rigidbody.data.linear_velocity.x
+ * info.this_rigidbody.data.elastisity_coefficient;
+ }
+ // Stop movement
+ else {
+ info.this_rigidbody.data.linear_velocity.x = 0;
+ info.this_transform.position.y -= info.resolution.y;
+ }
+
+ if (info.other_rigidbody.data.elastisity_coefficient > 0) {
+ info.other_rigidbody.data.linear_velocity.x
+ = -info.other_rigidbody.data.linear_velocity.x
+ * info.other_rigidbody.data.elastisity_coefficient;
+ }
+ // Stop movement
+ else {
+ info.other_rigidbody.data.linear_velocity.x = 0;
+ info.other_transform.position.y -= info.resolution.y;
+ }
+ break;
+ case Direction::NONE:
+ // Not possible
+ break;
+ }
+}
+
std::vector<std::pair<CollisionSystem::CollisionInternal, CollisionSystem::CollisionInternal>>
CollisionSystem::gather_collisions(std::vector<CollisionInternal> & colliders) {
@@ -489,14 +602,18 @@ 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 = AbsoluutPosition::get_position(transform1,box1.offset);
+ vec2 final_position2 = AbsoluutPosition::get_position(transform2,box2.offset);
+
+ // 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
@@ -512,12 +629,16 @@ 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 = AbsoluutPosition::get_position(transform1,box1.offset);
+ vec2 final_position2 = AbsoluutPosition::get_position(transform2,circle2.offset);
+
+ // 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,
@@ -531,7 +652,7 @@ 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,
@@ -541,35 +662,22 @@ 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 = AbsoluutPosition::get_position(transform1,circle1.offset);
+ vec2 final_position2 = AbsoluutPosition::get_position(transform2,circle2.offset);
+
+ // 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;
}
-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));
-}