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path: root/src/crepe/system/CollisionSystem.cpp
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-rw-r--r--src/crepe/system/CollisionSystem.cpp79
1 files changed, 33 insertions, 46 deletions
diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp
index fc8c430..294e7b3 100644
--- a/src/crepe/system/CollisionSystem.cpp
+++ b/src/crepe/system/CollisionSystem.cpp
@@ -15,31 +15,15 @@
#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;
-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;
@@ -155,8 +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 = get_current_position(data1.transform,collider1.offset);
- vec2 collider_pos2 = get_current_position(data2.transform,collider2.offset);
+
+ 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;
@@ -166,8 +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 = get_current_position(data1.transform,collider1.offset);
- vec2 collider_pos2 = get_current_position(data2.transform,collider2.offset);
+ 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;
@@ -177,8 +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 = get_current_position(data1.transform,collider1.offset);
- vec2 collider_pos2 = get_current_position(data2.transform,collider2.offset);
+ 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;
@@ -188,8 +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 = get_current_position(data1.transform,collider1.offset);
- vec2 collider_pos2 = get_current_position(data2.transform,collider2.offset);
+ 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;
@@ -311,15 +296,7 @@ vec2 CollisionSystem::get_circle_box_resolution(const CircleCollider & circle_co
}
void CollisionSystem::determine_collision_handler(CollisionInfo & info) {
- // 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;
- // Inverted collision info
+ // Inverted collision info
CollisionInfo inverted = {
.this_collider = info.other_collider,
.this_transform = info.other_transform,
@@ -332,13 +309,22 @@ void CollisionSystem::determine_collision_handler(CollisionInfo & info) {
.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);
+ this->call_collision_events(inverted,info);
return;
}
@@ -348,20 +334,21 @@ void CollisionSystem::determine_collision_handler(CollisionInfo & info) {
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);
+ this->call_collision_events(info,inverted);
return;
}
//dynamic
this->dynamic_collision_handler(info);
- this->call_collision_events(info);
+ this->call_collision_events(info,inverted);
}
-void CollisionSystem::call_collision_events(CollisionInfo & info){
+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, info.other_collider.game_object_id);
+ emgr.trigger_event<CollisionEvent>(data_inverted, info_inverted.this_collider.game_object_id);
}
void CollisionSystem::static_collision_handler(CollisionInfo & info) {
@@ -615,8 +602,8 @@ 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 = get_current_position(transform1,box1.offset);
- vec2 final_position2 = get_current_position(transform2,box2.offset);
+ 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;
@@ -642,8 +629,8 @@ bool CollisionSystem::get_box_circle_collision(const BoxCollider & box1,
const Rigidbody & rigidbody1,
const Rigidbody & rigidbody2) const {
// Get current positions of colliders
- vec2 final_position1 = get_current_position(transform1,box1.offset);
- vec2 final_position2 = get_current_position(transform2,circle2.offset);
+ 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;
@@ -675,8 +662,8 @@ bool CollisionSystem::get_circle_circle_collision(const CircleCollider & circle1
const Rigidbody & rigidbody1,
const Rigidbody & rigidbody2) const {
// Get current positions of colliders
- vec2 final_position1 = get_current_position(transform1,circle1.offset);
- vec2 final_position2 = get_current_position(transform2,circle2.offset);
+ 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;