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-rw-r--r--src/crepe/system/CollisionSystem.cpp38
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))