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path: root/src/crepe/system/CollisionSystem.cpp
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Diffstat (limited to 'src/crepe/system/CollisionSystem.cpp')
-rw-r--r--src/crepe/system/CollisionSystem.cpp15
1 files changed, 8 insertions, 7 deletions
diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp
index 86eafc0..f75d0ad 100644
--- a/src/crepe/system/CollisionSystem.cpp
+++ b/src/crepe/system/CollisionSystem.cpp
@@ -159,7 +159,7 @@ CollisionSystem::collision_handler(CollisionInternal & data1, CollisionInternal
vec2 collider_pos2 = this->get_current_position(collider2.offset, data2.transform,
data2.rigidbody);
resolution = this->get_circle_box_resolution(collider2, collider1, collider_pos2,
- collider_pos1);
+ collider_pos1,true);
break;
}
case CollisionInternalType::CIRCLE_CIRCLE: {
@@ -185,7 +185,7 @@ CollisionSystem::collision_handler(CollisionInternal & data1, CollisionInternal
vec2 collider_pos2 = this->get_current_position(collider2.offset, data2.transform,
data2.rigidbody);
resolution = this->get_circle_box_resolution(collider1, collider2, collider_pos1,
- collider_pos2);
+ collider_pos2,false);
break;
}
}
@@ -261,9 +261,10 @@ vec2 CollisionSystem::get_circle_circle_resolution(const CircleCollider & circle
// Normalize the delta vector to get the collision direction
vec2 collision_normal = delta / distance;
+
// Compute the resolution vector
- vec2 resolution = collision_normal * penetration_depth;
+ vec2 resolution = -collision_normal * penetration_depth;
return resolution;
}
@@ -271,7 +272,7 @@ vec2 CollisionSystem::get_circle_circle_resolution(const CircleCollider & circle
vec2 CollisionSystem::get_circle_box_resolution(const CircleCollider & circle_collider,
const BoxCollider & box_collider,
const vec2 & circle_position,
- const vec2 & box_position) const {
+ const vec2 & box_position,bool inverse) const {
vec2 delta = circle_position - box_position;
// Compute half-dimensions of the box
@@ -293,7 +294,7 @@ vec2 CollisionSystem::get_circle_box_resolution(const CircleCollider & circle_co
// Compute penetration depth
float penetration_depth = circle_collider.radius - distance;
-
+ if(inverse) collision_normal = -collision_normal;
// Compute the resolution vector
vec2 resolution = collision_normal * penetration_depth;
@@ -511,7 +512,7 @@ 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 <= circle2.radius * circle2.radius-1;
}
bool CollisionSystem::get_circle_circle_collision(const CircleCollider & circle1,
@@ -532,7 +533,7 @@ bool CollisionSystem::get_circle_circle_collision(const CircleCollider & circle1
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;
+ return distance_squared <= radius_sum * radius_sum - 1;
}
vec2 CollisionSystem::get_current_position(const vec2 & collider_offset,