diff options
Diffstat (limited to 'src/crepe/system/CollisionSystem.cpp')
-rw-r--r-- | src/crepe/system/CollisionSystem.cpp | 156 |
1 files changed, 117 insertions, 39 deletions
diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp index 75d5c58..71bca6b 100644 --- a/src/crepe/system/CollisionSystem.cpp +++ b/src/crepe/system/CollisionSystem.cpp @@ -1,4 +1,6 @@ #include <cmath> +#include <algorithm> +#include <cstddef> #include "CollisionSystem.h" @@ -19,48 +21,55 @@ CollisionSystem::CollisionSystem() {} void CollisionSystem::update() { ComponentManager & mgr = ComponentManager::get_instance(); std::vector<std::reference_wrapper<BoxCollider>> boxcolliders = mgr.get_components_by_type<BoxCollider>(); - - Transform & transform1 = mgr.get_components_by_id<Transform>(boxcolliders[0].get().game_object_id).front().get(); - Rigidbody & rigidbody1 = mgr.get_components_by_id<Rigidbody>(boxcolliders[0].get().game_object_id).front().get(); - Transform & transform2 = mgr.get_components_by_id<Transform>(boxcolliders[1].get().game_object_id).front().get(); - Rigidbody & rigidbody2 = mgr.get_components_by_id<Rigidbody>(boxcolliders[1].get().game_object_id).front().get(); - BoxCollider & collider1 = boxcolliders[0].get(); - BoxCollider & collider2 = boxcolliders[1].get(); - bool test = check_box_box_collision(collider1, collider2, transform1, transform2, rigidbody1, rigidbody2); - std::cout << "collided? " << test << std::endl; + std::vector<std::reference_wrapper<CircleCollider>> circlecolliders = mgr.get_components_by_type<CircleCollider>(); + check_collisions(boxcolliders,circlecolliders); } +void CollisionSystem::check_collisions(const std::vector<std::reference_wrapper<BoxCollider>>& boxcolliders, const std::vector<std::reference_wrapper<CircleCollider>>& circlecolliders) { + ComponentManager & mgr = ComponentManager::get_instance(); + //if no colliders skip + //check if colliders has rigibocdy if not skip + + //if amount is higer than lets say 16 for now use quadtree otwerwise skip + //quadtree code + //quadtree is placed over the input vector + + //check collision + for (size_t i = 0; i < boxcolliders.size(); ++i) { + for (size_t j = i + 1; j < boxcolliders.size(); ++j) { + if(boxcolliders[i].get().game_object_id == boxcolliders[j].get().game_object_id){continue;} + Transform & transform1 = mgr.get_components_by_id<Transform>(boxcolliders[i].get().game_object_id).front().get(); + Rigidbody & rigidbody1 = mgr.get_components_by_id<Rigidbody>(boxcolliders[i].get().game_object_id).front().get(); + Transform & transform2 = mgr.get_components_by_id<Transform>(boxcolliders[j].get().game_object_id).front().get(); + Rigidbody & rigidbody2 = mgr.get_components_by_id<Rigidbody>(boxcolliders[j].get().game_object_id).front().get(); + check_box_box_collision(boxcolliders[i], boxcolliders[j], transform1, transform2, rigidbody1, rigidbody2); + } + for (size_t j = 0; j < circlecolliders.size(); ++j) { + if(boxcolliders[i].get().game_object_id == circlecolliders[j].get().game_object_id){continue;} + Transform & transform1 = mgr.get_components_by_id<Transform>(boxcolliders[i].get().game_object_id).front().get(); + Rigidbody & rigidbody1 = mgr.get_components_by_id<Rigidbody>(boxcolliders[i].get().game_object_id).front().get(); + Transform & transform2 = mgr.get_components_by_id<Transform>(circlecolliders[j].get().game_object_id).front().get(); + Rigidbody & rigidbody2 = mgr.get_components_by_id<Rigidbody>(circlecolliders[j].get().game_object_id).front().get(); + check_box_circle_collision(boxcolliders[i], circlecolliders[j], transform1, transform2, rigidbody1, rigidbody2); + } + } + for (size_t i = 0; i < circlecolliders.size(); ++i) { + for (size_t j = i + 1; j < circlecolliders.size(); ++j) { + if(circlecolliders[i].get().game_object_id == circlecolliders[j].get().game_object_id){continue;} + Transform & transform1 = mgr.get_components_by_id<Transform>(circlecolliders[i].get().game_object_id).front().get(); + Rigidbody & rigidbody1 = mgr.get_components_by_id<Rigidbody>(circlecolliders[i].get().game_object_id).front().get(); + Transform & transform2 = mgr.get_components_by_id<Transform>(circlecolliders[j].get().game_object_id).front().get(); + Rigidbody & rigidbody2 = mgr.get_components_by_id<Rigidbody>(circlecolliders[j].get().game_object_id).front().get(); + check_circle_circle_collision(circlecolliders[i], circlecolliders[j], transform1, transform2, rigidbody1, rigidbody2); + } + } +} - -bool CollisionSystem::check_collisions(const std::vector<Collider*>& colliders1, const std::vector<Collider*>& colliders2) {} bool CollisionSystem::check_box_box_collision(const BoxCollider& box1, const BoxCollider& box2, const Transform& transform1, const Transform& transform2, const Rigidbody& rigidbody1, const Rigidbody& rigidbody2) { - // Function to convert degrees to radians - auto degrees_to_radians = [](double degrees) { - return degrees * (M_PI / 180.0); - }; - - // Get the rotation in radians - double radians1 = degrees_to_radians(transform1.rotation); - double radians2 = degrees_to_radians(transform2.rotation); - - // Calculate the scale factor (for both rigidbody and box offsets) - double scale1 = transform1.scale; - double scale2 = transform2.scale; - - Vector2 total_offset1 = (rigidbody1.data.offset + box1.offset) * transform1.scale; - Vector2 total_offset2 = (rigidbody2.data.offset + box2.offset) * transform2.scale; - - // Rotate - double rotated_total_offset_x1 = total_offset1.x * cos(radians1) - total_offset1.y * sin(radians1); - double rotated_total_offset_y1 = total_offset1.x * sin(radians1) + total_offset1.y * cos(radians1); - - double rotated_total_offset_x2 = total_offset2.x * cos(radians2) - total_offset2.y * sin(radians2); - double rotated_total_offset_y2 = total_offset2.x * sin(radians2) + total_offset2.y * cos(radians2); - - // Final positions considering scaling and rotation - Vector2 final_position1 = transform1.position + Vector2(rotated_total_offset_x1, rotated_total_offset_y1); - Vector2 final_position2 = transform2.position + Vector2(rotated_total_offset_x2, rotated_total_offset_y2); + // Get current positions of colliders + Vector2 final_position1 = current_position(box1,transform1,rigidbody1); + Vector2 final_position2 = current_position(box2,transform2,rigidbody2); // Log final positions for debugging purposes std::cout << "Final Position of Box 1: (" << final_position1.x << ", " << final_position1.y << ")" << std::endl; @@ -83,5 +92,74 @@ bool CollisionSystem::check_box_box_collision(const BoxCollider& box1, const Box final_position1.y + half_height1 < final_position2.y - half_height2 || // box1 is above box2 final_position1.y - half_height1 > final_position2.y + half_height2); // box1 is below box2 } -bool CollisionSystem::check_box_circle_collision(const BoxCollider& box, const CircleCollider& circle) {} -bool CollisionSystem::check_circle_circle_collision(const CircleCollider& circle1, const CircleCollider& circle2) {} + +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 + Vector2 final_position1 = current_position(box1, transform1, rigidbody1); + Vector2 final_position2 = current_position(circle2, transform2, rigidbody2); + + // Log final positions for debugging purposes + std::cout << "Final Position of Box: (" << final_position1.x << ", " << final_position1.y << ")" << std::endl; + std::cout << "Final Position of Circle: (" << final_position2.x << ", " << final_position2.y << ")" << std::endl; + + // Calculate box half-extents + double half_width = box1.width / 2.0; + double half_height = box1.height / 2.0; + + // Find the closest point on the box to the circle's center + double closest_x = std::clamp(final_position2.x, final_position1.x - half_width, final_position1.x + half_width); + double closest_y = std::clamp(final_position2.y, final_position1.y - half_height, final_position1.y + half_height); + + // Calculate the distance squared between the circle's center and the closest point on the box + double distance_x = final_position2.x - closest_x; + double distance_y = final_position2.y - closest_y; + double 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 + Vector2 final_position1 = current_position(circle1,transform1,rigidbody1); + Vector2 final_position2 = current_position(circle2,transform2,rigidbody2); + + // Log final positions for debugging purposes + std::cout << "Final Position of Circle 1: (" << final_position1.x << ", " << final_position1.y << ")" << std::endl; + std::cout << "Final Position of Circle 2: (" << final_position2.x << ", " << final_position2.y << ")" << std::endl; + + // Log rotation values for debugging (circles do not rotate, so this might not be needed for circles) + std::cout << "Rotation of Circle 1: " << transform1.rotation << " degrees" << std::endl; + std::cout << "Rotation of Circle 2: " << transform2.rotation << " degrees" << std::endl; + + double distance_x = final_position1.x - final_position2.x; + double distance_y = final_position1.y - final_position2.y; + double distance_squared = distance_x * distance_x + distance_y * distance_y; + + // Calculate the sum of the radii + double 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; +} + +Vector2 CollisionSystem::current_position(const Collider& collider, const Transform& transform, const Rigidbody& rigidbody) { + // Function to convert degrees to radians + auto degrees_to_radians = [](double degrees) { + return degrees * (M_PI / 180.0); + }; + + // Get the rotation in radians + double radians1 = degrees_to_radians(transform.rotation); + + // Calculate total offset with scale + Vector2 total_offset = (rigidbody.data.offset + collider.offset) * transform.scale; + + // Rotate + double rotated_total_offset_x1 = total_offset.x * cos(radians1) - total_offset.y * sin(radians1); + double rotated_total_offset_y1 = total_offset.x * sin(radians1) + total_offset.y * cos(radians1); + + // Final positions considering scaling and rotation + return(transform.position + Vector2(rotated_total_offset_x1, rotated_total_offset_y1)); + +}
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