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diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp
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+#include <algorithm>
+#include <cmath>
+#include <cstddef>
+#include <emmintrin.h>
+#include <functional>
+#include <optional>
+#include <utility>
+#include <variant>
+
+#include "../manager/ComponentManager.h"
+#include "../manager/EventManager.h"
+#include "api/BoxCollider.h"
+#include "api/CircleCollider.h"
+#include "api/Event.h"
+#include "api/Metadata.h"
+#include "api/Rigidbody.h"
+#include "api/Transform.h"
+#include "api/Vector2.h"
+#include "util/AbsolutePosition.h"
+#include "util/OptionalRef.h"
+
+#include "CollisionSystem.h"
+#include "types.h"
+
+using namespace crepe;
+using enum Rigidbody::BodyType;
+
+CollisionSystem::CollisionInfo CollisionSystem::CollisionInfo::operator-() const {
+ return {
+ .self = this->other,
+ .other = this->self,
+ .resolution = -this->resolution,
+ .resolution_direction = this->resolution_direction,
+ };
+}
+
+void CollisionSystem::fixed_update() {
+ std::vector<CollisionInternal> all_colliders;
+ game_object_id_t id = 0;
+ ComponentManager & mgr = this->mediator.component_manager;
+ RefVector<Rigidbody> rigidbodies = mgr.get_components_by_type<Rigidbody>();
+ // Collisions can only happen on object with a rigidbody
+ for (Rigidbody & rigidbody : rigidbodies) {
+ if (!rigidbody.active) continue;
+ id = rigidbody.game_object_id;
+ Transform & transform = mgr.get_components_by_id<Transform>(id).front().get();
+ Metadata & metadata = mgr.get_components_by_id<Metadata>(id).front().get();
+ // Check if the boxcollider is active and has the same id as the rigidbody.
+ RefVector<BoxCollider> boxcolliders = mgr.get_components_by_type<BoxCollider>();
+ for (BoxCollider & boxcollider : boxcolliders) {
+ if (boxcollider.game_object_id != id) continue;
+ if (!boxcollider.active) continue;
+ all_colliders.push_back(
+ {.id = id,
+ .collider = collider_variant {boxcollider},
+ .info = {transform, rigidbody, metadata}}
+ );
+ }
+ // Check if the circlecollider is active and has the same id as the rigidbody.
+ RefVector<CircleCollider> circlecolliders
+ = mgr.get_components_by_type<CircleCollider>();
+ for (CircleCollider & circlecollider : circlecolliders) {
+ if (circlecollider.game_object_id != id) continue;
+ if (!circlecollider.active) continue;
+ all_colliders.push_back(
+ {.id = id,
+ .collider = collider_variant {circlecollider},
+ .info = {transform, rigidbody, metadata}}
+ );
+ }
+ }
+
+ // Check between all colliders if there is a collision (collision handling)
+ std::vector<std::pair<CollisionInternal, CollisionInternal>> collided
+ = this->gather_collisions(all_colliders);
+
+ // For the object convert the info and call the collision handler if needed
+ for (auto & collision_pair : collided) {
+ // Convert internal struct to external struct
+ CollisionInfo info
+ = this->get_collision_info(collision_pair.first, collision_pair.second);
+ // Determine if and/or what collison handler is needed.
+ this->determine_collision_handler(info);
+ }
+}
+
+// Below is for collision detection
+std::vector<std::pair<CollisionSystem::CollisionInternal, CollisionSystem::CollisionInternal>>
+CollisionSystem::gather_collisions(std::vector<CollisionInternal> & colliders) {
+
+ // TODO:
+ // If no colliders skip
+ // Check if colliders has rigidbody if not skip
+
+ // TODO:
+ // If amount is higer than lets say 16 for now use quadtree otwerwise skip
+ // Quadtree code
+ // Quadtree is placed over the input vector
+
+ // Return data of collided colliders which are variants
+ std::vector<std::pair<CollisionInternal, CollisionInternal>> collisions_ret;
+ //using visit to visit the variant to access the active and id.
+ for (size_t i = 0; i < colliders.size(); ++i) {
+ for (size_t j = i + 1; j < colliders.size(); ++j) {
+ if (colliders[i].id == colliders[j].id) continue;
+ if (!should_collide(colliders[i], colliders[j])) continue;
+ CollisionInternalType type
+ = get_collider_type(colliders[i].collider, colliders[j].collider);
+ if (!detect_collision(colliders[i], colliders[j], type)) continue;
+ //fet
+ collisions_ret.emplace_back(colliders[i], colliders[j]);
+ }
+ }
+ return collisions_ret;
+}
+
+bool CollisionSystem::should_collide(
+ const CollisionInternal & self, const CollisionInternal & other
+) const {
+
+ const Rigidbody::Data & self_rigidbody = self.info.rigidbody.data;
+ const Rigidbody::Data & other_rigidbody = other.info.rigidbody.data;
+ const Metadata & self_metadata = self.info.metadata;
+ const Metadata & other_metadata = other.info.metadata;
+
+ // Check collision layers
+ if (self_rigidbody.collision_layers.contains(other_rigidbody.collision_layer)) return true;
+ if (other_rigidbody.collision_layers.contains(self_rigidbody.collision_layer)) return true;
+
+ // Check names
+ if (self_rigidbody.collision_names.contains(other_metadata.name)) return true;
+ if (other_rigidbody.collision_names.contains(self_metadata.name)) return true;
+
+ // Check tags
+ if (self_rigidbody.collision_tags.contains(other_metadata.tag)) return true;
+ if (other_rigidbody.collision_tags.contains(self_metadata.tag)) return true;
+
+ return false;
+}
+
+CollisionSystem::CollisionInternalType CollisionSystem::get_collider_type(
+ const collider_variant & collider1, const collider_variant & collider2
+) const {
+ if (std::holds_alternative<std::reference_wrapper<CircleCollider>>(collider1)) {
+ if (std::holds_alternative<std::reference_wrapper<CircleCollider>>(collider2)) {
+ return CollisionInternalType::CIRCLE_CIRCLE;
+ } else {
+ return CollisionInternalType::CIRCLE_BOX;
+ }
+ } else {
+ if (std::holds_alternative<std::reference_wrapper<CircleCollider>>(collider2)) {
+ return CollisionInternalType::BOX_CIRCLE;
+ } else {
+ return CollisionInternalType::BOX_BOX;
+ }
+ }
+}
+
+bool CollisionSystem::detect_collision(
+ CollisionInternal & self, CollisionInternal & other, const CollisionInternalType & type
+) {
+ vec2 resolution;
+ switch (type) {
+ case CollisionInternalType::BOX_BOX: {
+ // Box-Box collision detection
+ const BoxColliderInternal BOX1
+ = {.collider = std::get<std::reference_wrapper<BoxCollider>>(self.collider),
+ .transform = self.info.transform,
+ .rigidbody = self.info.rigidbody};
+ const BoxColliderInternal BOX2
+ = {.collider = std::get<std::reference_wrapper<BoxCollider>>(other.collider),
+ .transform = other.info.transform,
+ .rigidbody = other.info.rigidbody};
+ // Get resolution vector from box-box collision detection
+ resolution = this->get_box_box_detection(BOX1, BOX2);
+ // If no collision (NaN values), return false
+ if (resolution.is_nan()) return false;
+ break;
+ }
+ case CollisionInternalType::BOX_CIRCLE: {
+ // Box-Circle collision detection
+ const BoxColliderInternal BOX1
+ = {.collider = std::get<std::reference_wrapper<BoxCollider>>(self.collider),
+ .transform = self.info.transform,
+ .rigidbody = self.info.rigidbody};
+ const CircleColliderInternal CIRCLE2
+ = {.collider
+ = std::get<std::reference_wrapper<CircleCollider>>(other.collider),
+ .transform = other.info.transform,
+ .rigidbody = other.info.rigidbody};
+ // Get resolution vector from box-circle collision detection
+ resolution = this->get_box_circle_detection(BOX1, CIRCLE2);
+ // If no collision (NaN values), return false
+ if (resolution.is_nan()) return false;
+ // Invert the resolution vector for proper collision response
+ resolution = -resolution;
+ break;
+ }
+ case CollisionInternalType::CIRCLE_CIRCLE: {
+ // Circle-Circle collision detection
+ const CircleColliderInternal CIRCLE1
+ = {.collider = std::get<std::reference_wrapper<CircleCollider>>(self.collider),
+ .transform = self.info.transform,
+ .rigidbody = self.info.rigidbody};
+ const CircleColliderInternal CIRCLE2
+ = {.collider
+ = std::get<std::reference_wrapper<CircleCollider>>(other.collider),
+ .transform = other.info.transform,
+ .rigidbody = other.info.rigidbody};
+ // Get resolution vector from circle-circle collision detection
+ resolution = this->get_circle_circle_detection(CIRCLE1, CIRCLE2);
+ // If no collision (NaN values), return false
+ if (resolution.is_nan()) return false;
+ break;
+ }
+ case CollisionInternalType::CIRCLE_BOX: {
+ // Circle-Box collision detection
+ const CircleColliderInternal CIRCLE1
+ = {.collider = std::get<std::reference_wrapper<CircleCollider>>(self.collider),
+ .transform = self.info.transform,
+ .rigidbody = self.info.rigidbody};
+ const BoxColliderInternal BOX2
+ = {.collider = std::get<std::reference_wrapper<BoxCollider>>(other.collider),
+ .transform = other.info.transform,
+ .rigidbody = other.info.rigidbody};
+ // Get resolution vector from box-circle collision detection (order swapped)
+ resolution = this->get_box_circle_detection(BOX2, CIRCLE1);
+ // If no collision (NaN values), return false
+ if (resolution.is_nan()) return false;
+ break;
+ }
+ case CollisionInternalType::NONE:
+ // No collision detection needed if the type is NONE
+ return false;
+ break;
+ }
+ // Store the calculated resolution vector for the 'self' collider
+ self.resolution = resolution;
+ // Calculate the resolution direction based on the rigidbody data
+ self.resolution_direction
+ = this->resolution_correction(self.resolution, self.info.rigidbody.data);
+ // For the 'other' collider, the resolution is the opposite direction of 'self'
+ other.resolution = -self.resolution;
+ other.resolution_direction = self.resolution_direction;
+
+ // Return true if a collision was detected and resolution was calculated
+ return true;
+}
+
+vec2 CollisionSystem::get_box_box_detection(
+ const BoxColliderInternal & box1, const BoxColliderInternal & box2
+) const {
+ vec2 resolution {NAN, NAN};
+ // Get current positions of colliders
+ vec2 pos1 = AbsolutePosition::get_position(box1.transform, box1.collider.offset);
+ vec2 pos2 = AbsolutePosition::get_position(box2.transform, box2.collider.offset);
+
+ // Scale dimensions
+ vec2 scaled_box1 = box1.collider.dimensions * box1.transform.scale;
+ vec2 scaled_box2 = box2.collider.dimensions * box2.transform.scale;
+ vec2 delta = pos2 - pos1;
+
+ // Calculate half-extents (half width and half height)
+ 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;
+
+ if (pos1.x + half_width1 > pos2.x - half_width2
+ && pos1.x - half_width1 < pos2.x + half_width2
+ && pos1.y + half_height1 > pos2.y - half_height2
+ && pos1.y - half_height1 < pos2.y + half_height2) {
+ resolution = {0, 0};
+ float overlap_x = (half_width1 + half_width2) - std::abs(delta.x);
+ float overlap_y = (half_height1 + half_height2) - std::abs(delta.y);
+ if (overlap_x > 0 && overlap_y > 0) {
+ // Determine the direction of resolution
+ if (overlap_x < overlap_y) {
+ // Resolve along the X-axis (smallest overlap)
+ resolution.x = (delta.x > 0) ? -overlap_x : overlap_x;
+ } else if (overlap_y < overlap_x) {
+ // Resolve along the Y-axis (smallest overlap)
+ resolution.y = (delta.y > 0) ? -overlap_y : overlap_y;
+ } else {
+ // Equal overlap, resolve both directions with preference
+ resolution.x = (delta.x > 0) ? -overlap_x : overlap_x;
+ resolution.y = (delta.y > 0) ? -overlap_y : overlap_y;
+ }
+ }
+ }
+ return resolution;
+}
+
+vec2 CollisionSystem::get_box_circle_detection(
+ const BoxColliderInternal & box, const CircleColliderInternal & circle
+) const {
+ /// Get current positions of colliders
+ vec2 box_pos = AbsolutePosition::get_position(box.transform, box.collider.offset);
+ vec2 circle_pos = AbsolutePosition::get_position(circle.transform, circle.collider.offset);
+
+ // Scale dimensions
+ vec2 scaled_box = box.collider.dimensions * box.transform.scale;
+ float scaled_circle_radius = circle.collider.radius * circle.transform.scale;
+
+ // Calculate box half-extents
+ float half_width = scaled_box.x / 2.0f;
+ float half_height = scaled_box.y / 2.0f;
+
+ // Find the closest point on the box to the circle's center
+ float closest_x
+ = std::max(box_pos.x - half_width, std::min(circle_pos.x, box_pos.x + half_width));
+ float closest_y
+ = std::max(box_pos.y - half_height, std::min(circle_pos.y, box_pos.y + half_height));
+
+ float distance_x = circle_pos.x - closest_x;
+ float distance_y = circle_pos.y - closest_y;
+ float distance_squared = distance_x * distance_x + distance_y * distance_y;
+ if (distance_squared < scaled_circle_radius * scaled_circle_radius) {
+ vec2 delta = circle_pos - box_pos;
+
+ // Clamp circle center to the nearest point on the box
+ vec2 closest_point;
+ closest_point.x = std::clamp(delta.x, -half_width, half_width);
+ closest_point.y = std::clamp(delta.y, -half_height, half_height);
+
+ // Find the vector from the circle center to the closest point
+ vec2 closest_delta = delta - closest_point;
+
+ float distance
+ = std::sqrt(closest_delta.x * closest_delta.x + closest_delta.y * closest_delta.y);
+ vec2 collision_normal = closest_delta / distance;
+
+ // Compute penetration depth
+ float penetration_depth = scaled_circle_radius - distance;
+
+ // Compute the resolution vector
+ return vec2 {collision_normal * penetration_depth};
+ }
+ // No collision
+ return vec2 {NAN, NAN};
+}
+
+vec2 CollisionSystem::get_circle_circle_detection(
+ const CircleColliderInternal & circle1, const CircleColliderInternal & circle2
+) const {
+ // Get current positions of colliders
+ vec2 final_position1
+ = AbsolutePosition::get_position(circle1.transform, circle1.collider.offset);
+ vec2 final_position2
+ = AbsolutePosition::get_position(circle2.transform, circle2.collider.offset);
+
+ // Scale dimensions
+ float scaled_circle1 = circle1.collider.radius * circle1.transform.scale;
+ float scaled_circle2 = circle2.collider.radius * circle2.transform.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 = scaled_circle1 + scaled_circle2;
+
+ // Check for collision (distance squared must be less than the square of the radius sum)
+ if (distance_squared < radius_sum * radius_sum) {
+ vec2 delta = final_position2 - final_position1;
+
+ // Compute the distance between the two circle centers
+ float distance = std::sqrt(delta.x * delta.x + delta.y * delta.y);
+
+ // Compute the combined radii of the two circles
+ float combined_radius = scaled_circle1 + scaled_circle2;
+
+ // Compute the penetration depth
+ float penetration_depth = combined_radius - distance;
+
+ // Normalize the delta vector to get the collision direction
+ vec2 collision_normal = delta / distance;
+
+ // Compute the resolution vector
+ vec2 resolution = -collision_normal * penetration_depth;
+
+ return resolution;
+ }
+ // No collision
+ return vec2 {NAN, NAN};
+ ;
+}
+
+CollisionSystem::Direction
+CollisionSystem::resolution_correction(vec2 & resolution, const Rigidbody::Data & rigidbody) {
+
+ // Calculate the other value to move back correctly
+ // If only X or Y has a value determine what is should be to move back.
+ Direction resolution_direction = Direction::NONE;
+ // If both are not zero a perfect corner has been hit
+ if (resolution.x != 0 && resolution.y != 0) {
+ resolution_direction = Direction::BOTH;
+ // If x is not zero a horizontal action was latest action.
+ } else if (resolution.x != 0) {
+ resolution_direction = Direction::X_DIRECTION;
+ // If both are 0 resolution y should not be changed (y_velocity can be 0 by kinematic object movement)
+ if (rigidbody.linear_velocity.x != 0 && rigidbody.linear_velocity.y != 0)
+ resolution.y
+ = -rigidbody.linear_velocity.y * (resolution.x / rigidbody.linear_velocity.x);
+ } else if (resolution.y != 0) {
+ resolution_direction = Direction::Y_DIRECTION;
+ // If both are 0 resolution x should not be changed (x_velocity can be 0 by kinematic object movement)
+ if (rigidbody.linear_velocity.x != 0 && rigidbody.linear_velocity.y != 0)
+ resolution.x
+ = -rigidbody.linear_velocity.x * (resolution.y / rigidbody.linear_velocity.y);
+ }
+
+ return resolution_direction;
+}
+
+CollisionSystem::CollisionInfo CollisionSystem::get_collision_info(
+ const CollisionInternal & in_self, const CollisionInternal & in_other
+) const {
+
+ crepe::CollisionSystem::ColliderInfo self {
+ .transform = in_self.info.transform,
+ .rigidbody = in_self.info.rigidbody,
+ .metadata = in_self.info.metadata,
+ };
+
+ crepe::CollisionSystem::ColliderInfo other {
+ .transform = in_other.info.transform,
+ .rigidbody = in_other.info.rigidbody,
+ .metadata = in_other.info.metadata,
+ };
+
+ struct CollisionInfo collision_info {
+ .self = self, .other = other, .resolution = in_self.resolution,
+ .resolution_direction = in_self.resolution_direction,
+ };
+ return collision_info;
+}
+
+void CollisionSystem::determine_collision_handler(const CollisionInfo & info) {
+ Rigidbody::BodyType self_type = info.self.rigidbody.data.body_type;
+ Rigidbody::BodyType other_type = info.other.rigidbody.data.body_type;
+ bool self_kinematic = info.self.rigidbody.data.kinematic_collision;
+ bool other_kinematic = info.other.rigidbody.data.kinematic_collision;
+ // Inverted collision info
+ CollisionInfo inverted = -info;
+ // If both objects are static skip handle call collision script
+ if (self_type == STATIC && other_type == STATIC) return;
+
+ // First body is not dynamic
+ if (self_type != DYNAMIC) {
+ bool static_collision = self_type == STATIC && other_type == DYNAMIC;
+ bool kinematic_collision
+ = self_type == KINEMATIC && other_type == DYNAMIC && self_kinematic;
+
+ // Handle collision
+ if (static_collision || kinematic_collision) this->static_collision_handler(inverted);
+ // Call scripts
+ this->call_collision_events(inverted);
+ return;
+ }
+
+ // Second body is not dynamic
+ if (other_type != DYNAMIC) {
+ bool static_collision = other_type == STATIC;
+ bool kinematic_collision = other_type == KINEMATIC && other_kinematic;
+ // Handle collision
+ if (static_collision || kinematic_collision) this->static_collision_handler(info);
+ // Call scripts
+ this->call_collision_events(info);
+ return;
+ }
+
+ // Dynamic
+ // Handle collision
+ this->dynamic_collision_handler(info);
+ // Call scripts
+ this->call_collision_events(info);
+}
+
+void CollisionSystem::static_collision_handler(const CollisionInfo & info) {
+
+ vec2 & transform_pos = info.self.transform.position;
+ float elasticity = info.self.rigidbody.data.elasticity_coefficient;
+ vec2 & rigidbody_vel = info.self.rigidbody.data.linear_velocity;
+
+ // Move object back using calculate move back value
+ transform_pos += info.resolution;
+
+ switch (info.resolution_direction) {
+ case Direction::BOTH:
+ //bounce
+ if (elasticity > 0) {
+ rigidbody_vel = -rigidbody_vel * elasticity;
+ }
+ //stop movement
+ else {
+ rigidbody_vel = {0, 0};
+ }
+ break;
+ case Direction::Y_DIRECTION:
+ // Bounce
+ if (elasticity > 0) {
+ rigidbody_vel.y = -rigidbody_vel.y * elasticity;
+ }
+ // Stop movement
+ else {
+ rigidbody_vel.y = 0;
+ transform_pos.x -= info.resolution.x;
+ }
+ break;
+ case Direction::X_DIRECTION:
+ // Bounce
+ if (elasticity > 0) {
+ rigidbody_vel.x = -rigidbody_vel.x * elasticity;
+ }
+ // Stop movement
+ else {
+ rigidbody_vel.x = 0;
+ transform_pos.y -= info.resolution.y;
+ }
+ break;
+ case Direction::NONE:
+ // Not possible
+ break;
+ }
+}
+
+void CollisionSystem::dynamic_collision_handler(const CollisionInfo & info) {
+
+ vec2 & self_transform_pos = info.self.transform.position;
+ vec2 & other_transform_pos = info.other.transform.position;
+ float self_elasticity = info.self.rigidbody.data.elasticity_coefficient;
+ float other_elasticity = info.other.rigidbody.data.elasticity_coefficient;
+ vec2 & self_rigidbody_vel = info.self.rigidbody.data.linear_velocity;
+ vec2 & other_rigidbody_vel = info.other.rigidbody.data.linear_velocity;
+
+ self_transform_pos += info.resolution / 2;
+ other_transform_pos += -(info.resolution / 2);
+
+ switch (info.resolution_direction) {
+ case Direction::BOTH:
+ if (self_elasticity > 0) {
+ self_rigidbody_vel = -self_rigidbody_vel * self_elasticity;
+ } else {
+ self_rigidbody_vel = {0, 0};
+ }
+
+ if (other_elasticity > 0) {
+ other_rigidbody_vel = -other_rigidbody_vel * other_elasticity;
+ } else {
+ other_rigidbody_vel = {0, 0};
+ }
+ break;
+ case Direction::Y_DIRECTION:
+ if (self_elasticity > 0) {
+ self_rigidbody_vel.y = -self_rigidbody_vel.y * self_elasticity;
+ }
+ // Stop movement
+ else {
+ self_rigidbody_vel.y = 0;
+ self_transform_pos.x -= info.resolution.x;
+ }
+
+ if (other_elasticity > 0) {
+ other_rigidbody_vel.y = -other_rigidbody_vel.y * other_elasticity;
+ }
+ // Stop movement
+ else {
+ other_rigidbody_vel.y = 0;
+ other_transform_pos.x -= info.resolution.x;
+ }
+ break;
+ case Direction::X_DIRECTION:
+ if (self_elasticity > 0) {
+ self_rigidbody_vel.x = -self_rigidbody_vel.x * self_elasticity;
+ }
+ // Stop movement
+ else {
+ self_rigidbody_vel.x = 0;
+ self_transform_pos.y -= info.resolution.y;
+ }
+
+ if (other_elasticity > 0) {
+ other_rigidbody_vel.x = -other_rigidbody_vel.x * other_elasticity;
+ }
+ // Stop movement
+ else {
+ other_rigidbody_vel.x = 0;
+ other_transform_pos.y -= info.resolution.y;
+ }
+ break;
+ case Direction::NONE:
+ // Not possible
+ break;
+ }
+}
+
+void CollisionSystem::call_collision_events(const CollisionInfo & info) {
+ CollisionEvent data(info);
+ CollisionEvent data_inverted(-info);
+ EventManager & emgr = this->mediator.event_manager;
+ emgr.trigger_event<CollisionEvent>(data, info.self.transform.game_object_id);
+ emgr.trigger_event<CollisionEvent>(data_inverted, info.other.transform.game_object_id);
+}