diff options
Diffstat (limited to 'src/crepe/system/CollisionSystem.cpp')
-rw-r--r-- | src/crepe/system/CollisionSystem.cpp | 95 |
1 files changed, 80 insertions, 15 deletions
diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp index 48baaf5..0b83bce 100644 --- a/src/crepe/system/CollisionSystem.cpp +++ b/src/crepe/system/CollisionSystem.cpp @@ -97,40 +97,53 @@ void CollisionSystem::collision_handler_request(CollisionInternal& data1,Collisi std::pair<vec2,CollisionSystem::Direction> CollisionSystem::collision_handler(CollisionInternal& data1,CollisionInternal& data2,CollisionInternalType type) { - vec2 move_back; + vec2 resolution; switch (type) { case CollisionInternalType::BOX_BOX: { const BoxCollider & collider1 = std::get<std::reference_wrapper<BoxCollider>>(data1.collider); const BoxCollider & collider2 = std::get<std::reference_wrapper<BoxCollider>>(data2.collider); vec2 collider_pos1 = current_position(collider1.offset, data1.transform, data1.rigidbody); vec2 collider_pos2 = current_position(collider2.offset, data2.transform, data2.rigidbody); - move_back = box_box_resolution(collider1,collider2,collider_pos1,collider_pos2); + resolution = box_box_resolution(collider1,collider2,collider_pos1,collider_pos2); } case CollisionInternalType::BOX_CIRCLE: { - + const BoxCollider & collider1 = std::get<std::reference_wrapper<BoxCollider>>(data1.collider); + const CircleCollider & collider2 = std::get<std::reference_wrapper<CircleCollider>>(data2.collider); + vec2 collider_pos1 = current_position(collider1.offset, data1.transform, data1.rigidbody); + vec2 collider_pos2 = current_position(collider2.offset, data2.transform, data2.rigidbody); + resolution = circle_box_resolution(collider2,collider1,collider_pos2,collider_pos1); + } case CollisionInternalType::CIRCLE_CIRCLE: { - + const CircleCollider & collider1 = std::get<std::reference_wrapper<CircleCollider>>(data1.collider); + const CircleCollider & collider2 = std::get<std::reference_wrapper<CircleCollider>>(data2.collider); + vec2 collider_pos1 = current_position(collider1.offset, data1.transform, data1.rigidbody); + vec2 collider_pos2 = current_position(collider2.offset, data2.transform, data2.rigidbody); + resolution = circle_circle_resolution(collider1,collider2,collider_pos1,collider_pos2); } case CollisionInternalType::CIRCLE_BOX: { - + const CircleCollider & collider1 = std::get<std::reference_wrapper<CircleCollider>>(data1.collider); + const BoxCollider & collider2 = std::get<std::reference_wrapper<BoxCollider>>(data2.collider); + vec2 collider_pos1 = current_position(collider1.offset, data1.transform, data1.rigidbody); + vec2 collider_pos2 = current_position(collider2.offset, data2.transform, data2.rigidbody); + resolution = circle_box_resolution(collider1,collider2,collider_pos1,collider_pos2); } } - Direction move_back_direction = Direction::NONE; - if(move_back.x != 0 && move_back.y > 0) { - move_back_direction = Direction::BOTH; - } else if (move_back.x != 0) { - move_back_direction = Direction::X_DIRECTION; + Direction resolution_direction = Direction::NONE; + if(resolution.x != 0 && resolution.y > 0) { + resolution_direction = Direction::BOTH; + } else if (resolution.x != 0) { + resolution_direction = Direction::X_DIRECTION; if(data1.rigidbody.data.linear_velocity.y != 0) - move_back.y = data1.rigidbody.data.linear_velocity.y * (move_back.x/data1.rigidbody.data.linear_velocity.x); - } else if (move_back.y != 0) { - move_back_direction = Direction::Y_DIRECTION; + resolution.y = data1.rigidbody.data.linear_velocity.y * (resolution.x/data1.rigidbody.data.linear_velocity.x); + } else if (resolution.y != 0) { + resolution_direction = Direction::Y_DIRECTION; if(data1.rigidbody.data.linear_velocity.x != 0) - move_back.x = data1.rigidbody.data.linear_velocity.x * (move_back.y/data1.rigidbody.data.linear_velocity.y); + resolution.x = data1.rigidbody.data.linear_velocity.x * (resolution.y/data1.rigidbody.data.linear_velocity.y); } - return {move_back,move_back_direction}; + return {resolution,resolution_direction}; } vec2 CollisionSystem::box_box_resolution(const BoxCollider& box_collider1,const BoxCollider& box_collider2,vec2 final_position1,vec2 final_position2) @@ -167,6 +180,58 @@ vec2 CollisionSystem::box_box_resolution(const BoxCollider& box_collider1,const return resolution; } +vec2 CollisionSystem::circle_circle_resolution(const CircleCollider& circle_collider1, const CircleCollider& circle_collider2, vec2 final_position1, vec2 final_position2) +{ + 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 = circle_collider1.radius + circle_collider2.radius; + + // 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; +} + +vec2 CollisionSystem::circle_box_resolution(const CircleCollider& circle_collider, const BoxCollider& box_collider, vec2 circle_position, vec2 box_position) +{ + vec2 delta = circle_position - box_position; + + // Compute half-dimensions of the box + float half_width = box_collider.width / 2.0f; + float half_height = box_collider.height / 2.0f; + + // 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; + + // Normalize the delta to get the collision direction + 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 = circle_collider.radius - distance; + + // Compute the resolution vector + vec2 resolution = collision_normal * penetration_depth; + + return resolution; +} + + void CollisionSystem::determine_collision_handler(CollisionInfo& info){ // Check rigidbody type for static if(info.first_rigidbody.data.body_type != Rigidbody::BodyType::STATIC) |