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-rw-r--r--src/crepe/system/CollisionSystem.cpp38
-rw-r--r--src/crepe/system/CollisionSystem.h19
2 files changed, 37 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))
diff --git a/src/crepe/system/CollisionSystem.h b/src/crepe/system/CollisionSystem.h
index 056a7f1..39ee83d 100644
--- a/src/crepe/system/CollisionSystem.h
+++ b/src/crepe/system/CollisionSystem.h
@@ -2,6 +2,7 @@
#include <vector>
#include <variant>
+#include <optional>
#include "api/Rigidbody.h"
#include "api/Transform.h"
@@ -12,6 +13,7 @@
#include "Collider.h"
#include "System.h"
+
namespace crepe {
@@ -185,6 +187,23 @@ private:
bool check_collision(const collider_variant& collider1,std::pair<std::reference_wrapper<Transform>, std::reference_wrapper<Rigidbody>> components1,const collider_variant& collider2,std::pair<std::reference_wrapper<Transform>, std::reference_wrapper<Rigidbody>> components2,CollisionSystem::CollisionInternalType type);
/**
+ * \brief Retrieves the active Transform and Rigidbody components for a given game object.
+ *
+ * This function looks up the Transform and Rigidbody components associated with the specified
+ * game object ID. It checks if both components are present and active. If both are found
+ * to be active, they are returned wrapped in reference wrappers; otherwise, an empty
+ * optional is returned.
+ *
+ * \param game_object_id The ID of the game object for which to retrieve the components.
+ *
+ * \return A std::optional containing a pair of reference wrappers to the active Transform
+ * and Rigidbody components, or std::nullopt if either component is not found
+ * or not active.
+ */
+ std::optional<std::pair<std::reference_wrapper<Transform>, std::reference_wrapper<Rigidbody>>> get_active_transform_and_rigidbody(game_object_id_t game_object_id);
+
+
+ /**
* \brief Detects collisions between two BoxColliders.
*
* \param box1 The first BoxCollider.