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-rw-r--r--src/crepe/system/CollisionSystem.cpp250
-rw-r--r--src/crepe/system/CollisionSystem.h157
2 files changed, 266 insertions, 141 deletions
diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp
index 3c6f22e..df0ee41 100644
--- a/src/crepe/system/CollisionSystem.cpp
+++ b/src/crepe/system/CollisionSystem.cpp
@@ -4,179 +4,200 @@
#include <utility>
#include <variant>
+#include "api/Event.h"
+#include "api/EventManager.h"
+#include "api/BoxCollider.h"
+#include "api/CircleCollider.h"
+#include "api/Vector2.h"
+#include "api/Rigidbody.h"
+#include "api/Transform.h"
+
+#include "ComponentManager.h"
#include "CollisionSystem.h"
-#include "../api/Event.h"
-#include "../api/EventManager.h"
-
-#include "../ComponentManager.h"
-#include "../api/BoxCollider.h"
-#include "../api/CircleCollider.h"
-#include "../api/Vector2.h"
-#include "../api/Rigidbody.h"
-#include "../api/Transform.h"
-
#include "Collider.h"
-#include "iostream"
using namespace crepe;
CollisionSystem::CollisionSystem() {}
void CollisionSystem::update() {
+ // Get collider components and keep them seperate
ComponentManager & mgr = ComponentManager::get_instance();
std::vector<std::reference_wrapper<BoxCollider>> boxcolliders = mgr.get_components_by_type<BoxCollider>();
std::vector<std::reference_wrapper<CircleCollider>> circlecolliders = mgr.get_components_by_type<CircleCollider>();
+
+ // Check between all colliders if there is a collision
std::vector<std::pair<CollidedInfoStor,CollidedInfoStor>> collided = check_collisions(boxcolliders,circlecolliders);
- // std::cout << "DEBUG INFO" << std::endl;
- for (auto& collision_pair : collided) {
- call_collision_handler(collision_pair.first,collision_pair.second); // First collider
- call_collision_handler(collision_pair.second,collision_pair.first); // First collider
- }
- if(collided.empty()) {
- std::cout << "No objects collided" << std::endl;
+ // For both objects call the collision handler
+ for (auto& collision_pair : collided) {
+ collision_handler(collision_pair.first,collision_pair.second);
+ collision_handler(collision_pair.second,collision_pair.first);
}
}
-void CollisionSystem::call_collision_handler(CollidedInfoStor& data1,CollidedInfoStor& data2){
+void CollisionSystem::collision_handler(CollidedInfoStor& data1,CollidedInfoStor& data2){
+
+ // Data needed for collision handler info
const Collider* collider1 = nullptr;
const Collider* collider2 = nullptr;
- double height1 = 0,width1 = 0;
- double height2 = 0,width2 = 0;
- Vector2 final_position1;
- Vector2 final_position2;
- Vector2 temp;
+ Vector2 move_back;
+
// Check collision type and get values for handler
- game_object_id_t first = 0,second = 0;
if (std::holds_alternative<BoxCollider>(data1.collider)) {
if (std::holds_alternative<BoxCollider>(data2.collider)) {
+
+ // Get colliders from variant to be used to determine collision handler info
const BoxCollider& box_collider1 = std::get<BoxCollider>(data1.collider);
const BoxCollider& box_collider2 = std::get<BoxCollider>(data2.collider);
collider1 = &box_collider1;
collider2 = &box_collider2;
- first = box_collider1.game_object_id;
- second = box_collider2.game_object_id;
- height1 = box_collider1.height;
- height2 = box_collider2.height;
- width1 = box_collider1.width;
- width2 = box_collider2.width;
- final_position1 = current_position(box_collider1,data1.transform,data1.rigidbody);
- final_position2 = current_position(box_collider2,data2.transform,data2.rigidbody);
-
- Vector2 delta = final_position2 - final_position1;
-
- double half_width1 = width1 / 2.0;
- double half_height1 = height1 / 2.0;
- double half_width2 = width2 / 2.0;
- double half_height2 = height2 / 2.0;
-
- // Compute overlap in X and Y directions
- double overlap_x = (half_width1 + half_width2) - std::abs(delta.x);
- double overlap_y = (half_height1 + half_height2) - std::abs(delta.y);
-
- // Check if there is actually a collision
- if (overlap_x > 0 && overlap_y > 0) {
- // Resolve in the smallest overlap direction
- if (overlap_x < overlap_y) {
- // Resolve along X-axis
- temp = {delta.x > 0 ? -overlap_x : overlap_x, 0};
- } else {
- // Resolve along Y-axis
- temp = {0, delta.y > 0 ? -overlap_y : overlap_y};
- }
- }
-
+ // TODO: send with the collider info to this function because this is calculated previously
+ // Get the current position of the collider
+ Vector2 final_position1 = current_position(box_collider1,data1.transform,data1.rigidbody);
+ Vector2 final_position2 = current_position(box_collider2,data2.transform,data2.rigidbody);
+ // Determine move_back value for smallest overlap (x or y)
+ move_back = box_box_collision_move_back(box_collider1,box_collider2,final_position1,final_position2);
+
}
else {
+ // TODO: calcualte Box - Circle collision info
const BoxCollider& box_collider = std::get<BoxCollider>(data1.collider);
const CircleCollider& circle_collider = std::get<CircleCollider>(data2.collider);
collider1 = &box_collider;
collider2 = &circle_collider;
- first = box_collider.game_object_id;
- second = circle_collider.game_object_id;
- height1 = box_collider.height;
- height2 = circle_collider.radius + circle_collider.radius;
- width1 = box_collider.width;
- width2 = circle_collider.radius + circle_collider.radius;
}
}
else {
if (std::holds_alternative<CircleCollider>(data2.collider)) {
+ // TODO: calcualte Circle - Circle collision info
const CircleCollider& circle_collider1 = std::get<CircleCollider>(data1.collider);
const CircleCollider& circle_collider2 = std::get<CircleCollider>(data2.collider);
collider1 = &circle_collider1;
collider2 = &circle_collider2;
- first = circle_collider1.game_object_id;
- second = circle_collider2.game_object_id;
- height1 = circle_collider1.radius + circle_collider1.radius;
- height2 = circle_collider2.radius + circle_collider2.radius;
- width1 = circle_collider1.radius + circle_collider1.radius;
- width2 = circle_collider2.radius + circle_collider2.radius;
}
else {
+ // TODO: calcualte Circle - Box collision info
const CircleCollider& circle_collider = std::get<CircleCollider>(data1.collider);
const BoxCollider& box_collider = std::get<BoxCollider>(data2.collider);
collider1 = &circle_collider;
collider2 = &box_collider;
- first = circle_collider.game_object_id;
- second = box_collider.game_object_id;
- height1 = circle_collider.radius + circle_collider.radius;
- height2 = box_collider.height;
- width1 = circle_collider.radius + circle_collider.radius;
- width2 = box_collider.width;
}
}
+
+ // One vaue is calculated for moving back. Calculate the other value (x or y) relateive to the move_back value.
+ 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;
+ 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;
+ move_back.x = data1.rigidbody.data.linear_velocity.x * (move_back.y/data1.rigidbody.data.linear_velocity.y);
+ }
+
+ // collision info
crepe::CollisionSystem::CollisionInfo collision_info{
.first={ *collider1, data1.transform, data1.rigidbody },
.second={ *collider2, data2.transform, data2.rigidbody },
- .move_back_value = temp,
+ .move_back_value = move_back,
+ .move_back_direction = move_back_direction,
};
- // check rigidbody type
- if(data1.rigidbody.data.body_type != Rigidbody::BodyType::STATIC)
+ // Determine if static needs to be called
+ determine_collision_handler(collision_info);
+}
+
+
+Vector2 CollisionSystem::box_box_collision_move_back(const BoxCollider& box_collider1,const BoxCollider& box_collider2,Vector2 final_position1,Vector2 final_position2)
+{
+ Vector2 resolution; // Default resolution vector
+ Vector2 delta = final_position2 - final_position1;
+
+ // Compute half-dimensions of the boxes
+ double half_width1 = box_collider1.width / 2.0;
+ double half_height1 = box_collider1.height / 2.0;
+ double half_width2 = box_collider2.width / 2.0;
+ double half_height2 = box_collider2.height / 2.0;
+
+ // Calculate overlaps along X and Y axes
+ double overlap_x = (half_width1 + half_width2) - std::abs(delta.x);
+ double overlap_y = (half_height1 + half_height2) - std::abs(delta.y);
+
+ // Check if there is a collision
+ if (overlap_x > 0 && overlap_y > 0) {//should always be true check if this can be removed
+ // 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;
+}
+
+void CollisionSystem::determine_collision_handler(CollisionInfo& info){
+ // Check rigidbody type for static
+ if(info.first.rigidbody.data.body_type != Rigidbody::BodyType::STATIC)
{
- // If second body is static move back
- if(data2.rigidbody.data.body_type == Rigidbody::BodyType::STATIC){
- //call static handler (is bounce true?)
- static_collision_handler(collision_info);
+ // If second body is static perform the static collision handler in this system
+ if(info.second.rigidbody.data.body_type == Rigidbody::BodyType::STATIC){
+ static_collision_handler(info);
};
-
-
- CollisionEvent data(collision_info);
- EventManager::get_instance().trigger_event<CollisionEvent>(data, first);
+ // Call collision event for user
+ CollisionEvent data(info);
+ EventManager::get_instance().trigger_event<CollisionEvent>(data, info.first.collider.game_object_id);
}
}
void CollisionSystem::static_collision_handler(CollisionInfo& info){
- std::cout << "INFO: x:" << info.first.transform.position.x << "y:" << info.first.transform.position.y << std::endl;
+ // Move object back using calculate move back value
info.first.transform.position += info.move_back_value;
+
+ // If bounce is enabled mirror velocity
if(info.first.rigidbody.data.bounce) {
- if(info.move_back_value.x != 0) {
- info.first.rigidbody.data.linear_velocity.x = -info.first.rigidbody.data.linear_velocity.x * info.first.rigidbody.data.bouncie_factor;
+ if(info.move_back_direction == Direction::BOTH)
+ {
+ info.first.rigidbody.data.linear_velocity.y = -info.first.rigidbody.data.linear_velocity.y * info.first.rigidbody.data.elastisity;
+ info.first.rigidbody.data.linear_velocity.x = -info.first.rigidbody.data.linear_velocity.x * info.first.rigidbody.data.elastisity;
+ }
+ else if(info.move_back_direction == Direction::Y_DIRECTION) {
+ info.first.rigidbody.data.linear_velocity.y = -info.first.rigidbody.data.linear_velocity.y * info.first.rigidbody.data.elastisity;
}
- if(info.move_back_value.y != 0) {
- info.first.rigidbody.data.linear_velocity.y = -info.first.rigidbody.data.linear_velocity.y * info.first.rigidbody.data.bouncie_factor;
+ else if(info.move_back_direction == Direction::X_DIRECTION){
+ info.first.rigidbody.data.linear_velocity.x = -info.first.rigidbody.data.linear_velocity.x * info.first.rigidbody.data.elastisity;
}
}
+ // Stop movement if bounce is disabled
else {
info.first.rigidbody.data.linear_velocity = {0,0};
}
-
}
std::vector<std::pair<CollisionSystem::CollidedInfoStor,CollisionSystem::CollidedInfoStor>> CollisionSystem::check_collisions(const std::vector<std::reference_wrapper<BoxCollider>>& boxcolliders, const std::vector<std::reference_wrapper<CircleCollider>>& circlecolliders) {
ComponentManager & mgr = ComponentManager::get_instance();
std::vector<std::pair<CollidedInfoStor,CollidedInfoStor>> collisions_ret;
- //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
+ // TODO:
+ // If no colliders skip
+ // Check if colliders has rigidbody if not skip
- // Check collisions
+ // TODO:
+ // If amount is higer than lets say 16 for now use quadtree otwerwise skip
+ // Quadtree code
+ // Quadtree is placed over the input vector
+
+ // Check collisions for each collider
for (size_t i = 0; i < boxcolliders.size(); ++i) {
// Fetch components for the first box collider
if(!boxcolliders[i].get().active) continue;
@@ -270,32 +291,12 @@ bool CollisionSystem::check_box_box_collision(const BoxCollider& box1, const Box
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;
- std::cout << "Final Position of Box 2: (" << final_position2.x << ", " << final_position2.y << ")" << std::endl;
-
- // Log rotation values for debugging
- std::cout << "Rotation of Box 1: " << transform1.rotation << " degrees" << std::endl;
- std::cout << "Rotation of Box 2: " << transform2.rotation << " degrees" << std::endl;
-
-
// Calculate half-extents (half width and half height)
double half_width1 = box1.width / 2.0;
double half_height1 = box1.height / 2.0;
double half_width2 = box2.width / 2.0;
double half_height2 = box2.height / 2.0;
- std::cout << "half_width of Box 1: " << half_width1 << std::endl;
- std::cout << "half_height of Box 2: " << half_height1 << std::endl;
- std::cout << "half_width of Box 1: " << half_width2 << std::endl;
- std::cout << "half_height of Box 2: " << half_height2 << std::endl;
-
-
- std::cout << "final_position1.x + half_width1 < final_position2.x - half_width2 " << (final_position1.x + half_width1 < final_position2.x - half_width2) << std::endl;
- std::cout << "final_position1.x - half_width1 > final_position2.x + half_width2 " << (final_position1.x - half_width1 > final_position2.x + half_width2) << std::endl;
- std::cout << "final_position1.y + half_height1 < final_position2.y - half_height2 " << (final_position1.y + half_height1 < final_position2.y - half_height2) << std::endl;
- std::cout << "final_position1.y - half_height1 > final_position2.y + half_height2 " << (final_position1.y - half_height1 > final_position2.y + half_height2) << std::endl;
-
// Check if the boxes overlap along the X and Y axes
return !(final_position1.x + half_width1 <= final_position2.x - half_width2 || // box1 is left of box2
final_position1.x - half_width1 >= final_position2.x + half_width2 || // box1 is right of box2
@@ -308,10 +309,6 @@ bool CollisionSystem::check_box_circle_collision(const BoxCollider& box1, const
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;
@@ -320,7 +317,6 @@ bool CollisionSystem::check_box_circle_collision(const BoxCollider& box1, const
double closest_x = std::max(final_position1.x - half_width, std::min(final_position2.x, final_position1.x + half_width));
double closest_y = std::max(final_position1.y - half_height, std::min(final_position2.y, 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;
@@ -335,14 +331,6 @@ bool CollisionSystem::check_circle_circle_collision(const CircleCollider& circle
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;
diff --git a/src/crepe/system/CollisionSystem.h b/src/crepe/system/CollisionSystem.h
index cfa599e..f3242b1 100644
--- a/src/crepe/system/CollisionSystem.h
+++ b/src/crepe/system/CollisionSystem.h
@@ -1,54 +1,191 @@
#pragma once
-#include "Collider.h"
+#include <vector>
+#include <variant>
+
#include "api/Rigidbody.h"
#include "api/Transform.h"
#include "api/BoxCollider.h"
#include "api/CircleCollider.h"
#include "api/Vector2.h"
-#include <tuple>
-#include <vector>
-#include <variant>
+
+#include "Collider.h"
namespace crepe {
+//! A system responsible for detecting and handling collisions between colliders.
class CollisionSystem {
private:
+
+ //! A variant type that can hold either a BoxCollider or a CircleCollider.
using collider_stor = std::variant<BoxCollider, CircleCollider>;
-private:
+
+ /**
+ * \brief A structure to store the collision data of a single collider.
+ *
+ * This structure stores the collider type, its associated transform, and its rigidbody.
+ */
struct CollidedInfoStor {
//! Store either BoxCollider or CircleCollider
collider_stor collider;
Transform& transform;
- Rigidbody& rigidbody; // Rigidbody data
+ Rigidbody& rigidbody;
};
+
+ //! Enum representing movement directions during collision resolution.
+ enum class Direction {
+ NONE,
+ X_DIRECTION,
+ Y_DIRECTION,
+ BOTH
+ };
+
public:
+ /**
+ * \brief A structure representing the collision information between two colliders.
+ *
+ * This structure contains both colliders, their associated transforms and rigidbodies,
+ * as well as the movement vector to resolve the collision.
+ */
struct ColliderInfo {
const Collider& collider;
Transform& transform;
Rigidbody& rigidbody;
};
+ /**
+ * \brief A structure representing detailed collision information between two colliders.
+ *
+ * This includes the movement data required to resolve the collision.
+ */
struct CollisionInfo{
ColliderInfo first;
ColliderInfo second;
Vector2 move_back_value;
+ Direction move_back_direction = Direction::NONE;
};
+
public:
+
CollisionSystem();
+
+ //! Updates the collision system by checking for collisions between colliders and handling them.
void update();
-private: //handling
- void call_collision_handler(CollidedInfoStor& data1,CollidedInfoStor& data2);
+
+private:
+ /**
+ * \brief Handles a collision between two colliders.
+ *
+ * This function calculates the necessary response to resolve the collision, including
+ * moving the objects back to prevent overlap and applying any velocity changes.
+ *
+ * \param data1 The collision data for the first collider.
+ * \param data2 The collision data for the second collider.
+ */
+ void collision_handler(CollidedInfoStor& data1,CollidedInfoStor& data2);
+
+ /**
+ * \brief Resolves the movement of two box colliders that are colliding.
+ *
+ * This function calculates the smallest overlap (along the X or Y axis) and determines
+ * the move-back vector to prevent overlap.
+ *
+ * \param box_collider1 The first box collider.
+ * \param box_collider2 The second box collider.
+ * \param final_position1 The final position of the first box collider.
+ * \param final_position2 The final position of the second box collider.
+ * \return The move-back vector to resolve the collision.
+ */
+ Vector2 box_box_collision_move_back(const BoxCollider& box_collider1,const BoxCollider& box_collider2,Vector2 position1,Vector2 position2);
+
+ /**
+ * \brief Determines the appropriate collision handler based on the rigidbody types of the colliding objects.
+ *
+ * This function checks if the second object is static, and if so, it calls the static collision handler.
+ * Otherwise, it triggers a collision event.
+ *
+ * \param info The collision information containing the colliders, transforms, rigidbodies, and move-back data.
+ */
+ void determine_collision_handler(CollisionInfo& info);
+
+ /**
+ * \brief Handles the collision with a static object.
+ *
+ * This function resolves the collision by moving the object back and applying any bounce or stop behavior.
+ *
+ * \param info The collision information containing the colliders, transforms, rigidbodies, and move-back data.
+ */
void static_collision_handler(CollisionInfo& info);
private: //detection
+ /**
+ * \brief Checks for collisions between box colliders and circle colliders
+ * and returns the collision pairs that need to be resolved.
+ *
+ * \param boxcolliders A vector of references to all box colliders.
+ * \param circlecolliders A vector of references to all circle colliders.
+ * \return A vector of pairs containing collision information for the detected collisions.
+ */
std::vector<std::pair<CollidedInfoStor,CollidedInfoStor>> check_collisions(const std::vector<std::reference_wrapper<BoxCollider>>& boxcolliders, const std::vector<std::reference_wrapper<CircleCollider>>& circlecolliders);
+
+ /**
+ * \brief Checks for a collision between two box colliders.
+ *
+ * This function checks if two box colliders overlap based on their positions and dimensions.
+ *
+ * \param box1 The first box collider.
+ * \param box2 The second box collider.
+ * \param transform1 The transform component of the first box collider.
+ * \param transform2 The transform component of the second box collider.
+ * \param rigidbody1 The rigidbody component of the first box collider.
+ * \param rigidbody2 The rigidbody component of the second box collider.
+ * \return True if the two box colliders overlap, otherwise false.
+ */
bool check_box_box_collision(const BoxCollider& box1, const BoxCollider& box2, const Transform& transform1, const Transform& transform2, const Rigidbody& rigidbody1, const Rigidbody& rigidbody2);
+
+ /**
+ * \brief Checks for a collision between a box collider and a circle collider.
+ *
+ * This function checks if a box collider overlaps with a circle collider based on their positions
+ * and dimensions.
+ *
+ * \param box1 The box collider.
+ * \param circle2 The circle collider.
+ * \param transform1 The transform component of the box collider.
+ * \param transform2 The transform component of the circle collider.
+ * \param rigidbody1 The rigidbody component of the box collider.
+ * \param rigidbody2 The rigidbody component of the circle collider.
+ * \return True if the box collider and circle collider overlap, otherwise false.
+ */
bool check_box_circle_collision(const BoxCollider& box1, const CircleCollider& circle2, const Transform& transform1, const Transform& transform2, const Rigidbody& rigidbody1, const Rigidbody& rigidbody2);
+
+ /**
+ * \brief Checks for a collision between two circle colliders.
+ *
+ * This function checks if two circle colliders overlap based on their positions and radii.
+ *
+ * \param circle1 The first circle collider.
+ * \param circle2 The second circle collider.
+ * \param transform1 The transform component of the first circle collider.
+ * \param transform2 The transform component of the second circle collider.
+ * \param rigidbody1 The rigidbody component of the first circle collider.
+ * \param rigidbody2 The rigidbody component of the second circle collider.
+ * \return True if the two circle colliders overlap, otherwise false.
+ */
bool check_circle_circle_collision(const CircleCollider& circle1, const CircleCollider& circle2, const Transform& transform1, const Transform& transform2, const Rigidbody& rigidbody1, const Rigidbody& rigidbody2);
+
+ /**
+ * \brief Gets the current position of a collider by combining its transform and rigidbody data.
+ *
+ * This function calculates the current position of the collider by considering its transform and
+ * rigidbody velocity.
+ *
+ * \param collider The collider whose position is being determined.
+ * \param transform The transform component associated with the collider.
+ * \param rigidbody The rigidbody component associated with the collider.
+ * \return The current position of the collider as a Vector2.
+ */
Vector2 current_position(const Collider& collider, const Transform& transform, const Rigidbody& rigidbody);
-
-
};
} // namespace crepe