diff options
Diffstat (limited to 'src/crepe/system')
-rw-r--r-- | src/crepe/system/CollisionSystem.cpp | 250 | ||||
-rw-r--r-- | src/crepe/system/CollisionSystem.h | 157 |
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 |