diff options
Diffstat (limited to 'src/crepe/system')
-rw-r--r-- | src/crepe/system/CollisionSystem.cpp | 745 | ||||
-rw-r--r-- | src/crepe/system/CollisionSystem.h | 115 | ||||
-rw-r--r-- | src/crepe/system/ParticleSystem.cpp | 4 | ||||
-rw-r--r-- | src/crepe/system/RenderSystem.cpp | 4 |
4 files changed, 412 insertions, 456 deletions
diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp index 9604543..8bb8a91 100644 --- a/src/crepe/system/CollisionSystem.cpp +++ b/src/crepe/system/CollisionSystem.cpp @@ -1,6 +1,7 @@ #include <algorithm> #include <cmath> #include <cstddef> +#include <emmintrin.h> #include <functional> #include <optional> #include <utility> @@ -15,14 +16,23 @@ #include "api/Rigidbody.h" #include "api/Transform.h" #include "api/Vector2.h" -#include "util/AbsoluutPosition.h" +#include "util/AbsolutePosition.h" #include "util/OptionalRef.h" -#include "Collider.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::update() { std::vector<CollisionInternal> all_colliders; @@ -34,6 +44,7 @@ void CollisionSystem::update() { 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) { @@ -41,8 +52,8 @@ void CollisionSystem::update() { if (!boxcollider.active) continue; all_colliders.push_back({.id = id, .collider = collider_variant{boxcollider}, - .transform = transform, - .rigidbody = rigidbody}); + .info = {transform,rigidbody, metadata} + }); } // Check if the circlecollider is active and has the same id as the rigidbody. RefVector<CircleCollider> circlecolliders @@ -52,160 +63,299 @@ void CollisionSystem::update() { if (!circlecollider.active) continue; all_colliders.push_back({.id = id, .collider = collider_variant{circlecollider}, - .transform = transform, - .rigidbody = rigidbody}); + .info = {transform,rigidbody, metadata} + }); } } - // Check between all colliders if there is a collision + // Check between all colliders if there is a collision (collision handling) std::vector<std::pair<CollisionInternal, CollisionInternal>> collided = this->gather_collisions(all_colliders); // For both objects call the collision handler for (auto & collision_pair : collided) { - this->collision_handler_request(collision_pair.first, collision_pair.second); - // this->collision_handler_request(collision_pair.second, collision_pair.first); + // Determine type + CollisionInternalType type = this->get_collider_type(collision_pair.first.collider, collision_pair.second.collider); + // Determine resolution + std::pair<vec2, CollisionSystem::Direction> resolution_data = this->get_collision_resolution(collision_pair.first, collision_pair.second, type); + // Convert internal struct to external struct + CollisionInfo info = this->get_collision_info(collision_pair.first, collision_pair.second,type,resolution_data.first,resolution_data.second); + // Determine if and/or what collison handler is needed. + this->determine_collision_handler(info); } } -void CollisionSystem::collision_handler_request(CollisionInternal & this_data, - CollisionInternal & other_data) { +// Below is for collision detection +std::vector<std::pair<CollisionSystem::CollisionInternal, CollisionSystem::CollisionInternal>> +CollisionSystem::gather_collisions(const std::vector<CollisionInternal> & colliders) const { + + // 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 (!get_collision(colliders[i],colliders[j],type)) continue; + 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::get_collision(const CollisionInternal & self,const CollisionInternal & other,const CollisionInternalType & type) const { + const Transform & self_transform = self.info.transform; + const Transform & other_transform = other.info.transform; + const Rigidbody & self_rigidbody = self.info.rigidbody; + const Rigidbody & other_rigidbody = other.info.rigidbody; + const collider_variant & self_collider = self.collider; + const collider_variant & other_collider = other.collider; - CollisionInternalType type - = this->get_collider_type(this_data.collider, other_data.collider); - std::pair<vec2, CollisionSystem::Direction> resolution_data - = this->collision_handler(this_data, other_data, type); - ComponentManager & mgr = this->mediator.component_manager; - OptionalRef<Metadata> this_metadata - = mgr.get_components_by_id<Metadata>(this_data.id).front().get(); - OptionalRef<Metadata> other_metadata - = mgr.get_components_by_id<Metadata>(other_data.id).front().get(); - OptionalRef<Collider> this_collider; - OptionalRef<Collider> other_collider; switch (type) { - case CollisionInternalType::BOX_BOX: { - this_collider = std::get<std::reference_wrapper<BoxCollider>>(this_data.collider); - other_collider - = std::get<std::reference_wrapper<BoxCollider>>(other_data.collider); - break; + case CollisionInternalType::BOX_BOX: { + const BoxCollider & box_collider1 = std::get<std::reference_wrapper<BoxCollider>>(self_collider); + const BoxCollider & box_collider2 = std::get<std::reference_wrapper<BoxCollider>>(other_collider); + return this->get_box_box_collision(box_collider1, box_collider2, + self_transform, other_transform, + self_rigidbody, other_rigidbody); } case CollisionInternalType::BOX_CIRCLE: { - this_collider = std::get<std::reference_wrapper<BoxCollider>>(this_data.collider); - other_collider - = std::get<std::reference_wrapper<CircleCollider>>(other_data.collider); - break; + const BoxCollider & box_collider = std::get<std::reference_wrapper<BoxCollider>>(self_collider); + const CircleCollider & circle_collider = std::get<std::reference_wrapper<CircleCollider>>(other_collider); + return this->get_box_circle_collision(box_collider, circle_collider, + self_transform, other_transform, + self_rigidbody, other_rigidbody); } - case CollisionInternalType::CIRCLE_BOX: { - this_collider - = std::get<std::reference_wrapper<CircleCollider>>(this_data.collider); - other_collider - = std::get<std::reference_wrapper<BoxCollider>>(other_data.collider); - break; + case CollisionInternalType::CIRCLE_CIRCLE: { + const CircleCollider & circle_collider1 = std::get<std::reference_wrapper<CircleCollider>>(self_collider); + const CircleCollider & circle_collider2 = std::get<std::reference_wrapper<CircleCollider>>(other_collider); + return this->get_circle_circle_collision(circle_collider1, circle_collider2, + self_transform, other_transform, + self_rigidbody, other_rigidbody); } - case CollisionInternalType::CIRCLE_CIRCLE: { - this_collider - = std::get<std::reference_wrapper<CircleCollider>>(this_data.collider); - other_collider - = std::get<std::reference_wrapper<CircleCollider>>(other_data.collider); - break; + case CollisionInternalType::CIRCLE_BOX: { + const CircleCollider & circle_collider = std::get<std::reference_wrapper<CircleCollider>>(self_collider); + const BoxCollider & box_collider = std::get<std::reference_wrapper<BoxCollider>>(other_collider); + return this->get_box_circle_collision(box_collider, circle_collider, + other_transform, self_transform, + other_rigidbody, self_rigidbody); } + case CollisionInternalType::NONE: + break; } + return false; +} - // collision info - crepe::CollisionSystem::CollisionInfo collision_info{ - .this_collider = this_collider, - .this_transform = this_data.transform, - .this_rigidbody = this_data.rigidbody, - .this_metadata = this_metadata, - .other_collider = other_collider, - .other_transform = other_data.transform, - .other_rigidbody = other_data.rigidbody, - .other_metadata = other_metadata, - .resolution = resolution_data.first, - .resolution_direction = resolution_data.second, - }; +bool CollisionSystem::get_box_box_collision(const BoxCollider & box1, const BoxCollider & box2, + const Transform & transform1, + const Transform & transform2, + const Rigidbody & rigidbody1, + const Rigidbody & rigidbody2) const { + // Get current positions of colliders + vec2 final_position1 = AbsolutePosition::get_position(transform1, box1.offset); + vec2 final_position2 = AbsolutePosition::get_position(transform2, box2.offset); - // Determine if static needs to be called - this->determine_collision_handler(collision_info); + // Scale dimensions + vec2 scaled_box1 = box1.dimensions * transform1.scale; + vec2 scaled_box2 = box2.dimensions * transform2.scale; + + // 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; + + // Check if the boxes overlap along the X and Y axes + return (final_position1.x + half_width1 > final_position2.x - half_width2 + && final_position1.x - half_width1 < final_position2.x + half_width2 + && final_position1.y + half_height1 > final_position2.y - half_height2 + && final_position1.y - half_height1 < final_position2.y + half_height2); +} + +bool CollisionSystem::get_box_circle_collision(const BoxCollider & box1, + const CircleCollider & circle2, + const Transform & transform1, + const Transform & transform2, + const Rigidbody & rigidbody1, + const Rigidbody & rigidbody2) const { + // Get current positions of colliders + vec2 final_position1 = AbsolutePosition::get_position(transform1, box1.offset); + vec2 final_position2 = AbsolutePosition::get_position(transform2, circle2.offset); + + // Scale dimensions + vec2 scaled_box = box1.dimensions * transform1.scale; + float scaled_circle = circle2.radius * transform2.scale; + + // Calculate box half-extents + float half_width = scaled_box.x / 2.0; + float half_height = scaled_box.y / 2.0; + + // Find the closest point on the box to the circle's center + float closest_x = std::max(final_position1.x - half_width, + std::min(final_position2.x, final_position1.x + half_width)); + float 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 + float distance_x = final_position2.x - closest_x; + float distance_y = final_position2.y - closest_y; + float distance_squared = distance_x * distance_x + distance_y * distance_y; + + // Compare distance squared with the square of the circle's radius + return distance_squared < scaled_circle * scaled_circle; +} + +bool CollisionSystem::get_circle_circle_collision(const CircleCollider & circle1, + const CircleCollider & circle2, + const Transform & transform1, + const Transform & transform2, + const Rigidbody & rigidbody1, + const Rigidbody & rigidbody2) const { + // Get current positions of colliders + vec2 final_position1 = AbsolutePosition::get_position(transform1, circle1.offset); + vec2 final_position2 = AbsolutePosition::get_position(transform2, circle2.offset); + + // Scale dimensions + float scaled_circle1 = circle1.radius * transform1.scale; + float scaled_circle2 = circle2.radius * transform2.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 if the distance between the centers is less than or equal to the sum of the radii + return distance_squared < radius_sum * radius_sum; } std::pair<vec2, CollisionSystem::Direction> -CollisionSystem::collision_handler(CollisionInternal & data1, CollisionInternal & data2, - CollisionInternalType type) { +CollisionSystem::get_collision_resolution(const CollisionInternal & self, const CollisionInternal & other, + const CollisionInternalType & type) const { 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 - = AbsoluutPosition::get_position(data1.transform, collider1.offset); - vec2 collider_pos2 - = AbsoluutPosition::get_position(data2.transform, collider2.offset); - resolution = this->get_box_box_resolution(collider1, collider2, collider_pos1, - collider_pos2); + const BoxCollider & collider1 = std::get<std::reference_wrapper<BoxCollider>>(self.collider); + const BoxCollider & collider2 = std::get<std::reference_wrapper<BoxCollider>>(other.collider); + vec2 collider_pos1 = AbsolutePosition::get_position(self.info.transform, collider1.offset); + vec2 collider_pos2 = AbsolutePosition::get_position(other.info.transform, collider2.offset); + resolution = this->get_box_box_resolution(collider1, collider2, collider_pos1, collider_pos2); break; } case CollisionInternalType::BOX_CIRCLE: { const BoxCollider & collider1 - = std::get<std::reference_wrapper<BoxCollider>>(data1.collider); + = std::get<std::reference_wrapper<BoxCollider>>(self.collider); const CircleCollider & collider2 - = std::get<std::reference_wrapper<CircleCollider>>(data2.collider); + = std::get<std::reference_wrapper<CircleCollider>>(other.collider); vec2 collider_pos1 - = AbsoluutPosition::get_position(data1.transform, collider1.offset); + = AbsolutePosition::get_position(self.info.transform, collider1.offset); vec2 collider_pos2 - = AbsoluutPosition::get_position(data2.transform, collider2.offset); + = AbsolutePosition::get_position(other.info.transform, collider2.offset); resolution = -this->get_circle_box_resolution(collider2, collider1, collider_pos2, collider_pos1); break; } case CollisionInternalType::CIRCLE_CIRCLE: { const CircleCollider & collider1 - = std::get<std::reference_wrapper<CircleCollider>>(data1.collider); + = std::get<std::reference_wrapper<CircleCollider>>(self.collider); const CircleCollider & collider2 - = std::get<std::reference_wrapper<CircleCollider>>(data2.collider); + = std::get<std::reference_wrapper<CircleCollider>>(other.collider); vec2 collider_pos1 - = AbsoluutPosition::get_position(data1.transform, collider1.offset); + = AbsolutePosition::get_position(self.info.transform, collider1.offset); vec2 collider_pos2 - = AbsoluutPosition::get_position(data2.transform, collider2.offset); + = AbsolutePosition::get_position(other.info.transform, collider2.offset); resolution = this->get_circle_circle_resolution(collider1, collider2, collider_pos1, collider_pos2); break; } case CollisionInternalType::CIRCLE_BOX: { const CircleCollider & collider1 - = std::get<std::reference_wrapper<CircleCollider>>(data1.collider); + = std::get<std::reference_wrapper<CircleCollider>>(self.collider); const BoxCollider & collider2 - = std::get<std::reference_wrapper<BoxCollider>>(data2.collider); + = std::get<std::reference_wrapper<BoxCollider>>(other.collider); vec2 collider_pos1 - = AbsoluutPosition::get_position(data1.transform, collider1.offset); + = AbsolutePosition::get_position(self.info.transform, collider1.offset); vec2 collider_pos2 - = AbsoluutPosition::get_position(data2.transform, collider2.offset); + = AbsolutePosition::get_position(other.info.transform, collider2.offset); resolution = this->get_circle_box_resolution(collider1, collider2, collider_pos1, collider_pos2); break; } + case CollisionInternalType::NONE: + break; } + // Calculate the other value to move back correctly + // If only X or Y has a value determine what is should be to move back. + const Rigidbody::Data & rigidbody = self.info.rigidbody.data; 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; - //checks if the other velocity has a value and if this object moved - if (data1.rigidbody.data.linear_velocity.x != 0 - && data1.rigidbody.data.linear_velocity.y != 0) - resolution.y = -data1.rigidbody.data.linear_velocity.y - * (resolution.x / data1.rigidbody.data.linear_velocity.x); + // 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; - //checks if the other velocity has a value and if this object moved - if (data1.rigidbody.data.linear_velocity.x != 0 - && data1.rigidbody.data.linear_velocity.y != 0) - resolution.x = -data1.rigidbody.data.linear_velocity.x - * (resolution.y / data1.rigidbody.data.linear_velocity.y); + // 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 std::make_pair(resolution, resolution_direction); @@ -218,6 +368,9 @@ vec2 CollisionSystem::get_box_box_resolution(const BoxCollider & box_collider1, vec2 resolution; // Default resolution vector vec2 delta = final_position2 - final_position1; + vec2 scaled_box1 = box_collider1.dimensions * transform1.scale; + vec2 scaled_box2 = box_collider2.dimensions * transform2.scale; + // Compute half-dimensions of the boxes float half_width1 = box_collider1.dimensions.x / 2.0; float half_height1 = box_collider1.dimensions.y / 2.0; @@ -303,112 +456,114 @@ vec2 CollisionSystem::get_circle_box_resolution(const CircleCollider & circle_co return resolution; } -void CollisionSystem::determine_collision_handler(CollisionInfo & info) { - // Inverted collision info - CollisionInfo inverted = { - .this_collider = info.other_collider, - .this_transform = info.other_transform, - .this_rigidbody = info.other_rigidbody, - .this_metadata = info.other_metadata, - .other_collider = info.this_collider, - .other_transform = info.this_transform, - .other_rigidbody = info.this_rigidbody, - .other_metadata = info.this_metadata, - .resolution = -info.resolution, - .resolution_direction = info.resolution_direction, +CollisionSystem::CollisionInfo CollisionSystem::get_collision_info(const CollisionInternal & in_self, const CollisionInternal & in_other,const CollisionInternalType & type,const vec2 & resolution,const CollisionSystem::Direction & resolution_direction) const{ + + ComponentManager & mgr = this->mediator.component_manager; + + 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 = resolution, + .resolution_direction = resolution_direction, + }; + return collision_info; +} + +// Below is for collision handling +void CollisionSystem::determine_collision_handler(const CollisionInfo & info) { + Rigidbody::BodyType self_type = info.self.rigidbody.data.body_type; + Rigidbody::BodyType other_type = info.self.rigidbody.data.body_type; + bool self_kinematic = info.self.rigidbody.data.kinematic_collision; + bool other_kinematic = info.self.rigidbody.data.kinematic_collision; + // Inverted collision info + CollisionInfo inverted = -info; // If both objects are static skip handle call collision script - if (info.this_rigidbody.data.body_type == Rigidbody::BodyType::STATIC - && info.other_rigidbody.data.body_type == Rigidbody::BodyType::STATIC) + if (self_type == STATIC + && other_type == STATIC) return; // First body is not dynamic - if (info.this_rigidbody.data.body_type != Rigidbody::BodyType::DYNAMIC) { - bool static_collision - = info.this_rigidbody.data.body_type == Rigidbody::BodyType::STATIC - && info.other_rigidbody.data.body_type == Rigidbody::BodyType::DYNAMIC; - bool kinematic_collision - = info.this_rigidbody.data.body_type == Rigidbody::BodyType::KINEMATIC - && info.other_rigidbody.data.body_type == Rigidbody::BodyType::DYNAMIC - && info.this_rigidbody.data.kinematic_collision; - - if (static_collision || kinematic_collision) { - // Static collision - this->static_collision_handler(inverted); - }; + 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, info); return; } // Second body is not dynamic - if (info.other_rigidbody.data.body_type != Rigidbody::BodyType::DYNAMIC) { - bool static_collision - = info.other_rigidbody.data.body_type == Rigidbody::BodyType::STATIC; - bool kinematic_collision - = info.other_rigidbody.data.body_type == Rigidbody::BodyType::KINEMATIC - && info.other_rigidbody.data.kinematic_collision; + 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, inverted); return; } - //dynamic + // Dynamic + // Handle collision this->dynamic_collision_handler(info); + // Call scripts this->call_collision_events(info, inverted); } -void CollisionSystem::call_collision_events(CollisionInfo & info, - CollisionInfo & info_inverted) { - CollisionEvent data(info); - CollisionEvent data_inverted(info_inverted); - EventManager & emgr = this->mediator.event_manager; - emgr.trigger_event<CollisionEvent>(data, info.this_collider.game_object_id); - emgr.trigger_event<CollisionEvent>(data_inverted, - info_inverted.this_collider.game_object_id); -} - -void CollisionSystem::static_collision_handler(CollisionInfo & info) { +void CollisionSystem::static_collision_handler(const CollisionInfo & info) { + + vec2 & transform_pos = info.self.transform.position; + float elastisity = info.self.rigidbody.data.elastisity_coefficient; + vec2 & rigidbody_vel = info.self.rigidbody.data.linear_velocity; + // Move object back using calculate move back value - info.this_transform.position += info.resolution; + transform_pos += info.resolution; switch (info.resolution_direction) { case Direction::BOTH: //bounce - if (info.this_rigidbody.data.elastisity_coefficient > 0) { - info.this_rigidbody.data.linear_velocity - = -info.this_rigidbody.data.linear_velocity - * info.this_rigidbody.data.elastisity_coefficient; + if (elastisity > 0) { + rigidbody_vel = -rigidbody_vel * elastisity; } //stop movement else { - info.this_rigidbody.data.linear_velocity = {0, 0}; + rigidbody_vel = {0, 0}; } break; case Direction::Y_DIRECTION: // Bounce - if (info.this_rigidbody.data.elastisity_coefficient > 0) { - info.this_rigidbody.data.linear_velocity.y - = -info.this_rigidbody.data.linear_velocity.y - * info.this_rigidbody.data.elastisity_coefficient; + if (elastisity > 0) { + rigidbody_vel.y = -rigidbody_vel.y * elastisity; } // Stop movement else { - info.this_rigidbody.data.linear_velocity.y = 0; - info.this_transform.position.x -= info.resolution.x; + rigidbody_vel.y = 0; + transform_pos.x -= info.resolution.x; } break; case Direction::X_DIRECTION: // Bounce - if (info.this_rigidbody.data.elastisity_coefficient > 0) { - info.this_rigidbody.data.linear_velocity.x - = -info.this_rigidbody.data.linear_velocity.x - * info.this_rigidbody.data.elastisity_coefficient; + if (elastisity > 0) { + rigidbody_vel.x = -rigidbody_vel.x * elastisity; } // Stop movement else { - info.this_rigidbody.data.linear_velocity.x = 0; - info.this_transform.position.y -= info.resolution.y; + rigidbody_vel.x = 0; + transform_pos.y -= info.resolution.y; } break; case Direction::NONE: @@ -417,72 +572,68 @@ void CollisionSystem::static_collision_handler(CollisionInfo & info) { } } -void CollisionSystem::dynamic_collision_handler(CollisionInfo & info) { - info.this_transform.position += info.resolution / 2; - info.other_transform.position += -(info.resolution / 2); +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_elastisity = info.self.rigidbody.data.elastisity_coefficient; + float other_elastisity = info.other.rigidbody.data.elastisity_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 (info.this_rigidbody.data.elastisity_coefficient > 0) { - info.this_rigidbody.data.linear_velocity - = -info.this_rigidbody.data.linear_velocity - * info.this_rigidbody.data.elastisity_coefficient; + if (self_elastisity > 0) { + self_rigidbody_vel = -self_rigidbody_vel * self_elastisity; } else { - info.this_rigidbody.data.linear_velocity = {0, 0}; + self_rigidbody_vel = {0, 0}; } - if (info.other_rigidbody.data.elastisity_coefficient > 0) { - info.other_rigidbody.data.linear_velocity - = -info.other_rigidbody.data.linear_velocity - * info.other_rigidbody.data.elastisity_coefficient; + if (other_elastisity > 0) { + other_rigidbody_vel = -other_rigidbody_vel * other_elastisity; } else { - info.other_rigidbody.data.linear_velocity = {0, 0}; + other_rigidbody_vel = {0, 0}; } break; case Direction::Y_DIRECTION: - if (info.this_rigidbody.data.elastisity_coefficient > 0) { - info.this_rigidbody.data.linear_velocity.y - = -info.this_rigidbody.data.linear_velocity.y - * info.this_rigidbody.data.elastisity_coefficient; + if (self_elastisity > 0) { + self_rigidbody_vel.y = -self_rigidbody_vel.y * self_elastisity; } // Stop movement else { - info.this_rigidbody.data.linear_velocity.y = 0; - info.this_transform.position.x -= info.resolution.x; + self_rigidbody_vel.y = 0; + self_transform_pos.x -= info.resolution.x; } - if (info.other_rigidbody.data.elastisity_coefficient > 0) { - info.other_rigidbody.data.linear_velocity.y - = -info.other_rigidbody.data.linear_velocity.y - * info.other_rigidbody.data.elastisity_coefficient; + if (other_elastisity > 0) { + other_rigidbody_vel.y = -other_rigidbody_vel.y * other_elastisity; } // Stop movement else { - info.other_rigidbody.data.linear_velocity.y = 0; - info.other_transform.position.x -= info.resolution.x; + other_rigidbody_vel.y = 0; + other_transform_pos.x -= info.resolution.x; } break; case Direction::X_DIRECTION: - if (info.this_rigidbody.data.elastisity_coefficient > 0) { - info.this_rigidbody.data.linear_velocity.x - = -info.this_rigidbody.data.linear_velocity.x - * info.this_rigidbody.data.elastisity_coefficient; + if (self_elastisity > 0) { + self_rigidbody_vel.x = -self_rigidbody_vel.x * self_elastisity; } // Stop movement else { - info.this_rigidbody.data.linear_velocity.x = 0; - info.this_transform.position.y -= info.resolution.y; + self_rigidbody_vel.x = 0; + self_transform_pos.y -= info.resolution.y; } - if (info.other_rigidbody.data.elastisity_coefficient > 0) { - info.other_rigidbody.data.linear_velocity.x - = -info.other_rigidbody.data.linear_velocity.x - * info.other_rigidbody.data.elastisity_coefficient; + if (other_elastisity > 0) { + other_rigidbody_vel.x = -other_rigidbody_vel.x * other_elastisity; } // Stop movement else { - info.other_rigidbody.data.linear_velocity.x = 0; - info.other_transform.position.y -= info.resolution.y; + other_rigidbody_vel.x = 0; + other_transform_pos.y -= info.resolution.y; } break; case Direction::NONE: @@ -491,206 +642,16 @@ void CollisionSystem::dynamic_collision_handler(CollisionInfo & info) { } } -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 (!have_common_layer(colliders[i].rigidbody.data.collision_layers, - colliders[j].rigidbody.data.collision_layers)) - continue; - CollisionInternalType type - = get_collider_type(colliders[i].collider, colliders[j].collider); - if (!get_collision( - { - .collider = colliders[i].collider, - .transform = colliders[i].transform, - .rigidbody = colliders[i].rigidbody, - }, - { - .collider = colliders[j].collider, - .transform = colliders[j].transform, - .rigidbody = colliders[j].rigidbody, - }, - type)) - continue; - collisions_ret.emplace_back(colliders[i], colliders[j]); - } - } - - return collisions_ret; -} - -bool CollisionSystem::have_common_layer(const std::set<int> & layers1, - const std::set<int> & layers2) { - - // Check if any number is equal in the layers - for (int num : layers1) { - if (layers2.contains(num)) { - // Common layer found - return true; - break; - } - } - // No common layer found - 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::get_collision(const CollisionInternal & first_info, - const CollisionInternal & second_info, - CollisionInternalType type) const { - switch (type) { - case CollisionInternalType::BOX_BOX: { - const BoxCollider & box_collider1 - = std::get<std::reference_wrapper<BoxCollider>>(first_info.collider); - const BoxCollider & box_collider2 - = std::get<std::reference_wrapper<BoxCollider>>(second_info.collider); - return this->get_box_box_collision(box_collider1, box_collider2, - first_info.transform, second_info.transform, - second_info.rigidbody, second_info.rigidbody); - } - case CollisionInternalType::BOX_CIRCLE: { - const BoxCollider & box_collider - = std::get<std::reference_wrapper<BoxCollider>>(first_info.collider); - const CircleCollider & circle_collider - = std::get<std::reference_wrapper<CircleCollider>>(second_info.collider); - return this->get_box_circle_collision( - box_collider, circle_collider, first_info.transform, second_info.transform, - second_info.rigidbody, second_info.rigidbody); - } - case CollisionInternalType::CIRCLE_CIRCLE: { - const CircleCollider & circle_collider1 - = std::get<std::reference_wrapper<CircleCollider>>(first_info.collider); - const CircleCollider & circle_collider2 - = std::get<std::reference_wrapper<CircleCollider>>(second_info.collider); - return this->get_circle_circle_collision( - circle_collider1, circle_collider2, first_info.transform, - second_info.transform, second_info.rigidbody, second_info.rigidbody); - } - case CollisionInternalType::CIRCLE_BOX: { - const CircleCollider & circle_collider - = std::get<std::reference_wrapper<CircleCollider>>(first_info.collider); - const BoxCollider & box_collider - = std::get<std::reference_wrapper<BoxCollider>>(second_info.collider); - return this->get_box_circle_collision( - box_collider, circle_collider, first_info.transform, second_info.transform, - second_info.rigidbody, second_info.rigidbody); - } - } - return false; -} - -bool CollisionSystem::get_box_box_collision(const BoxCollider & box1, const BoxCollider & box2, - const Transform & transform1, - const Transform & transform2, - const Rigidbody & rigidbody1, - const Rigidbody & rigidbody2) const { - // Get current positions of colliders - vec2 final_position1 = AbsoluutPosition::get_position(transform1, box1.offset); - vec2 final_position2 = AbsoluutPosition::get_position(transform2, box2.offset); - - // Scale dimensions - vec2 scaled_box1 = box1.dimensions * transform1.scale; - vec2 scaled_box2 = box2.dimensions * transform2.scale; - - // 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; - - // Check if the boxes overlap along the X and Y axes - return (final_position1.x + half_width1 > final_position2.x - half_width2 - && final_position1.x - half_width1 < final_position2.x + half_width2 - && final_position1.y + half_height1 > final_position2.y - half_height2 - && final_position1.y - half_height1 < final_position2.y + half_height2); -} - -bool CollisionSystem::get_box_circle_collision(const BoxCollider & box1, - const CircleCollider & circle2, - const Transform & transform1, - const Transform & transform2, - const Rigidbody & rigidbody1, - const Rigidbody & rigidbody2) const { - // Get current positions of colliders - vec2 final_position1 = AbsoluutPosition::get_position(transform1, box1.offset); - vec2 final_position2 = AbsoluutPosition::get_position(transform2, circle2.offset); - - // Scale dimensions - vec2 scaled_box = box1.dimensions * transform1.scale; - float scaled_circle = circle2.radius * transform2.scale; - - // Calculate box half-extents - float half_width = scaled_box.x / 2.0; - float half_height = scaled_box.y / 2.0; - - // Find the closest point on the box to the circle's center - float closest_x = std::max(final_position1.x - half_width, - std::min(final_position2.x, final_position1.x + half_width)); - float 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 - float distance_x = final_position2.x - closest_x; - float distance_y = final_position2.y - closest_y; - float distance_squared = distance_x * distance_x + distance_y * distance_y; - - // Compare distance squared with the square of the circle's radius - return distance_squared < scaled_circle * scaled_circle; +void CollisionSystem::call_collision_events(const CollisionInfo & info, + const CollisionInfo & info_inverted) { + CollisionEvent data(info); + CollisionEvent data_inverted(info_inverted); + EventManager & emgr = this->mediator.event_manager; + emgr.trigger_event<CollisionEvent>(data, info.self.transform.game_object_id); + emgr.trigger_event<CollisionEvent>(data_inverted, + info_inverted.self.transform.game_object_id); } -bool CollisionSystem::get_circle_circle_collision(const CircleCollider & circle1, - const CircleCollider & circle2, - const Transform & transform1, - const Transform & transform2, - const Rigidbody & rigidbody1, - const Rigidbody & rigidbody2) const { - // Get current positions of colliders - vec2 final_position1 = AbsoluutPosition::get_position(transform1, circle1.offset); - vec2 final_position2 = AbsoluutPosition::get_position(transform2, circle2.offset); - // Scale dimensions - float scaled_circle1 = circle1.radius * transform1.scale; - float scaled_circle2 = circle2.radius * transform2.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 if the distance between the centers is less than or equal to the sum of the radii - return distance_squared < radius_sum * radius_sum; -} diff --git a/src/crepe/system/CollisionSystem.h b/src/crepe/system/CollisionSystem.h index 23752e1..01c189e 100644 --- a/src/crepe/system/CollisionSystem.h +++ b/src/crepe/system/CollisionSystem.h @@ -21,6 +21,40 @@ namespace crepe { class CollisionSystem : public System { public: using System::System; +private: + //! Enum representing movement directions during collision resolution. + enum class Direction { + //! No movement required. + NONE, + //! Movement in the X direction. + X_DIRECTION, + //! Movement in the Y direction. + Y_DIRECTION, + //! Movement in both X and Y directions. + BOTH + }; +public: + /** + * \brief Structure representing detailed collision information between two colliders. + * + * Includes information about the colliding objects and the resolution data for handling the collision. + */ + + struct ColliderInfo { + Transform & transform; + Rigidbody & rigidbody; + Metadata & metadata; + }; + + struct CollisionInfo { + ColliderInfo self; + ColliderInfo other; + //! The resolution vector for the collision. + vec2 resolution; + //! The direction of movement for resolving the collision. + Direction resolution_direction = Direction::NONE; + CollisionInfo operator - () const; + }; private: //! A variant type that can hold either a BoxCollider or a CircleCollider. @@ -33,6 +67,7 @@ private: CIRCLE_CIRCLE, BOX_CIRCLE, CIRCLE_BOX, + NONE, }; /** @@ -46,41 +81,7 @@ private: struct CollisionInternal { game_object_id_t id = 0; collider_variant collider; - Transform & transform; - Rigidbody & rigidbody; - }; - - //! Enum representing movement directions during collision resolution. - enum class Direction { - //! No movement required. - NONE, - //! Movement in the X direction. - X_DIRECTION, - //! Movement in the Y direction. - Y_DIRECTION, - //! Movement in both X and Y directions. - BOTH - }; - -public: - /** - * \brief Structure representing detailed collision information between two colliders. - * - * Includes information about the colliding objects and the resolution data for handling the collision. - */ - struct CollisionInfo { - Collider & this_collider; - Transform & this_transform; - Rigidbody & this_rigidbody; - Metadata & this_metadata; - Collider & other_collider; - Transform & other_transform; - Rigidbody & other_rigidbody; - Metadata & other_metadata; - //! The resolution vector for the collision. - vec2 resolution; - //! The direction of movement for resolving the collision. - Direction resolution_direction = Direction::NONE; + ColliderInfo info; }; public: @@ -97,8 +98,7 @@ private: * \param collider2 Second collider variant (BoxCollider or CircleCollider). * \return The combined type of the two colliders. */ - CollisionInternalType get_collider_type(const collider_variant & collider1, - const collider_variant & collider2) const; + CollisionInternalType get_collider_type(const collider_variant & collider1, const collider_variant & collider2) const; private: /** @@ -109,7 +109,7 @@ private: * \param data1 Collision data for the first collider. * \param data2 Collision data for the second collider. */ - void collision_handler_request(CollisionInternal & data1, CollisionInternal & data2); + CollisionInfo get_collision_info(const CollisionInternal & this_data, const CollisionInternal & other_data,const CollisionInternalType & type,const vec2 & resolution,const CollisionSystem::Direction & resolution_direction) const; //done /** * \brief Resolves collision between two colliders and calculates the movement required. @@ -121,9 +121,7 @@ private: * \param type The type of collider pair. * \return A pair containing the resolution vector and direction for the first collider. */ - std::pair<vec2, Direction> collision_handler(CollisionInternal & data1, - CollisionInternal & data2, - CollisionInternalType type); + std::pair<vec2, Direction> get_collision_resolution(const CollisionInternal & data1,const CollisionInternal & data2, const CollisionInternalType & type) const; //done /** * \brief Calculates the resolution vector for two BoxColliders. @@ -179,7 +177,7 @@ private: * * \param info Collision information containing data about both colliders. */ - void determine_collision_handler(CollisionInfo & info); + void determine_collision_handler(const CollisionInfo & info); //done /** * \brief Calls both collision script @@ -188,7 +186,7 @@ private: * * \param info Collision information containing data about both colliders. */ - void call_collision_events(CollisionInfo & info, CollisionInfo & info_inverted); + void call_collision_events(const CollisionInfo & info, const CollisionInfo & info_inverted); /** * \brief Handles collisions involving static objects. @@ -197,7 +195,7 @@ private: * * \param info Collision information containing data about both colliders. */ - void static_collision_handler(CollisionInfo & info); + void static_collision_handler(const CollisionInfo & info); //done /** * \brief Handles collisions involving dynamic objects. @@ -206,7 +204,7 @@ private: * * \param info Collision information containing data about both colliders. */ - void dynamic_collision_handler(CollisionInfo & info); + void dynamic_collision_handler(const CollisionInfo & info); //done private: /** @@ -218,23 +216,22 @@ private: * \return A list of collision pairs with their associated data. */ std::vector<std::pair<CollisionInternal, CollisionInternal>> - gather_collisions(std::vector<CollisionInternal> & colliders); + gather_collisions(const std::vector<CollisionInternal> & colliders) const; //done /** - * \brief Checks if two collision layers have at least one common layer. + * \brief Checks if the settings allow collision * - * This function checks if there is any overlapping layer between the two inputs. - * It compares each layer from the first input to see - * if it exists in the second input. If at least one common layer is found, - * the function returns true, indicating that the two colliders share a common - * collision layer. + * This function checks if there is any collison layer where each object is located in. + * After checking the layers it checks the names and at last the tags. + * if in all three sets nothing is found collision can not happen. * - * \param layers1 all collision layers for the first collider. - * \param layers2 all collision layers for the second collider. - * \return Returns true if there is at least one common layer, false otherwise. + * \param this_rigidbody Rigidbody of first object + * \param other_rigidbody Rigidbody of second collider + * \param this_metadata Rigidbody of first object + * \param other_metadata Rigidbody of second object + * \return Returns true if there is at least one comparision found. */ - - bool have_common_layer(const std::set<int> & layers1, const std::set<int> & layers2); + bool should_collide(const CollisionInternal & self, const CollisionInternal & other) const; //done /** * \brief Checks for collision between two colliders. @@ -246,9 +243,7 @@ private: * \param type The type of collider pair. * \return True if a collision is detected, otherwise false. */ - bool get_collision(const CollisionInternal & first_info, - const CollisionInternal & second_info, - CollisionInternalType type) const; + bool get_collision(const CollisionInternal & first_info, const CollisionInternal & second_info, const CollisionInternalType & type) const; /** * \brief Detects collisions between two BoxColliders. diff --git a/src/crepe/system/ParticleSystem.cpp b/src/crepe/system/ParticleSystem.cpp index 56f1dfd..3183fd7 100644 --- a/src/crepe/system/ParticleSystem.cpp +++ b/src/crepe/system/ParticleSystem.cpp @@ -7,7 +7,7 @@ #include "../api/Transform.h" #include "../manager/ComponentManager.h" #include "../manager/LoopTimerManager.h" -#include "util/AbsoluutPosition.h" +#include "util/AbsolutePosition.h" #include "ParticleSystem.h" @@ -49,7 +49,7 @@ void ParticleSystem::update() { void ParticleSystem::emit_particle(ParticleEmitter & emitter, const Transform & transform) { constexpr float DEG_TO_RAD = M_PI / 180.0; - vec2 initial_position = AbsoluutPosition::get_position(transform, emitter.data.offset); + vec2 initial_position = AbsolutePosition::get_position(transform, emitter.data.offset); float random_angle = this->generate_random_angle(emitter.data.min_angle, emitter.data.max_angle); diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index 88d333e..d76a122 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -16,7 +16,7 @@ #include "../facade/Texture.h" #include "../manager/ComponentManager.h" #include "../manager/ResourceManager.h" -#include "util/AbsoluutPosition.h" +#include "util/AbsolutePosition.h" #include "RenderSystem.h" #include "types.h" @@ -109,7 +109,7 @@ void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) { SDLContext & ctx = this->mediator.sdl_context; ResourceManager & resource_manager = this->mediator.resource_manager; const Texture & res = resource_manager.get<Texture>(sprite.source); - vec2 pos = AbsoluutPosition::get_position(tm, sprite.data.position_offset); + vec2 pos = AbsolutePosition::get_position(tm, sprite.data.position_offset); ctx.draw(SDLContext::RenderContext{ .sprite = sprite, .texture = res, |