diff options
Diffstat (limited to 'src/crepe/system')
-rw-r--r-- | src/crepe/system/CollisionSystem.cpp | 40 | ||||
-rw-r--r-- | src/crepe/system/CollisionSystem.h | 6 |
2 files changed, 21 insertions, 25 deletions
diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp index f75d0ad..da9e3af 100644 --- a/src/crepe/system/CollisionSystem.cpp +++ b/src/crepe/system/CollisionSystem.cpp @@ -6,6 +6,8 @@ #include <utility> #include <variant> +#include "../manager/ComponentManager.h" +#include "../manager/EventManager.h" #include "api/BoxCollider.h" #include "api/CircleCollider.h" #include "api/Event.h" @@ -13,8 +15,6 @@ #include "api/Rigidbody.h" #include "api/Transform.h" #include "api/Vector2.h" -#include "../manager/ComponentManager.h" -#include "../manager/EventManager.h" #include "Collider.h" #include "CollisionSystem.h" @@ -27,17 +27,14 @@ void CollisionSystem::update() { std::vector<CollisionInternal> all_colliders; game_object_id_t id = 0; ComponentManager & mgr = this->mediator.component_manager; - RefVector<Rigidbody> rigidbodies - = mgr.get_components_by_type<Rigidbody>(); + RefVector<Rigidbody> rigidbodies = mgr.get_components_by_type<Rigidbody>(); // Collisions can only happen on object with a rigidbody for (Rigidbody & rigidbody : rigidbodies) { if (!rigidbody.active) continue; id = rigidbody.game_object_id; - Transform & transform - = mgr.get_components_by_id<Transform>(id).front().get(); + Transform & transform = mgr.get_components_by_id<Transform>(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>(); + RefVector<BoxCollider> boxcolliders = mgr.get_components_by_type<BoxCollider>(); for (BoxCollider & boxcollider : boxcolliders) { if (boxcollider.game_object_id != id) continue; if (!boxcollider.active) continue; @@ -159,7 +156,7 @@ CollisionSystem::collision_handler(CollisionInternal & data1, CollisionInternal vec2 collider_pos2 = this->get_current_position(collider2.offset, data2.transform, data2.rigidbody); resolution = this->get_circle_box_resolution(collider2, collider1, collider_pos2, - collider_pos1,true); + collider_pos1, true); break; } case CollisionInternalType::CIRCLE_CIRCLE: { @@ -185,7 +182,7 @@ CollisionSystem::collision_handler(CollisionInternal & data1, CollisionInternal vec2 collider_pos2 = this->get_current_position(collider2.offset, data2.transform, data2.rigidbody); resolution = this->get_circle_box_resolution(collider1, collider2, collider_pos1, - collider_pos2,false); + collider_pos2, false); break; } } @@ -261,7 +258,6 @@ vec2 CollisionSystem::get_circle_circle_resolution(const CircleCollider & circle // Normalize the delta vector to get the collision direction vec2 collision_normal = delta / distance; - // Compute the resolution vector vec2 resolution = -collision_normal * penetration_depth; @@ -272,7 +268,8 @@ vec2 CollisionSystem::get_circle_circle_resolution(const CircleCollider & circle vec2 CollisionSystem::get_circle_box_resolution(const CircleCollider & circle_collider, const BoxCollider & box_collider, const vec2 & circle_position, - const vec2 & box_position,bool inverse) const { + const vec2 & box_position, + bool inverse) const { vec2 delta = circle_position - box_position; // Compute half-dimensions of the box @@ -294,7 +291,7 @@ vec2 CollisionSystem::get_circle_box_resolution(const CircleCollider & circle_co // Compute penetration depth float penetration_depth = circle_collider.radius - distance; - if(inverse) collision_normal = -collision_normal; + if (inverse) collision_normal = -collision_normal; // Compute the resolution vector vec2 resolution = collision_normal * penetration_depth; @@ -311,8 +308,7 @@ void CollisionSystem::determine_collision_handler(CollisionInfo & info) { // Call collision event for user CollisionEvent data(info); EventManager & emgr = this->mediator.event_manager; - emgr.trigger_event<CollisionEvent>( - data, info.this_collider.game_object_id); + emgr.trigger_event<CollisionEvent>(data, info.this_collider.game_object_id); } void CollisionSystem::static_collision_handler(CollisionInfo & info) { @@ -389,14 +385,14 @@ CollisionSystem::gather_collisions(std::vector<CollisionInternal> & colliders) { 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; - } + if (layers2.contains(num)) { + // Common layer found + return true; + break; + } } // No common layer found return false; @@ -512,7 +508,7 @@ bool CollisionSystem::get_box_circle_collision(const BoxCollider & box1, 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 <= circle2.radius * circle2.radius-1; + return distance_squared <= circle2.radius * circle2.radius - 1; } bool CollisionSystem::get_circle_circle_collision(const CircleCollider & circle1, diff --git a/src/crepe/system/CollisionSystem.h b/src/crepe/system/CollisionSystem.h index b978dbb..eee582b 100644 --- a/src/crepe/system/CollisionSystem.h +++ b/src/crepe/system/CollisionSystem.h @@ -6,11 +6,11 @@ #include "api/BoxCollider.h" #include "api/CircleCollider.h" +#include "api/Event.h" #include "api/Metadata.h" #include "api/Rigidbody.h" #include "api/Transform.h" #include "api/Vector2.h" -#include "api/Event.h" #include "Collider.h" #include "System.h" @@ -183,8 +183,8 @@ private: */ vec2 get_circle_box_resolution(const CircleCollider & circle_collider, const BoxCollider & box_collider, - const vec2 & circle_position, - const vec2 & box_position,bool inverse) const; + const vec2 & circle_position, const vec2 & box_position, + bool inverse) const; /** * \brief Determines the appropriate collision handler for a collision. |