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-rw-r--r--src/crepe/api/LoopManager.cpp1
-rw-r--r--src/crepe/api/Rigidbody.h1
-rw-r--r--src/crepe/system/CollisionSystem.cpp23
-rw-r--r--src/crepe/system/CollisionSystem.h2
4 files changed, 14 insertions, 13 deletions
diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp
index d4819ea..478c8ba 100644
--- a/src/crepe/api/LoopManager.cpp
+++ b/src/crepe/api/LoopManager.cpp
@@ -1,6 +1,5 @@
#include "../facade/SDLContext.h"
-#include "../system/PhysicsSystem.h"
#include "../system/AnimatorSystem.h"
#include "../system/CollisionSystem.h"
#include "../system/ParticleSystem.h"
diff --git a/src/crepe/api/Rigidbody.h b/src/crepe/api/Rigidbody.h
index 5c9f6df..293b1a4 100644
--- a/src/crepe/api/Rigidbody.h
+++ b/src/crepe/api/Rigidbody.h
@@ -139,7 +139,6 @@ public:
* collisions with other GameObjects that belong to these layers.
*/
std::vector<int> collision_layers;
-
};
public:
diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp
index 3c103e9..e3b2eca 100644
--- a/src/crepe/system/CollisionSystem.cpp
+++ b/src/crepe/system/CollisionSystem.cpp
@@ -359,7 +359,9 @@ CollisionSystem::gather_collisions(std::vector<CollisionInternal> & colliders) {
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;
+ 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(
@@ -382,15 +384,16 @@ CollisionSystem::gather_collisions(std::vector<CollisionInternal> & colliders) {
return collisions_ret;
}
-bool CollisionSystem::have_common_layer(const std::vector<int>& layers1, const std::vector<int>& layers2) {
- // Iterate through each layer in the first vector
- for (int layer : layers1) {
- // Check if the current layer is present in the second vector
- if (std::find(layers2.begin(), layers2.end(), layer) != layers2.end()) {
- return true; // Common layer found
- }
- }
- return false; // No common layers found
+bool CollisionSystem::have_common_layer(const std::vector<int> & layers1,
+ const std::vector<int> & layers2) {
+ // Iterate through each layer in the first vector
+ for (int layer : layers1) {
+ // Check if the current layer is present in the second vector
+ if (std::find(layers2.begin(), layers2.end(), layer) != layers2.end()) {
+ return true; // Common layer found
+ }
+ }
+ return false; // No common layers found
}
CollisionSystem::CollisionInternalType
diff --git a/src/crepe/system/CollisionSystem.h b/src/crepe/system/CollisionSystem.h
index a22baf2..eb361b8 100644
--- a/src/crepe/system/CollisionSystem.h
+++ b/src/crepe/system/CollisionSystem.h
@@ -228,7 +228,7 @@ private:
* \return Returns true if there is at least one common layer, false otherwise.
*/
- bool have_common_layer(const std::vector<int>& layers1, const std::vector<int>& layers2);
+ bool have_common_layer(const std::vector<int> & layers1, const std::vector<int> & layers2);
/**
* \brief Checks for collision between two colliders.