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-rw-r--r--src/crepe/system/CollisionSystem.cpp74
-rw-r--r--src/crepe/system/CollisionSystem.h22
2 files changed, 48 insertions, 48 deletions
diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp
index 70fe855..19dce6e 100644
--- a/src/crepe/system/CollisionSystem.cpp
+++ b/src/crepe/system/CollisionSystem.cpp
@@ -40,7 +40,7 @@ void CollisionSystem::update() {
}
// Check between all colliders if there is a collision
- std::vector<std::pair<CollisionInternal,CollisionInternal>> collided = check_collisions(all_colliders);
+ std::vector<std::pair<CollisionInternal,CollisionInternal>> collided = gather_collisions(all_colliders);
// For both objects call the collision handler
for (auto& collision_pair : collided) {
@@ -51,7 +51,7 @@ void CollisionSystem::update() {
void CollisionSystem::collision_handler_request(CollisionInternal& data1,CollisionInternal& data2){
- CollisionInternalType type = check_collider_type(data1.collider,data2.collider);
+ CollisionInternalType type = get_collider_type(data1.collider,data2.collider);
std::pair<vec2,CollisionSystem::Direction> resolution_data = collision_handler(data1,data2,type);
OptionalRef<Collider> collider1;
@@ -102,33 +102,33 @@ std::pair<vec2,CollisionSystem::Direction> CollisionSystem::collision_handler(Co
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 = current_position(collider1.offset, data1.transform, data1.rigidbody);
- vec2 collider_pos2 = current_position(collider2.offset, data2.transform, data2.rigidbody);
- resolution = box_box_resolution(collider1,collider2,collider_pos1,collider_pos2);
+ vec2 collider_pos1 = get_current_position(collider1.offset, data1.transform, data1.rigidbody);
+ vec2 collider_pos2 = get_current_position(collider2.offset, data2.transform, data2.rigidbody);
+ resolution = 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);
const CircleCollider & collider2 = std::get<std::reference_wrapper<CircleCollider>>(data2.collider);
- vec2 collider_pos1 = current_position(collider1.offset, data1.transform, data1.rigidbody);
- vec2 collider_pos2 = current_position(collider2.offset, data2.transform, data2.rigidbody);
- resolution = circle_box_resolution(collider2,collider1,collider_pos2,collider_pos1);
+ vec2 collider_pos1 = get_current_position(collider1.offset, data1.transform, data1.rigidbody);
+ vec2 collider_pos2 = get_current_position(collider2.offset, data2.transform, data2.rigidbody);
+ resolution = 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);
const CircleCollider & collider2 = std::get<std::reference_wrapper<CircleCollider>>(data2.collider);
- vec2 collider_pos1 = current_position(collider1.offset, data1.transform, data1.rigidbody);
- vec2 collider_pos2 = current_position(collider2.offset, data2.transform, data2.rigidbody);
- resolution = circle_circle_resolution(collider1,collider2,collider_pos1,collider_pos2);
+ vec2 collider_pos1 = get_current_position(collider1.offset, data1.transform, data1.rigidbody);
+ vec2 collider_pos2 = get_current_position(collider2.offset, data2.transform, data2.rigidbody);
+ resolution = 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);
const BoxCollider & collider2 = std::get<std::reference_wrapper<BoxCollider>>(data2.collider);
- vec2 collider_pos1 = current_position(collider1.offset, data1.transform, data1.rigidbody);
- vec2 collider_pos2 = current_position(collider2.offset, data2.transform, data2.rigidbody);
- resolution = circle_box_resolution(collider1,collider2,collider_pos1,collider_pos2);
+ vec2 collider_pos1 = get_current_position(collider1.offset, data1.transform, data1.rigidbody);
+ vec2 collider_pos2 = get_current_position(collider2.offset, data2.transform, data2.rigidbody);
+ resolution = get_circle_box_resolution(collider1,collider2,collider_pos1,collider_pos2);
break;
}
}
@@ -149,7 +149,7 @@ std::pair<vec2,CollisionSystem::Direction> CollisionSystem::collision_handler(Co
return {resolution,resolution_direction};
}
-vec2 CollisionSystem::box_box_resolution(const BoxCollider& box_collider1,const BoxCollider& box_collider2,vec2 final_position1,vec2 final_position2)
+vec2 CollisionSystem::get_box_box_resolution(const BoxCollider& box_collider1,const BoxCollider& box_collider2,vec2 final_position1,vec2 final_position2) const
{
vec2 resolution; // Default resolution vector
vec2 delta = final_position2 - final_position1;
@@ -183,7 +183,7 @@ vec2 CollisionSystem::box_box_resolution(const BoxCollider& box_collider1,const
return resolution;
}
-vec2 CollisionSystem::circle_circle_resolution(const CircleCollider& circle_collider1, const CircleCollider& circle_collider2, vec2 final_position1, vec2 final_position2)
+vec2 CollisionSystem::get_circle_circle_resolution(const CircleCollider& circle_collider1, const CircleCollider& circle_collider2, vec2 final_position1, vec2 final_position2) const
{
vec2 delta = final_position2 - final_position1;
@@ -205,7 +205,7 @@ vec2 CollisionSystem::circle_circle_resolution(const CircleCollider& circle_coll
return resolution;
}
-vec2 CollisionSystem::circle_box_resolution(const CircleCollider& circle_collider, const BoxCollider& box_collider, vec2 circle_position, vec2 box_position)
+vec2 CollisionSystem::get_circle_box_resolution(const CircleCollider& circle_collider, const BoxCollider& box_collider, vec2 circle_position, vec2 box_position) const
{
vec2 delta = circle_position - box_position;
@@ -273,7 +273,7 @@ void CollisionSystem::static_collision_handler(CollisionInfo& info){
}
}
-std::vector<std::pair<CollisionSystem::CollisionInternal,CollisionSystem::CollisionInternal>> CollisionSystem::check_collisions(std::vector<collider_variant> & colliders) {
+std::vector<std::pair<CollisionSystem::CollisionInternal,CollisionSystem::CollisionInternal>> CollisionSystem::gather_collisions(std::vector<collider_variant> & colliders) {
// TODO:
@@ -302,8 +302,8 @@ std::vector<std::pair<CollisionSystem::CollisionInternal,CollisionSystem::Collis
auto outer_components = get_active_transform_and_rigidbody(outer_collider_ref.get().game_object_id);
if (!outer_components) return;
// Get collision type form variant colliders
- CollisionInternalType type = check_collider_type(colliders[i],colliders[j]);
- if(!check_collision({
+ CollisionInternalType type = get_collider_type(colliders[i],colliders[j]);
+ if(!get_collision({
.collider = colliders[i],
.transform = inner_components->first,
.rigidbody = inner_components->second,
@@ -327,7 +327,7 @@ std::vector<std::pair<CollisionSystem::CollisionInternal,CollisionSystem::Collis
}
std::optional<std::pair<std::reference_wrapper<Transform>, std::reference_wrapper<Rigidbody>>>
-CollisionSystem::get_active_transform_and_rigidbody(game_object_id_t game_object_id) {
+CollisionSystem::get_active_transform_and_rigidbody(game_object_id_t game_object_id) const{
RefVector<Transform> transforms = this->component_manager.get_components_by_id<Transform>(game_object_id);
if (transforms.empty()) return std::nullopt;
@@ -344,7 +344,7 @@ CollisionSystem::get_active_transform_and_rigidbody(game_object_id_t game_object
return std::make_pair(std::ref(transform), std::ref(rigidbody));
}
-CollisionSystem::CollisionInternalType CollisionSystem::check_collider_type(const collider_variant& collider1,const collider_variant& collider2) const{
+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))
{
@@ -365,38 +365,38 @@ CollisionSystem::CollisionInternalType CollisionSystem::check_collider_type(cons
}
}
-bool CollisionSystem::check_collision(const CollisionInternal& first_info,const CollisionInternal& second_info, CollisionInternalType type){
+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 check_box_box_collision(box_collider1,box_collider2,first_info.transform,second_info.transform,second_info.rigidbody,second_info.rigidbody);
+ return 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 check_box_circle_collision(box_collider,circle_collider,first_info.transform,second_info.transform,second_info.rigidbody,second_info.rigidbody);
+ return 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 check_circle_circle_collision(circle_collider1,circle_collider2,first_info.transform,second_info.transform,second_info.rigidbody,second_info.rigidbody);
+ return 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 check_box_circle_collision(box_collider,circle_collider,first_info.transform,second_info.transform,second_info.rigidbody,second_info.rigidbody);
+ return get_box_circle_collision(box_collider,circle_collider,first_info.transform,second_info.transform,second_info.rigidbody,second_info.rigidbody);
}
}
return false;
}
-bool CollisionSystem::check_box_box_collision(const BoxCollider& box1, const BoxCollider& box2, const Transform& transform1, const Transform& transform2, const Rigidbody& rigidbody1, const Rigidbody& rigidbody2)
+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 = current_position(box1.offset,transform1,rigidbody1);
- vec2 final_position2 = current_position(box2.offset,transform2,rigidbody2);
+ vec2 final_position1 = get_current_position(box1.offset,transform1,rigidbody1);
+ vec2 final_position2 = get_current_position(box2.offset,transform2,rigidbody2);
// Calculate half-extents (half width and half height)
float half_width1 = box1.width / 2.0;
@@ -411,10 +411,10 @@ bool CollisionSystem::check_box_box_collision(const BoxCollider& box1, const Box
final_position1.y - half_height1 < final_position2.y + half_height2); // not below
}
-bool CollisionSystem::check_box_circle_collision(const BoxCollider& box1, const CircleCollider& circle2, const Transform& transform1, const Transform& transform2, const Rigidbody& rigidbody1, const Rigidbody& rigidbody2) {
+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 = current_position(box1.offset, transform1, rigidbody1);
- vec2 final_position2 = current_position(circle2.offset, transform2, rigidbody2);
+ vec2 final_position1 = get_current_position(box1.offset, transform1, rigidbody1);
+ vec2 final_position2 = get_current_position(circle2.offset, transform2, rigidbody2);
// Calculate box half-extents
float half_width = box1.width / 2.0;
@@ -433,10 +433,10 @@ bool CollisionSystem::check_box_circle_collision(const BoxCollider& box1, const
return distance_squared <= circle2.radius * circle2.radius;
}
-bool CollisionSystem::check_circle_circle_collision(const CircleCollider& circle1, const CircleCollider& circle2, const Transform& transform1, const Transform& transform2, const Rigidbody& rigidbody1, const Rigidbody& rigidbody2) {
+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 = current_position(circle1.offset,transform1,rigidbody1);
- vec2 final_position2 = current_position(circle2.offset,transform2,rigidbody2);
+ vec2 final_position1 = get_current_position(circle1.offset,transform1,rigidbody1);
+ vec2 final_position2 = get_current_position(circle2.offset,transform2,rigidbody2);
float distance_x = final_position1.x - final_position2.x;
float distance_y = final_position1.y - final_position2.y;
@@ -449,7 +449,7 @@ bool CollisionSystem::check_circle_circle_collision(const CircleCollider& circle
return distance_squared <= radius_sum * radius_sum;
}
-vec2 CollisionSystem::current_position(vec2 collider_offset, const Transform& transform, const Rigidbody& rigidbody) {
+vec2 CollisionSystem::get_current_position(vec2 collider_offset, const Transform& transform, const Rigidbody& rigidbody) const {
// Get the rotation in radians
float radians1 = transform.rotation * (M_PI / 180.0);
diff --git a/src/crepe/system/CollisionSystem.h b/src/crepe/system/CollisionSystem.h
index fc91603..3f24db1 100644
--- a/src/crepe/system/CollisionSystem.h
+++ b/src/crepe/system/CollisionSystem.h
@@ -92,7 +92,7 @@ private:
* \param collider2 Second collider variant (BoxCollider or CircleCollider).
* \return The combined type of the two colliders.
*/
- CollisionInternalType check_collider_type(const collider_variant& collider1,const collider_variant& collider2) const;
+ CollisionInternalType get_collider_type(const collider_variant& collider1,const collider_variant& collider2) const;
/**
* \brief Calculates the current position of a collider.
@@ -104,7 +104,7 @@ private:
* \param rigidbody The Rigidbody of the associated game object.
* \return The calculated position of the collider.
*/
- vec2 current_position(vec2 collider_offset, const Transform& transform, const Rigidbody& rigidbody);
+ vec2 get_current_position(vec2 collider_offset, const Transform& transform, const Rigidbody& rigidbody) const;
private:
@@ -141,7 +141,7 @@ private:
* \param position2 The position of the second BoxCollider.
* \return The resolution vector for the collision.
*/
- vec2 box_box_resolution(const BoxCollider& box_collider1,const BoxCollider& box_collider2,vec2 position1,vec2 position2);
+ vec2 get_box_box_resolution(const BoxCollider& box_collider1,const BoxCollider& box_collider2,vec2 position1,vec2 position2) const;
/**
* \brief Calculates the resolution vector for two CircleCollider.
@@ -154,7 +154,7 @@ private:
* \param position2 The position of the second CircleCollider.
* \return The resolution vector for the collision.
*/
- vec2 circle_circle_resolution(const CircleCollider& circle_collider1, const CircleCollider& circle_collider2, vec2 final_position1, vec2 final_position2);
+ vec2 get_circle_circle_resolution(const CircleCollider& circle_collider1, const CircleCollider& circle_collider2, vec2 final_position1, vec2 final_position2) const;
/**
* \brief Calculates the resolution vector for two CircleCollider.
@@ -167,7 +167,7 @@ private:
* \param box_position The position of the BocCollider.
* \return The resolution vector for the collision.
*/
- vec2 circle_box_resolution(const CircleCollider& circle_collider, const BoxCollider& box_collider, vec2 circle_position, vec2 box_position);
+ vec2 get_circle_box_resolution(const CircleCollider& circle_collider, const BoxCollider& box_collider, vec2 circle_position, vec2 box_position) const;
/**
* \brief Determines the appropriate collision handler for a collision.
@@ -196,7 +196,7 @@ private:
* \param colliders A collection of all active colliders.
* \return A list of collision pairs with their associated data.
*/
- std::vector<std::pair<CollisionInternal,CollisionInternal>> check_collisions(std::vector<collider_variant> & colliders);
+ std::vector<std::pair<CollisionInternal,CollisionInternal>> gather_collisions(std::vector<collider_variant> & colliders);
/**
* \brief Checks for collision between two colliders.
@@ -208,7 +208,7 @@ private:
* \param type The type of collider pair.
* \return True if a collision is detected, otherwise false.
*/
- bool check_collision(const CollisionInternal& first_info,const CollisionInternal& second_info, CollisionInternalType type);
+ bool get_collision(const CollisionInternal& first_info,const CollisionInternal& second_info, CollisionInternalType type) const;
/**
* \brief Retrieves the active Transform and Rigidbody components for a given game object.
@@ -224,7 +224,7 @@ private:
* and Rigidbody components, or std::nullopt if either component is not found
* or not active.
*/
- std::optional<std::pair<std::reference_wrapper<Transform>, std::reference_wrapper<Rigidbody>>> get_active_transform_and_rigidbody(game_object_id_t game_object_id);
+ std::optional<std::pair<std::reference_wrapper<Transform>, std::reference_wrapper<Rigidbody>>> get_active_transform_and_rigidbody(game_object_id_t game_object_id) const;
/**
@@ -238,7 +238,7 @@ private:
* \param rigidbody2 Rigidbody of the second object.
* \return True if a collision is detected, 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);
+ bool get_box_box_collision(const BoxCollider& box1, const BoxCollider& box2, const Transform& transform1, const Transform& transform2, const Rigidbody& rigidbody1, const Rigidbody& rigidbody2) const;
/**
* \brief Check collision for box on circle collider
@@ -251,7 +251,7 @@ private:
* \param rigidbody2 Rigidbody of the second object.
* \return True if a collision is detected, 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);
+ bool get_box_circle_collision(const BoxCollider& box1, const CircleCollider& circle2, const Transform& transform1, const Transform& transform2, const Rigidbody& rigidbody1, const Rigidbody& rigidbody2) const;
/**
* \brief Check collision for circle on circle collider
@@ -266,7 +266,7 @@ private:
*
* \return status of collision
*/
- bool check_circle_circle_collision(const CircleCollider& circle1, const CircleCollider& circle2, const Transform& transform1, const Transform& transform2, const Rigidbody& rigidbody1, const Rigidbody& rigidbody2);
+ bool get_circle_circle_collision(const CircleCollider& circle1, const CircleCollider& circle2, const Transform& transform1, const Transform& transform2, const Rigidbody& rigidbody1, const Rigidbody& rigidbody2) const;
};
} // namespace crepe