diff options
Diffstat (limited to 'src/crepe')
-rw-r--r-- | src/crepe/api/BehaviorScript.hpp | 2 | ||||
-rw-r--r-- | src/crepe/system/CollisionSystem.h | 138 |
2 files changed, 134 insertions, 6 deletions
diff --git a/src/crepe/api/BehaviorScript.hpp b/src/crepe/api/BehaviorScript.hpp index 2e2def3..bd59337 100644 --- a/src/crepe/api/BehaviorScript.hpp +++ b/src/crepe/api/BehaviorScript.hpp @@ -14,7 +14,7 @@ BehaviorScript & BehaviorScript::set_script(Args &&... args) { dbg_trace(); static_assert(std::is_base_of<Script, T>::value); Script * s = new T(std::forward<Args>(args)...); - + s->game_object_id = this->game_object_id; s->active = this->active; s->component_manager = this->component_manager; diff --git a/src/crepe/system/CollisionSystem.h b/src/crepe/system/CollisionSystem.h index 80f8818..6334ba1 100644 --- a/src/crepe/system/CollisionSystem.h +++ b/src/crepe/system/CollisionSystem.h @@ -33,7 +33,6 @@ private: CIRCLE_BOX, }; - /** * \brief A structure to store the collision data of a single collider. * @@ -54,8 +53,6 @@ private: BOTH }; - - public: /** * \brief A structure representing the collision information between two colliders. @@ -85,33 +82,164 @@ public: //! Updates the collision system by checking for collisions between colliders and handling them. void update() override; private: //generic + + /** + * \brief Returns a type of the colliders combined into a pair. + * + * This function uses the holds_alternative to determine what both colliders are. + * This caluclated value is returned so get can be savely used. + * + * \param collider1 Variant of collider. Can be a box or circle collider + * \param collider2 Variant of collider. Can be a box or circle collider + * + * \return collider pair type. + */ ColliderStorType check_collider_type(const collider_stor& collider1,const collider_stor& collider2); + /** + * \brief Calculates the position of the Collider + * + * Using the \c Collider offset, \c Transform position and \c Rigidbody offset the place of the collider is calculated. + * + * \param collider_offset Collider offset value. + * \param transform Transform of same gameobject as collider. + * \param rigidbody Rigidbody of same gameobject as collider. + * + * \return Postion of collider. + */ vec2 current_position(vec2 collider_offset, const Transform& transform, const Rigidbody& rigidbody); private:// handeling + /** + * \brief Calculates the position of the Collider + * + * Using the \c Collider offset, \c Transform position and \c Rigidbody offset the place of the collider is calculated. + * + * \param collider_offset Collider offset value. + * \param transform Transform of same gameobject as collider. + * \param rigidbody Rigidbody of same gameobject as collider. + * + * \return Postion of collider. + */ void collision_handler_request(CollidedInfoStor& data1,CollidedInfoStor& data2); + /** + * \brief Calculates the move back value and direction of the Collision + * + * Uses data from both gameobjects to calculate the value of the gameobject to move out of other collider. + * + * \param data1 Has data about the first gameobject of the collision + * \param data2 Has data about the second gameobject of the collision + * \param type Type of collider pair used for variant + * + * \return Move back value and direction for first gameobject + */ std::pair<vec2,Direction> collision_handler(CollidedInfoStor& data1,CollidedInfoStor& data2 ,ColliderStorType type); - - + /** + * \brief Calculates the move back value for box box collision + * + * Uses both collider and positions to calculate move back value + * + * \param box_collider1 First boxcollider of collision + * \param box_collider2 Second boxcollider of collision + * \param position1 Position of first boxcollider + * \param position2 Position of second boxcollider + * + * \return Move back value and direction for first gameobject + */ vec2 box_box_move_back(const BoxCollider& box_collider1,const BoxCollider& box_collider2,vec2 position1,vec2 position2); + /** + * \brief Determines what collision handler is called + * + * If the object is static is does nothing. + * If the object is dynamic and collides with not static object it calls the script collision handeler. + * If the object is dynamic and collides with static it handles it and calls the script collision handeler. + * + * \param info Collision info of both gameobjects + */ void determine_collision_handler(CollisionInfo& info); + /** + * \brief handles static collision + * + * Moves the object back out of static gameobject. + * If bounce is active change velocity. + * + * \param info Collision info of both gameobjects + */ void static_collision_handler(CollisionInfo& info); private: // detection + /** + * \brief Checks if there is an collision between two colliders + * + * Does not use the type of a collider to determine if there is collision. + * uses variant with comment data to determine if even collision needs to be checked. + * + * \param colliders Holds all colliders + * + * \return Move back value and direction for first gameobject + */ std::vector<std::pair<CollidedInfoStor,CollidedInfoStor>> check_collisions(std::vector<collider_stor> & colliders); + /** + * \brief Calls the correct check collision function. + * + * Uses the type to check what colliders are used, converts the colliders and calls the check function. + * + * \param collider1 First collider + * \param components1 Transform and rigidbody from first object + * \param collider2 Second collider + * \param components2 Transform and rigidbody from second object + * \param type Type of collider pair + * + * \return status of collision + */ bool check_collision(const collider_stor& collider1,std::pair<std::reference_wrapper<Transform>, std::reference_wrapper<Rigidbody>> components1,const collider_stor& collider2,std::pair<std::reference_wrapper<Transform>, std::reference_wrapper<Rigidbody>> components2,CollisionSystem::ColliderStorType type); + /** + * \brief Check collision for box on box collider + * + * \param box1 First collider + * \param box2 Second collider + * \param transform1 Transform of first object + * \param transform2 Transform of second object + * \param rigidbody1 Rigidbody of first object + * \param rigidbody2 Rigidbody of second object + * + * \return status of collision + */ bool check_box_box_collision(const BoxCollider& box1, const BoxCollider& box2, const Transform& transform1, const Transform& transform2, const Rigidbody& rigidbody1, const Rigidbody& rigidbody2); + /** + * \brief Check collision for box on circle collider + * + * \param box1 First collider + * \param circle2 Second collider + * \param transform1 Transform of first object + * \param transform2 Transform of second object + * \param rigidbody1 Rigidbody of first object + * \param rigidbody2 Rigidbody of second object + * + * \return status of collision + */ bool check_box_circle_collision(const BoxCollider& box1, const CircleCollider& circle2, const Transform& transform1, const Transform& transform2, const Rigidbody& rigidbody1, const Rigidbody& rigidbody2); + /** + * \brief Check collision for circle on circle collider + * + * \param circle1 First collider + * \param circle2 Second collider + * \param transform1 Transform of first object + * \param transform2 Transform of second object + * \param rigidbody1 Rigidbody of first object + * \param rigidbody2 Rigidbody of second object + * + * \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); }; |