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-rw-r--r--src/crepe/system/CollisionSystem.cpp337
-rw-r--r--src/crepe/system/CollisionSystem.h61
-rw-r--r--src/example/game.cpp12
3 files changed, 135 insertions, 275 deletions
diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp
index e4f6cb3..a9a0523 100644
--- a/src/crepe/system/CollisionSystem.cpp
+++ b/src/crepe/system/CollisionSystem.cpp
@@ -75,11 +75,11 @@ void CollisionSystem::update() {
// For both objects call the collision handler
for (auto & collision_pair : collided) {
// Determine type
- CollisionInternalType type = this->get_collider_type(collision_pair.first.collider, collision_pair.second.collider);
+ //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);
+ //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);
+ CollisionInfo info = this->get_collision_info(collision_pair.first, collision_pair.second);
// Determine if and/or what collison handler is needed.
this->determine_collision_handler(info);
}
@@ -87,7 +87,7 @@ void CollisionSystem::update() {
// Below is for collision detection
std::vector<std::pair<CollisionSystem::CollisionInternal, CollisionSystem::CollisionInternal>>
-CollisionSystem::gather_collisions(const std::vector<CollisionInternal> & colliders) const {
+CollisionSystem::gather_collisions(std::vector<CollisionInternal> & colliders) {
// TODO:
// If no colliders skip
@@ -106,7 +106,7 @@ CollisionSystem::gather_collisions(const std::vector<CollisionInternal> & collid
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;
+ if (!detect_collision(colliders[i],colliders[j],type)) continue;
//fet
collisions_ret.emplace_back(colliders[i], colliders[j]);
}
@@ -156,8 +156,8 @@ CollisionSystem::get_collider_type(const collider_variant & collider1,
}
}
-bool CollisionSystem::get_collision(const CollisionInternal & self,const CollisionInternal & other,const CollisionInternalType & type) const {
-
+bool CollisionSystem::detect_collision(CollisionInternal & self,CollisionInternal & other,const CollisionInternalType & type) {
+ vec2 resolution;
switch (type) {
case CollisionInternalType::BOX_BOX: {
const BoxColliderInternal BOX1 = {
@@ -170,8 +170,10 @@ bool CollisionSystem::get_collision(const CollisionInternal & self,const Collisi
.transform = other.info.transform,
.rigidbody = other.info.rigidbody
};
-
- return this->get_box_box_collision(BOX1, BOX2);
+ resolution = this->get_box_box_detection(BOX1, BOX2);
+ if(resolution == vec2{-1,-1}) return false;
+ break;
+
}
case CollisionInternalType::BOX_CIRCLE: {
const BoxColliderInternal BOX1 = {
@@ -184,7 +186,9 @@ bool CollisionSystem::get_collision(const CollisionInternal & self,const Collisi
.transform = other.info.transform,
.rigidbody = other.info.rigidbody
};
- return this->get_box_circle_collision(BOX1, CIRCLE2);
+ resolution = this->get_box_circle_detection(BOX1, CIRCLE2);
+ if(resolution == vec2{-1,-1}) return false;
+ break;
}
case CollisionInternalType::CIRCLE_CIRCLE: {
const CircleColliderInternal CIRCLE1 = {
@@ -197,7 +201,9 @@ bool CollisionSystem::get_collision(const CollisionInternal & self,const Collisi
.transform = other.info.transform,
.rigidbody = other.info.rigidbody
};
- return this->get_circle_circle_collision(CIRCLE1,CIRCLE2);
+ resolution = this->get_circle_circle_detection(CIRCLE1,CIRCLE2);
+ if(resolution == vec2{-1,-1}) return false;
+ break;
}
case CollisionInternalType::CIRCLE_BOX: {
const CircleColliderInternal CIRCLE1 = {
@@ -210,22 +216,31 @@ bool CollisionSystem::get_collision(const CollisionInternal & self,const Collisi
.transform = other.info.transform,
.rigidbody = other.info.rigidbody
};
- return this->get_box_circle_collision(BOX2, CIRCLE1);
+ resolution = this->get_box_circle_detection(BOX2, CIRCLE1);
+ if(resolution == vec2{-1,-1}) return false;
+ break;
}
case CollisionInternalType::NONE:
break;
}
- return false;
+ self.resolution = resolution;
+ self.resolution_direction = this->resolution_correction(self.resolution, self.info.rigidbody.data);
+ other.resolution = -self.resolution;
+ other.resolution_direction = self.resolution_direction;
+ return true;
}
-bool CollisionSystem::get_box_box_collision(const BoxColliderInternal & box1, const BoxColliderInternal & box2) const {
+vec2 CollisionSystem::get_box_box_detection(const BoxColliderInternal & box1, const BoxColliderInternal & box2) const {
+ vec2 resolution;
// Get current positions of colliders
- vec2 final_position1 = AbsolutePosition::get_position(box1.transform, box1.collider.offset);
- vec2 final_position2 = AbsolutePosition::get_position(box2.transform, box2.collider.offset);
+ vec2 pos1 = AbsolutePosition::get_position(box1.transform, box1.collider.offset);
+ vec2 pos2 = AbsolutePosition::get_position(box2.transform, box2.collider.offset);
// Scale dimensions
vec2 scaled_box1 = box1.collider.dimensions * box1.transform.scale;
vec2 scaled_box2 = box2.collider.dimensions * box2.transform.scale;
+ vec2 delta = pos2 - pos1;
+
// Calculate half-extents (half width and half height)
float half_width1 = scaled_box1.x / 2.0;
@@ -233,42 +248,77 @@ bool CollisionSystem::get_box_box_collision(const BoxColliderInternal & box1, co
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);
+ if (pos1.x + half_width1 > pos2.x - half_width2
+ && pos1.x - half_width1 < pos2.x + half_width2
+ && pos1.y + half_height1 > pos2.y - half_height2
+ && pos1.y - half_height1 < pos2.y + half_height2)
+ {
+ float overlap_x = (half_width1 + half_width2) - std::abs(delta.x);
+ float overlap_y = (half_height1 + half_height2) - std::abs(delta.y);
+ if (overlap_x > 0 && overlap_y > 0) {
+ // Determine the direction of resolution
+ if (overlap_x < overlap_y) {
+ // Resolve along the X-axis (smallest overlap)
+ resolution.x = (delta.x > 0) ? -overlap_x : overlap_x;
+ } else if (overlap_y < overlap_x) {
+ // Resolve along the Y-axis (smallest overlap)
+ resolution.y = (delta.y > 0) ? -overlap_y : overlap_y;
+ } else {
+ // Equal overlap, resolve both directions with preference
+ resolution.x = (delta.x > 0) ? -overlap_x : overlap_x;
+ resolution.y = (delta.y > 0) ? -overlap_y : overlap_y;
+ }
+ }
+ return resolution;
+ }
+ return vec2{-1,-1};
}
-bool CollisionSystem::get_box_circle_collision(const BoxColliderInternal & box1, const CircleColliderInternal & circle2) const {
- // Get current positions of colliders
- vec2 final_position1 = AbsolutePosition::get_position(box1.transform, box1.collider.offset);
- vec2 final_position2 = AbsolutePosition::get_position(circle2.transform, circle2.collider.offset);
-
- // Scale dimensions
- vec2 scaled_box = box1.collider.dimensions * box1.transform.scale;
- float scaled_circle = circle2.collider.radius * circle2.transform.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;
+vec2 CollisionSystem::get_box_circle_detection(const BoxColliderInternal & box, const CircleColliderInternal & circle) const {
+ /// Get current positions of colliders
+ vec2 box_pos = AbsolutePosition::get_position(box.transform, box.collider.offset);
+ vec2 circle_pos = AbsolutePosition::get_position(circle.transform, circle.collider.offset);
+
+ // Scale dimensions
+ vec2 scaled_box = box.collider.dimensions * box.transform.scale;
+ float scaled_circle_radius = circle.collider.radius * circle.transform.scale;
+
+ // Calculate box half-extents
+ float half_width = scaled_box.x / 2.0f;
+ float half_height = scaled_box.y / 2.0f;
+
+ // Find the closest point on the box to the circle's center
+ float closest_x = std::max(box_pos.x - half_width, std::min(circle_pos.x, box_pos.x + half_width));
+ float closest_y = std::max(box_pos.y - half_height, std::min(circle_pos.y, box_pos.y + half_height));
+
+ float distance_x = circle_pos.x - closest_x;
+ float distance_y = circle_pos.y - closest_y;
+ float distance_squared = distance_x * distance_x + distance_y * distance_y;
+ if(distance_squared < scaled_circle_radius * scaled_circle_radius){
+ vec2 delta = circle_pos - box_pos;
+
+ // Clamp circle center to the nearest point on the box
+ vec2 closest_point;
+ closest_point.x = std::clamp(delta.x, -half_width, half_width);
+ closest_point.y = std::clamp(delta.y, -half_height, half_height);
+
+ // Find the vector from the circle center to the closest point
+ vec2 closest_delta = delta - closest_point;
+
+ float distance = std::sqrt(closest_delta.x * closest_delta.x + closest_delta.y * closest_delta.y);
+ vec2 collision_normal = closest_delta / distance;
+
+ // Compute penetration depth
+ float penetration_depth = scaled_circle_radius - distance;
+
+ // Compute the resolution vector
+ return vec2{collision_normal * penetration_depth};
+ }
+ // No collision
+ return vec2{-1,-1};
}
-bool CollisionSystem::get_circle_circle_collision(const CircleColliderInternal & circle1, const CircleColliderInternal & circle2) const {
+vec2 CollisionSystem::get_circle_circle_detection(const CircleColliderInternal & circle1, const CircleColliderInternal & circle2) const {
// Get current positions of colliders
vec2 final_position1 = AbsolutePosition::get_position(circle1.transform, circle1.collider.offset);
vec2 final_position2 = AbsolutePosition::get_position(circle2.transform, circle2.collider.offset);
@@ -284,86 +334,35 @@ bool CollisionSystem::get_circle_circle_collision(const CircleColliderInternal &
// 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;
-}
+ // Check for collision (distance squared must be less than the square of the radius sum)
+ if (distance_squared < radius_sum * radius_sum) {
+ vec2 delta = final_position2 - final_position1;
-std::pair<vec2, CollisionSystem::Direction>
-CollisionSystem::get_collision_resolution(const CollisionInternal & self, const CollisionInternal & other,
- const CollisionInternalType & type) const {
- vec2 resolution;
- // Fet resolution form correct type
- switch (type) {
- case CollisionInternalType::BOX_BOX: {
+ // Compute the distance between the two circle centers
+ float distance = std::sqrt(delta.x * delta.x + delta.y * delta.y);
- const BoxColliderInternal BOX1 = {
- .collider = std::get<std::reference_wrapper<BoxCollider>>(self.collider),
- .transform = self.info.transform,
- .rigidbody = self.info.rigidbody
- };
- const BoxColliderInternal BOX2 = {
- .collider = std::get<std::reference_wrapper<BoxCollider>>(other.collider),
- .transform = other.info.transform,
- .rigidbody = other.info.rigidbody
- };
- resolution = this->get_box_box_resolution(BOX1, BOX2);
- break;
- }
- case CollisionInternalType::BOX_CIRCLE: {
+ // Compute the combined radii of the two circles
+ float combined_radius = scaled_circle1 + scaled_circle2;
- const BoxColliderInternal BOX1 = {
- .collider = std::get<std::reference_wrapper<BoxCollider>>(self.collider),
- .transform = self.info.transform,
- .rigidbody = self.info.rigidbody
- };
- const CircleColliderInternal CIRCLE1 = {
- .collider = std::get<std::reference_wrapper<CircleCollider>>(other.collider),
- .transform = other.info.transform,
- .rigidbody = other.info.rigidbody
- };
- resolution = -this->get_circle_box_resolution(CIRCLE1,BOX1);
- break;
- }
- case CollisionInternalType::CIRCLE_CIRCLE: {
- const CircleColliderInternal CIRCLE1 = {
- .collider = std::get<std::reference_wrapper<CircleCollider>>(self.collider),
- .transform = self.info.transform,
- .rigidbody = self.info.rigidbody
- };
- const CircleColliderInternal CIRCLE2 = {
- .collider = std::get<std::reference_wrapper<CircleCollider>>(other.collider),
- .transform = other.info.transform,
- .rigidbody = other.info.rigidbody
- };
-
- resolution = this->get_circle_circle_resolution(CIRCLE1, CIRCLE2);
- break;
- }
- case CollisionInternalType::CIRCLE_BOX: {
+ // Compute the penetration depth
+ float penetration_depth = combined_radius - distance;
- const BoxColliderInternal BOX1 = {
- .collider = std::get<std::reference_wrapper<BoxCollider>>(other.collider),
- .transform = other.info.transform,
- .rigidbody = other.info.rigidbody
- };
- const CircleColliderInternal CIRCLE1 = {
- .collider = std::get<std::reference_wrapper<CircleCollider>>(self.collider),
- .transform = self.info.transform,
- .rigidbody = self.info.rigidbody
- };
- resolution = -this->get_circle_box_resolution(CIRCLE1,BOX1);
+ // Normalize the delta vector to get the collision direction
+ vec2 collision_normal = delta / distance;
-
- resolution = this->get_circle_box_resolution(CIRCLE1, BOX1);
- break;
- }
- case CollisionInternalType::NONE:
- break;
+ // Compute the resolution vector
+ vec2 resolution = -collision_normal * penetration_depth;
+
+ return resolution;
}
+ // No collision
+ return vec2{-1,-1};
+}
+
+CollisionSystem::Direction CollisionSystem::resolution_correction(vec2 & resolution,const Rigidbody::Data & rigidbody) {
// 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) {
@@ -381,102 +380,10 @@ CollisionSystem::get_collision_resolution(const CollisionInternal & self, const
resolution.x = -rigidbody.linear_velocity.x * (resolution.y / rigidbody.linear_velocity.y);
}
- return std::make_pair(resolution, resolution_direction);
-}
-
-vec2 CollisionSystem::get_box_box_resolution(const BoxColliderInternal & self, const BoxColliderInternal & other) const {
- vec2 resolution; // Default resolution vector
- vec2 self_pos = AbsolutePosition::get_position(self.transform, self.collider.offset);
- vec2 other_pos = AbsolutePosition::get_position(other.transform, other.collider.offset);
- vec2 delta = other_pos - self_pos;
-
- vec2 scaled_box1 = self.collider.dimensions * self.transform.scale;
- vec2 scaled_box2 = other.collider.dimensions * other.transform.scale;
-
- // Compute half-dimensions of the boxes
- float half_width1 = self.collider.dimensions.x / 2.0;
- float half_height1 = self.collider.dimensions.y / 2.0;
- float half_width2 = other.collider.dimensions.x / 2.0;
- float half_height2 = other.collider.dimensions.y / 2.0;
-
- // Calculate overlaps along X and Y axes
- float overlap_x = (half_width1 + half_width2) - std::abs(delta.x);
- float overlap_y = (half_height1 + half_height2) - std::abs(delta.y);
-
- // Check if there is a collision should always be true
- if (overlap_x > 0 && overlap_y > 0) {
- // Determine the direction of resolution
- if (overlap_x < overlap_y) {
- // Resolve along the X-axis (smallest overlap)
- resolution.x = (delta.x > 0) ? -overlap_x : overlap_x;
- } else if (overlap_y < overlap_x) {
- // Resolve along the Y-axis (smallest overlap)
- resolution.y = (delta.y > 0) ? -overlap_y : overlap_y;
- } else {
- // Equal overlap, resolve both directions with preference
- resolution.x = (delta.x > 0) ? -overlap_x : overlap_x;
- resolution.y = (delta.y > 0) ? -overlap_y : overlap_y;
- }
- }
-
- return resolution;
-}
-
-vec2 CollisionSystem::get_circle_circle_resolution(const CircleColliderInternal & self, const CircleColliderInternal & other) const {
- vec2 self_pos = AbsolutePosition::get_position(self.transform, self.collider.offset);
- vec2 other_pos = AbsolutePosition::get_position(other.transform, other.collider.offset);
- vec2 delta = other_pos - self_pos;
-
- // Compute the distance between the two circle centers
- float distance = std::sqrt(delta.x * delta.x + delta.y * delta.y);
-
- // Compute the combined radii of the two circles
- float combined_radius = self.collider.radius + other.collider.radius;
-
- // Compute the penetration depth
- float penetration_depth = combined_radius - distance;
-
- // Normalize the delta vector to get the collision direction
- vec2 collision_normal = delta / distance;
-
- // Compute the resolution vector
- vec2 resolution = -collision_normal * penetration_depth;
-
- return resolution;
-}
-
-vec2 CollisionSystem::get_circle_box_resolution(const CircleColliderInternal & circle, const BoxColliderInternal & box) const {
- vec2 self_pos = AbsolutePosition::get_position(box.transform, box.collider.offset);
- vec2 other_pos = AbsolutePosition::get_position(circle.transform, circle.collider.offset);
- vec2 delta = other_pos - self_pos;
-
- // Compute half-dimensions of the box
- float half_width = box.collider.dimensions.x / 2.0f;
- float half_height = box.collider.dimensions.y / 2.0f;
-
- // Clamp circle center to the nearest point on the box
- vec2 closest_point;
- closest_point.x = std::clamp(delta.x, -half_width, half_width);
- closest_point.y = std::clamp(delta.y, -half_height, half_height);
-
- // Find the vector from the circle center to the closest point
- vec2 closest_delta = delta - closest_point;
-
- // Normalize the delta to get the collision direction
- float distance
- = std::sqrt(closest_delta.x * closest_delta.x + closest_delta.y * closest_delta.y);
- vec2 collision_normal = closest_delta / distance;
-
- // Compute penetration depth
- float penetration_depth = circle.collider.radius - distance;
-
- // Compute the resolution vector
- vec2 resolution = collision_normal * penetration_depth;
-
- return resolution;
+ return 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{
+CollisionSystem::CollisionInfo CollisionSystem::get_collision_info(const CollisionInternal & in_self, const CollisionInternal & in_other) const{
ComponentManager & mgr = this->mediator.component_manager;
@@ -495,8 +402,8 @@ CollisionSystem::CollisionInfo CollisionSystem::get_collision_info(const Collisi
struct CollisionInfo collision_info{
.self = self,
.other = other,
- .resolution = resolution,
- .resolution_direction = resolution_direction,
+ .resolution = in_self.resolution,
+ .resolution_direction = in_self.resolution_direction,
};
return collision_info;
}
diff --git a/src/crepe/system/CollisionSystem.h b/src/crepe/system/CollisionSystem.h
index a695e61..7792e50 100644
--- a/src/crepe/system/CollisionSystem.h
+++ b/src/crepe/system/CollisionSystem.h
@@ -123,58 +123,11 @@ private:
* \param data1 Collision data for the first collider.
* \param data2 Collision data for the second collider.
*/
- 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
+ CollisionInfo get_collision_info(const CollisionInternal & this_data, const CollisionInternal & other_data) const; //done
- /**
- * \brief Resolves collision between two colliders and calculates the movement required.
- *
- * Determines the displacement and direction needed to separate colliders based on their types.
- *
- * \param data1 Collision data for the first collider.
- * \param data2 Collision data for the second collider.
- * \param type The type of collider pair.
- * \return A pair containing the resolution vector and direction for the first collider.
- */
- 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.
- *
- * Computes the displacement required to separate two overlapping BoxColliders.
- *
- * \param box_collider1 The first BoxCollider.
- * \param box_collider2 The second BoxCollider.
- * \param position1 The position of the first BoxCollider.
- * \param position2 The position of the second BoxCollider.
- * \return The resolution vector for the collision.
- */
- vec2 get_box_box_resolution(const BoxColliderInternal & self, const BoxColliderInternal & other) const; //done
- /**
- * \brief Calculates the resolution vector for two CircleCollider.
- *
- * Computes the displacement required to separate two overlapping CircleCollider.
- *
- * \param circle_collider1 The first CircleCollider.
- * \param circle_collider2 The second CircleCollider.
- * \param final_position1 The position of the first CircleCollider.
- * \param final_position2 The position of the second CircleCollider.
- * \return The resolution vector for the collision.
- */
- vec2 get_circle_circle_resolution(const CircleColliderInternal & self, const CircleColliderInternal & other) const; //done
+ Direction resolution_correction(vec2 & resolution,const Rigidbody::Data & rigidbody);
- /**
- * \brief Calculates the resolution vector for two CircleCollider.
- *
- * Computes the displacement required to separate two overlapping CircleCollider.
- *
- * \param circle_collider The first CircleCollider.
- * \param box_collider The second CircleCollider.
- * \param circle_position The position of the CircleCollider.
- * \param box_position The position of the BoxCollider.
- * \return The resolution vector for the collision.
- */
- vec2 get_circle_box_resolution(const CircleColliderInternal & circle, const BoxColliderInternal & box) const; //done
/**
* \brief Determines the appropriate collision handler for a collision.
@@ -222,7 +175,7 @@ private:
* \return A list of collision pairs with their associated data.
*/
std::vector<std::pair<CollisionInternal, CollisionInternal>>
- gather_collisions(const std::vector<CollisionInternal> & colliders) const; //done
+ gather_collisions(std::vector<CollisionInternal> & colliders); //done
/**
* \brief Checks if the settings allow collision
@@ -249,7 +202,7 @@ 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, const CollisionInternalType & type) const;
+ bool detect_collision(CollisionInternal & first_info, CollisionInternal & second_info, const CollisionInternalType & type);
/**
* \brief Detects collisions between two BoxColliders.
@@ -262,7 +215,7 @@ private:
* \param rigidbody2 Rigidbody of the second object.
* \return True if a collision is detected, otherwise false.
*/
- bool get_box_box_collision(const BoxColliderInternal & box1, const BoxColliderInternal & box2) const;
+ vec2 get_box_box_detection(const BoxColliderInternal & box1, const BoxColliderInternal & box2) const;
/**
* \brief Check collision for box on circle collider
@@ -275,7 +228,7 @@ private:
* \param rigidbody2 Rigidbody of the second object.
* \return True if a collision is detected, otherwise false.
*/
- bool get_box_circle_collision(const BoxColliderInternal & box1, const CircleColliderInternal & circle2) const;
+ vec2 get_box_circle_detection(const BoxColliderInternal & box1, const CircleColliderInternal & circle2) const;
/**
* \brief Check collision for circle on circle collider
@@ -290,7 +243,7 @@ private:
*
* \return status of collision
*/
- bool get_circle_circle_collision(const CircleColliderInternal & circle1, const CircleColliderInternal & circle2) const;
+ vec2 get_circle_circle_detection(const CircleColliderInternal & circle1, const CircleColliderInternal & circle2) const;
};
/**
diff --git a/src/example/game.cpp b/src/example/game.cpp
index a8b3d5d..69bfae2 100644
--- a/src/example/game.cpp
+++ b/src/example/game.cpp
@@ -24,7 +24,7 @@ using namespace std;
class MyScript1 : public Script {
bool flip = false;
bool oncollision(const CollisionEvent & test) {
- Log::logf("Box {} script on_collision()", test.info.this_collider.game_object_id);
+ Log::logf("Box {} script on_collision()", test.info.self.metadata.game_object_id);
return true;
}
bool keypressed(const KeyPressEvent & test) {
@@ -93,7 +93,7 @@ class MyScript1 : public Script {
class MyScript2 : public Script {
bool flip = false;
bool oncollision(const CollisionEvent & test) {
- Log::logf("Box {} script on_collision()", test.info.this_collider.game_object_id);
+ Log::logf("Box {} script on_collision()", test.info.self.metadata.game_object_id);
return true;
}
bool keypressed(const KeyPressEvent & test) {
@@ -195,7 +195,7 @@ public:
GameObject world = new_object(
"Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2}, 0, 1);
world.add_component<Rigidbody>(Rigidbody::Data{
- .mass = 0,
+ .mass = 1,
.gravity_scale = 0,
.body_type = Rigidbody::BodyType::STATIC,
});
@@ -220,11 +220,11 @@ public:
});
GameObject game_object1 = new_object(
- "Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2}, 45, 1);
+ "Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2+30}, 0, 1);
game_object1.add_component<Rigidbody>(Rigidbody::Data{
.mass = 1,
.gravity_scale = 0,
- .body_type = Rigidbody::BodyType::KINEMATIC,
+ .body_type = Rigidbody::BodyType::DYNAMIC,
.linear_velocity = {0, 1},
.constraints = {0, 0, 0},
.elastisity_coefficient = 1,
@@ -238,7 +238,7 @@ public:
.sorting_in_layer = 2,
.order_in_layer = 2,
.size = {20, 20},
- .position_offset = {0, -10},
+ .position_offset = {0, 0},
});
//add circle with cirlcecollider deactiveated