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-rw-r--r--src/crepe/api/BehaviorScript.hpp2
-rw-r--r--src/crepe/system/CollisionSystem.h138
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);
};