#pragma once #include #include #include "api/Rigidbody.h" #include "api/Transform.h" #include "api/BoxCollider.h" #include "api/CircleCollider.h" #include "api/Vector2.h" #include "Collider.h" #include "System.h" namespace crepe { //! A system responsible for detecting and handling collisions between colliders. class CollisionSystem : public System { public: using System::System; private: //! A variant type that can hold either a BoxCollider or a CircleCollider. // using collider_stor = std::variant; using collider_stor = std::variant, std::reference_wrapper>; //! A enum that is used to tell the pair of the collider stor in a std::pair. enum class ColliderStorType { BOX_BOX, CIRCLE_CIRCLE, BOX_CIRCLE, CIRCLE_BOX, }; /** * \brief A structure to store the collision data of a single collider. * * This structure stores the collider type, its associated transform, and its rigidbody. */ struct CollidedInfoStor { //! Store either BoxCollider or CircleCollider collider_stor& collider; Transform& transform; Rigidbody& rigidbody; }; //! Enum representing movement directions during collision resolution. enum class Direction { NONE, X_DIRECTION, Y_DIRECTION, BOTH }; public: /** * \brief A structure representing the collision information between two colliders. * * This structure contains both colliders, their associated transforms and rigidbodies, * as well as the movement vector to resolve the collision. */ struct ColliderInfo { const Collider& collider; Transform& transform; Rigidbody& rigidbody; }; /** * \brief A structure representing detailed collision information between two colliders. * * This includes the movement data required to resolve the collision. */ struct CollisionInfo{ ColliderInfo first; ColliderInfo second; vec2 move_back_value; Direction move_back_direction = Direction::NONE; }; public: //! Updates the collision system by checking for collisions between colliders and handling them. void update() override; private: //generic ColliderStorType check_collider_type(const collider_stor& collider1,const collider_stor& collider2); vec2 current_position(vec2 collider_offset, const Transform& transform, const Rigidbody& rigidbody); private:// handeling void collision_handler_request(CollidedInfoStor& data1,CollidedInfoStor& data2); std::pair collision_handler(CollidedInfoStor& data1,CollidedInfoStor& data2 ,ColliderStorType type); vec2 box_box_move_back(const BoxCollider& box_collider1,const BoxCollider& box_collider2,vec2 position1,vec2 position2); void determine_collision_handler(CollisionInfo& info); void static_collision_handler(CollisionInfo& info); private: // detection std::vector> check_collisions(std::vector & colliders); bool check_collision(const collider_stor& collider1,std::pair, std::reference_wrapper> components1,const collider_stor& collider2,std::pair, std::reference_wrapper> components2,CollisionSystem::ColliderStorType type); bool check_box_box_collision(const BoxCollider& box1, const BoxCollider& box2, const Transform& transform1, const Transform& transform2, const Rigidbody& rigidbody1, const Rigidbody& rigidbody2); bool check_box_circle_collision(const BoxCollider& box1, const CircleCollider& circle2, const Transform& transform1, const Transform& transform2, const Rigidbody& rigidbody1, const Rigidbody& rigidbody2); bool check_circle_circle_collision(const CircleCollider& circle1, const CircleCollider& circle2, const Transform& transform1, const Transform& transform2, const Rigidbody& rigidbody1, const Rigidbody& rigidbody2); }; } // namespace crepe