#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>; /** * \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: /** * \brief Handles a collision between two colliders. * * This function calculates the necessary response to resolve the collision, including * moving the objects back to prevent overlap and applying any velocity changes. * * \param data1 The collision data for the first collider. * \param data2 The collision data for the second collider. */ void collision_handler(CollidedInfoStor& data1,CollidedInfoStor& data2); /** * \brief Resolves the movement of two box colliders that are colliding. * * This function calculates the smallest overlap (along the X or Y axis) and determines * the move-back vector to prevent overlap. * * \param box_collider1 The first box collider. * \param box_collider2 The second box collider. * \param final_position1 The final position of the first box collider. * \param final_position2 The final position of the second box collider. * \return The move-back vector to resolve the collision. */ vec2 box_box_collision_move_back(const BoxCollider& box_collider1,const BoxCollider& box_collider2,vec2 position1,vec2 position2); /** * \brief Determines the appropriate collision handler based on the rigidbody types of the colliding objects. * * This function checks if the second object is static, and if so, it calls the static collision handler. * Otherwise, it triggers a collision event. * * \param info The collision information containing the colliders, transforms, rigidbodies, and move-back data. */ void determine_collision_handler(CollisionInfo& info); /** * \brief Handles the collision with a static object. * * This function resolves the collision by moving the object back and applying any bounce or stop behavior. * * \param info The collision information containing the colliders, transforms, rigidbodies, and move-back data. */ void static_collision_handler(CollisionInfo& info); private: //detection /** * \brief Checks for collisions between box colliders and circle colliders * and returns the collision pairs that need to be resolved. * * \param boxcolliders A vector of references to all box colliders. * \param circlecolliders A vector of references to all circle colliders. * \return A vector of pairs containing collision information for the detected collisions. */ std::vector> check_collisions(const std::vector>& boxcolliders, const std::vector>& circlecolliders); /** * \brief Checks for a collision between two box colliders. * * This function checks if two box colliders overlap based on their positions and dimensions. * * \param box1 The first box collider. * \param box2 The second box collider. * \param transform1 The transform component of the first box collider. * \param transform2 The transform component of the second box collider. * \param rigidbody1 The rigidbody component of the first box collider. * \param rigidbody2 The rigidbody component of the second box collider. * \return True if the two box colliders overlap, 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); /** * \brief Checks for a collision between a box collider and a circle collider. * * This function checks if a box collider overlaps with a circle collider based on their positions * and dimensions. * * \param box1 The box collider. * \param circle2 The circle collider. * \param transform1 The transform component of the box collider. * \param transform2 The transform component of the circle collider. * \param rigidbody1 The rigidbody component of the box collider. * \param rigidbody2 The rigidbody component of the circle collider. * \return True if the box collider and circle collider overlap, 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); /** * \brief Checks for a collision between two circle colliders. * * This function checks if two circle colliders overlap based on their positions and radii. * * \param circle1 The first circle collider. * \param circle2 The second circle collider. * \param transform1 The transform component of the first circle collider. * \param transform2 The transform component of the second circle collider. * \param rigidbody1 The rigidbody component of the first circle collider. * \param rigidbody2 The rigidbody component of the second circle collider. * \return True if the two circle colliders overlap, otherwise false. */ bool check_circle_circle_collision(const CircleCollider& circle1, const CircleCollider& circle2, const Transform& transform1, const Transform& transform2, const Rigidbody& rigidbody1, const Rigidbody& rigidbody2); /** * \brief Gets the current position of a collider by combining its transform and rigidbody data. * * This function calculates the current position of the collider by considering its transform and * rigidbody velocity. * * \param collider The collider whose position is being determined. * \param transform The transform component associated with the collider. * \param rigidbody The rigidbody component associated with the collider. * \return The current position of the collider as a vec2. */ vec2 current_position(const Collider& collider, const Transform& transform, const Rigidbody& rigidbody); }; } // namespace crepe