#pragma once #include #include #include #include "api/BoxCollider.h" #include "api/CircleCollider.h" #include "api/Event.h" #include "api/Metadata.h" #include "api/Rigidbody.h" #include "api/Transform.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_variant = std::variant, std::reference_wrapper>; //! Enum representing the types of collider pairs for collision detection. enum class CollisionInternalType { BOX_BOX, CIRCLE_CIRCLE, BOX_CIRCLE, CIRCLE_BOX, }; /** * \brief A structure to store the collision data of a single collider. * * This structure all components and id that are for needed within this system when calculating or handeling collisions. * The transform and rigidbody are mostly needed for location and rotation. * In rigidbody additional info is written about what the body of the object is, * and how it should respond on a collision. */ struct CollisionInternal { game_object_id_t id = 0; collider_variant collider; Transform & transform; Rigidbody & rigidbody; }; //! Enum representing movement directions during collision resolution. enum class Direction { //! No movement required. NONE, //! Movement in the X direction. X_DIRECTION, //! Movement in the Y direction. Y_DIRECTION, //! Movement in both X and Y directions. BOTH }; public: /** * \brief Structure representing detailed collision information between two colliders. * * Includes information about the colliding objects and the resolution data for handling the collision. */ struct CollisionInfo { Collider & this_collider; Transform & this_transform; Rigidbody & this_rigidbody; Metadata & this_metadata; Collider & other_collider; Transform & other_transform; Rigidbody & other_rigidbody; Metadata & other_metadata; //! The resolution vector for the collision. vec2 resolution; //! The direction of movement for resolving the collision. Direction resolution_direction = Direction::NONE; }; public: //! Updates the collision system by checking for collisions between colliders and handling them. void update() override; private: /** * \brief Determines the type of collider pair from two colliders. * * Uses std::holds_alternative to identify the types of the provided colliders. * * \param collider1 First collider variant (BoxCollider or CircleCollider). * \param collider2 Second collider variant (BoxCollider or CircleCollider). * \return The combined type of the two colliders. */ CollisionInternalType get_collider_type(const collider_variant & collider1, const collider_variant & collider2) const; /** * \brief Calculates the current position of a collider. * * Combines the Collider offset, Transform position, and Rigidbody offset to compute the position of the collider. * * \param collider_offset The offset of the collider. * \param transform The Transform of the associated game object. * \param rigidbody The Rigidbody of the associated game object. * \return The calculated position of the collider. */ vec2 get_current_position(const vec2 & collider_offset, const Transform & transform, const Rigidbody & rigidbody) const; private: /** * \brief Handles collision resolution between two colliders. * * Processes collision data and adjusts objects to resolve collisions and/or calls the user oncollision script function. * * \param data1 Collision data for the first collider. * \param data2 Collision data for the second collider. */ void collision_handler_request(CollisionInternal & data1, CollisionInternal & data2); /** * \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 collision_handler(CollisionInternal & data1, CollisionInternal & data2, CollisionInternalType type); /** * \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 BoxCollider & box_collider1, const BoxCollider & box_collider2, const vec2 & position1, const vec2 & position2) const; /** * \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 CircleCollider & circle_collider1, const CircleCollider & circle_collider2, const vec2 & final_position1, const vec2 & final_position2) const; /** * \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 CircleCollider & circle_collider, const BoxCollider & box_collider, const vec2 & circle_position, const vec2 & box_position) const; /** * \brief Determines the appropriate collision handler for a collision. * * Decides the correct resolution process based on the dynamic or static nature of the colliders involved. * * \param info Collision information containing data about both colliders. */ void determine_collision_handler(CollisionInfo & info); /** * \brief Handles collisions involving static objects. * * Resolves collisions by adjusting positions and modifying velocities if bounce is enabled. * * \param info Collision information containing data about both colliders. */ void static_collision_handler(CollisionInfo & info); private: /** * \brief Checks for collisions between colliders. * * Identifies collisions and generates pairs of colliding objects for further processing. * * \param colliders A collection of all active colliders. * \return A list of collision pairs with their associated data. */ std::vector> gather_collisions(std::vector & colliders); /** * \brief Checks if two collision layers have at least one common layer. * * This function checks if there is any overlapping layer between the two inputs. * It compares each layer from the first input to see * if it exists in the second input. If at least one common layer is found, * the function returns true, indicating that the two colliders share a common * collision layer. * * \param layers1 all collision layers for the first collider. * \param layers2 all collision layers for the second collider. * \return Returns true if there is at least one common layer, false otherwise. */ bool have_common_layer(const std::set & layers1, const std::set & layers2); /** * \brief Checks for collision between two colliders. * * Calls the appropriate collision detection function based on the collider types. * * \param first_info Collision data for the first collider. * \param second_info Collision data for the second collider. * \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, CollisionInternalType type) const; /** * \brief Detects collisions between two BoxColliders. * * \param box1 The first BoxCollider. * \param box2 The second BoxCollider. * \param transform1 Transform of the first object. * \param transform2 Transform of the second object. * \param rigidbody1 Rigidbody of the first object. * \param rigidbody2 Rigidbody of the second object. * \return True if a collision is detected, otherwise false. */ bool get_box_box_collision(const BoxCollider & box1, const BoxCollider & box2, const Transform & transform1, const Transform & transform2, const Rigidbody & rigidbody1, const Rigidbody & rigidbody2) const; /** * \brief Check collision for box on circle collider * * \param box1 The BoxCollider * \param circle2 The CircleCollider * \param transform1 Transform of the first object. * \param transform2 Transform of the second object. * \param rigidbody1 Rigidbody of the first object. * \param rigidbody2 Rigidbody of the second object. * \return True if a collision is detected, otherwise false. */ bool get_box_circle_collision(const BoxCollider & box1, const CircleCollider & circle2, const Transform & transform1, const Transform & transform2, const Rigidbody & rigidbody1, const Rigidbody & rigidbody2) const; /** * \brief Check collision for circle on circle collider * * \param circle1 First CircleCollider * \param circle2 Second CircleCollider * \param transform1 Transform of the first object. * \param transform2 Transform of the second object. * \param rigidbody1 Rigidbody of the first object. * \param rigidbody2 Rigidbody of the second object. * \return True if a collision is detected, otherwise false. * * \return status of collision */ bool get_circle_circle_collision(const CircleCollider & circle1, const CircleCollider & circle2, const Transform & transform1, const Transform & transform2, const Rigidbody & rigidbody1, const Rigidbody & rigidbody2) const; }; /** * \brief Event triggered during a collision between objects. */ class CollisionEvent : public Event { public: crepe::CollisionSystem::CollisionInfo info; CollisionEvent(const crepe::CollisionSystem::CollisionInfo & collisionInfo) : info(collisionInfo) {} }; } // namespace crepe