#pragma once #include #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_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 stores the collider type, its associated transform, and its rigidbody. */ struct CollisionInternal { //! Store either BoxCollider or CircleCollider 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& first_collider; Transform& first_transform; Rigidbody& first_rigidbody; Collider& second_collider; Transform& second_transform; Rigidbody& second_rigidbody; //! 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 check_collider_type(const collider_variant& collider1,const collider_variant& collider2); /** * \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 current_position(vec2 collider_offset, const Transform& transform, const Rigidbody& rigidbody); 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 first BoxCollider. */ vec2 box_box_resolution(const BoxCollider& box_collider1,const BoxCollider& box_collider2,vec2 position1,vec2 position2); /** * \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> check_collisions(std::vector & colliders); /** * \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 check_collision(const CollisionInternal& first_info,const CollisionInternal& second_info, CollisionInternalType type); /** * \brief Retrieves the active Transform and Rigidbody components for a given game object. * * This function looks up the Transform and Rigidbody components associated with the specified * game object ID. It checks if both components are present and active. If both are found * to be active, they are returned wrapped in reference wrappers; otherwise, an empty * optional is returned. * * \param game_object_id The ID of the game object for which to retrieve the components. * * \return A std::optional containing a pair of reference wrappers to the active Transform * and Rigidbody components, or std::nullopt if either component is not found * or not active. */ std::optional, std::reference_wrapper>> get_active_transform_and_rigidbody(game_object_id_t game_object_id); /** * \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 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 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 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 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 check_circle_circle_collision(const CircleCollider& circle1, const CircleCollider& circle2, const Transform& transform1, const Transform& transform2, const Rigidbody& rigidbody1, const Rigidbody& rigidbody2); }; } // namespace crepe