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#include <cmath>
#include <algorithm>
#include <cstddef>
#include <utility>
#include <variant>
#include "api/Event.h"
#include "api/EventManager.h"
#include "api/BoxCollider.h"
#include "api/CircleCollider.h"
#include "api/Vector2.h"
#include "api/Rigidbody.h"
#include "api/Transform.h"
#include "ComponentManager.h"
#include "CollisionSystem.h"
#include "Collider.h"
using namespace crepe;
CollisionSystem::CollisionSystem() {}
void CollisionSystem::update() {
// Get collider components and keep them seperate
ComponentManager & mgr = ComponentManager::get_instance();
std::vector<std::reference_wrapper<BoxCollider>> boxcolliders = mgr.get_components_by_type<BoxCollider>();
std::vector<std::reference_wrapper<CircleCollider>> circlecolliders = mgr.get_components_by_type<CircleCollider>();
// Check between all colliders if there is a collision
std::vector<std::pair<CollidedInfoStor,CollidedInfoStor>> collided = check_collisions(boxcolliders,circlecolliders);
// For both objects call the collision handler
for (auto& collision_pair : collided) {
collision_handler(collision_pair.first,collision_pair.second);
collision_handler(collision_pair.second,collision_pair.first);
}
}
void CollisionSystem::collision_handler(CollidedInfoStor& data1,CollidedInfoStor& data2){
// Data needed for collision handler info
const Collider* collider1 = nullptr;
const Collider* collider2 = nullptr;
Vector2 move_back;
// Check collision type and get values for handler
if (std::holds_alternative<BoxCollider>(data1.collider)) {
if (std::holds_alternative<BoxCollider>(data2.collider)) {
// Get colliders from variant to be used to determine collision handler info
const BoxCollider& box_collider1 = std::get<BoxCollider>(data1.collider);
const BoxCollider& box_collider2 = std::get<BoxCollider>(data2.collider);
collider1 = &box_collider1;
collider2 = &box_collider2;
// TODO: send with the collider info to this function because this is calculated previously
// Get the current position of the collider
Vector2 final_position1 = current_position(box_collider1,data1.transform,data1.rigidbody);
Vector2 final_position2 = current_position(box_collider2,data2.transform,data2.rigidbody);
// Determine move_back value for smallest overlap (x or y)
move_back = box_box_collision_move_back(box_collider1,box_collider2,final_position1,final_position2);
}
else {
// TODO: calcualte Box - Circle collision info
const BoxCollider& box_collider = std::get<BoxCollider>(data1.collider);
const CircleCollider& circle_collider = std::get<CircleCollider>(data2.collider);
collider1 = &box_collider;
collider2 = &circle_collider;
}
}
else {
if (std::holds_alternative<CircleCollider>(data2.collider)) {
// TODO: calcualte Circle - Circle collision info
const CircleCollider& circle_collider1 = std::get<CircleCollider>(data1.collider);
const CircleCollider& circle_collider2 = std::get<CircleCollider>(data2.collider);
collider1 = &circle_collider1;
collider2 = &circle_collider2;
}
else {
// TODO: calcualte Circle - Box collision info
const CircleCollider& circle_collider = std::get<CircleCollider>(data1.collider);
const BoxCollider& box_collider = std::get<BoxCollider>(data2.collider);
collider1 = &circle_collider;
collider2 = &box_collider;
}
}
// One vaue is calculated for moving back. Calculate the other value (x or y) relateive to the move_back value.
Direction move_back_direction = Direction::NONE;
if(move_back.x != 0 && move_back.y > 0) {
move_back_direction = Direction::BOTH;
} else if (move_back.x != 0) {
move_back_direction = Direction::X_DIRECTION;
move_back.y = data1.rigidbody.data.linear_velocity.y * (move_back.x/data1.rigidbody.data.linear_velocity.x);
} else if (move_back.y != 0) {
move_back_direction = Direction::Y_DIRECTION;
move_back.x = data1.rigidbody.data.linear_velocity.x * (move_back.y/data1.rigidbody.data.linear_velocity.y);
}
// collision info
crepe::CollisionSystem::CollisionInfo collision_info{
.first={ *collider1, data1.transform, data1.rigidbody },
.second={ *collider2, data2.transform, data2.rigidbody },
.move_back_value = move_back,
.move_back_direction = move_back_direction,
};
// Determine if static needs to be called
determine_collision_handler(collision_info);
}
Vector2 CollisionSystem::box_box_collision_move_back(const BoxCollider& box_collider1,const BoxCollider& box_collider2,Vector2 final_position1,Vector2 final_position2)
{
Vector2 resolution; // Default resolution vector
Vector2 delta = final_position2 - final_position1;
// Compute half-dimensions of the boxes
double half_width1 = box_collider1.width / 2.0;
double half_height1 = box_collider1.height / 2.0;
double half_width2 = box_collider2.width / 2.0;
double half_height2 = box_collider2.height / 2.0;
// Calculate overlaps along X and Y axes
double overlap_x = (half_width1 + half_width2) - std::abs(delta.x);
double overlap_y = (half_height1 + half_height2) - std::abs(delta.y);
// Check if there is a collision
if (overlap_x > 0 && overlap_y > 0) {//should always be true check if this can be removed
// Determine the direction of resolution
if (overlap_x < overlap_y) {
// Resolve along the X-axis (smallest overlap)
resolution.x = (delta.x > 0) ? -overlap_x : overlap_x;
} else if (overlap_y < overlap_x) {
// Resolve along the Y-axis (smallest overlap)
resolution.y = (delta.y > 0) ? -overlap_y : overlap_y;
} else {
// Equal overlap, resolve both directions with preference
resolution.x = (delta.x > 0) ? -overlap_x : overlap_x;
resolution.y = (delta.y > 0) ? -overlap_y : overlap_y;
}
}
return resolution;
}
void CollisionSystem::determine_collision_handler(CollisionInfo& info){
// Check rigidbody type for static
if(info.first.rigidbody.data.body_type != Rigidbody::BodyType::STATIC)
{
// If second body is static perform the static collision handler in this system
if(info.second.rigidbody.data.body_type == Rigidbody::BodyType::STATIC){
static_collision_handler(info);
};
// Call collision event for user
CollisionEvent data(info);
EventManager::get_instance().trigger_event<CollisionEvent>(data, info.first.collider.game_object_id);
}
}
void CollisionSystem::static_collision_handler(CollisionInfo& info){
// Move object back using calculate move back value
info.first.transform.position += info.move_back_value;
// If bounce is enabled mirror velocity
if(info.first.rigidbody.data.bounce) {
if(info.move_back_direction == Direction::BOTH)
{
info.first.rigidbody.data.linear_velocity.y = -info.first.rigidbody.data.linear_velocity.y * info.first.rigidbody.data.elastisity;
info.first.rigidbody.data.linear_velocity.x = -info.first.rigidbody.data.linear_velocity.x * info.first.rigidbody.data.elastisity;
}
else if(info.move_back_direction == Direction::Y_DIRECTION) {
info.first.rigidbody.data.linear_velocity.y = -info.first.rigidbody.data.linear_velocity.y * info.first.rigidbody.data.elastisity;
}
else if(info.move_back_direction == Direction::X_DIRECTION){
info.first.rigidbody.data.linear_velocity.x = -info.first.rigidbody.data.linear_velocity.x * info.first.rigidbody.data.elastisity;
}
}
// Stop movement if bounce is disabled
else {
info.first.rigidbody.data.linear_velocity = {0,0};
}
}
std::vector<std::pair<CollisionSystem::CollidedInfoStor,CollisionSystem::CollidedInfoStor>> CollisionSystem::check_collisions(const std::vector<std::reference_wrapper<BoxCollider>>& boxcolliders, const std::vector<std::reference_wrapper<CircleCollider>>& circlecolliders) {
ComponentManager & mgr = ComponentManager::get_instance();
std::vector<std::pair<CollidedInfoStor,CollidedInfoStor>> collisions_ret;
// TODO:
// If no colliders skip
// Check if colliders has rigidbody if not skip
// TODO:
// If amount is higer than lets say 16 for now use quadtree otwerwise skip
// Quadtree code
// Quadtree is placed over the input vector
// Check collisions for each collider
for (size_t i = 0; i < boxcolliders.size(); ++i) {
// Fetch components for the first box collider
if(!boxcolliders[i].get().active) continue;
int game_object_id_1 = boxcolliders[i].get().game_object_id;
Transform& transform1 = mgr.get_components_by_id<Transform>(game_object_id_1).front().get();
if(!transform1.active) continue;
Rigidbody& rigidbody1 = mgr.get_components_by_id<Rigidbody>(game_object_id_1).front().get();
if(!rigidbody1.active) continue;
// Check CircleCollider vs CircleCollider
for (size_t j = i + 1; j < boxcolliders.size(); ++j) {
if(!boxcolliders[j].get().active) continue;
// Skip self collision
int game_object_id_2 = boxcolliders[j].get().game_object_id;
if (game_object_id_1 == game_object_id_2) continue;
// Fetch components for the second box collider
Transform & transform2 = mgr.get_components_by_id<Transform>(boxcolliders[j].get().game_object_id).front().get();
if(!transform2.active) continue;
Rigidbody & rigidbody2 = mgr.get_components_by_id<Rigidbody>(boxcolliders[j].get().game_object_id).front().get();
if(!rigidbody2.active) continue;
// Check collision
if (check_box_box_collision(boxcolliders[i], boxcolliders[j], transform1, transform2, rigidbody1, rigidbody2)) {
collisions_ret.emplace_back(std::make_pair(
CollidedInfoStor{boxcolliders[i], transform1, rigidbody1},
CollidedInfoStor{boxcolliders[j], transform2, rigidbody2}
));
}
}
// Check BoxCollider vs CircleCollider
for (size_t j = 0; j < circlecolliders.size(); ++j) {
if(!circlecolliders[j].get().active) continue;
// Skip self collision
int game_object_id_2 = circlecolliders[j].get().game_object_id;
if (game_object_id_1 == game_object_id_2) continue;
// Fetch components for the second collider (circle)
Transform & transform2 = mgr.get_components_by_id<Transform>(circlecolliders[j].get().game_object_id).front().get();
if(!transform2.active) continue;
Rigidbody & rigidbody2 = mgr.get_components_by_id<Rigidbody>(circlecolliders[j].get().game_object_id).front().get();
if(!rigidbody2.active) continue;
// Check collision
if (check_box_circle_collision(boxcolliders[i], circlecolliders[j], transform1, transform2, rigidbody1, rigidbody2)) {
collisions_ret.emplace_back(std::make_pair(
CollidedInfoStor{boxcolliders[i], transform1, rigidbody1},
CollidedInfoStor{circlecolliders[j], transform2, rigidbody2}
));
}
}
}
// Check CircleCollider vs CircleCollider
for (size_t i = 0; i < circlecolliders.size(); ++i) {
if(!circlecolliders[i].get().active) continue;
// Fetch components for the first circle collider
int game_object_id_1 = circlecolliders[i].get().game_object_id;
Transform & transform1 = mgr.get_components_by_id<Transform>(circlecolliders[i].get().game_object_id).front().get();
if(!transform1.active) continue;
Rigidbody & rigidbody1 = mgr.get_components_by_id<Rigidbody>(circlecolliders[i].get().game_object_id).front().get();
if(!rigidbody1.active) continue;
for (size_t j = i + 1; j < circlecolliders.size(); ++j) {
if(!circlecolliders[j].get().active) continue;
// Skip self collision
int game_object_id_2 = circlecolliders[j].get().game_object_id;
if (game_object_id_1 == game_object_id_2) continue;
// Fetch components for the second circle collider
Transform & transform2 = mgr.get_components_by_id<Transform>(circlecolliders[j].get().game_object_id).front().get();
if(!transform2.active) continue;
Rigidbody & rigidbody2 = mgr.get_components_by_id<Rigidbody>(circlecolliders[j].get().game_object_id).front().get();
if(!rigidbody2.active) continue;
// Check collision
if (check_circle_circle_collision(circlecolliders[i], circlecolliders[j], transform1, transform2, rigidbody1, rigidbody2)) {
collisions_ret.emplace_back(std::make_pair(
CollidedInfoStor{circlecolliders[i], transform1, rigidbody1},
CollidedInfoStor{circlecolliders[j], transform2, rigidbody2}
));
}
}
}
return collisions_ret;
}
bool CollisionSystem::check_box_box_collision(const BoxCollider& box1, const BoxCollider& box2, const Transform& transform1, const Transform& transform2, const Rigidbody& rigidbody1, const Rigidbody& rigidbody2)
{
// Get current positions of colliders
Vector2 final_position1 = current_position(box1,transform1,rigidbody1);
Vector2 final_position2 = current_position(box2,transform2,rigidbody2);
// Calculate half-extents (half width and half height)
double half_width1 = box1.width / 2.0;
double half_height1 = box1.height / 2.0;
double half_width2 = box2.width / 2.0;
double half_height2 = box2.height / 2.0;
// Check if the boxes overlap along the X and Y axes
return !(final_position1.x + half_width1 <= final_position2.x - half_width2 || // box1 is left of box2
final_position1.x - half_width1 >= final_position2.x + half_width2 || // box1 is right of box2
final_position1.y + half_height1 <= final_position2.y - half_height2 || // box1 is above box2
final_position1.y - half_height1 >= final_position2.y + half_height2); // box1 is below box2
}
bool CollisionSystem::check_box_circle_collision(const BoxCollider& box1, const CircleCollider& circle2, const Transform& transform1, const Transform& transform2, const Rigidbody& rigidbody1, const Rigidbody& rigidbody2) {
// Get current positions of colliders
Vector2 final_position1 = current_position(box1, transform1, rigidbody1);
Vector2 final_position2 = current_position(circle2, transform2, rigidbody2);
// Calculate box half-extents
double half_width = box1.width / 2.0;
double half_height = box1.height / 2.0;
// Find the closest point on the box to the circle's center
double closest_x = std::max(final_position1.x - half_width, std::min(final_position2.x, final_position1.x + half_width));
double closest_y = std::max(final_position1.y - half_height, std::min(final_position2.y, final_position1.y + half_height));
// Calculate the distance squared between the circle's center and the closest point on the box
double distance_x = final_position2.x - closest_x;
double distance_y = final_position2.y - closest_y;
double distance_squared = distance_x * distance_x + distance_y * distance_y;
// Compare distance squared with the square of the circle's radius
return distance_squared <= circle2.radius * circle2.radius;
}
bool CollisionSystem::check_circle_circle_collision(const CircleCollider& circle1, const CircleCollider& circle2, const Transform& transform1, const Transform& transform2, const Rigidbody& rigidbody1, const Rigidbody& rigidbody2) {
// Get current positions of colliders
Vector2 final_position1 = current_position(circle1,transform1,rigidbody1);
Vector2 final_position2 = current_position(circle2,transform2,rigidbody2);
double distance_x = final_position1.x - final_position2.x;
double distance_y = final_position1.y - final_position2.y;
double distance_squared = distance_x * distance_x + distance_y * distance_y;
// Calculate the sum of the radii
double radius_sum = circle1.radius + circle2.radius;
// Check if the distance between the centers is less than or equal to the sum of the radii
return distance_squared <= radius_sum * radius_sum;
}
Vector2 CollisionSystem::current_position(const Collider& collider, const Transform& transform, const Rigidbody& rigidbody) {
// Function to convert degrees to radians
auto degrees_to_radians = [](double degrees) {
return degrees * (M_PI / 180.0);
};
// Get the rotation in radians
double radians1 = degrees_to_radians(transform.rotation);
// Calculate total offset with scale
Vector2 total_offset = (rigidbody.data.offset + collider.offset) * transform.scale;
// Rotate
double rotated_total_offset_x1 = total_offset.x * cos(radians1) - total_offset.y * sin(radians1);
double rotated_total_offset_y1 = total_offset.x * sin(radians1) + total_offset.y * cos(radians1);
// Final positions considering scaling and rotation
return(transform.position + Vector2(rotated_total_offset_x1, rotated_total_offset_y1));
}
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