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#include <cmath>
#include <algorithm>
#include <cstddef>
#include <functional>
#include <utility>
#include <variant>
#include <optional>
#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"
#include "types.h"
#include "util/OptionalRef.h"
using namespace crepe;
void CollisionSystem::update() {
// Get collider components and keep them seperate
ComponentManager & mgr = this->component_manager;
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>();
std::vector<collider_variant> all_colliders;
// Add BoxCollider references
for (auto& box : boxcolliders) {
all_colliders.push_back(collider_variant{box});
}
// Add CircleCollider references
for (auto& circle : circlecolliders) {
all_colliders.push_back(collider_variant{circle});
}
// Check between all colliders if there is a collision
std::vector<std::pair<CollisionInternal,CollisionInternal>> collided = check_collisions(all_colliders);
// For both objects call the collision handler
for (auto& collision_pair : collided) {
collision_handler_request(collision_pair.first,collision_pair.second);
collision_handler_request(collision_pair.second,collision_pair.first);
}
}
void CollisionSystem::collision_handler_request(CollisionInternal& data1,CollisionInternal& data2){
CollisionInternalType type = check_collider_type(data1.collider,data2.collider);
std::pair<vec2,CollisionSystem::Direction> resolution_data = collision_handler(data1,data2,type);
OptionalRef<Collider> collider1;
OptionalRef<Collider> collider2;
switch (type) {
case CollisionInternalType::BOX_BOX:{
collider1 = std::get<std::reference_wrapper<BoxCollider>>(data1.collider);
collider2 = std::get<std::reference_wrapper<BoxCollider>>(data2.collider);
break;
}
case CollisionInternalType::BOX_CIRCLE:{
collider1 = std::get<std::reference_wrapper<BoxCollider>>(data1.collider);
collider2 = std::get<std::reference_wrapper<CircleCollider>>(data2.collider);
break;
}
case CollisionInternalType::CIRCLE_BOX:{
collider1 = std::get<std::reference_wrapper<CircleCollider>>(data1.collider);
collider2 = std::get<std::reference_wrapper<BoxCollider>>(data2.collider);
break;
}
case CollisionInternalType::CIRCLE_CIRCLE:{
collider1 = std::get<std::reference_wrapper<CircleCollider>>(data1.collider);
collider2 = std::get<std::reference_wrapper<CircleCollider>>(data2.collider);
break;
}
}
// collision info
crepe::CollisionSystem::CollisionInfo collision_info{
.first_collider = collider1,
.first_transform = data1.transform,
.first_rigidbody = data1.rigidbody,
.second_collider = collider2,
.second_transform = data2.transform,
.second_rigidbody = data2.rigidbody,
.resolution = resolution_data.first,
.resolution_direction = resolution_data.second,
};
// Determine if static needs to be called
determine_collision_handler(collision_info);
}
std::pair<vec2,CollisionSystem::Direction> CollisionSystem::collision_handler(CollisionInternal& data1,CollisionInternal& data2,CollisionInternalType type) {
vec2 resolution;
switch (type) {
case CollisionInternalType::BOX_BOX: {
const BoxCollider & collider1 = std::get<std::reference_wrapper<BoxCollider>>(data1.collider);
const BoxCollider & collider2 = std::get<std::reference_wrapper<BoxCollider>>(data2.collider);
vec2 collider_pos1 = current_position(collider1.offset, data1.transform, data1.rigidbody);
vec2 collider_pos2 = current_position(collider2.offset, data2.transform, data2.rigidbody);
resolution = box_box_resolution(collider1,collider2,collider_pos1,collider_pos2);
}
case CollisionInternalType::BOX_CIRCLE: {
const BoxCollider & collider1 = std::get<std::reference_wrapper<BoxCollider>>(data1.collider);
const CircleCollider & collider2 = std::get<std::reference_wrapper<CircleCollider>>(data2.collider);
vec2 collider_pos1 = current_position(collider1.offset, data1.transform, data1.rigidbody);
vec2 collider_pos2 = current_position(collider2.offset, data2.transform, data2.rigidbody);
resolution = circle_box_resolution(collider2,collider1,collider_pos2,collider_pos1);
}
case CollisionInternalType::CIRCLE_CIRCLE: {
const CircleCollider & collider1 = std::get<std::reference_wrapper<CircleCollider>>(data1.collider);
const CircleCollider & collider2 = std::get<std::reference_wrapper<CircleCollider>>(data2.collider);
vec2 collider_pos1 = current_position(collider1.offset, data1.transform, data1.rigidbody);
vec2 collider_pos2 = current_position(collider2.offset, data2.transform, data2.rigidbody);
resolution = circle_circle_resolution(collider1,collider2,collider_pos1,collider_pos2);
}
case CollisionInternalType::CIRCLE_BOX: {
const CircleCollider & collider1 = std::get<std::reference_wrapper<CircleCollider>>(data1.collider);
const BoxCollider & collider2 = std::get<std::reference_wrapper<BoxCollider>>(data2.collider);
vec2 collider_pos1 = current_position(collider1.offset, data1.transform, data1.rigidbody);
vec2 collider_pos2 = current_position(collider2.offset, data2.transform, data2.rigidbody);
resolution = circle_box_resolution(collider1,collider2,collider_pos1,collider_pos2);
}
}
Direction resolution_direction = Direction::NONE;
if(resolution.x != 0 && resolution.y > 0) {
resolution_direction = Direction::BOTH;
} else if (resolution.x != 0) {
resolution_direction = Direction::X_DIRECTION;
if(data1.rigidbody.data.linear_velocity.y != 0)
resolution.y = data1.rigidbody.data.linear_velocity.y * (resolution.x/data1.rigidbody.data.linear_velocity.x);
} else if (resolution.y != 0) {
resolution_direction = Direction::Y_DIRECTION;
if(data1.rigidbody.data.linear_velocity.x != 0)
resolution.x = data1.rigidbody.data.linear_velocity.x * (resolution.y/data1.rigidbody.data.linear_velocity.y);
}
return {resolution,resolution_direction};
}
vec2 CollisionSystem::box_box_resolution(const BoxCollider& box_collider1,const BoxCollider& box_collider2,vec2 final_position1,vec2 final_position2)
{
vec2 resolution; // Default resolution vector
vec2 delta = final_position2 - final_position1;
// Compute half-dimensions of the boxes
float half_width1 = box_collider1.width / 2.0;
float half_height1 = box_collider1.height / 2.0;
float half_width2 = box_collider2.width / 2.0;
float half_height2 = box_collider2.height / 2.0;
// Calculate overlaps along X and Y axes
float overlap_x = (half_width1 + half_width2) - std::abs(delta.x);
float overlap_y = (half_height1 + half_height2) - std::abs(delta.y);
// Check if there is a collision should always be true
if (overlap_x > 0 && overlap_y > 0) {
// 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;
}
vec2 CollisionSystem::circle_circle_resolution(const CircleCollider& circle_collider1, const CircleCollider& circle_collider2, vec2 final_position1, vec2 final_position2)
{
vec2 delta = final_position2 - final_position1;
// Compute the distance between the two circle centers
float distance = std::sqrt(delta.x * delta.x + delta.y * delta.y);
// Compute the combined radii of the two circles
float combined_radius = circle_collider1.radius + circle_collider2.radius;
// Compute the penetration depth
float penetration_depth = combined_radius - distance;
// Normalize the delta vector to get the collision direction
vec2 collision_normal = delta / distance;
// Compute the resolution vector
vec2 resolution = collision_normal * penetration_depth;
return resolution;
}
vec2 CollisionSystem::circle_box_resolution(const CircleCollider& circle_collider, const BoxCollider& box_collider, vec2 circle_position, vec2 box_position)
{
vec2 delta = circle_position - box_position;
// Compute half-dimensions of the box
float half_width = box_collider.width / 2.0f;
float half_height = box_collider.height / 2.0f;
// Clamp circle center to the nearest point on the box
vec2 closest_point;
closest_point.x = std::clamp(delta.x, -half_width, half_width);
closest_point.y = std::clamp(delta.y, -half_height, half_height);
// Find the vector from the circle center to the closest point
vec2 closest_delta = delta - closest_point;
// Normalize the delta to get the collision direction
float distance = std::sqrt(closest_delta.x * closest_delta.x + closest_delta.y * closest_delta.y);
vec2 collision_normal = closest_delta / distance;
// Compute penetration depth
float penetration_depth = circle_collider.radius - distance;
// Compute the resolution vector
vec2 resolution = collision_normal * penetration_depth;
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.resolution;
// If bounce is enabled mirror velocity
if(info.first_rigidbody.data.bounce) {
if(info.resolution_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.resolution_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.resolution_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::CollisionInternal,CollisionSystem::CollisionInternal>> CollisionSystem::check_collisions(std::vector<collider_variant> & colliders) {
// 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
std::vector<std::pair<CollisionInternal,CollisionInternal>> collisions_ret;
for (size_t i = 0; i < colliders.size(); ++i) {
std::visit([&](auto& inner_collider_ref) {
if (!inner_collider_ref.get().active) return;
auto inner_components = get_active_transform_and_rigidbody(inner_collider_ref.get().game_object_id);
if (!inner_components) return;
for (size_t j = i + 1; j < colliders.size(); ++j) {
std::visit([&](auto& outer_collider_ref) {
if (!outer_collider_ref.get().active) return;
if (inner_collider_ref.get().game_object_id == outer_collider_ref.get().game_object_id) return;
auto outer_components = get_active_transform_and_rigidbody(outer_collider_ref.get().game_object_id);
if (!outer_components) return;
CollisionInternalType type = check_collider_type(colliders[i],colliders[j]);
if(!check_collision({
.collider = colliders[i],
.transform = inner_components->first,
.rigidbody = inner_components->second,
},
{
.collider = colliders[j],
.transform = outer_components->first,
.rigidbody = outer_components->second,
},
type)) return;
collisions_ret.emplace_back(
CollisionInternal{colliders[i], inner_components->first.get(), inner_components->second.get()},
CollisionInternal{colliders[j], outer_components->first.get(), outer_components->second.get()}
);
}, colliders[j]);
}
}, colliders[i]);
}
return collisions_ret;
}
std::optional<std::pair<std::reference_wrapper<Transform>, std::reference_wrapper<Rigidbody>>>
CollisionSystem::get_active_transform_and_rigidbody(game_object_id_t game_object_id) {
RefVector<Transform> transforms = this->component_manager.get_components_by_id<Transform>(game_object_id);
if (transforms.empty()) return std::nullopt;
RefVector<Rigidbody> rigidbodies = this->component_manager.get_components_by_id<Rigidbody>(game_object_id);
if (rigidbodies.empty()) return std::nullopt;
Transform& transform = transforms.front().get();
if (!transform.active) return std::nullopt;
Rigidbody& rigidbody = rigidbodies.front().get();
if (!rigidbody.active) return std::nullopt;
// Return the active components
return std::make_pair(std::ref(transform), std::ref(rigidbody));
}
CollisionSystem::CollisionInternalType CollisionSystem::check_collider_type(const collider_variant& collider1,const collider_variant& collider2){
if(std::holds_alternative<std::reference_wrapper<CircleCollider>>(collider1)){
if(std::holds_alternative<std::reference_wrapper<CircleCollider>>(collider2))
{
return CollisionInternalType::CIRCLE_CIRCLE;
}
else {
return CollisionInternalType::CIRCLE_BOX;
}
}
else {
if(std::holds_alternative<std::reference_wrapper<CircleCollider>>(collider2))
{
return CollisionInternalType::BOX_CIRCLE;
}
else {
return CollisionInternalType::BOX_BOX;
}
}
}
bool CollisionSystem::check_collision(const CollisionInternal& first_info,const CollisionInternal& second_info, CollisionInternalType type){
switch (type) {
case CollisionInternalType::BOX_BOX: {
const BoxCollider & box_collider1 = std::get<std::reference_wrapper<BoxCollider>>(first_info.collider);
const BoxCollider & box_collider2 = std::get<std::reference_wrapper<BoxCollider>>(second_info.collider);
return check_box_box_collision(box_collider1,box_collider2,first_info.transform,second_info.transform,second_info.rigidbody,second_info.rigidbody);
}
case CollisionInternalType::BOX_CIRCLE: {
const BoxCollider & box_collider = std::get<std::reference_wrapper<BoxCollider>>(first_info.collider);
const CircleCollider & circle_collider = std::get<std::reference_wrapper<CircleCollider>>(second_info.collider);
return check_box_circle_collision(box_collider,circle_collider,first_info.transform,second_info.transform,second_info.rigidbody,second_info.rigidbody);
}
case CollisionInternalType::CIRCLE_CIRCLE: {
const CircleCollider & circle_collider1 = std::get<std::reference_wrapper<CircleCollider>>(first_info.collider);
const CircleCollider & circle_collider2 = std::get<std::reference_wrapper<CircleCollider>>(second_info.collider);
return check_circle_circle_collision(circle_collider1,circle_collider2,first_info.transform,second_info.transform,second_info.rigidbody,second_info.rigidbody);
}
case CollisionInternalType::CIRCLE_BOX: {
const CircleCollider & circle_collider = std::get<std::reference_wrapper<CircleCollider>>(first_info.collider);
const BoxCollider & box_collider = std::get<std::reference_wrapper<BoxCollider>>(second_info.collider);
return check_box_circle_collision(box_collider,circle_collider,first_info.transform,second_info.transform,second_info.rigidbody,second_info.rigidbody);
}
}
return false;
}
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
vec2 final_position1 = current_position(box1.offset,transform1,rigidbody1);
vec2 final_position2 = current_position(box2.offset,transform2,rigidbody2);
// Calculate half-extents (half width and half height)
float half_width1 = box1.width / 2.0;
float half_height1 = box1.height / 2.0;
float half_width2 = box2.width / 2.0;
float 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 && // not left
final_position1.x - half_width1 < final_position2.x + half_width2 && // not right
final_position1.y + half_height1 > final_position2.y - half_height2 && // not above
final_position1.y - half_height1 < final_position2.y + half_height2); // not below
}
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
vec2 final_position1 = current_position(box1.offset, transform1, rigidbody1);
vec2 final_position2 = current_position(circle2.offset, transform2, rigidbody2);
// Calculate box half-extents
float half_width = box1.width / 2.0;
float half_height = box1.height / 2.0;
// Find the closest point on the box to the circle's center
float closest_x = std::max(final_position1.x - half_width, std::min(final_position2.x, final_position1.x + half_width));
float 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
float distance_x = final_position2.x - closest_x;
float distance_y = final_position2.y - closest_y;
float 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
vec2 final_position1 = current_position(circle1.offset,transform1,rigidbody1);
vec2 final_position2 = current_position(circle2.offset,transform2,rigidbody2);
float distance_x = final_position1.x - final_position2.x;
float distance_y = final_position1.y - final_position2.y;
float distance_squared = distance_x * distance_x + distance_y * distance_y;
// Calculate the sum of the radii
float 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;
}
vec2 CollisionSystem::current_position(vec2 collider_offset, const Transform& transform, const Rigidbody& rigidbody) {
// Get the rotation in radians
float radians1 = transform.rotation * (M_PI / 180.0);
// Calculate total offset with scale
vec2 total_offset = (rigidbody.data.offset + collider_offset) * transform.scale;
// Rotate
float rotated_total_offset_x1 = total_offset.x * cos(radians1) - total_offset.y * sin(radians1);
float rotated_total_offset_y1 = total_offset.x * sin(radians1) + total_offset.y * cos(radians1);
// Final positions considering scaling and rotation
return(transform.position + vec2(rotated_total_offset_x1, rotated_total_offset_y1));
}
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