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#include <algorithm>
#include <cmath>
#include <cstddef>
#include <emmintrin.h>
#include <functional>
#include <optional>
#include <utility>
#include <variant>
#include "../manager/ComponentManager.h"
#include "../manager/EventManager.h"
#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 "util/AbsolutePosition.h"
#include "util/OptionalRef.h"
#include "CollisionSystem.h"
#include "types.h"
using namespace crepe;
using enum Rigidbody::BodyType;
CollisionSystem::CollisionInfo CollisionSystem::CollisionInfo::operator-() const {
return {
.self = this->other,
.other = this->self,
.resolution = -this->resolution,
.resolution_direction = this->resolution_direction,
};
}
void CollisionSystem::update() {
std::vector<CollisionInternal> all_colliders;
game_object_id_t id = 0;
ComponentManager & mgr = this->mediator.component_manager;
RefVector<Rigidbody> rigidbodies = mgr.get_components_by_type<Rigidbody>();
// Collisions can only happen on object with a rigidbody
for (Rigidbody & rigidbody : rigidbodies) {
if (!rigidbody.active) continue;
id = rigidbody.game_object_id;
Transform & transform = mgr.get_components_by_id<Transform>(id).front().get();
Metadata & metadata = mgr.get_components_by_id<Metadata>(id).front().get();
// Check if the boxcollider is active and has the same id as the rigidbody.
RefVector<BoxCollider> boxcolliders = mgr.get_components_by_type<BoxCollider>();
for (BoxCollider & boxcollider : boxcolliders) {
if (boxcollider.game_object_id != id) continue;
if (!boxcollider.active) continue;
all_colliders.push_back({.id = id,
.collider = collider_variant{boxcollider},
.info = {transform, rigidbody, metadata}});
}
// Check if the circlecollider is active and has the same id as the rigidbody.
RefVector<CircleCollider> circlecolliders
= mgr.get_components_by_type<CircleCollider>();
for (CircleCollider & circlecollider : circlecolliders) {
if (circlecollider.game_object_id != id) continue;
if (!circlecollider.active) continue;
all_colliders.push_back({.id = id,
.collider = collider_variant{circlecollider},
.info = {transform, rigidbody, metadata}});
}
}
// Check between all colliders if there is a collision (collision handling)
std::vector<std::pair<CollisionInternal, CollisionInternal>> collided
= this->gather_collisions(all_colliders);
// For the object convert the info and call the collision handler if needed
for (auto & collision_pair : collided) {
// Convert internal struct to external struct
CollisionInfo info
= this->get_collision_info(collision_pair.first, collision_pair.second);
// Determine if and/or what collison handler is needed.
this->determine_collision_handler(info);
}
}
// Below is for collision detection
std::vector<std::pair<CollisionSystem::CollisionInternal, CollisionSystem::CollisionInternal>>
CollisionSystem::gather_collisions(std::vector<CollisionInternal> & 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
// Return data of collided colliders which are variants
std::vector<std::pair<CollisionInternal, CollisionInternal>> collisions_ret;
//using visit to visit the variant to access the active and id.
for (size_t i = 0; i < colliders.size(); ++i) {
for (size_t j = i + 1; j < colliders.size(); ++j) {
if (colliders[i].id == colliders[j].id) continue;
if (!should_collide(colliders[i], colliders[j])) continue;
CollisionInternalType type
= get_collider_type(colliders[i].collider, colliders[j].collider);
if (!detect_collision(colliders[i], colliders[j], type)) continue;
//fet
collisions_ret.emplace_back(colliders[i], colliders[j]);
}
}
return collisions_ret;
}
bool CollisionSystem::should_collide(const CollisionInternal & self,
const CollisionInternal & other) const {
const Rigidbody::Data & self_rigidbody = self.info.rigidbody.data;
const Rigidbody::Data & other_rigidbody = other.info.rigidbody.data;
const Metadata & self_metadata = self.info.metadata;
const Metadata & other_metadata = other.info.metadata;
// Check collision layers
if (self_rigidbody.collision_layers.contains(other_rigidbody.collision_layer)) return true;
if (other_rigidbody.collision_layers.contains(self_rigidbody.collision_layer)) return true;
// Check names
if (self_rigidbody.collision_names.contains(other_metadata.name)) return true;
if (other_rigidbody.collision_names.contains(self_metadata.name)) return true;
// Check tags
if (self_rigidbody.collision_tags.contains(other_metadata.tag)) return true;
if (other_rigidbody.collision_tags.contains(self_metadata.tag)) return true;
return false;
}
CollisionSystem::CollisionInternalType
CollisionSystem::get_collider_type(const collider_variant & collider1,
const collider_variant & collider2) const {
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::detect_collision(CollisionInternal & self, CollisionInternal & other,
const CollisionInternalType & type) {
vec2 resolution;
switch (type) {
case CollisionInternalType::BOX_BOX: {
// Box-Box collision detection
const BoxColliderInternal BOX1
= {.collider = std::get<std::reference_wrapper<BoxCollider>>(self.collider),
.transform = self.info.transform,
.rigidbody = self.info.rigidbody};
const BoxColliderInternal BOX2
= {.collider = std::get<std::reference_wrapper<BoxCollider>>(other.collider),
.transform = other.info.transform,
.rigidbody = other.info.rigidbody};
// Get resolution vector from box-box collision detection
resolution = this->get_box_box_detection(BOX1, BOX2);
// If no collision (NaN values), return false
if (std::isnan(resolution.x) && std::isnan(resolution.y)) return false;
break;
}
case CollisionInternalType::BOX_CIRCLE: {
// Box-Circle collision detection
const BoxColliderInternal BOX1
= {.collider = std::get<std::reference_wrapper<BoxCollider>>(self.collider),
.transform = self.info.transform,
.rigidbody = self.info.rigidbody};
const CircleColliderInternal CIRCLE2 = {
.collider = std::get<std::reference_wrapper<CircleCollider>>(other.collider),
.transform = other.info.transform,
.rigidbody = other.info.rigidbody};
// Get resolution vector from box-circle collision detection
resolution = this->get_box_circle_detection(BOX1, CIRCLE2);
// If no collision (NaN values), return false
if (std::isnan(resolution.x) && std::isnan(resolution.y)) return false;
// Invert the resolution vector for proper collision response
resolution = -resolution;
break;
}
case CollisionInternalType::CIRCLE_CIRCLE: {
// Circle-Circle collision detection
const CircleColliderInternal CIRCLE1
= {.collider = std::get<std::reference_wrapper<CircleCollider>>(self.collider),
.transform = self.info.transform,
.rigidbody = self.info.rigidbody};
const CircleColliderInternal CIRCLE2 = {
.collider = std::get<std::reference_wrapper<CircleCollider>>(other.collider),
.transform = other.info.transform,
.rigidbody = other.info.rigidbody};
// Get resolution vector from circle-circle collision detection
resolution = this->get_circle_circle_detection(CIRCLE1, CIRCLE2);
// If no collision (NaN values), return false
if (std::isnan(resolution.x) && std::isnan(resolution.y)) return false;
break;
}
case CollisionInternalType::CIRCLE_BOX: {
// Circle-Box collision detection
const CircleColliderInternal CIRCLE1
= {.collider = std::get<std::reference_wrapper<CircleCollider>>(self.collider),
.transform = self.info.transform,
.rigidbody = self.info.rigidbody};
const BoxColliderInternal BOX2
= {.collider = std::get<std::reference_wrapper<BoxCollider>>(other.collider),
.transform = other.info.transform,
.rigidbody = other.info.rigidbody};
// Get resolution vector from box-circle collision detection (order swapped)
resolution = this->get_box_circle_detection(BOX2, CIRCLE1);
// If no collision (NaN values), return false
if (std::isnan(resolution.x) && std::isnan(resolution.y)) return false;
break;
}
case CollisionInternalType::NONE:
// No collision detection needed if the type is NONE
return false;
break;
}
// Store the calculated resolution vector for the 'self' collider
self.resolution = resolution;
// Calculate the resolution direction based on the rigidbody data
self.resolution_direction
= this->resolution_correction(self.resolution, self.info.rigidbody.data);
// For the 'other' collider, the resolution is the opposite direction of 'self'
other.resolution = -self.resolution;
other.resolution_direction = self.resolution_direction;
// Return true if a collision was detected and resolution was calculated
return true;
}
vec2 CollisionSystem::get_box_box_detection(const BoxColliderInternal & box1,
const BoxColliderInternal & box2) const {
vec2 resolution{std::nanf(""), std::nanf("")};
// Get current positions of colliders
vec2 pos1 = AbsolutePosition::get_position(box1.transform, box1.collider.offset);
vec2 pos2 = AbsolutePosition::get_position(box2.transform, box2.collider.offset);
// Scale dimensions
vec2 scaled_box1 = box1.collider.dimensions * box1.transform.scale;
vec2 scaled_box2 = box2.collider.dimensions * box2.transform.scale;
vec2 delta = pos2 - pos1;
// Calculate half-extents (half width and half height)
float half_width1 = scaled_box1.x / 2.0;
float half_height1 = scaled_box1.y / 2.0;
float half_width2 = scaled_box2.x / 2.0;
float half_height2 = scaled_box2.y / 2.0;
if (pos1.x + half_width1 > pos2.x - half_width2
&& pos1.x - half_width1 < pos2.x + half_width2
&& pos1.y + half_height1 > pos2.y - half_height2
&& pos1.y - half_height1 < pos2.y + half_height2) {
resolution = {0, 0};
float overlap_x = (half_width1 + half_width2) - std::abs(delta.x);
float overlap_y = (half_height1 + half_height2) - std::abs(delta.y);
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::get_box_circle_detection(const BoxColliderInternal & box,
const CircleColliderInternal & circle) const {
/// Get current positions of colliders
vec2 box_pos = AbsolutePosition::get_position(box.transform, box.collider.offset);
vec2 circle_pos = AbsolutePosition::get_position(circle.transform, circle.collider.offset);
// Scale dimensions
vec2 scaled_box = box.collider.dimensions * box.transform.scale;
float scaled_circle_radius = circle.collider.radius * circle.transform.scale;
// Calculate box half-extents
float half_width = scaled_box.x / 2.0f;
float half_height = scaled_box.y / 2.0f;
// Find the closest point on the box to the circle's center
float closest_x
= std::max(box_pos.x - half_width, std::min(circle_pos.x, box_pos.x + half_width));
float closest_y
= std::max(box_pos.y - half_height, std::min(circle_pos.y, box_pos.y + half_height));
float distance_x = circle_pos.x - closest_x;
float distance_y = circle_pos.y - closest_y;
float distance_squared = distance_x * distance_x + distance_y * distance_y;
if (distance_squared < scaled_circle_radius * scaled_circle_radius) {
vec2 delta = circle_pos - box_pos;
// 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;
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 = scaled_circle_radius - distance;
// Compute the resolution vector
return vec2{collision_normal * penetration_depth};
}
// No collision
return vec2{std::nanf(""), std::nanf("")};
}
vec2 CollisionSystem::get_circle_circle_detection(
const CircleColliderInternal & circle1, const CircleColliderInternal & circle2) const {
// Get current positions of colliders
vec2 final_position1
= AbsolutePosition::get_position(circle1.transform, circle1.collider.offset);
vec2 final_position2
= AbsolutePosition::get_position(circle2.transform, circle2.collider.offset);
// Scale dimensions
float scaled_circle1 = circle1.collider.radius * circle1.transform.scale;
float scaled_circle2 = circle2.collider.radius * circle2.transform.scale;
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 = scaled_circle1 + scaled_circle2;
// Check for collision (distance squared must be less than the square of the radius sum)
if (distance_squared < radius_sum * radius_sum) {
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 = scaled_circle1 + scaled_circle2;
// 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;
}
// No collision
return vec2{std::nanf(""), std::nanf("")};
}
CollisionSystem::Direction
CollisionSystem::resolution_correction(vec2 & resolution, const Rigidbody::Data & rigidbody) {
// Calculate the other value to move back correctly
// If only X or Y has a value determine what is should be to move back.
Direction resolution_direction = Direction::NONE;
// If both are not zero a perfect corner has been hit
if (resolution.x != 0 && resolution.y != 0) {
resolution_direction = Direction::BOTH;
// If x is not zero a horizontal action was latest action.
} else if (resolution.x != 0) {
resolution_direction = Direction::X_DIRECTION;
// If both are 0 resolution y should not be changed (y_velocity can be 0 by kinematic object movement)
if (rigidbody.linear_velocity.x != 0 && rigidbody.linear_velocity.y != 0)
resolution.y
= -rigidbody.linear_velocity.y * (resolution.x / rigidbody.linear_velocity.x);
} else if (resolution.y != 0) {
resolution_direction = Direction::Y_DIRECTION;
// If both are 0 resolution x should not be changed (x_velocity can be 0 by kinematic object movement)
if (rigidbody.linear_velocity.x != 0 && rigidbody.linear_velocity.y != 0)
resolution.x
= -rigidbody.linear_velocity.x * (resolution.y / rigidbody.linear_velocity.y);
}
return resolution_direction;
}
CollisionSystem::CollisionInfo
CollisionSystem::get_collision_info(const CollisionInternal & in_self,
const CollisionInternal & in_other) const {
crepe::CollisionSystem::ColliderInfo self{
.transform = in_self.info.transform,
.rigidbody = in_self.info.rigidbody,
.metadata = in_self.info.metadata,
};
crepe::CollisionSystem::ColliderInfo other{
.transform = in_other.info.transform,
.rigidbody = in_other.info.rigidbody,
.metadata = in_other.info.metadata,
};
struct CollisionInfo collision_info {
.self = self, .other = other, .resolution = in_self.resolution,
.resolution_direction = in_self.resolution_direction,
};
return collision_info;
}
void CollisionSystem::determine_collision_handler(const CollisionInfo & info) {
Rigidbody::BodyType self_type = info.self.rigidbody.data.body_type;
Rigidbody::BodyType other_type = info.other.rigidbody.data.body_type;
bool self_kinematic = info.self.rigidbody.data.kinematic_collision;
bool other_kinematic = info.other.rigidbody.data.kinematic_collision;
// Inverted collision info
CollisionInfo inverted = -info;
// If both objects are static skip handle call collision script
if (self_type == STATIC && other_type == STATIC) return;
// First body is not dynamic
if (self_type != DYNAMIC) {
bool static_collision = self_type == STATIC && other_type == DYNAMIC;
bool kinematic_collision
= self_type == KINEMATIC && other_type == DYNAMIC && self_kinematic;
// Handle collision
if (static_collision || kinematic_collision) this->static_collision_handler(inverted);
// Call scripts
this->call_collision_events(inverted);
return;
}
// Second body is not dynamic
if (other_type != DYNAMIC) {
bool static_collision = other_type == STATIC;
bool kinematic_collision = other_type == KINEMATIC && other_kinematic;
// Handle collision
if (static_collision || kinematic_collision) this->static_collision_handler(info);
// Call scripts
this->call_collision_events(info);
return;
}
// Dynamic
// Handle collision
this->dynamic_collision_handler(info);
// Call scripts
this->call_collision_events(info);
}
void CollisionSystem::static_collision_handler(const CollisionInfo & info) {
vec2 & transform_pos = info.self.transform.position;
float elasticity = info.self.rigidbody.data.elasticity_coefficient;
vec2 & rigidbody_vel = info.self.rigidbody.data.linear_velocity;
// Move object back using calculate move back value
transform_pos += info.resolution;
switch (info.resolution_direction) {
case Direction::BOTH:
//bounce
if (elasticity > 0) {
rigidbody_vel = -rigidbody_vel * elasticity;
}
//stop movement
else {
rigidbody_vel = {0, 0};
}
break;
case Direction::Y_DIRECTION:
// Bounce
if (elasticity > 0) {
rigidbody_vel.y = -rigidbody_vel.y * elasticity;
}
// Stop movement
else {
rigidbody_vel.y = 0;
transform_pos.x -= info.resolution.x;
}
break;
case Direction::X_DIRECTION:
// Bounce
if (elasticity > 0) {
rigidbody_vel.x = -rigidbody_vel.x * elasticity;
}
// Stop movement
else {
rigidbody_vel.x = 0;
transform_pos.y -= info.resolution.y;
}
break;
case Direction::NONE:
// Not possible
break;
}
}
void CollisionSystem::dynamic_collision_handler(const CollisionInfo & info) {
vec2 & self_transform_pos = info.self.transform.position;
vec2 & other_transform_pos = info.other.transform.position;
float self_elasticity = info.self.rigidbody.data.elasticity_coefficient;
float other_elasticity = info.other.rigidbody.data.elasticity_coefficient;
vec2 & self_rigidbody_vel = info.self.rigidbody.data.linear_velocity;
vec2 & other_rigidbody_vel = info.other.rigidbody.data.linear_velocity;
self_transform_pos += info.resolution / 2;
other_transform_pos += -(info.resolution / 2);
switch (info.resolution_direction) {
case Direction::BOTH:
if (self_elasticity > 0) {
self_rigidbody_vel = -self_rigidbody_vel * self_elasticity;
} else {
self_rigidbody_vel = {0, 0};
}
if (other_elasticity > 0) {
other_rigidbody_vel = -other_rigidbody_vel * other_elasticity;
} else {
other_rigidbody_vel = {0, 0};
}
break;
case Direction::Y_DIRECTION:
if (self_elasticity > 0) {
self_rigidbody_vel.y = -self_rigidbody_vel.y * self_elasticity;
}
// Stop movement
else {
self_rigidbody_vel.y = 0;
self_transform_pos.x -= info.resolution.x;
}
if (other_elasticity > 0) {
other_rigidbody_vel.y = -other_rigidbody_vel.y * other_elasticity;
}
// Stop movement
else {
other_rigidbody_vel.y = 0;
other_transform_pos.x -= info.resolution.x;
}
break;
case Direction::X_DIRECTION:
if (self_elasticity > 0) {
self_rigidbody_vel.x = -self_rigidbody_vel.x * self_elasticity;
}
// Stop movement
else {
self_rigidbody_vel.x = 0;
self_transform_pos.y -= info.resolution.y;
}
if (other_elasticity > 0) {
other_rigidbody_vel.x = -other_rigidbody_vel.x * other_elasticity;
}
// Stop movement
else {
other_rigidbody_vel.x = 0;
other_transform_pos.y -= info.resolution.y;
}
break;
case Direction::NONE:
// Not possible
break;
}
}
void CollisionSystem::call_collision_events(const CollisionInfo & info) {
CollisionEvent data(info);
CollisionEvent data_inverted(-info);
EventManager & emgr = this->mediator.event_manager;
emgr.trigger_event<CollisionEvent>(data, info.self.transform.game_object_id);
emgr.trigger_event<CollisionEvent>(data_inverted, -info.self.transform.game_object_id);
}
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