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#pragma once
#include "Collider.h"
#include "api/Rigidbody.h"
#include "api/Transform.h"
#include "api/BoxCollider.h"
#include "api/CircleCollider.h"
#include <tuple>
#include <vector>
#include <variant>
namespace crepe {
class CollisionSystem {
private:
using collider_stor = std::variant<BoxCollider, CircleCollider>;
private:
struct CollidedInfoStor {
//! Store either BoxCollider or CircleCollider
collider_stor collider;
Transform transform;
Rigidbody rigidbody; // Rigidbody data
};
public:
CollisionSystem();
void update();
private:
void call_collision_handler(const CollidedInfoStor& data1,const CollidedInfoStor& data2);
std::vector<std::pair<CollidedInfoStor,CollidedInfoStor>> check_collisions(const std::vector<std::reference_wrapper<BoxCollider>>& boxcolliders, const std::vector<std::reference_wrapper<CircleCollider>>& circlecolliders);
bool check_box_box_collision(const BoxCollider& box1, const BoxCollider& box2, const Transform& transform1, const Transform& transform2, const Rigidbody& rigidbody1, const Rigidbody& rigidbody2);
bool check_box_circle_collision(const BoxCollider& box1, const CircleCollider& circle2, const Transform& transform1, const Transform& transform2, const Rigidbody& rigidbody1, const Rigidbody& rigidbody2);
bool check_circle_circle_collision(const CircleCollider& circle1, const CircleCollider& circle2, const Transform& transform1, const Transform& transform2, const Rigidbody& rigidbody1, const Rigidbody& rigidbody2);
Vector2 current_position(const Collider& collider, const Transform& transform, const Rigidbody& rigidbody);
public:
struct ColliderInfo {
Collider collider;
Transform transform;
Rigidbody rigidbody;
};
struct CollisionInfo{
ColliderInfo first;
ColliderInfo second;
};
};
} // namespace crepe
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