1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
|
#pragma once
#include <optional>
#include <variant>
#include <vector>
#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 "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<BoxCollider>,
std::reference_wrapper<CircleCollider>>;
//! 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 all components and id that are for needed within this system when calculating or handeling collisions.
* The transform and rigidbody are mostly needed for location and rotation.
* In rigidbody additional info is written about what the body of the object is,
* and how it should respond on a collision.
*/
struct CollisionInternal {
game_object_id_t id = 0;
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 & this_collider;
Transform & this_transform;
Rigidbody & this_rigidbody;
Metadata & this_metadata;
Collider & other_collider;
Transform & other_transform;
Rigidbody & other_rigidbody;
Metadata & other_metadata;
//! 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 get_collider_type(const collider_variant & collider1,
const collider_variant & collider2) const;
/**
* \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 get_current_position(const vec2 & collider_offset, const Transform & transform,
const Rigidbody & rigidbody) const;
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<vec2, Direction> 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 collision.
*/
vec2 get_box_box_resolution(const BoxCollider & box_collider1,
const BoxCollider & box_collider2, const vec2 & position1,
const vec2 & position2) const;
/**
* \brief Calculates the resolution vector for two CircleCollider.
*
* Computes the displacement required to separate two overlapping CircleCollider.
*
* \param circle_collider1 The first CircleCollider.
* \param circle_collider2 The second CircleCollider.
* \param position1 The position of the first CircleCollider.
* \param position2 The position of the second CircleCollider.
* \return The resolution vector for the collision.
*/
vec2 get_circle_circle_resolution(const CircleCollider & circle_collider1,
const CircleCollider & circle_collider2,
const vec2 & final_position1,
const vec2 & final_position2) const;
/**
* \brief Calculates the resolution vector for two CircleCollider.
*
* Computes the displacement required to separate two overlapping CircleCollider.
*
* \param circle_collider The first CircleCollider.
* \param box_collider The second CircleCollider.
* \param circle_position The position of the CircleCollider.
* \param box_position The position of the BoxCollider.
* \param inverse Inverted true if box circle collision, false if circle box collision (inverts the direction).
* \return The resolution vector for the collision.
*/
vec2 get_circle_box_resolution(const CircleCollider & circle_collider,
const BoxCollider & box_collider,
const vec2 & circle_position,
const vec2 & box_position) const;
/**
* \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<std::pair<CollisionInternal, CollisionInternal>>
gather_collisions(std::vector<CollisionInternal> & colliders);
/**
* \brief Checks if two collision layers have at least one common layer.
*
* This function checks if there is any overlapping layer between the two inputs.
* It compares each layer from the first input to see
* if it exists in the second input. If at least one common layer is found,
* the function returns true, indicating that the two colliders share a common
* collision layer.
*
* \param layers1 all collision layers for the first collider.
* \param layers2 all collision layers for the second collider.
* \return Returns true if there is at least one common layer, false otherwise.
*/
bool have_common_layer(const std::set<int> & layers1, const std::set<int> & layers2);
/**
* \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 get_collision(const CollisionInternal & first_info,
const CollisionInternal & second_info,
CollisionInternalType type) const;
/**
* \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 get_box_box_collision(const BoxCollider & box1, const BoxCollider & box2,
const Transform & transform1, const Transform & transform2,
const Rigidbody & rigidbody1,
const Rigidbody & rigidbody2) const;
/**
* \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 get_box_circle_collision(const BoxCollider & box1, const CircleCollider & circle2,
const Transform & transform1, const Transform & transform2,
const Rigidbody & rigidbody1,
const Rigidbody & rigidbody2) const;
/**
* \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 get_circle_circle_collision(const CircleCollider & circle1,
const CircleCollider & circle2,
const Transform & transform1,
const Transform & transform2,
const Rigidbody & rigidbody1,
const Rigidbody & rigidbody2) const;
};
/**
* \brief Event triggered during a collision between objects.
*/
class CollisionEvent : public Event {
public:
crepe::CollisionSystem::CollisionInfo info;
CollisionEvent(const crepe::CollisionSystem::CollisionInfo & collisionInfo)
: info(collisionInfo) {}
};
} // namespace crepe
|