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#pragma once
#include <vector>
#include <variant>
#include "api/Rigidbody.h"
#include "api/Transform.h"
#include "api/BoxCollider.h"
#include "api/CircleCollider.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_stor = std::variant<BoxCollider, CircleCollider>;
using collider_stor = std::variant<std::reference_wrapper<BoxCollider>, std::reference_wrapper<CircleCollider>>;
//! A enum that is used to tell the pair of the collider stor in a std::pair.
enum class ColliderStorType {
BOX_BOX,
CIRCLE_CIRCLE,
BOX_CIRCLE,
CIRCLE_BOX,
};
/**
* \brief A structure to store the collision data of a single collider.
*
* This structure stores the collider type, its associated transform, and its rigidbody.
*/
struct CollidedInfoStor {
//! Store either BoxCollider or CircleCollider
collider_stor& collider;
Transform& transform;
Rigidbody& rigidbody;
};
//! Enum representing movement directions during collision resolution.
enum class Direction {
NONE,
X_DIRECTION,
Y_DIRECTION,
BOTH
};
public:
/**
* \brief A structure representing the collision information between two colliders.
*
* This structure contains both colliders, their associated transforms and rigidbodies,
* as well as the movement vector to resolve the collision.
*/
struct ColliderInfo {
const Collider& collider;
Transform& transform;
Rigidbody& rigidbody;
};
/**
* \brief A structure representing detailed collision information between two colliders.
*
* This includes the movement data required to resolve the collision.
*/
struct CollisionInfo{
ColliderInfo first;
ColliderInfo second;
vec2 move_back_value;
Direction move_back_direction = Direction::NONE;
};
public:
//! Updates the collision system by checking for collisions between colliders and handling them.
void update() override;
private: //generic
ColliderStorType check_collider_type(const collider_stor& collider1,const collider_stor& collider2);
vec2 current_position(vec2 collider_offset, const Transform& transform, const Rigidbody& rigidbody);
private:// handeling
void collision_handler_request(CollidedInfoStor& data1,CollidedInfoStor& data2);
std::pair<vec2,Direction> collision_handler(CollidedInfoStor& data1,CollidedInfoStor& data2 ,ColliderStorType type);
vec2 box_box_move_back(const BoxCollider& box_collider1,const BoxCollider& box_collider2,vec2 position1,vec2 position2);
void determine_collision_handler(CollisionInfo& info);
void static_collision_handler(CollisionInfo& info);
private: // detection
std::vector<std::pair<CollidedInfoStor,CollidedInfoStor>> check_collisions(std::vector<collider_stor> & colliders);
bool check_collision(const collider_stor& collider1,std::pair<std::reference_wrapper<Transform>, std::reference_wrapper<Rigidbody>> components1,const collider_stor& collider2,std::pair<std::reference_wrapper<Transform>, std::reference_wrapper<Rigidbody>> components2,CollisionSystem::ColliderStorType type);
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);
};
} // namespace crepe
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