mirror of
https://github.com/Nimac0/SDL_Minigame
synced 2026-01-12 13:43:41 +00:00
57 lines
1.4 KiB
C++
57 lines
1.4 KiB
C++
#pragma once
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#include "ColliderComponent.h"
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#include "Constants.h"
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#include "Entity.h"
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#include "SDL_rect.h"
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#include "SpriteComponent.h"
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#include "Vector2D.h"
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#include "Manager.h"
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#include <bitset>
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#include <initializer_list>
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#include <tuple>
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#include <utility>
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#include <vector>
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class ColliderComponent;
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class Entity;
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constexpr uint8_t DIRECTION_C = 4;
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using IntersectionBitSet = std::bitset<DIRECTION_C>;
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class CollisionHandler
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{
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private:
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Manager& manager;
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public:
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CollisionHandler(Manager& mManager) :
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manager(mManager) { };
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~CollisionHandler();
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static IntersectionBitSet getIntersection( // intersections relative to entityA
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Entity* entityA,
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Entity* entityB,
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Vector2D posModA = Vector2D(0,0),
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Vector2D posModB = Vector2D(0,0));
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static IntersectionBitSet getIntersectionWithBounds( // will fail to determine direction if speed high enough to switch from no collision to full overlap in one tick
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Entity* entity,
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Vector2D posMod = Vector2D(0,0));
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// temporary function, remove once game.cpp cleaned up
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std::vector<ColliderComponent*> getColliders(
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std::initializer_list<Entity::GroupLabel> const& groupLabels,
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std::initializer_list<Entity*> const& excludedEntities = {});
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template<typename T>
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T getAnyIntersection(
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Entity* entity,
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Vector2D posMod = {},
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std::initializer_list<Entity::GroupLabel> const& groupLabels = {},
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std::initializer_list<Entity*> const& excludedEntities = {});
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void update();
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}; |