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SDL_Minigame/include/CollisionHandler.h

59 lines
1.5 KiB
C++

#pragma once
#include "ColliderComponent.h"
#include "Constants.h"
#include "Entity.h"
#include "SDL_rect.h"
#include "SpriteComponent.h"
#include "Vector2D.h"
#include "Manager.h"
#include <bitset>
#include <initializer_list>
#include <tuple>
#include <utility>
#include <vector>
class ColliderComponent;
class Entity;
constexpr uint8_t DIRECTION_C = 4;
using IntersectionBitSet = std::bitset<DIRECTION_C>;
class CollisionHandler
{
private:
Manager& manager;
public:
CollisionHandler(Manager& mManager) :
manager(mManager) { };
~CollisionHandler();
static IntersectionBitSet getIntersection( // intersections relative to entityA
Entity* entityA,
Entity* entityB,
Vector2D posModA = Vector2D(0,0),
Vector2D posModB = Vector2D(0,0));
static IntersectionBitSet getIntersectionWithBounds( // will fail to determine direction if speed high enough to switch from no collision to full overlap in one tick
Entity* entity,
Vector2D posMod = Vector2D(0,0));
// temporary function, remove once game.cpp cleaned up
std::vector<ColliderComponent*> getColliders(
std::initializer_list<Entity::GroupLabel> const& groupLabels,
std::initializer_list<Entity::TeamLabel> const& teamLabels = {},
bool negateTeam = false);
template<typename T>
T getAnyIntersection(
Entity* entity,
Vector2D posMod = {},
std::initializer_list<Entity::GroupLabel> const& groupLabels = {},
std::initializer_list<Entity::TeamLabel> const& teamLabels = {},
bool negateTeam = false);
void update();
};