mirror of
https://github.com/Nimac0/SDL_Minigame
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81 lines
2.8 KiB
C++
81 lines
2.8 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<GroupLabel> const& groupLabels,
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std::initializer_list<TeamLabel> const& teamLabels = {},
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bool negateTeam = false);
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/*!
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*
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* \brief Tests entity against all entities with the specified labels for a collision
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* \details Tests the given entity against every other entity with the specified labels for intersections between their collison boxes.
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* If the primary entity has no ColliderComponent, the equivalent of no collision is returned immediately, other entities are skipped
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* if they don't have a ColliderComponent
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* \param entity The primary entity to check against. Return values will be relative to this entity
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* \param posMod Modifier to apply toposition before checking collisions. Example: (TODO: link player collision)
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* \param groupLabels Entities need to have at least one listed GroupLabels to get checked against
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* \param teamLabels Entities need to have one of the specified TeamLabels to get checked against
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* \param negateTeam If set to true, entities will only be checked against if they **don't** have one of the specified TeamLabels
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* \return `bool` true if any collision was found, otherwise false
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* \return `Entity*` returns first entity with collision found
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* \return `IntersectionBitSet` bitset of intersection, position `Direction` true if any part in direction collides
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* \see GroupLabel
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* \see TeamLabel
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* \see Entity
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* \see ColliderComponent
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* \see IntersectionBitSet
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* \see Direction
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* \see Entity::getTeam()
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*/
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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<GroupLabel> const& groupLabels = {},
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std::initializer_list<TeamLabel> const& teamLabels = {},
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bool negateTeam = false);
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void update();
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}; |