mirror of
https://github.com/Nimac0/SDL_Minigame
synced 2026-01-12 12:33:43 +00:00
103 lines
3.3 KiB
C++
103 lines
3.3 KiB
C++
#include "CollisionHandler.h"
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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 "Manager.h"
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#include "Vector2D.h"
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#include <SDL_rect.h>
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#include <bitset>
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#include <cstdio>
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IntersectionBitSet CollisionHandler::getIntersection(Entity* entityA, Entity* entityB)
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{
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return getIntersection(entityA, entityB, Vector2D(0,0), Vector2D(0,0));
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}
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IntersectionBitSet CollisionHandler::getIntersection(Entity* entityA, Entity* entityB, Vector2D posModA, Vector2D posModB)
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{
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if (!entityA->hasComponent<ColliderComponent>() ||
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!entityB->hasComponent<ColliderComponent>())
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return std::bitset<DIRECTION_C>();
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SDL_Rect* colliderA = &entityA->getComponent<ColliderComponent>().collider;
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SDL_Rect* colliderB = &entityB->getComponent<ColliderComponent>().collider;
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if (!SDL_HasIntersection(
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colliderA,
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colliderB))
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return std::bitset<DIRECTION_C>();
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std::bitset<DIRECTION_C> intersections;
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// checks all 4 directions to allow checking full overlap
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if (colliderA->x + posModA.x < colliderB->x + colliderB->w + posModB.x &&
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colliderA->x + posModA.x > colliderB->x + posModB.x) {
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printf("%zu left\n", (size_t) direction::LEFT);
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intersections.set((size_t) direction::LEFT);
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}
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if (colliderA->x + colliderA->w + posModA.x < colliderB->x + colliderB->w + posModB.x &&
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colliderA->x + colliderA->w + posModA.x > colliderB->x + posModB.x) {
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printf("%zu right\n", (size_t) direction::RIGHT);
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intersections.set((size_t) direction::RIGHT);
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}
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if (colliderA->y + posModA.y < colliderB->y + colliderB->h + posModB.y &&
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colliderA->y + posModA.y > colliderB->y + posModB.y)
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intersections.set((size_t) direction::UP);
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if (colliderA->y + colliderA->h + posModA.y < colliderB->y + colliderB->h + posModB.y &&
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colliderA->y + colliderA->h + posModA.y > colliderB->y + posModB.y)
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intersections.set((size_t) direction::DOWN);
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return intersections;
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}
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IntersectionBitSet CollisionHandler::getIntersectionWithBounds(Entity* entity)
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{
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return getIntersectionWithBounds(entity, Vector2D(0,0));
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}
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IntersectionBitSet CollisionHandler::getIntersectionWithBounds(Entity* entity, Vector2D posMod)
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{
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if (!entity->hasComponent<ColliderComponent>())
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return std::bitset<DIRECTION_C>();
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SDL_Rect* collider = &entity->getComponent<ColliderComponent>().collider;
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std::bitset<DIRECTION_C> intersections;
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// all 4 directions and both sides to allow checking for fully out of bounds
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if (collider->x + posMod.x < 0 ||
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collider->x + posMod.x > SCREEN_SIZE_WIDTH)
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intersections.set((size_t) direction::LEFT);
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if (collider->x + collider->w + posMod.x < 0 ||
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collider->x + collider->w + posMod.x > SCREEN_SIZE_WIDTH)
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intersections.set((size_t) direction::RIGHT);
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if (collider->y + posMod.y < 0 ||
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collider->y + posMod.y > SCREEN_SIZE_HEIGHT)
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intersections.set((size_t) direction::UP);
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if (collider->y + collider->h + posMod.y < 0 ||
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collider->y + collider->h + posMod.y > SCREEN_SIZE_HEIGHT)
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intersections.set((size_t) direction::DOWN);
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return intersections;
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}
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std::vector<ColliderComponent*> CollisionHandler::getColliders(GroupLabel groupLabel)
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{
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std::vector<ColliderComponent*> colliders;
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for (auto& entity : manager.getGroup((size_t) groupLabel)) {
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if (!entity->hasComponent<ColliderComponent>())
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continue;
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colliders.emplace_back(&entity->getComponent<ColliderComponent>());
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}
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return colliders;
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} |