Files
letnik3koncni-prap/src/object/components/boxcollider.cpp
2026-04-22 08:13:20 +02:00

108 lines
4.0 KiB
C++

#include <object/components/boxcollider.hpp>
#include <object/entity.hpp>
#include <renderer/texture.hpp>
#include <algorithm>
namespace Game::Object::Components {
BoxCollider::BoxCollider(const BoxCollider& other) : Component(other) {
LOG("Copied BoxCollider Component: " << mName);
}
BoxCollider& BoxCollider::operator=(const BoxCollider& other) {
if (this != &other) {
Component::operator=(other);
}
return *this;
}
BoxCollider::BoxCollider(BoxCollider&& other) noexcept : Component(std::move(other)) {
LOG("Moved BoxCollider Component: " << mName);
}
BoxCollider& BoxCollider::operator=(BoxCollider&& other) noexcept {
if (this != &other) {
Component::operator=(std::move(other));
}
return *this;
}
BoxCollider::~BoxCollider() = default;
void BoxCollider::start(Object::Entity* thisEntity) {
// Initialization code for the box collider can go here
}
void BoxCollider::update(float deltaTime, Object::Entity* thisEntity) {
// Collision detection and response logic can go here
(void)deltaTime;
if (!thisEntity) {
return;
}
// Make box bounds
Transform* transform = thisEntity->getTransform();
if (!transform) {
return;
}
float width = 1.f;
float height = 1.f;
if (const auto tex = thisEntity->getTexture()) {
width = tex->getWidth() * transform->scaleX * UNIVERSAL_SCALE_COEFFICIENT;
height = tex->getHeight() * transform->scaleY * UNIVERSAL_SCALE_COEFFICIENT;
} else {
width = transform->scaleX * UNIVERSAL_SCALE_COEFFICIENT;
height = transform->scaleY * UNIVERSAL_SCALE_COEFFICIENT;
}
width = std::max(1.f, width);
height = std::max(1.f, height);
// Transform position is used as top-left in rendering, so match that convention for collision bounds.
float left = transform->x;
float right = transform->x + width;
float top = transform->y;
float bottom = transform->y + height;
mBounds = {left, right, top, bottom};
// Check for collisions with other entities that have box colliders
// For simplicity, just check each
std::unordered_set<Entity*> currentCollisions;
std::vector<Entity*> entities = State::GameState::getInstance().getEntitiesSnapshot();
for (Entity* other : entities) {
if (!other || other == thisEntity || !other->isActive()) continue; // Don't check collision with self/inactive entities
BoxCollider* otherCollider = other->getComponent<BoxCollider>();
if (!otherCollider || !otherCollider->isActive()) continue; // No active collider, skip
BoxColliderBounds otherBounds = otherCollider->getBounds();
bool isOverlapping = left < otherBounds.right && right > otherBounds.left && top < otherBounds.bottom && bottom > otherBounds.top;
if (isOverlapping) {
currentCollisions.insert(other);
// Collision detected
if (!mCollidingWith.contains(other)) {
thisEntity->onCollisionEnter(other);
if (!thisEntity->isActive()) {
return;
}
//other->onCollisionEnter(thisEntity);
} else {
thisEntity->onCollisionStay(other);
if (!thisEntity->isActive()) {
return;
}
//other->onCollisionStay(thisEntity);
}
}
}
for (Entity* wasColliding : mCollidingWith) {
if (!currentCollisions.contains(wasColliding)) {
thisEntity->onCollisionExit(wasColliding);
//wasColliding->onCollisionExit(thisEntity);
}
}
mCollidingWith = std::move(currentCollisions);
}
}