Files
2024-04-17 13:54:48 +02:00

64 lines
1.7 KiB
C++

#pragma once
#include <array>
#include <cmath>
#include <map>
#include "structs.h"
#include "utils.h"
class Player;
class WorldTile;
namespace Collision
{
enum CollisionDirection {
Top,
Bottom,
Left,
Right
};
struct CollisionRect
{
CollisionRect() = default;
CollisionRect(const Vector2f& pos, const Vector2f& size) : pos(pos), size(size) {}
CollisionRect(const Vector2f& pos, const Vector2f& size, const Vector2f& vel) : pos(pos), size(size), vel(vel) {}
Vector2f pos;
Vector2f size;
Vector2f vel;
std::map<CollisionDirection, CollisionRect*> ContactMap{};
};
struct TileCollisionRect
{
Vector2f pos;
Vector2f size;
Vector2f vel;
TileCollisionRect(const Vector2f& pos, const Vector2f& size, WorldTile* tile);
WorldTile* tile;
bool Contains(Vector2f point2_f) {
return utils::IsPointInRect(point2_f, Rectf{ pos.x, pos.y, size.x, size.y });
}
Collision::CollisionRect getCollisionRect() {
return Collision::CollisionRect{ pos, size, vel };
}
};
bool PointVsRect(const Vector2f p, const CollisionRect& r);
bool RectVsRect(const CollisionRect& r1, const CollisionRect r2);
bool RayVsRect(const Vector2f& rayOrigin, const Vector2f& rayDirection, const Collision::CollisionRect target, Vector2f& contactPoint, Vector2f& contactNormal, float& t_HitNear);
bool DynamicRectVsRect(const CollisionRect& dynamicRectangle, float ElapsedTime, const CollisionRect& staticRectangle, Vector2f& contactPoint, Vector2f& contactNormal, float& contactTime);
bool ResolveDynamicRectVsRect(CollisionRect& dynamicRectangle, float ElapsedTime, CollisionRect* staticRectangle);
bool ResolvePlayerVsRect(Player& player, float ElapsedTime, Collision::CollisionRect* staticRectangle);
}