Files
dae16-VerhulstBram-GameProject/Engine/Collision.h
2024-03-18 23:47:13 +01:00

60 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 Point2f& pos, const Point2f& size) : pos(pos), size(size) {}
CollisionRect(const Point2f& pos, const Point2f& size, const Point2f& vel) : pos(pos), size(size), vel(vel) {}
Point2f pos;
Point2f size;
Point2f vel;
std::map<CollisionDirection, CollisionRect*> ContactMap{};
};
struct TileCollisionRect : virtual public CollisionRect
{
TileCollisionRect(const Point2f& pos, const Point2f& size, WorldTile* tile);
WorldTile* tile;
bool Contains(Point2f 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 Point2f p, const CollisionRect& r);
bool RectVsRect(const CollisionRect& r1, const CollisionRect r2);
bool RayVsRect(const Point2f& rayOrigin, const Point2f& rayDirection, const Collision::CollisionRect target, Point2f& contactPoint, Point2f& contactNormal, float& t_HitNear);
bool DynamicRectVsRect(const CollisionRect& dynamicRectangle, float ElapsedTime, const CollisionRect& staticRectangle, Point2f& contactPoint, Point2f& contactNormal, float& contactTime);
bool ResolveDynamicRectVsRect(CollisionRect& dynamicRectangle, float ElapsedTime, CollisionRect* staticRectangle);
bool ResolvePlayerVsRect(Player& player, float ElapsedTime, Collision::CollisionRect* staticRectangle);
}