Removed physics for now.
This commit is contained in:
16
archive/physics_components/2d/BoxCollider.cpp
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16
archive/physics_components/2d/BoxCollider.cpp
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#include "BoxCollider.hpp"
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using namespace Dawn;
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BoxCollider::BoxCollider(std::weak_ptr<SceneItem> item) : Collider2D(item) {
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}
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enum Collider2DType BoxCollider::getColliderType() {
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return COLLIDER2D_TYPE_BOX;
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}
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22
archive/physics_components/2d/BoxCollider.hpp
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22
archive/physics_components/2d/BoxCollider.hpp
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "Collider2D.hpp"
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#include "physics/2d/Box.hpp"
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#include "physics/2d/Physics2D.hpp"
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namespace Dawn {
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class BoxCollider : public Collider2D {
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public:
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// @optional
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glm::vec2 min = glm::vec2(-0.5f, -0.5f);
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// @optional
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glm::vec2 max = glm::vec2( 0.5f, 0.5f);
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BoxCollider(std::weak_ptr<SceneItem> item);
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enum Collider2DType getColliderType() override;
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};
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}
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14
archive/physics_components/2d/CMakeLists.txt
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14
archive/physics_components/2d/CMakeLists.txt
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# Copyright (c) 2023 Dominic Masters
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#
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# This software is released under the MIT License.
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# https://opensource.org/licenses/MIT
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# Sources
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target_sources(${DAWN_TARGET_NAME}
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PRIVATE
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BoxCollider.cpp
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Collider2D.cpp
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CharacterController2D.cpp
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SolidController2D.cpp
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TriggerController2D.cpp
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)
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92
archive/physics_components/2d/CharacterController2D.cpp
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92
archive/physics_components/2d/CharacterController2D.cpp
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#include "CharacterController2D.hpp"
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using namespace Dawn;
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CharacterController2D::CharacterController2D(std::weak_ptr<SceneItem> i) :
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SceneItemComponent(i)
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{
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}
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void CharacterController2D::onStart() {
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useEvent([&](float_t delta){
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// if(velocity == glm::vec2(0, 0)) return;
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// Common variables
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auto item = this->item.lock();
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auto myCollider = item->getComponent<Collider2D>();
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// Friction
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velocity -= velocity * friction * delta;
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// Solid Collision Check
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glm::vec2 moveAmount;
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if(myCollider == nullptr) {
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moveAmount = velocity;
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} else {
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// Perform sweep
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auto allColliders = getScene()->findComponents<SolidController2D>();
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auto itColliders = allColliders.begin();
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struct CharacterController2DCollisionEventInfo info;
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bool_t result = false;
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// Check for collisions, definitely not working 100% yet
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while(itColliders != allColliders.end()) {
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auto c = *itColliders;
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++itColliders;
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auto cItem = c->item.lock();
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if(cItem == item || cItem->isChildOf(item)) continue;
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result = c->getCollidingResult(
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velocity,
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myCollider,
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info.normal,
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info.entryTime,
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info.exitTime,
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info.entryPoint,
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info.exitPoint
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) && info.entryTime <= delta;
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if(result) {
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info.collider = c;
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break;
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}
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}
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if(result) {
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moveAmount = glm::vec2(0, 0);
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velocity = glm::vec2(0, 0);
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this->eventCollision.invoke(info);
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} else {
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moveAmount = velocity;
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}
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}
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if(moveAmount != glm::vec2(0, 0)) {
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item->setLocalPosition(
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item->getLocalPosition() + (glm::vec3(moveAmount.x, 0, moveAmount.y) * delta)
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);
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}
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// Now perform trigger collision check
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auto allTriggers = getScene()->findComponents<TriggerController2D>();
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auto itTriggers = allTriggers.begin();
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while(itTriggers != allTriggers.end()) {
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auto c = *itTriggers;
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++itTriggers;
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auto cItem = c->item.lock();
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if(cItem == item || cItem->isChildOf(item)) continue;
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if(c->getCollidingResult(myCollider)) {
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c->eventTriggerEnter.invoke(this);
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}
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}
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// Stop velocity near zero.
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if(mathAbs<float_t>(velocity.x) <= 0.001f) velocity.x = 0;
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if(mathAbs<float_t>(velocity.y) <= 0.001f) velocity.y = 0;
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}, getScene()->eventSceneUpdate);
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}
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32
archive/physics_components/2d/CharacterController2D.hpp
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32
archive/physics_components/2d/CharacterController2D.hpp
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "SolidController2D.hpp"
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#include "TriggerController2D.hpp"
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namespace Dawn {
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struct CharacterController2DCollisionEventInfo {
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std::shared_ptr<SolidController2D> collider;
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glm::vec2 normal;
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float_t entryTime;
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float_t exitTime;
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glm::vec2 entryPoint;
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glm::vec2 exitPoint;
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};
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class CharacterController2D : public SceneItemComponent {
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public:
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// @optional
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glm::vec2 velocity = glm::vec2(0, 0);
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// @optional
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float_t friction = 12.0f;
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StateEvent<struct CharacterController2DCollisionEventInfo> eventCollision;
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CharacterController2D(std::weak_ptr<SceneItem> i);
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void onStart() override;
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};
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}
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13
archive/physics_components/2d/Collider2D.cpp
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13
archive/physics_components/2d/Collider2D.cpp
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#include "Collider2D.hpp"
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#include "BoxCollider.hpp"
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using namespace Dawn;
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Collider2D::Collider2D(std::weak_ptr<SceneItem> i) : SceneItemComponent(i) {
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}
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34
archive/physics_components/2d/Collider2D.hpp
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34
archive/physics_components/2d/Collider2D.hpp
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "scene/SceneItemComponent.hpp"
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#include "physics/2d/Box.hpp"
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namespace Dawn {
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enum Collider2DType {
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COLLIDER2D_TYPE_BOX
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};
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struct Collider2DAxisAlignedCollidingResult {
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glm::vec2 normal;
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float_t entryTime;
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float_t exitTime;
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glm::vec2 entryPoint;
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glm::vec2 exitPoint;
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};
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class Collider2D : public SceneItemComponent {
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public:
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Collider2D(std::weak_ptr<SceneItem> item);
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/**
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* Returns which type of collider this is.
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*
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* @return The collider type that this is.
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*/
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virtual enum Collider2DType getColliderType() = 0;
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};
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}
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69
archive/physics_components/2d/SolidController2D.cpp
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69
archive/physics_components/2d/SolidController2D.cpp
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#include "SolidController2D.hpp"
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using namespace Dawn;
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SolidController2D::SolidController2D(std::weak_ptr<SceneItem> item) : SceneItemComponent(item) {
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}
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std::vector<std::shared_ptr<SceneItemComponent>> SolidController2D::getDependencies() {
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return {
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(this->collider = item.lock()->getComponent<Collider2D>())
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};
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}
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bool_t SolidController2D::getCollidingResult(
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glm::vec2 movement,
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std::shared_ptr<Collider2D> movingObject,
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glm::vec2 &normal,
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float_t &entryTime,
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float_t &exitTime,
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glm::vec2 &entryPoint,
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glm::vec2 &exitPoint
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) {
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assertNotNull(this->collider, "SolidController2D::getCollidingResult: Collider cannot be null");
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assertNotNull(movingObject, "SolidController2D::getCollidingResult: Moving object cannot be null");
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if(movement.x == 0 && movement.y == 0) return false;
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auto myPos = physics3Dto2D(movingObject->item.lock()->getWorldPosition());
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// Check what the moving object is
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switch(movingObject->getColliderType()) {
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case COLLIDER2D_TYPE_BOX: {
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auto box1 = std::static_pointer_cast<BoxCollider>(movingObject);
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assertNotNull(box1, "SolidController2D::getCollidingResult: Moving object is not a BoxCollider");
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// Box VS (this)?
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switch(this->collider->getColliderType()) {
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case COLLIDER2D_TYPE_BOX: {
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auto box2 = std::static_pointer_cast<BoxCollider>(this->collider);
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assertNotNull(box2, "SolidController2D::getCollidingResult: Collider is not a BoxCollider");
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auto otherPos = physics3Dto2D(box2->item.lock()->getWorldPosition());
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return boxCheckCollision(
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myPos, box1->min, box1->max,
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otherPos, box2->min, box2->max,
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movement,
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normal, entryTime, exitTime, entryPoint, exitPoint
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);
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}
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default: {
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assertUnreachable("SolidController2D::getCollidingResult: Collider type not implemented");
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}
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}
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break;
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}
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default: {
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assertUnreachable("SolidController2D::getCollidingResult: Moving object type not implemented");
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}
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}
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assertUnreachable("SolidController2D::getCollidingResult: Should never reach this point");
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return false;
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}
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42
archive/physics_components/2d/SolidController2D.hpp
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42
archive/physics_components/2d/SolidController2D.hpp
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "Collider2D.hpp"
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#include "BoxCollider.hpp"
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namespace Dawn {
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class SolidController2D : public SceneItemComponent {
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public:
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std::shared_ptr<Collider2D> collider;
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SolidController2D(std::weak_ptr<SceneItem> item);
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std::vector<std::shared_ptr<SceneItemComponent>> getDependencies() override;
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/**
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* Gets the result of checking if two collider bodies are intersecting.
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* This is performed WITH movement to return entry and exit times.
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*
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* @param result Where to store the results of the calculation.
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* @param movement Movement operation that THIS object is performing.
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* @param movingObject Moving Object Collider that is being compared.
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* @param normal Output normal of the intersection.
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* @param entryTime Output entry time when the two objects will intersect.
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* @param exitTime Output exit time when the object will pass through.
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* @param entryPoint Output point in 2D space where object will enter.
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* @param exitPoint Output point where object will have passed through.
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* @return True if the two objects will intersect at move otherwise false.
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*/
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bool_t getCollidingResult(
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glm::vec2 movement,
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std::shared_ptr<Collider2D> movingObject,
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glm::vec2 &normal,
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float_t &entryTime,
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float_t &exitTime,
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glm::vec2 &entryPoint,
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glm::vec2 &exitPoint
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);
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};
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}
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51
archive/physics_components/2d/TriggerController2D.cpp
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51
archive/physics_components/2d/TriggerController2D.cpp
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#include "TriggerController2D.hpp"
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using namespace Dawn;
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TriggerController2D::TriggerController2D(std::weak_ptr<SceneItem> i) : SceneItemComponent(i) {
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}
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std::vector<std::shared_ptr<SceneItemComponent>> TriggerController2D::getDependencies() {
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return {
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(this->collider = this->item.lock()->getComponent<Collider2D>())
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};
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}
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bool_t TriggerController2D::getCollidingResult(std::shared_ptr<Collider2D> movingObject) {
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assertNotNull(this->collider, "TriggerController2D::getCollidingResult: Collider cannot be null");
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assertNotNull(movingObject, "TriggerController2D::getCollidingResult: Moving object cannot be null");
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switch(movingObject->getColliderType()) {
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case COLLIDER2D_TYPE_BOX: {
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auto box1 = std::static_pointer_cast<BoxCollider>(movingObject);
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assertNotNull(box1, "TriggerController2D::getCollidingResult: Moving object is not a BoxCollider");
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// Box VS ?
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switch(collider->getColliderType()) {
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case COLLIDER2D_TYPE_BOX: {
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auto box2 = std::static_pointer_cast<BoxCollider>(collider);
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assertNotNull(box2, "TriggerController2D::getCollidingResult: Collider is not a BoxCollider");
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return boxIsBoxColliding(
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physics3Dto2D(box1->item.lock()->getWorldPosition()), box1->min, box1->max,
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physics3Dto2D(box2->item.lock()->getWorldPosition()), box2->min, box2->max
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);
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}
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default: {
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assertUnreachable("TriggerController2D::getCollidingResult: Collider type not implemented");
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}
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}
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}
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default: {
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assertUnreachable("TriggerController2D::getCollidingResult: Moving object type not implemented");
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return false;
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}
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}
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}
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27
archive/physics_components/2d/TriggerController2D.hpp
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27
archive/physics_components/2d/TriggerController2D.hpp
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "Collider2D.hpp"
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#include "BoxCollider.hpp"
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namespace Dawn {
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class CharacterController2D;
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class TriggerController2D : public SceneItemComponent {
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public:
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std::shared_ptr<Collider2D> collider;
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StateEvent<CharacterController2D*> eventTriggerEnter;
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TriggerController2D(std::weak_ptr<SceneItem> i);
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std::vector<std::shared_ptr<SceneItemComponent>> getDependencies() override;
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/**
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* Returns whether or not the given moving object is colliding with this
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* trigger collider.
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*/
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bool_t getCollidingResult(std::shared_ptr<Collider2D> movingObject);
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};
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}
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Reference in New Issue
Block a user