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logic.cpp
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93 lines (80 loc) · 2.77 KB
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#include "objects.cpp"
std::vector<std::array<object*, 2>> colliding;
bool doesCollide(object& obj1, object& obj2) { //Broken
if (obj1.type == "square") {
if (obj2.type == "square") {
return collide((square&)obj1, (square&)obj2);
}
else if (obj2.type == "rectangle") {
return collide((square&)obj1, (rectangle&)obj2);
}
else if (obj2.type == "circle") {
return collide((square&)obj1, (circle&)obj2);
}
}
else if (obj1.type == "rectangle") {
if (obj2.type == "square") {
return collide((rectangle&)obj1, (square&)obj2);
}
else if (obj2.type == "rectangle") {
return collide((rectangle&)obj1, (rectangle&)obj2);
}
else if (obj2.type == "circle") {
return collide((rectangle&)obj1, (circle&)obj2);
}
}
else if (obj1.type == "circle") {
if (obj2.type == "square") {
return collide((circle&)obj1, (square&)obj2);
}
else if (obj2.type == "rectangle") {
return collide((circle&)obj1, (rectangle&)obj2);
}
else if (obj2.type == "circle") {
return collide((circle&)obj1, (circle&)obj2);
}
}
return false;
}
mtn::Vector2 findClosestObject(mtn::Vector2& v) {
mtn::Vector2 closest;
float closestDist = 999999999;
for (int i = 0; i < objects.size(); i++) {
float dist = sqrt(pow(objects[i]->position.x - v.x, 2) + pow(objects[i]->position.y - v.y, 2));
if (dist < closestDist && dist != 0) {
closestDist = dist;
closest = objects[i]->position;
}
}
return closest;
}
void checkCollisions(object& obj) {
mtn::Vector2 closest = findClosestObject(obj.position);
for (int i = 0; i < objects.size(); i++) {
if (objects[i]->position == closest && !(objects[i] == &obj) && doesCollide(obj, *objects[i])) {
colliding.push_back({&obj, objects[i]});
}
}
}
void collisionLogic(object& obj1, object& obj2) {
return;
}
void update() {
//Start: Print out all object's locations
/*for (int i = 0; i < objects.size(); i++) {
std::cout << "Object " << i + 1 << ": " << objects[i]->position << std::endl;
}
*/
//Start: Check for collisions
for (int i = 0; i < objects.size(); i++) {
objects[i]->update();
checkCollisions(*objects[i]);
}
//End: Check for collisions
for (int i = 0; i < colliding.size(); i++) {
//std::cout << "Collision with " << colliding[i][0]->position << " and " << colliding[i][1]->position << std::endl;
}
colliding.clear();
}
//line detecting where they go for skipover problem
//finalVel.x = (obj1.momentum.x + obj2.momentum.x) / obj1.mass + obj2.mass