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Collider.h
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1
13// ____ __ __ __
14// /\__ _\/\ \ /\ \/\ \
15// \/_/\ \/\ \ \___ __ \ \ \_\ \ ___ __ __ ____ __
16// \ \ \ \ \ _ `\ /'__`\ \ \ _ \ / __`\/\ \/\ \ /',__\ /'__`\
17// \ \ \ \ \ \ \ \/\ __/ \ \ \ \ \/\ \L\ \ \ \_\ \/\__, `\/\ __/
18// \ \_\ \ \_\ \_\ \____\ \ \_\ \_\ \____/\ \____/\/\____/\ \____\
19// \/_/ \/_/\/_/\/____/ \/_/\/_/\/___/ \/___/ \/___/ \/____/
20
21#pragma once
22
23#include "Framework/Component.h"
24#include "Component/Transform.h"
25
26class Entity;
27
28class Collider : public Component
29{
30public:
31 Collider();
32 Collider(const Collider& other) = default;
33 Collider(Collider&& other) noexcept = default;
34 auto operator=(const Collider& other) -> Collider& = default;
35 auto operator=(Collider&& other) noexcept -> Collider& = default;
36 ~Collider() override;
37
38#pragma region overridden_functions
39
40 auto clone() const -> std::unique_ptr<GameObject> override
41 {
42 return std::make_unique<Collider>(*this);
43 }
44
45 auto onUpdate(float dt) -> void override;
46
47 auto componentShowMenu() -> void override;
48
49 auto endWindow() -> void override
50 {
51 } // for debug ImGUI
52 auto onRender() -> void override;
53 auto onEnterEngine() -> void override;
54 auto load(const Stream& stream) -> void override;
55 auto save(Stream& stream) const -> void override;
56
57 friend auto to_json(json& j, const Collider& c) -> void;
58 friend auto from_json(const json& j, Collider& c) -> void;
59
60#pragma endregion
61
62#pragma region collider_functions
63
69 auto checkCollision(const Vector4D& position) const -> bool;
70
75 auto getColliderLayer() const -> unsigned int;
76
77#pragma endregion
78
79private:
80#pragma region member_variables
81
83 unsigned int colliderLayer;
84
85#pragma endregion
86
87};
sys::Json Stream
Definition AudioObject.h:20
The base class for components, holding all of their shared All components should inherit from this.
nlohmann::json json
Definition Json.cpp:19
Definition Collider.h:29
auto onRender() -> void override
called every frame after update has been called for every object.
Definition Collider.cpp:64
auto operator=(Collider &&other) noexcept -> Collider &=default
Collider(const Collider &other)=default
Collider(Collider &&other) noexcept=default
auto operator=(const Collider &other) -> Collider &=default
friend auto from_json(const json &j, Collider &c) -> void
Definition Collider.cpp:124
auto endWindow() -> void override
currently unused, but intended to but was assumed to be necessary for a proper ImGui editor
Definition Collider.h:49
auto checkCollision(const Vector4D &position) const -> bool
Checks if a position is within the parent entity.
Definition Collider.cpp:83
auto load(const Stream &stream) -> void override
Implementations will load the state of a GameObject from a th::Json Object.
Definition Collider.cpp:73
auto onEnterEngine() -> void override
hook that is called when a GameObject enters the Engine tree.
Definition Collider.cpp:68
Collider()
Definition Collider.cpp:31
auto getColliderLayer() const -> unsigned int
Gets the collision layer of the collider.
Definition Collider.cpp:111
auto componentShowMenu() -> void override
Definition Collider.cpp:49
auto save(Stream &stream) const -> void override
Implementations will load the state of a GameObject to a th::Json object.
Definition Collider.cpp:78
auto onUpdate(float dt) -> void override
called once every frame.
Definition Collider.cpp:45
~Collider() override
Definition Collider.cpp:37
auto clone() const -> std::unique_ptr< GameObject > override
makes a copy a GameObject even if it's held polymorphically
Definition Collider.h:40
friend auto to_json(json &j, const Collider &c) -> void
Definition Collider.cpp:116
unsigned int colliderLayer
Definition Collider.h:83
Component(ComponentTypeEnum type, const char *typeName)
Definition Component.cpp:72
Definition Entity.h:39
GameObject(std::string typeName, gobj::Type parentType, gobj::Type type)
constructor for gameobject.
Definition GameObject.cpp:23
Definition Vector4D.h:23