Remove colliderAllocated flag

This commit is contained in:
Yousef Khadadeh 2025-07-28 14:25:28 +03:00
parent 0a75b0ada3
commit eb9db31d31
18 changed files with 44 additions and 117 deletions

View file

@ -103,7 +103,7 @@ class DrawComponent {
virtual SCollision::AABB<float> get_obj_coord_bounds() const = 0;
virtual std::shared_ptr<DrawComponent> copy() const = 0;
virtual void create_collider(bool colliderAllocated) = 0;
virtual void create_collider() = 0;
virtual void draw(SkCanvas* canvas, const DrawData& drawData) = 0;
void temp_update(DrawingProgram& drawP);
void final_update(DrawingProgram& drawP, bool invalidateCache = true); // invalidateCache = false version should be thread safe
@ -111,13 +111,10 @@ class DrawComponent {
virtual void initialize_draw_data(DrawingProgram& drawP) = 0;
virtual void finalize_update(DrawingProgram& drawP, bool invalidateCache = true);
virtual void update(DrawingProgram& drawP) = 0;
virtual bool collides_within_coords(const SCollision::ColliderCollection<float>& checkAgainst, bool colliderAllocated) = 0;
bool collides_with_world_coords(const CoordSpaceHelper& camCoords, const SCollision::ColliderCollection<WorldScalar>& checkAgainstWorld, bool colliderAllocated);
bool collides_with_cam_coords(const CoordSpaceHelper& camCoords, const SCollision::ColliderCollection<float>& checkAgainstCam, bool colliderAllocated);
bool collides_with(const CoordSpaceHelper& camCoords, const SCollision::ColliderCollection<WorldScalar>& checkAgainstWorld, const SCollision::ColliderCollection<float>& checkAgainstCam, bool colliderAllocated);
virtual bool collides_within_coords(const SCollision::ColliderCollection<float>& checkAgainst) = 0;
bool collides_with_world_coords(const CoordSpaceHelper& camCoords, const SCollision::ColliderCollection<WorldScalar>& checkAgainstWorld);
bool collides_with_cam_coords(const CoordSpaceHelper& camCoords, const SCollision::ColliderCollection<float>& checkAgainstCam);
bool collides_with(const CoordSpaceHelper& camCoords, const SCollision::ColliderCollection<WorldScalar>& checkAgainstWorld, const SCollision::ColliderCollection<float>& checkAgainstCam);
virtual void update_from_delayed_ptr() = 0;
virtual void free_collider() = 0;
virtual void allocate_collider() = 0;
#endif
};