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https://github.com/zoriya/Bomberman.git
synced 2026-06-12 05:10:37 +00:00
giving the collided Axis for context to callback on collisions
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@@ -14,7 +14,7 @@ namespace BBM
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: System(wal)
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{ }
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bool CollisionSystem::collide(Vector3f minA, Vector3f maxA, Vector3f minB, Vector3f maxB)
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bool CollisionSystem::boxesCollide(Vector3f minA, Vector3f maxA, Vector3f minB, Vector3f maxB)
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{
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bool overlapX = (minA.x <= maxB.x && maxA.x >= minB.x) || (minB.x <= maxA.x && maxB.x >= minA.x);
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bool overlapY = (minA.y <= maxB.y && maxA.y >= minB.y) || (minB.y <= maxA.y && maxB.y >= minA.y);
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@@ -28,32 +28,55 @@ namespace BBM
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auto &posA = entity.get<PositionComponent>();
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auto &colA = entity.get<CollisionComponent>();
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Vector3f pointA = posA.position + colA.positionOffset;
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Vector3f pointAx;
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Vector3f pointAy;
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Vector3f pointAz;
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if (auto *movable = entity->tryGetComponent<MovableComponent>())
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pointA += movable->getVelocity();
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if (auto *movable = entity->tryGetComponent<MovableComponent>()) {
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auto vel = movable->getVelocity();
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pointAx.x += vel.x;
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pointAy.y += vel.y;
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pointAz.z += vel.z;
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}
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Vector3f minA = Vector3f::min(pointA, pointA + colA.bound);
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Vector3f maxA = Vector3f::max(pointA, pointA + colA.bound);
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Vector3f minAx = Vector3f::min(pointAx, pointAx + colA.bound);
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Vector3f maxAx = Vector3f::max(pointAx, pointAx + colA.bound);
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Vector3f minAy = Vector3f::min(pointAy, pointAy + colA.bound);
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Vector3f maxAy = Vector3f::max(pointAy, pointAy + colA.bound);
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Vector3f minAz = Vector3f::min(pointAz, pointAz + colA.bound);
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Vector3f maxAz = Vector3f::max(pointAz, pointAz + colA.bound);
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for (auto &[other, posB, colB] : this->getView()) {
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if (other.getUid() == entity->getUid())
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continue;
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auto pointB = posB.position + colB.positionOffset;
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int collidedAxis = 0;
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// TODO if B is also a movable we don't check with it's changing position
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Vector3f minB = Vector3f::min(pointB, pointB + colB.bound);
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Vector3f maxB = Vector3f::max(pointB, pointB + colB.bound);
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if (collide(minA, maxA, minB, maxB)) {
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std::cout << "collided" << std::endl
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if (boxesCollide(minAx, maxAx, minB, maxB)) {
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/* std::cout << "collided" << std::endl
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<< "minA " << minA << std::endl
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<< "maxA " << maxA << std::endl
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<< "minB " << minB << std::endl
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<< "maxB " << maxB << std::endl;
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return;
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colA.onCollide(entity, other);
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colB.onCollided(entity, other);
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<< "maxB " << maxB << std::endl;*/
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//return;
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collidedAxis += CollisionComponent::CollidedAxis::X;
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}
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if (boxesCollide(minAy, maxAy, minB, maxB)) {
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collidedAxis += CollisionComponent::CollidedAxis::Y;
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}
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if (boxesCollide(minAz, maxAz, minB, maxB)) {
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collidedAxis += CollisionComponent::CollidedAxis::Z;
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}
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if (collidedAxis) {
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colA.onCollide(entity, other, collidedAxis);
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colB.onCollided(entity, other, collidedAxis);
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}
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}
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}
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