runner with the collision system

This commit is contained in:
Bluub
2021-06-01 17:21:26 +02:00
parent 0c0b860d04
commit 349da67b29
4 changed files with 50 additions and 12 deletions
+12
View File
@@ -0,0 +1,12 @@
0 1 -- 2 3
false || false
0 2 -- 1 3
true
0 3 -- 1 2
true
1 2 -- 0 3
true
1 3 -- 0 2
true
2 3 -- 0 1
false
+23 -8
View File
@@ -10,11 +10,14 @@
#include <System/Renderer/Renderer2DSystem.hpp>
#include <Model/Model.hpp>
#include <Drawables/2D/Rectangle.hpp>
#include <Drawables/3D/Cube.hpp>
#include <TraceLog.hpp>
#include <System/Renderer/Renderer3DSystem.hpp>
#include <System/Keyboard/KeyboardSystem.hpp>
#include <System/Controllable/ControllableSystem.hpp>
#include <System/Collision/CollisionSystem.hpp>
#include <Component/Movable/MovableComponent.hpp>
#include <Component/Collision/CollisionComponent.hpp>
#include <Component/Controllable/ControllableComponent.hpp>
#include <Component/Keyboard/KeyboardComponent.hpp>
#include <System/Gamepad/GamepadSystem.hpp>
@@ -43,6 +46,7 @@ namespace BBM
wal.addSystem<KeyboardSystem>()
.addSystem<GamepadSystem>()
.addSystem<ControllableSystem>()
.addSystem<CollisionSystem>(wal)
.addSystem<MovableSystem>();
}
@@ -52,6 +56,7 @@ namespace BBM
RAY::Window &window = RAY::Window::getInstance(600, 400, "Bomberman", FLAG_WINDOW_RESIZABLE);
wal.addSystem<Renderer3DSystem<RAY3D::Model>>();
wal.addSystem<Renderer3DSystem<RAY3D::Cube>>();
wal.addSystem<Render2DScreenSystem>(window)
.addSystem<Renderer2DSystem<RAY2D::Rectangle>>();
@@ -61,20 +66,30 @@ namespace BBM
std::shared_ptr<WAL::Scene> loadGameScene()
{
auto scene = std::make_shared<WAL::Scene>();
scene->addEntity("cube")
.addComponent<PositionComponent>()
.addComponent<Drawable2DComponent<RAY2D::Rectangle>>(Vector2f(), Vector2f(10, 10), RED)
.addComponent<ControllableComponent>()
.addComponent<KeyboardComponent>()
.addComponent<MovableComponent>();;
RAY3D::Cube cube(Vector3f(-5, 0, -5), Vector3f(3, 3, 3), RED);
RAY3D::Cube cubePlayer(Vector3f(0, 0, 0), Vector3f(3, 3, 3), GREEN);
scene->addEntity("player")
.addComponent<PositionComponent>()
.addComponent<Drawable3DComponent<RAY3D::Model>>("assets/player/player.iqm", std::make_pair(MAP_DIFFUSE, "assets/player/blue.png"))
.addComponent<Drawable3DComponent<RAY3D::Cube>>(cubePlayer)
.addComponent<ControllableComponent>()
.addComponent<KeyboardComponent>()
.addComponent<CollisionComponent>(3)
.addComponent<MovableComponent>();
scene->addEntity("cube")
.addComponent<PositionComponent>(-5, 0, -5)
.addComponent<Drawable3DComponent<RAY3D::Cube>>(cube)
.addComponent<ControllableComponent>()
.addComponent<KeyboardComponent>()
.addComponent<CollisionComponent>([](WAL::Entity &, const WAL::Entity &){},
[](WAL::Entity &actual, const WAL::Entity &) {
try {
auto &mov = actual.getComponent<MovableComponent>();
mov.resetVelocity();
} catch (std::exception &e) { };
}, 3);
scene->addEntity("camera")
.addComponent<PositionComponent>(0, 20, -5)
.addComponent<PositionComponent>(0, 20, -1)
.addComponent<CameraComponent>();
return scene;
}
+12 -4
View File
@@ -14,6 +14,16 @@ namespace BBM
{
}
bool CollisionSystem::collide(Vector3f minA, Vector3f maxA, Vector3f minB, Vector3f maxB)
{
bool overlapX = (minA.x <= maxB.x && maxA.x >= minB.x) || (minB.x <= maxA.x && maxB.x >= minA.x);
bool overlapY = (minA.y <= maxB.y && maxA.y >= minB.y) || (minB.y <= maxA.y && maxB.y >= minA.y);
bool overlapZ = (minA.z <= maxB.z && maxA.z >= minB.z) || (minB.z <= maxA.z && maxB.z >= minA.z);
return (overlapX && overlapY && overlapZ);
}
void CollisionSystem::onFixedUpdate(WAL::Entity &entity)
{
auto &posA = entity.getComponent<PositionComponent>();
@@ -29,13 +39,11 @@ namespace BBM
if (!other.hasComponent(typeid(CollisionComponent)) ||
!other.hasComponent(typeid(PositionComponent)))
continue;
auto colB = entity.getComponent<CollisionComponent>();
auto colB = other.getComponent<CollisionComponent>();
auto posB = other.getComponent<PositionComponent>().position;
Vector3f minB = Vector3f::min(posB, posB + colB.bound);
Vector3f maxB = Vector3f::max(posB, posB + colB.bound);
if ((minA.x <= maxB.x && maxA.x >= minB.x) &&
(minA.y <= maxB.y && maxA.y >= minB.y) &&
(minA.z <= maxB.z && maxA.z >= minB.z)) {
if (collide(minA, maxA, minB, maxB)) {
col.getOnCollide()(entity, other);
colB.getOnCollided()(entity, other);
}
@@ -29,5 +29,8 @@ namespace BBM
~CollisionSystem() override = default;
//! @brief A Collision system is assignable.
CollisionSystem &operator=(const CollisionSystem &) = default;
//! @brief check AABB collision
static bool collide(Vector3f minA, Vector3f maxA, Vector3f minB, Vector3f maxB);
};
}