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https://github.com/zoriya/Bomberman.git
synced 2025-12-21 13:55:10 +00:00
min max static function on vector3f, bound is public, adding movable into collision calculation
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@@ -40,6 +40,11 @@ namespace BBM
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: WAL::Component(entity), onCollide(), _bound({boundSize, boundSize, boundSize})
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{ }
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Vector3f CollisionComponent::getBounds(void) const
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{
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return _bound;
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}
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float CollisionComponent::getBoundX(void) const
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{
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return _bound.x;
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@@ -17,6 +17,8 @@ namespace BBM
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//! @brief Bound size on all axis
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Vector3f _bound;
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public:
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//! @brief get vector of bounds
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Vector3f getBounds(void) const;
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//! @brief get bound size on the X axis
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float getBoundX(void) const;
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//! @brief get bound size on the Y axis
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@@ -35,5 +35,6 @@ namespace BBM
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MovableComponent &operator=(const MovableComponent &) = delete;
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friend class MovableSystem;
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friend class CollisionSystem;
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};
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} // namespace WAL
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@@ -158,6 +158,22 @@ namespace BBM
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{
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return RAY::Vector3(this->x, this->y, this->z);
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}
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static Vector3<T> min(Vector3<T> a, Vector3<T> b)
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{
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Vector3<T> min = { std::min(a.x, b.x),
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std::min(a.y, b.y),
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std::min(a.z, b.z)};
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return min;
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}
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static Vector3<T> max(Vector3<T> a, Vector3<T> b)
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{
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Vector3<T> max = { std::max(a.x, b.x),
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std::max(a.y, b.y),
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std::max(a.z, b.z)};
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return max;
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}
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};
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typedef Vector3<float> Vector3f;
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@@ -2,6 +2,7 @@
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// Created by Louis Auzuret on 5/20/21
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//
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#include "Component/Movable/MovableComponent.hpp"
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#include "Component/Position/PositionComponent.hpp"
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#include "Component/Collision/CollisionComponent.hpp"
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#include "System/Collision/CollisionSystem.hpp"
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@@ -15,33 +16,29 @@ namespace BBM
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}
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void CollisionSystem::onFixedUpdate(WAL::Entity &entity)
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{
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try {
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auto &posA = entity.getComponent<PositionComponent>();
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auto &col = entity.getComponent<CollisionComponent>();
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Vector3f minA = { std::min(posA.getX(), posA.getX() + col.getBoundX()),
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std::min(posA.getY(), posA.getY() + col.getBoundY()),
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std::min(posA.getZ(), posA.getZ() + col.getBoundZ())};
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Vector3f maxA = { std::max(posA.getX(), posA.getX() + col.getBoundX()),
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std::max(posA.getY(), posA.getY() + col.getBoundY()),
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std::max(posA.getZ(), posA.getZ() + col.getBoundZ())};
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Vector3f position = posA.position;
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try {
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auto &movable = entity.getComponent<MovableComponent>();
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position += movable._velocity;
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} catch (std::exception &e) { };
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Vector3f minA = Vector3f::min(position, position + col.getBounds());
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Vector3f maxA = Vector3f::max(position, position + col.getBounds());
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for (auto &other : _wal.scene->getEntities()) {
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if (&other == &entity)
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continue;
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auto &colB = entity.getComponent<CollisionComponent>();
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auto &posB = other.getComponent<PositionComponent>();
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Vector3f minB = { std::min(posB.getX(), posB.getX() + colB.getBoundX()),
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std::min(posB.getY(), posB.getY() + colB.getBoundY()),
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std::min(posB.getZ(), posB.getZ() + colB.getBoundZ())};
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Vector3f maxB = { std::max(posB.getX(), posB.getX() + colB.getBoundX()),
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std::max(posB.getY(), posB.getY() + colB.getBoundY()),
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std::max(posB.getZ(), posB.getZ() + colB.getBoundZ())};
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if (!other.hasComponent(typeid(CollisionComponent)) ||
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!other.hasComponent(typeid(PositionComponent)))
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continue;
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auto colB = entity.getComponent<CollisionComponent>().getBounds();
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auto posB = other.getComponent<PositionComponent>().position;
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Vector3f minB = Vector3f::min(posB, posB + colB);
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Vector3f maxB = Vector3f::max(posB, posB + colB);
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if ((minA.x <= maxB.x && maxA.x >= minB.x) &&
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(minA.y <= maxB.y && maxA.y >= minB.y) &&
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(minA.z <= maxB.z && maxA.z >= minB.z))
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col.onCollide(entity, other);
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}
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} catch (std::exception &e) {
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return;
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}
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}
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}
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