bounding of box collision in the collisionComponent

This commit is contained in:
Bluub
2021-05-31 13:06:03 +02:00
parent c2588696fa
commit 79aa4cc86c
5 changed files with 207 additions and 0 deletions
+4
View File
@@ -32,6 +32,10 @@ set(SOURCES
sources/Component/Renderer/CameraComponent.hpp
sources/System/Renderer/Render2DScreenSystem.cpp
sources/System/Renderer/Render2DScreenSystem.hpp
sources/Component/Collision/CollisionComponent.cpp
sources/Component/Collision/CollisionComponent.hpp
sources/System/Collision/CollisionSystem.hpp
sources/System/Collision/CollisionSystem.cpp
)
add_executable(bomberman
@@ -0,0 +1,64 @@
//
// Created by Louis Auzuret on 2021-05-20.
//
#include "Component/Collision/CollisionComponent.hpp"
namespace BBM
{
CollisionComponent::CollisionComponent(WAL::Entity &entity)
: WAL::Component(entity)
{ }
WAL::Component *CollisionComponent::clone(WAL::Entity &entity) const
{
return new CollisionComponent(entity);
}
CollisionComponent::CollisionComponent(WAL::Entity &entity, std::function<void (WAL::Entity &, const WAL::Entity &)> callback, Vector3f bound)
: WAL::Component(entity), onCollide(callback), _boundX(bound.x), _boundY(bound.y), _boundZ(bound.z)
{ }
CollisionComponent::CollisionComponent(WAL::Entity &entity, std::function<void (WAL::Entity &, const WAL::Entity &)> callback, float boundSize)
: WAL::Component(entity), onCollide(callback), _boundX(boundSize), _boundY(boundSize), _boundZ(boundSize)
{ }
CollisionComponent::CollisionComponent(WAL::Entity &entity, WAL::Callback<WAL::Entity &, const WAL::Entity &> callback, Vector3f bound)
: WAL::Component(entity), onCollide(callback), _boundX(bound.x), _boundY(bound.y), _boundZ(bound.z)
{ }
CollisionComponent::CollisionComponent(WAL::Entity &entity, WAL::Callback<WAL::Entity &, const WAL::Entity &> callback, float boundSize)
: WAL::Component(entity), onCollide(callback), _boundX(boundSize), _boundY(boundSize), _boundZ(boundSize)
{ }
float CollisionComponent::getBoundX(void) const
{
return _boundX;
}
float CollisionComponent::getBoundY(void) const
{
return _boundY;
}
float CollisionComponent::getBoundZ(void) const
{
return _boundZ;
}
void CollisionComponent::setBoundX(float value)
{
_boundX = value;
}
void CollisionComponent::setBoundY(float value)
{
_boundY = value;
}
void CollisionComponent::setBoundZ(float value)
{
_boundZ = value;
}
}
@@ -0,0 +1,62 @@
//
// Created by Louis Auzuret on 2021-05-20.
//
#pragma once
#include "Models/Callback.hpp"
#include "Models/Vector3.hpp"
#include "Component/Component.hpp"
#include "Entity/Entity.hpp"
namespace BBM
{
class CollisionComponent : public WAL::Component
{
private:
float _boundX;
float _boundY;
float _boundZ;
public:
//! @brief get bound size on the X axis
float getBoundX(void) const;
//! @brief get bound size on the Y axis
float getBoundY(void) const;
//! @brief get bound size on the Z axis
float getBoundZ(void) const;
//! @brief set bound size on the X axis
void setBoundX(float);
//! @brief set bound size on the Y axis
void setBoundY(float);
//! @brief set bound size on the Z axis
void setBoundZ(float);
//onCollide functions to be called
WAL::Callback<WAL::Entity &, const WAL::Entity &> onCollide;
//! @inherit
WAL::Component *clone(WAL::Entity &entity) const override;
//! @brief A component can't be instantiated, it should be derived.
explicit CollisionComponent(WAL::Entity &entity);
//! @brief Constructor with a callback function
CollisionComponent(WAL::Entity &entity, std::function<void (WAL::Entity &, const WAL::Entity &)> callback, Vector3f bound);
//! @brief Constructor with a callback function
CollisionComponent(WAL::Entity &entity, std::function<void (WAL::Entity &, const WAL::Entity &)> callback, float boundSize = 0);
//! @brief Constructor with a WAL::Callback
CollisionComponent(WAL::Entity &entity, WAL::Callback<WAL::Entity &, const WAL::Entity &> callback, Vector3f bound);
//! @brief Constructor with a WAL::Callback
CollisionComponent(WAL::Entity &entity, WAL::Callback<WAL::Entity &, const WAL::Entity &> callback, float boundSize = 0);
//! @brief A component can't be instantiated, it should be derived.
CollisionComponent(const CollisionComponent &) = default;
//! @brief default destructor
~CollisionComponent() override = default;
//! @brief A component can't be assigned
CollisionComponent &operator=(const CollisionComponent &) = delete;
};
}
@@ -0,0 +1,45 @@
//
// Created by Louis Auzuret on 5/20/21
//
#include "Component/Position/PositionComponent.hpp"
#include "Component/Collision/CollisionComponent.hpp"
#include "System/Collision/CollisionSystem.hpp"
namespace BBM
{
CollisionSystem::CollisionSystem(WAL::Wal &wal)
: WAL::System({typeid(PositionComponent), typeid(CollisionComponent)}), _wal(wal)
{
}
void CollisionSystem::onFixedUpdate(WAL::Entity &entity)
{
try {
auto &posA = entity.getComponent<PositionComponent>();
auto &col = entity.getComponent<CollisionComponent>();
Vector3f minA = { std::min(posA.getX(), posA.getX() + col.getBoundX()),
std::min(posA.getY(), posA.getY() + col.getBoundY()),
std::min(posA.getZ(), posA.getZ() + col.getBoundZ())};
Vector3f maxA = { std::max(posA.getX(), posA.getX() + col.getBoundX()),
std::max(posA.getY(), posA.getY() + col.getBoundY()),
std::max(posA.getZ(), posA.getZ() + col.getBoundZ())};
for (auto &other : _wal.scene->getEntities()) {
auto &colB = entity.getComponent<CollisionComponent>();
auto &posB = other.getComponent<PositionComponent>();
Vector3f minB = { std::min(posB.getX(), posB.getX() + colB.getBoundX()),
std::min(posB.getY(), posB.getY() + colB.getBoundY()),
std::min(posB.getZ(), posB.getZ() + colB.getBoundZ())};
Vector3f maxB = { std::max(posB.getX(), posB.getX() + colB.getBoundX()),
std::max(posB.getY(), posB.getY() + colB.getBoundY()),
std::max(posB.getZ(), posB.getZ() + colB.getBoundZ())};
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))
col.onCollide(entity, other);
}
} catch (std::exception &e) {
return;
}
}
}
@@ -0,0 +1,32 @@
//
// Created by Louis Auzuret on 5/20/21
//
#pragma once
#include <algorithm>
#include "Wal.hpp"
#include "System/System.hpp"
namespace BBM
{
//! @brief A system to handle collisions.
class CollisionSystem : public WAL::System
{
private:
WAL::Wal &_wal;
public:
//! @inherit
void onFixedUpdate(WAL::Entity &entity) override;
//! @brief A default constructor
CollisionSystem(WAL::Wal &wal);
//! @brief A movable system is copy constructable
CollisionSystem(const CollisionSystem &) = default;
//! @brief A default destructor
~CollisionSystem() override = default;
//! @brief A movable system is assignable.
CollisionSystem &operator=(const CollisionSystem &) = default;
};
}