// // Created by Louis Auzuret on 5/20/21 // #include "Component/Movable/MovableComponent.hpp" #include "Component/Position/PositionComponent.hpp" #include "Component/Collision/CollisionComponent.hpp" #include "System/Collision/CollisionSystem.hpp" #include "Scene/Scene.hpp" namespace BBM { CollisionSystem::CollisionSystem(WAL::Wal &wal) : System(wal) { } bool CollisionSystem::boxesCollide(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::ViewEntity &entity) { unsigned int entityUid = entity->getUid(); auto &posA = entity.get(); auto &colA = entity.get(); Vector3f pointA = posA.position + colA.positionOffset; Vector3f pointAx = pointA; Vector3f pointAy = pointA; Vector3f pointAz = pointA; auto &movable = entity.get(); const auto &vel = movable.getVelocity(); if (!vel.isNull()) { pointAx.x += vel.x; pointAy.y += vel.y; pointAz.z += vel.z; } Vector3f minAx = Vector3f::min(pointAx, pointAx + colA.bound); Vector3f maxAx = Vector3f::max(pointAx, pointAx + colA.bound); Vector3f minAy; Vector3f maxAy; Vector3f minAz; Vector3f maxAz; if (!vel.isNull()) { minAy = Vector3f::min(pointAy, pointAy + colA.bound); maxAy = Vector3f::max(pointAy, pointAy + colA.bound); minAz = Vector3f::min(pointAz, pointAz + colA.bound); maxAz = Vector3f::max(pointAz, pointAz + colA.bound); } for (auto &[other, posB, colB] : this->_wal.getScene()->view()) { if (other.getUid() == entityUid) continue; auto pointB = posB.position + colB.positionOffset; CollisionComponent::CollidedAxis collidedAxis = CollisionComponent::NONE; // TODO if B is also a movable we don't check with it's changing position Vector3f minB = Vector3f::min(pointB, pointB + colB.bound); Vector3f maxB = Vector3f::max(pointB, pointB + colB.bound); if (boxesCollide(minAx, maxAx, minB, maxB)) { collidedAxis |= vel.isNull() ? CollisionComponent::ALL : CollisionComponent::X; } if (!vel.isNull()) { if (boxesCollide(minAy, maxAy, minB, maxB)) { collidedAxis |= CollisionComponent::Y; } if (boxesCollide(minAz, maxAz, minB, maxB)) { collidedAxis |= CollisionComponent::Z; } } if (collidedAxis) { colA.onCollide(entity, other, collidedAxis); colB.onCollided(entity, other, collidedAxis); } } } }