// // 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) { auto &posA = entity.get(); auto &colA = entity.get(); Vector3f pointA = posA.position + colA.positionOffset; Vector3f pointAx; Vector3f pointAy; Vector3f pointAz; if (auto *movable = entity->tryGetComponent()) { auto vel = movable->getVelocity(); 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::min(pointAy, pointAy + colA.bound); Vector3f maxAy = Vector3f::max(pointAy, pointAy + colA.bound); Vector3f minAz = Vector3f::min(pointAz, pointAz + colA.bound); Vector3f maxAz = Vector3f::max(pointAz, pointAz + colA.bound); for (auto &[other, posB, colB] : this->getView()) { if (other.getUid() == entity->getUid()) continue; auto pointB = posB.position + colB.positionOffset; int collidedAxis = 0; // 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)) { /* std::cout << "collided" << std::endl << "minA " << minA << std::endl << "maxA " << maxA << std::endl << "minB " << minB << std::endl << "maxB " << maxB << std::endl;*/ //return; collidedAxis += CollisionComponent::CollidedAxis::X; } if (boxesCollide(minAy, maxAy, minB, maxB)) { collidedAxis += CollisionComponent::CollidedAxis::Y; } if (boxesCollide(minAz, maxAz, minB, maxB)) { collidedAxis += CollisionComponent::CollidedAxis::Z; } if (collidedAxis) { colA.onCollide(entity, other, collidedAxis); colB.onCollided(entity, other, collidedAxis); } } } }