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C++

//
// 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<PositionComponent, CollisionComponent, MovableComponent> &entity)
{
unsigned int entityUid = entity->getUid();
auto &posA = entity.get<PositionComponent>();
auto &colA = entity.get<CollisionComponent>();
Vector3f pointA = posA.position + colA.positionOffset;
Vector3f pointAx = pointA;
Vector3f pointAy = pointA;
Vector3f pointAz = pointA;
auto &movable = entity.get<MovableComponent>();
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<PositionComponent, CollisionComponent>()) {
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);
}
}
}
}