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