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- /*
- * Copyright (C) 2020 Christopher J. Howard
- *
- * This file is part of Antkeeper source code.
- *
- * Antkeeper source code is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
- *
- * Antkeeper source code is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
- */
-
- #include "snapping-system.hpp"
- #include "game/components/collision-component.hpp"
- #include "game/components/snap-component.hpp"
- #include "game/components/transform-component.hpp"
- #include "utility/fundamental-types.hpp"
-
- using namespace ecs;
-
- snapping_system::snapping_system(entt::registry& registry):
- entity_system(registry)
- {}
-
- void snapping_system::update(double t, double dt)
- {
- registry.view<transform_component, snap_component>().each(
- [&](auto entity, auto& snap_transform, auto& snap)
- {
- bool intersection = false;
- float a = std::numeric_limits<float>::infinity();
- float3 pick;
-
- ray<float> snap_ray = snap.ray;
- if (snap.relative)
- {
- snap_ray.origin += snap_transform.transform.translation;
- snap_ray.direction = snap_transform.transform.rotation * snap_ray.direction;
- }
-
- registry.view<transform_component, collision_component>().each(
- [&](auto entity, auto& collision_transform, auto& collision)
- {
- // Transform ray into local space of collision component
- math::transform<float> inverse_transform = math::inverse(collision_transform.transform);
- float3 origin = inverse_transform * snap_ray.origin;
- float3 direction = math::normalize(math::conjugate(collision_transform.transform.rotation) * snap_ray.direction);
- ray<float> transformed_ray = {origin, direction};
-
- // Broad phase AABB test
- auto aabb_result = ray_aabb_intersection(transformed_ray, collision.bounds);
- if (!std::get<0>(aabb_result))
- {
- return;
- }
-
- // Narrow phase mesh test
- auto mesh_result = collision.mesh_accelerator.query_nearest(transformed_ray);
- if (mesh_result)
- {
- intersection = true;
- if (mesh_result->t < a)
- {
- a = mesh_result->t;
- pick = snap_ray.extrapolate(a);
- }
- }
- });
-
- if (intersection)
- {
- snap_transform.transform.translation = pick;
- snap_transform.warp = snap.warp;
-
- if (snap.autoremove)
- {
- registry.remove<snap_component>(entity);
- }
- }
- });
- }
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