💿🐜 Antkeeper source code https://antkeeper.com
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  1. /*
  2. * Copyright (C) 2017-2019 Christopher J. Howard
  3. *
  4. * This file is part of Antkeeper Source Code.
  5. *
  6. * Antkeeper Source Code is free software: you can redistribute it and/or modify
  7. * it under the terms of the GNU General Public License as published by
  8. * the Free Software Foundation, either version 3 of the License, or
  9. * (at your option) any later version.
  10. *
  11. * Antkeeper Source Code is distributed in the hope that it will be useful,
  12. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  13. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  14. * GNU General Public License for more details.
  15. *
  16. * You should have received a copy of the GNU General Public License
  17. * along with Antkeeper Source Code. If not, see <http://www.gnu.org/licenses/>.
  18. */
  19. #include "collision-system.hpp"
  20. CollisionSystem::CollisionSystem(ComponentManager* componentManager):
  21. System(componentManager),
  22. entityGroup(componentManager)
  23. {}
  24. CollisionSystem::~CollisionSystem()
  25. {}
  26. void CollisionSystem::update(float t, float dt)
  27. {
  28. auto members = entityGroup.getMembers();
  29. // INEFFICIENT! Currently done twice (A vs B, then B vs A)
  30. // Also no octrees or other structure
  31. for (const CollisionEntityGroup::Member* memberA: *members)
  32. {
  33. CollisionComponent* collisionA = std::get<0>(memberA->components);
  34. TransformComponent* transformA = std::get<1>(memberA->components);
  35. // Clear previous collisions
  36. collisionA->collisions.clear();
  37. for (const CollisionEntityGroup::Member* memberB: *members)
  38. {
  39. if (memberA == memberB)
  40. {
  41. continue;
  42. }
  43. CollisionComponent* collisionB = std::get<0>(memberB->components);
  44. TransformComponent* transformB = std::get<1>(memberB->components);
  45. Vector3 difference = transformA->transform.translation - transformB->transform.translation;
  46. float distanceSquared = glm::length2(difference);
  47. float collisionRadius = collisionA->radius + collisionB->radius;
  48. if (distanceSquared <= collisionRadius * collisionRadius)
  49. {
  50. collisionA->collisions.push_back(memberB->entity);
  51. }
  52. }
  53. }
  54. }