/* * Copyright (C) 2021 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 . */ #ifndef ANTKEEPER_GAME_SYSTEM_COLLISION_HPP #define ANTKEEPER_GAME_SYSTEM_COLLISION_HPP #include "game/system/updatable.hpp" #include "entity/id.hpp" #include "game/component/collision.hpp" #include "geom/primitive/ray.hpp" namespace game { namespace system { /** * Maintains a spatially partitioned set of collision meshes. */ class collision: public updatable { public: collision(entity::registry& registry); virtual void update(double t, double dt); /** * Picks the nearest entity with the specified picking flags that intersects a ray. * * @param ray Picking ray. * @param flags Picking flags. * * @return ID of the picked entity, or `entt::null` if no entity was picked. */ entity::id pick_nearest(const geom::primitive::ray& ray, std::uint32_t flags) const; /** * Picks the nearest entity with the specified picking flags that has a non-negative distance from a plane. * * @param origin Origin of the picking plane. * @param normal Picking plane normal direction. * @param flags Picking flags. * * @return ID of the picked entity, or `entt::null` if no entity was picked. */ entity::id pick_nearest(const float3& origin, const float3& normal, std::uint32_t flags) const; private: void on_collision_construct(entity::registry& registry, entity::id entity_id); void on_collision_update(entity::registry& registry, entity::id entity_id); void on_collision_destroy(entity::registry& registry, entity::id entity_id); }; } // namespace system } // namespace game #endif // ANTKEEPER_GAME_SYSTEM_COLLISION_HPP