/*
* 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