/* * 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_COLLISION_SYSTEM_HPP #define ANTKEEPER_COLLISION_SYSTEM_HPP #include "entity-system.hpp" #include "game/components/collision-component.hpp" /** * Maintains a spatially partitioned set of collision meshes. The set of collision meshes isnot owned by the collision system, so it can be accessed by other systems as well. */ class collision_system: public entity_system { public: collision_system(entt::registry& registry); virtual void update(double t, double dt); private: void on_collision_construct(entt::registry& registry, entt::entity entity, ecs::collision_component& collision); void on_collision_replace(entt::registry& registry, entt::entity entity, ecs::collision_component& collision); void on_collision_destroy(entt::registry& registry, entt::entity entity); }; #endif // ANTKEEPER_COLLISION_SYSTEM_HPP