/* * Copyright (C) 2017-2019 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 . */ #include "collision-system.hpp" CollisionSystem::CollisionSystem(ComponentManager* componentManager): System(componentManager), entityGroup(componentManager) {} CollisionSystem::~CollisionSystem() {} void CollisionSystem::update(float t, float dt) { auto members = entityGroup.getMembers(); // INEFFICIENT! Currently done twice (A vs B, then B vs A) // Also no octrees or other structure for (const CollisionEntityGroup::Member* memberA: *members) { CollisionComponent* collisionA = std::get<0>(memberA->components); TransformComponent* transformA = std::get<1>(memberA->components); // Clear previous collisions collisionA->collisions.clear(); for (const CollisionEntityGroup::Member* memberB: *members) { if (memberA == memberB) { continue; } CollisionComponent* collisionB = std::get<0>(memberB->components); TransformComponent* transformB = std::get<1>(memberB->components); Vector3 difference = transformA->transform.translation - transformB->transform.translation; float distanceSquared = glm::length2(difference); float collisionRadius = collisionA->radius + collisionB->radius; if (distanceSquared <= collisionRadius * collisionRadius) { collisionA->collisions.push_back(memberB->entity); } } } }