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/*
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* Copyright (C) 2021 Christopher J. Howard
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*
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* This file is part of Antkeeper source code.
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*
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* Antkeeper source code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Antkeeper source code is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "collision.hpp"
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#include "game/component/transform.hpp"
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#include "game/component/picking.hpp"
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#include "geom/primitive/intersection.hpp"
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#include "geom/primitive/plane.hpp"
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#include "math/transform-operators.hpp"
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#include <limits>
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namespace game {
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namespace system {
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collision::collision(entity::registry& registry):
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updatable(registry)
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{
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registry.on_construct<component::collision>().connect<&collision::on_collision_construct>(this);
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registry.on_update<component::collision>().connect<&collision::on_collision_update>(this);
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registry.on_destroy<component::collision>().connect<&collision::on_collision_destroy>(this);
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}
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void collision::update(double t, double dt)
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{
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registry.on_construct<component::collision>().disconnect<&collision::on_collision_construct>(this);
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registry.on_update<component::collision>().disconnect<&collision::on_collision_update>(this);
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registry.on_destroy<component::collision>().disconnect<&collision::on_collision_destroy>(this);
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}
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entity::id collision::pick_nearest(const geom::primitive::ray<float, 3>& ray, std::uint32_t flags) const
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{
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entity::id nearest_eid = entt::null;
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float nearest_distance = std::numeric_limits<float>::infinity();
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// For each entity with picking and transform components
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registry.view<component::picking, component::transform>().each
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(
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[&](entity::id entity_id, const auto& picking, const auto& transform)
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{
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// Skip entity if picking flags don't match
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if (!~(flags | picking.flags))
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return;
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// Transform picking sphere
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const geom::primitive::sphere<float> sphere =
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{
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transform.world * picking.sphere.center,
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picking.sphere.radius * math::max(transform.world.scale)
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};
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// Test for intersection between ray and sphere
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auto result = geom::primitive::intersection(ray, sphere);
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if (result)
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{
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float t0 = std::get<0>(*result);
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float t1 = std::get<1>(*result);
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if (t0 < nearest_distance)
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{
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nearest_eid = entity_id;
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nearest_distance = t0;
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}
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}
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}
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);
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return nearest_eid;
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}
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entity::id collision::pick_nearest(const float3& origin, const float3& normal, std::uint32_t flags) const
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{
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entity::id nearest_eid = entt::null;
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float nearest_sqr_distance = std::numeric_limits<float>::infinity();
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// Construct picking plane
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const geom::primitive::plane<float> picking_plane = geom::primitive::plane<float>(origin, normal);
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// For each entity with picking and transform components
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registry.view<component::picking, component::transform>().each
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(
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[&](entity::id entity_id, const auto& picking, const auto& transform)
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{
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// Skip entity if picking flags don't match
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if (!~(flags | picking.flags))
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return;
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// Transform picking sphere center
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float3 picking_sphere_center = transform.world * picking.sphere.center;
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// Skip entity if picking sphere center has negative distance from picking plane
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if (picking_plane.distance(picking_sphere_center) < 0.0f)
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return;
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// Measure distance from picking plane origin to picking sphere center
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const float sqr_distance = math::sqr_distance(picking_sphere_center, origin);
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// Check if entity is nearer than the current nearest entity
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if (sqr_distance < nearest_sqr_distance)
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{
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nearest_eid = entity_id;
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nearest_sqr_distance = sqr_distance;
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}
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}
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);
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return nearest_eid;
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}
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void collision::on_collision_construct(entity::registry& registry, entity::id entity_id)
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{}
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void collision::on_collision_update(entity::registry& registry, entity::id entity_id)
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{}
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void collision::on_collision_destroy(entity::registry& registry, entity::id entity_id)
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{}
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} // namespace system
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} // namespace game
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