💿🐜 Antkeeper source code https://antkeeper.com
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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#include "collision.hpp"
#include "game/component/transform.hpp"
#include "game/component/picking.hpp"
#include "geom/primitive/intersection.hpp"
#include "geom/primitive/plane.hpp"
#include "math/transform-operators.hpp"
#include <limits>
namespace game {
namespace system {
collision::collision(entity::registry& registry):
updatable(registry)
{
registry.on_construct<component::collision>().connect<&collision::on_collision_construct>(this);
registry.on_update<component::collision>().connect<&collision::on_collision_update>(this);
registry.on_destroy<component::collision>().connect<&collision::on_collision_destroy>(this);
}
void collision::update(double t, double dt)
{
registry.on_construct<component::collision>().disconnect<&collision::on_collision_construct>(this);
registry.on_update<component::collision>().disconnect<&collision::on_collision_update>(this);
registry.on_destroy<component::collision>().disconnect<&collision::on_collision_destroy>(this);
}
entity::id collision::pick_nearest(const geom::primitive::ray<float, 3>& ray, std::uint32_t flags) const
{
entity::id nearest_eid = entt::null;
float nearest_distance = std::numeric_limits<float>::infinity();
// For each entity with picking and transform components
registry.view<component::picking, component::transform>().each
(
[&](entity::id entity_id, const auto& picking, const auto& transform)
{
// Skip entity if picking flags don't match
if (!~(flags | picking.flags))
return;
// Transform picking sphere
const geom::primitive::sphere<float> sphere =
{
transform.world * picking.sphere.center,
picking.sphere.radius * math::max(transform.world.scale)
};
// Test for intersection between ray and sphere
auto result = geom::primitive::intersection(ray, sphere);
if (result)
{
float t0 = std::get<0>(*result);
float t1 = std::get<1>(*result);
if (t0 < nearest_distance)
{
nearest_eid = entity_id;
nearest_distance = t0;
}
}
}
);
return nearest_eid;
}
entity::id collision::pick_nearest(const float3& origin, const float3& normal, std::uint32_t flags) const
{
entity::id nearest_eid = entt::null;
float nearest_sqr_distance = std::numeric_limits<float>::infinity();
// Construct picking plane
const geom::primitive::plane<float> picking_plane = geom::primitive::plane<float>(origin, normal);
// For each entity with picking and transform components
registry.view<component::picking, component::transform>().each
(
[&](entity::id entity_id, const auto& picking, const auto& transform)
{
// Skip entity if picking flags don't match
if (!~(flags | picking.flags))
return;
// Transform picking sphere center
float3 picking_sphere_center = transform.world * picking.sphere.center;
// Skip entity if picking sphere center has negative distance from picking plane
if (picking_plane.distance(picking_sphere_center) < 0.0f)
return;
// Measure distance from picking plane origin to picking sphere center
const float sqr_distance = math::sqr_distance(picking_sphere_center, origin);
// Check if entity is nearer than the current nearest entity
if (sqr_distance < nearest_sqr_distance)
{
nearest_eid = entity_id;
nearest_sqr_distance = sqr_distance;
}
}
);
return nearest_eid;
}
void collision::on_collision_construct(entity::registry& registry, entity::id entity_id)
{}
void collision::on_collision_update(entity::registry& registry, entity::id entity_id)
{}
void collision::on_collision_destroy(entity::registry& registry, entity::id entity_id)
{}
} // namespace system
} // namespace game