Added a TriggerSystem, seems to work as intended.
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@@ -1,22 +1,123 @@
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#include "Collision/TriggerSystem.h"
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#include "Collision/Collision.h"
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#include "Core/AABB.h"
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#include "Rendering/Model.h"
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void TriggerSystem::Update(World* world, ComponentWrapper& trigger, double dt)
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{
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//Currently only players can trigger things.
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auto players = world->GetComponents("Player");
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if (players == nullptr) {
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return;
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}
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//WTODO: Assumes box exists.
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ComponentWrapper& cBox = world->GetComponent(trigger.EntityID, "AABB");
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AABB aabb;
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aabb.CreateFromCenter(cBox["BoxCenter"], cBox["BoxSize"]);
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for (auto& c : *players) {
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Events::TriggerEnter e;
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e.Trigger = trigger.EntityID;
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e.Entity = 41;
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m_EventBroker->Publish(e);
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EntityID tId = trigger.EntityID;
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AABB triggerBox;
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//The trigger *should* have a bounding box, or something, to test against so it can be triggered.
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if (!getEntityBox(world, tId, triggerBox)) {
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return;
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}
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for (auto& pc : *players) {
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EntityID pId = pc.EntityID;
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AABB playerBox;
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//The player can't trigger anything without an AABB.
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if (!getEntityBox(world, pId, playerBox)) {
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continue;
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}
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if (!Collision::AABBVsAABB(triggerBox, playerBox)) {
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//Entity is not touching the trigger,
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//Throw event if it was previously.
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if (throwLeaveIfWasInTrigger(m_EntitiesTouchingTrigger[tId], pId, tId)) {
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continue;
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}
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//This only occurs if the entity was completely inside the trigger one frame,
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//then completely outside the trigger, e.g. when dying and respawning.
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throwLeaveIfWasInTrigger(m_EntitiesCompletelyInTrigger[tId], pId, tId);
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} else {
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//Entity is at least touching the trigger.
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AABB completelyInsideBox;
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completelyInsideBox.CreateFromCenter(triggerBox.Center(), triggerBox.Size() - playerBox.Size());
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if (Collision::AABBVsAABB(completelyInsideBox, playerBox)) {
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//Entity is completely inside the trigger.
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//If it was only touching before, it is erased.
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m_EntitiesTouchingTrigger[tId].erase(pId);
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std::unordered_set<EntityID>& completeSet = m_EntitiesCompletelyInTrigger[tId];
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if (completeSet.count(pId) == 0) {
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//If it wasn't completely in the trigger, throw Enter and add to the set.
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completeSet.insert(pId);
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publish<Events::TriggerEnter>(pId, tId);
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}
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} else {
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//Entity is only touching the trigger.
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std::unordered_set<EntityID>& touchSet = m_EntitiesTouchingTrigger[tId];
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std::unordered_set<EntityID>& completeSet = m_EntitiesCompletelyInTrigger[tId];
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const auto& it = completeSet.find(pId);
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//If it was completely inside before.
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if (it != completeSet.end()) {
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completeSet.erase(it);
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touchSet.insert(pId);
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//If it was completely outside before.
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} else if (touchSet.count(pId) == 0) {
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publish<Events::TriggerTouch>(pId, tId);
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touchSet.insert(pId);
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}
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//Else, it was touching the trigger last frame too and nothing is done.
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}
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}
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}
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}
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bool TriggerSystem::getEntityBox(World* world, EntityID id, AABB& outBox)
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{
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//TODO: Improve checking if component exists. Remove try
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bool retry;
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do {
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retry = false;
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try {
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ComponentWrapper& cBox = world->GetComponent(id, "AABB");
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outBox.CreateFromCenter(cBox["BoxCenter"], cBox["BoxSize"]);
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} catch (std::out_of_range e) {
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retry = true;
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attachAABBComponentFromModel(world, id);
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}
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} while (retry);
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return true;
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}
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bool TriggerSystem::throwLeaveIfWasInTrigger(std::unordered_set<EntityID>& triggerSet, EntityID pId, EntityID tId)
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{
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const auto& it = triggerSet.find(pId);
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if (it != triggerSet.end()) {
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//If it was in the trigger, but not anymore, throw leaveEvent and erase from the set.
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triggerSet.erase(it);
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publish<Events::TriggerLeave>(pId, tId);
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return true;
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}
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return false;
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}
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void TriggerSystem::attachAABBComponentFromModel(World* world, EntityID id)
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{
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ComponentWrapper model = world->GetComponent(id, "Model");
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ComponentWrapper transform = world->GetComponent(id, "Transform");
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ComponentWrapper collision = world->AttachComponent(id, "AABB");
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Model* modelRes = ResourceManager::Load<Model>(model["Resource"]);
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glm::mat4 modelMatrix = modelRes->m_Matrix *
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glm::translate(glm::mat4(), (glm::vec3)transform["Position"]) *
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glm::toMat4((glm::quat)transform["Orientation"]) *
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glm::scale((glm::vec3)transform["Scale"]);
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glm::vec3 mini = glm::vec3(INFINITY, INFINITY, INFINITY);
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glm::vec3 maxi = glm::vec3(-INFINITY, -INFINITY, -INFINITY);
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for (const auto& v : modelRes->m_Vertices) {
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const auto& wPos = modelMatrix * glm::vec4(v.Position.x, v.Position.y, v.Position.z, 1);
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maxi.x = std::max(wPos.x, maxi.x);
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maxi.y = std::max(wPos.y, maxi.y);
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maxi.z = std::max(wPos.z, maxi.z);
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mini.x = std::min(wPos.x, mini.x);
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mini.y = std::min(wPos.y, mini.y);
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mini.z = std::min(wPos.z, mini.z);
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}
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collision["BoxCenter"] = 0.5f * (maxi + mini);
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collision["BoxSize"] = maxi - mini;
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}
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