Files
axyz/include/Engine/Collision/TriggerSystem.h
T
2015-12-15 14:49:52 +01:00

40 lines
1.1 KiB
C++

#ifndef TriggerSystem_h__
#define TriggerSystem_h__
#include <glm/common.hpp>
#include <unordered_set>
#include "Core/System.h"
#include "Core/EventBroker.h"
#include "ETrigger.h"
class AABB;
class TriggerSystem : public System
{
public:
TriggerSystem(EventBroker* eventBroker)
: System(eventBroker, "Trigger")
{}
virtual void Update(World* world, ComponentWrapper& collision, double dt) override;
private:
std::unordered_map<EntityID, std::unordered_set<EntityID>> m_EntitiesTouchingTrigger;
std::unordered_map<EntityID, std::unordered_set<EntityID>> m_EntitiesCompletelyInTrigger;
bool getEntityBox(World* world, EntityID id, AABB& outBox);
//True if leave event was thrown.
bool throwLeaveIfWasInTrigger(std::unordered_set<EntityID>& triggerSet, EntityID pId, EntityID tId);
void attachAABBComponentFromModel(World* world, EntityID id);
template<typename Event>
void publish(EntityID pId, EntityID tId)
{
Event e;
e.Trigger = tId;
e.Entity = pId;
m_EventBroker->Publish(e);
}
};
#endif