Files
axyz/src/Game/Systems/SpawnerSystem.cpp
T
William Moberg f632b45c9b Merge branch 'MemoryOptimization' into Importer
# Conflicts:
#	include/Engine/Rendering/Model.h
#	src/Engine/Collision/Collision.cpp
#	src/Engine/Collision/CollisionSystem.cpp
#	src/Engine/Collision/TriggerSystem.cpp
#	src/Game/Systems/SpawnerSystem.cpp
2016-03-14 02:06:53 +01:00

137 lines
5.5 KiB
C++

#include "Systems/SpawnerSystem.h"
#include "Collision/Collision.h"
SpawnerSystem::SpawnerSystem(SystemParams params)
: System(params)
{
EVENT_SUBSCRIBE_MEMBER(m_OnSpawnerSpawn, &SpawnerSystem::OnSpawnerSpawn);
}
EntityWrapper SpawnerSystem::Spawn(EntityWrapper spawner, EntityWrapper parent /*= EntityWrapper::Invalid*/, const std::string& dontCollideComponent)
{
// Load the entity file and parse it
const std::string& entityFilePath = spawner["Spawner"]["EntityFile"];
if (!entityFilePath.empty()) {
return SpawnEntityFile(entityFilePath, spawner, parent, dontCollideComponent);
} else {
return EntityWrapper::Invalid;
}
}
EntityWrapper SpawnerSystem::SpawnEntityFile(const std::string& entityFilePath, EntityWrapper spawner, EntityWrapper parent /*= EntityWrapper::Invalid*/, const std::string& dontCollideComponent /*= ""*/)
{
// Spawn the entity in the parent's world if it exists, otherwise in the spawner's world
World* world = parent.World;
if (world == nullptr) {
world = spawner.World;
}
EntityWrapper spawnedEntity;
try {
auto entityFile = ResourceManager::Load<EntityFile>(entityFilePath);
spawnedEntity = entityFile->MergeInto(world);
world->SetParent(spawnedEntity.ID, parent.ID);
} catch (const Resource::FailedLoadingException& e) {
return EntityWrapper::Invalid;
}
// If the spawned entity is collidable, then we must not spawn it where it collides with something that
// has a dontCollideComponent attached.
bool spawnOnCollidable = dontCollideComponent.empty() || !spawnedEntity.HasComponent("Collidable");
if (!spawnOnCollidable) {
boost::optional<EntityAABB> optBox = Collision::EntityAbsoluteAABB(spawnedEntity);
//If we can't calculate the box for some reason, then just spawn somewhere anyway.
if (!optBox) {
spawnOnCollidable = true;
}
}
// Find any SpawnPoints existing as children of spawner
auto children = spawner.World->GetDirectChildren(spawner.ID);
std::list<EntityWrapper> spawnPoints;
for (auto kv = children.first; kv != children.second; ++kv) {
const EntityID& child = kv->second;
if (spawner.World->HasComponent(child, "SpawnPoint")) {
EntityWrapper spawnPoint = EntityWrapper(spawner.World, child);
if (spawnOnCollidable || !spawnedEntityIsColliding(spawnedEntity, spawnPoint, dontCollideComponent)) {
spawnPoints.push_back(spawnPoint);
}
}
}
// Choose a random SpawnPoint
// If there are no children, or if they are all blocked, then the entity will be spawned at the spawner itself.
EntityWrapper spawnPoint = spawner;
if (!spawnPoints.empty()) {
if (spawnPoints.size() > 1) {
static std::random_device randomDevice;
static std::mt19937 randomGenerator(randomDevice());
std::uniform_int_distribution<> distribution(0, static_cast<int>(std::distance(spawnPoints.begin(), spawnPoints.end())) - 1);
auto randomSpawnPointIt = spawnPoints.begin();
std::advance(randomSpawnPointIt, distribution(randomGenerator));
spawnPoint = *randomSpawnPointIt;
} else {
spawnPoint = spawnPoints.front();
}
}
if (spawnPoint != parent) {
transformEntityToSpawnPoint(spawnedEntity, spawnPoint);
}
return spawnedEntity;
}
void SpawnerSystem::transformEntityToSpawnPoint(EntityWrapper spawnedEntity, EntityWrapper spawnPoint)
{
// Set its position and orientation to that of the SpawnPoint
spawnedEntity["Transform"]["Position"] = TransformSystem::AbsolutePosition(spawnPoint.World, spawnPoint.ID);
// TODO: Quaternions, bitch
spawnedEntity["Transform"]["Orientation"] = glm::eulerAngles(TransformSystem::AbsoluteOrientation(spawnPoint));
}
bool SpawnerSystem::spawnedEntityIsColliding(EntityWrapper spawnedEntity, EntityWrapper spawnPoint, const std::string& dontCollideComponent)
{
transformEntityToSpawnPoint(spawnedEntity, spawnPoint);
//Check if the spawned entity collides with anything, and if so, continue to the next spawnpoint.
EntityAABB spawnedBox = *Collision::EntityAbsoluteAABB(spawnedEntity);
auto otherSpawnedEntities = spawnPoint.World->GetComponents(dontCollideComponent);
for (const auto& obj : *otherSpawnedEntities) {
if (spawnedEntity.ID == obj.EntityID) {
continue;
}
EntityWrapper otherEntity = EntityWrapper(spawnPoint.World, obj.EntityID);
if (!otherEntity.HasComponent("Collidable")) {
continue;
}
auto otherBox = Collision::EntityAbsoluteAABB(otherEntity);
if (!otherBox) {
continue;
}
if (Collision::AABBVsAABB(spawnedBox, *otherBox)) {
if (!spawnedBox.Entity.HasComponent("Model")) {
return true;
}
Model* model = nullptr;
try {
model = ResourceManager::Load<Model, true>(otherEntity["Model"]["Resource"]);
} catch (const std::exception&) {
}
if (model != nullptr && Collision::AABBvsTriangles(
spawnedBox,
model->m_Vertices,
model->m_Indices,
TransformSystem::ModelMatrix(otherEntity))) {
return true;
}
}
}
return false;
}
bool SpawnerSystem::OnSpawnerSpawn(Events::SpawnerSpawn& e)
{
EntityWrapper spawnedEntity = Spawn(e.Spawner, e.Parent);
return true;
}