59 lines
2.3 KiB
C++
59 lines
2.3 KiB
C++
#include "CollisionSystem.h"
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#include "World.h"
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void Systems::CollisionSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
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{
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if (parent != 0)
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{
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auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
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auto parentTransform = m_World->GetComponent<Components::Transform>(parent, "Transform");
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transform->Position[0] += parentTransform->Position[0];
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transform->Position[1] += parentTransform->Position[1];
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transform->Position[2] += parentTransform->Position[2];
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}
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LOG_INFO("Updating entity %i with parent %i", entity, parent);
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}
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bool Systems::CollisionSystem::Intersects(EntityID entity1, EntityID entity2)
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{
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auto bounds1 = m_World->GetComponent<Components::Bounds>(entity1, "Bounds");
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auto bounds2 = m_World->GetComponent<Components::Bounds>(entity2, "Bounds");
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float width = bounds1->VolumeVector.x;
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float height = bounds1->VolumeVector.y;
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float depth = bounds1->VolumeVector.z;
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GLfloat vertices1[] = {
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bounds1->Origin.x - width / 2, bounds1->Origin.y - height / 2, bounds1->Origin.z - depth / 2, 1.0,
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bounds1->Origin.x + width / 2, bounds1->Origin.y - height / 2, bounds1->Origin.z - depth / 2, 1.0,
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bounds1->Origin.x + width / 2, bounds1->Origin.y + height / 2, bounds1->Origin.z - depth / 2, 1.0,
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bounds1->Origin.x - width / 2, bounds1->Origin.y + height / 2, bounds1->Origin.z - depth / 2, 1.0,
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bounds1->Origin.x - width / 2, bounds1->Origin.y - height / 2, bounds1->Origin.z + depth / 2, 1.0,
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bounds1->Origin.x + width / 2, bounds1->Origin.y - height / 2, bounds1->Origin.z + depth / 2, 1.0,
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bounds1->Origin.x + width / 2, bounds1->Origin.y + height / 2, bounds1->Origin.z + depth / 2, 1.0,
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bounds1->Origin.x - width / 2, bounds1->Origin.y + height / 2, bounds1->Origin.z + depth / 2, 1.0,
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};
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GLuint vbo_vertices;
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glGenBuffers(1, &vbo_vertices);
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glBindBuffer(GL_ARRAY_BUFFER, vbo_vertices);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices1), vertices1, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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GLushort elements[] = {
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0, 1, 2, 3,
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4, 5, 6, 7,
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0, 4, 1, 5,
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2, 6, 3, 7
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};
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GLuint ibo_elements;
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glGenBuffers(1, &ibo_elements);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_elements);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elements), elements, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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return true;
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} |