ecsgame/ECS/Systems/CollisionSystem.h

139 lines
5.7 KiB
C++

#pragma once
#include "../../Util/kdtree.h"
#include "../Components/LODObjMesh.h"
#include "../Components/Mesh.h"
#include "../Components/MouseLook.h"
#include "../Components/ObjMesh.h"
#include "../Components/Transform.h"
#include "../ECS.h"
#include <map>
using namespace ECS;
class CollisionSystem : public EntitySystem {
public:
CollisionSystem(Entity *collision_entity) : collision_entity(collision_entity) {}
// Initialize the kdtree
void build() {
std::vector<Point *> points;
// ObjMesh
myWorld->each<ObjMesh, Transform>(
[&](Entity *ent, ComponentHandle<ObjMesh> mesh, ComponentHandle<Transform> transform) {
// If this mesh shouldn't collide, skip it
if (!mesh->colliding) { return; }
std::vector<unsigned int> indices = mesh->indices;
std::vector<float> vertices = mesh->vertices;
std::map<Vector, Point *> triangle_map;
// We iterate over the index array and add the resulting triangles to a hash map of
// vertices. That way, each vertex holds a list of all triangles it is involved in.
for (int i = 0; i < mesh->vertex_count; i += 3) {
// Build vertices from this triangle
float v0p0 = vertices[indices[i + 0] * 14 + 0];
float v0p1 = vertices[indices[i + 0] * 14 + 1];
float v0p2 = vertices[indices[i + 0] * 14 + 2];
float v1p0 = vertices[indices[i + 1] * 14 + 0];
float v1p1 = vertices[indices[i + 1] * 14 + 1];
float v1p2 = vertices[indices[i + 1] * 14 + 2];
float v2p0 = vertices[indices[i + 2] * 14 + 0];
float v2p1 = vertices[indices[i + 2] * 14 + 1];
float v2p2 = vertices[indices[i + 2] * 14 + 2];
glm::vec4 v1glm(v0p0, v0p1, v0p2, 1.0);
glm::vec4 v2glm(v1p0, v1p1, v1p2, 1.0);
glm::vec4 v3glm(v2p0, v2p1, v2p2, 1.0);
// Transform to World Position -- these are local coordinates with
// individual mesh origins
v1glm = transform->matrix * v1glm + glm::vec4(transform->get_origin(), 0.0);
v2glm = transform->matrix * v2glm + glm::vec4(transform->get_origin(), 0.0);
v3glm = transform->matrix * v3glm + glm::vec4(transform->get_origin(), 0.0);
Vector v1(v1glm.x, v1glm.y, v1glm.z);
Vector v2(v2glm.x, v2glm.y, v2glm.z);
Vector v3(v3glm.x, v3glm.y, v3glm.z);
Triangle *triangle = new Triangle(v1, v2, v3);
if (triangle_map.count(v1) == 0) {
triangle_map[v1] = new Point(v1, std::list<Triangle *>{triangle});
} else {
triangle_map[v1]->triangles.emplace_back(triangle);
}
if (triangle_map.count(v2) == 0) {
triangle_map[v2] = new Point(v2, std::list<Triangle *>{triangle});
} else {
triangle_map[v2]->triangles.emplace_back(triangle);
}
if (triangle_map.count(v3) == 0) {
triangle_map[v3] = new Point(v3, std::list<Triangle *>{triangle});
} else {
triangle_map[v3]->triangles.emplace_back(triangle);
}
}
// Convert to list
std::transform(
triangle_map.begin(), triangle_map.end(), back_inserter(points),
[](const std::map<Vector, Point *>::value_type &val) { return val.second; });
});
// LODObjMesh
myWorld->each<LODObjMesh, Transform>([&](Entity *ent, ComponentHandle<LODObjMesh> lodMesh,
ComponentHandle<Transform> transform) {
// TODO
});
kdtree = new KDTree(points);
}
void tick(World *pWorld, float deltaTime) override {
pWorld->each<Transform, MouseLook>([&](Entity *ent, ComponentHandle<Transform> transform,
ComponentHandle<MouseLook> mouse_look) {
glm::vec3 origin_glm = transform->get_origin();
Vector origin = Vector(origin_glm.x, origin_glm.y, origin_glm.z);
glm::vec3 direction_glm = mouse_look->get_look_direction();
Vector direction = Vector(direction_glm.x, direction_glm.y, direction_glm.z);
Ray ray(origin, direction);
Vector collision_position(0, 0, 0);
const Triangle *result = kdtree->intersect_ray(ray, collision_position);
if (result) {
// Output to console
std::cout << "Point: " << collision_position[0] << ", " << collision_position[1]
<< ", " << collision_position[2] << " || Triangle: " << result->p1[0]
<< ", " << result->p1[1] << ", " << result->p1[2] << " | "
<< result->p2[0] << ", " << result->p2[1] << ", " << result->p2[2]
<< " | " << result->p3[0] << ", " << result->p3[1] << ", "
<< result->p3[2] << std::endl;
// Ouput visually
glm::vec3 pos =
glm::vec3(collision_position[0], collision_position[1], collision_position[2]);
collision_entity->get<Transform>()->set_origin(pos);
}
});
}
void configure(World *pWorld) override { myWorld = pWorld; }
World *myWorld;
KDTree *kdtree;
Entity *collision_entity;
};