shooter/engine/World.cpp

123 lines
4.4 KiB
C++

//
// Created by Иван Ильин on 13.01.2021.
//
#include "World.h"
#include "utils/Log.h"
#include "Plane.h"
#include "ResourceManager.h"
#include <sstream>
#include <cmath>
using namespace std;
void World::addBody(std::shared_ptr<RigidBody> body, const ObjectNameTag& tag) {
_objects.emplace(tag, body);
Log::log("World::addBody(): inserted body '" + tag.str() + "' with " + std::to_string(_objects[tag]->triangles().size()) + " tris.");
}
void World::loadBody(const ObjectNameTag& tag, const string &filename, const Vec3D& scale) {
_objects.emplace(tag, std::make_shared<RigidBody>(Mesh(filename, scale)));
Log::log("World::loadBody(): inserted body from " + filename + " with title '" + tag.str() + "' with " + std::to_string(_objects[tag]->triangles().size()) + " tris.");
}
IntersectionInformation World::rayCast(const Vec3D& from, const Vec3D& to, const std::string& skipTags) {
// make vector of tags, that we are going to escape
vector <string> tagsToSkip;
stringstream s(skipTags);
std::string t;
while (s >> t) tagsToSkip.push_back(t);
bool intersected = false;
std::unique_ptr<Vec3D> point = std::make_unique<Vec3D>();
std::unique_ptr<Triangle> triangle = std::make_unique<Triangle>();
std::string bodyName;
double minDistance = Consts::RAY_CAST_MAX_DISTANCE;
std::shared_ptr<RigidBody> intersectedBody = nullptr;
for(auto& [name, body] : _objects) {
//for (auto& escapeTag : tagsToSkip)
// if(name.str().find(escapeTag) != std::string::npos)
// continue;
if(name.str().find("Player") != std::string::npos || name.str().find("weapon") != std::string::npos)
continue;
for(auto& tri : body->triangles()) {
Triangle tri_translated(tri[0] + body->position().makePoint4D(), tri[1] + body->position().makePoint4D(), tri[2] + body->position().makePoint4D());
Plane plane(tri_translated);
auto intersection = plane.intersection(from, to);
double distance = (intersection.first - from).sqrAbs();
if(intersection.second > 0 && distance < minDistance && tri_translated.isPointInside(intersection.first)) {
minDistance = distance;
point = std::make_unique<Vec3D>(intersection.first);
triangle = std::make_unique<Triangle>(tri_translated);
bodyName = name.str();
intersected = true;
intersectedBody = body;
}
}
}
return IntersectionInformation{*point, sqrt(minDistance), *triangle, ObjectNameTag(bodyName), intersectedBody, intersected};
}
void World::loadMap(const std::string& filename, const Vec3D& scale) {
auto objs = ResourceManager::loadObjects(filename);
for(unsigned i = 0; i < objs.size(); i++) {
ObjectNameTag meshName = ObjectNameTag("map_" + to_string(i));
addBody(std::make_shared<RigidBody>(*objs[i]), meshName);
body(meshName)->scale(scale);
}
auto it = _objects.begin();
}
void World::removeBody(const ObjectNameTag& tag) {
if(_objects.erase(tag) > 0)
Log::log("World::removeBody(): removed body '" + tag.str() + "'");
else
Log::log("World::removeBody(): cannot remove body '" + tag.str() + "': body does not exist.");
}
void World::checkCollision(const ObjectNameTag& tag) {
if (_objects[tag]->isCollision()) {
_objects[tag]->setInCollision(false);
for (auto it = _objects.begin(); it != _objects.end();) {
auto obj = it->second;
ObjectNameTag name = it->first;
it++;
if(name != tag) {
std::pair<bool, Simplex> gjk = _objects[tag]->checkGJKCollision(obj);
if (gjk.first) {
if (obj->isCollider()) {
CollisionPoint epa = _objects[tag]->EPA(gjk.second, obj);
_objects[tag]->solveCollision(epa);
}
if (_objects[tag]->collisionCallBack() != nullptr)
_objects[tag]->collisionCallBack()(name, obj);
}
}
}
}
}
void World::update() {
for (auto &m : _objects) {
m.second->updatePhysicsState();
checkCollision(m.first);
}
}
std::shared_ptr<RigidBody> World::body(const ObjectNameTag& tag) {
if(_objects.count(tag) == 0)
return nullptr;
return _objects.find(tag)->second;
}