shooter/engine/World.cpp

107 lines
3.8 KiB
C++

//
// Created by Иван Ильин on 13.01.2021.
//
#include "World.h"
#include "utils/Log.h"
#include "Plane.h"
#include "physics/Solver.h"
using namespace std;
void World::addBody(std::shared_ptr<RigidBody> body, const string &name) {
_objects.emplace(name, body);
Log::log("World::addBody(): inserted body '" + name + "' with " + std::to_string(_objects[name]->triangles().size()) + " tris.");
}
void World::loadBody(const string &name, const string &filename, const std::string &materials, const Vec3D& scale) {
_objects.emplace(name, std::make_shared<RigidBody>(Mesh(filename, materials, scale)));
Log::log("World::loadBody(): inserted body from " + filename + " with title '" + name + "' with " + std::to_string(_objects[name]->triangles().size()) + " tris.");
}
std::pair<Vec3D, string> World::rayCast(const Vec3D& from, const Vec3D& to) {
std::pair<Vec3D, string> result;
std::unique_ptr<Vec3D> point = std::make_unique<Vec3D>();
std::string name;
double minDistance = Consts::RAY_CAST_MAX_DISTANCE;
for(auto& object : _objects) {
if((object.first.find("Player") != std::string::npos) || (object.first.find("Bonus") != std::string::npos))
continue;
for(auto& tri : object.second->triangles()) {
Triangle tri_translated(tri[0] + object.second->position().makePoint4D(), tri[1] + object.second->position().makePoint4D(), tri[2] + object.second->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);
name = object.first;
}
}
}
return {*point, name};
}
void World::loadMap(const std::string& filename, const std::string& materials, const std::string& name, const Vec3D& scale) {
auto objs = Mesh::LoadObjects(filename, materials, scale);
for(unsigned i = 0; i < objs.size(); i++) {
string meshName = name + "_" + to_string(i);
addBody(std::make_shared<RigidBody>(*objs[i]), meshName);
}
}
void World::removeBody(string name) {
if(_objects.erase(name) > 0)
Log::log("World::removeBody(): removed body '" + name + "'");
else
Log::log("World::removeBody(): cannot remove body '" + name + "': body does not exist.");
}
void World::checkCollision(const std::string& body) {
if (_objects[body]->isCollision()) {
_objects[body]->setInCollision(false);
for (auto it = _objects.begin(); it != _objects.end();) {
auto obj = it->second;
std::string name = it->first;
it++;
if(name != body) {
std::pair<bool, Simplex> gjk = _objects[body]->checkGJKCollision(obj);
if (gjk.first) {
if (obj->isCollider()) {
CollisionPoint epa = _objects[body]->EPA(gjk.second, obj);
Solver::solveCollision(_objects[body], obj, epa);
}
if (_objects[body]->collisionCallBack() != nullptr)
_objects[body]->collisionCallBack()(name, obj);
}
}
}
}
}
void World::update() {
for (auto &m : _objects) {
m.second->updatePhysicsState();
checkCollision(m.first);
}
}
void World::projectObjectsInCamera(std::shared_ptr<Camera> camera) {
for (auto &m : _objects)
camera->project(m.second);
}
std::shared_ptr<RigidBody> World::body(const string &name) {
if(_objects.count(name) == 0)
return nullptr;
return _objects.find(name)->second;
}