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