Files
i-mic-fps/lib/managers/collision_manager.rb

67 lines
1.7 KiB
Ruby

class IMICFPS
class CollisionManager
attr_reader :game_state, :collisions
def initialize(game_state:)
@game_state = game_state
@collisions = {}
@aabb_tree = AABBTree.new
@physics_manager = PhysicsManager.new(collision_manager: self)
end
def add(entity)
@aabb_tree.insert(entity, entity.bounding_box)
end
def update
@game_state.entities.each do |entity|
next unless entity.is_a?(Entity)
next unless node = @aabb_tree.objects[entity]
unless entity.bounding_box == node.bounding_box
@aabb_tree.update(entity, entity.bounding_box)
end
end
check_broadphase
@physics_manager.update
# binding.irb
# p @aabb_tree
collisions.each do |ent, list|
# puts "#{ent.class} -> [#{list.map{|e| e.class}.join(', ')}]"
end
end
def remove(entity)
@aabb_tree.remove(entity)
end
def check_broadphase
@collisions.clear
broadphase = {}
@game_state.entities.each do |entity|
next unless entity.collidable?
next if entity.collision == :static # Only dynamic entities can be resolved
search = @aabb_tree.search(entity.bounding_box)
if search.size > 0
search.reject! {|ent| ent == entity || !ent.collidable?}
broadphase[entity] = search
end
end
broadphase.each do |entity, _collisions|
_collisions.reject! {|ent| !entity.bounding_box.intersect(ent.bounding_box)}
# TODO: mesh aabb tree vs other mesh aabb tree check
# TODO: triangle vs other triangle check
_collisions.each do |ent|
@collisions[entity] = _collisions
end
end
end
end
end