Files
i-mic-fps/lib/managers/collision_manager.rb
2020-12-02 17:37:48 -06:00

114 lines
3.1 KiB
Ruby

# frozen_string_literal: true
class IMICFPS
class CollisionManager
attr_reader :map, :collisions
def initialize(map:)
@map = map
@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
@map.entities.each do |entity|
next unless entity.is_a?(Entity)
next unless node = @aabb_tree.objects[entity]
unless entity.bounding_box == node.bounding_box
puts "Updating #{entity.class}"
@aabb_tree.update(entity, entity.bounding_box.clone)
end
end
check_broadphase
@physics_manager.update
end
def search(collider)
@aabb_tree.search(collider)
end
def remove(entity)
@aabb_tree.remove(entity)
end
def check_broadphase
# FIXME: Cache collisions to speed things up
@collisions.clear
broadphase = {}
@map.entities.each do |entity|
next unless entity.collidable?
next if entity.manifest.collision_resolution == :static # Only dynamic entities can be resolved
search = @aabb_tree.search(entity.bounding_box)
if search.size.positive?
search.reject! { |ent| ent == entity || !ent.collidable? }
broadphase[entity] = search
end
end
broadphase.each do |_entity, _collisions|
_collisions.each do |ent|
# aabb vs aabb
# next unless entity.bounding_box.intersect?(ent.bounding_box)
# entity model aabb tree vs ent model aabb tree
# ent_tree_search = ent.model.aabb_tree.search(localize_entity_bounding_box(entity, ent), true)
# next if ent_tree_search.size == 0
# puts "#{ent.class} -> #{ent_tree_search.size} (#{Gosu.milliseconds})"
# entity.position.y = ent_tree_search.first.object.vertices.first.y if entity.is_a?(Player) && ent.is_a?(Terrain)
# @collisions[entity] = _collisions
end
end
end
# AABBTree on entities is relative to model origin of 0,0,0
def localize_entity_bounding_box(entity, target)
return entity.bounding_box if target.position.zero? && target.orientation.zero?
# "tranform" entity bounding box into target's space
local = target.position # needs tweaking, works well enough for now
box = entity.bounding_box.clone
box.min -= local
box.max -= local
box
end
def on_ground?(entity) # TODO: Use some form of caching to speed this up
on_ground = false
@collisions.detect do |a, b|
next unless entity == a || entity == b
vs = a
vs = b if a == entity
broadphase = search(Ray.new(entity.position, Vector.down, entity.velocity.y.abs))
broadphase.detect do |ent|
ray = Ray.new(entity.position - ent.position, Vector.down)
if ent.model.aabb_tree.search(ray).size.positive?
on_ground = true
return true
end
end
break if on_ground
end
on_ground
end
end
end