Esempio n. 1
0
        public List <string> GetCollidedWith()
        {
            List <string> collidedWith = new List <string>();

            //Checks if entity has a sphere collider or a box collider
            if ((mask & ComponentTypes.COMPONENT_SPHERE_COLLIDER) == ComponentTypes.COMPONENT_SPHERE_COLLIDER)
            {
                //Gets sphere collider component from entity
                ComponentSphereCollider sphereCollider = (ComponentSphereCollider)componentList.Find(delegate(IComponent e)
                {
                    return(e.ComponentType == ComponentTypes.COMPONENT_SPHERE_COLLIDER);
                });

                //Gets the collidedWith list from the sphere collider component
                collidedWith = sphereCollider.CollidedWith;
            }
            else
            {
                if ((mask & ComponentTypes.COMPONENT_BOX_COLLIDER) == ComponentTypes.COMPONENT_BOX_COLLIDER)
                {
                    //Gets sphere collider component from entity
                    ComponentBoxCollider boxCollider = (ComponentBoxCollider)componentList.Find(delegate(IComponent e)
                    {
                        return(e.ComponentType == ComponentTypes.COMPONENT_BOX_COLLIDER);
                    });

                    //Gets the collidedWith list from the sphere collider component
                    collidedWith = boxCollider.CollidedWith;
                }
            }

            return(collidedWith);
        }
Esempio n. 2
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 public ComponentBoxCollider GetComponentBoxCollider()
 {
     //Checks if entity has a box collider
     if ((mask & ComponentTypes.COMPONENT_BOX_COLLIDER) == ComponentTypes.COMPONENT_BOX_COLLIDER)
     {
         //Gets sphere collider component from entity
         ComponentBoxCollider boxCollider = (ComponentBoxCollider)componentList.Find(delegate(IComponent e)
         {
             return(e.ComponentType == ComponentTypes.COMPONENT_BOX_COLLIDER);
         });
         return(boxCollider);
     }
     return(null);
 }
Esempio n. 3
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        public void OnAction()
        {
            foreach (Entity entity in entityList)
            {
                //Retrieves entities component list
                List <IComponent> components = entity.Components;

                //Retrieves entities box collider component
                IComponent boxColliderComponent = components.Find(delegate(IComponent component)
                {
                    return(component.ComponentType == ComponentTypes.COMPONENT_BOX_COLLIDER);
                });
                ComponentBoxCollider boxCollider = ((ComponentBoxCollider)boxColliderComponent);

                //Retrives list of entities to ignore collisions with
                List <string> ignoreCollisions = boxCollider.IgnoreCollisionsWith;

                //Stores/retrieves the old positions of all the moving entities for collision detection
                Vector3 oldPosition;
                if (!oldPositions.TryGetValue(entity.Name, out oldPosition))
                {
                    oldPosition = entity.GetTransform().Translation;
                    oldPositions.Add(entity.Name, oldPosition);
                }

                //Checks if collisions are disabled
                if (boxCollider.Disabled != true)
                {
                    //Clears collided with list
                    boxCollider.CollidedWith.Clear();

                    //Does collision checks for each collidable entity
                    foreach (Entity collidedEntity in collidableEntities)
                    {
                        //Does a Box->Box collision check if the collidable entity has a box collider
                        if ((collidedEntity.Mask & BOXMASK) == BOXMASK)
                        {
                        }

                        //Does a Box->Sphere collision check if the collidable entity has a sphere collider
                        if ((collidedEntity.Mask & SPHEREMASK) == SPHEREMASK)
                        {
                        }
                    }
                }
            }
        }
Esempio n. 4
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        /// <summary>
        /// Executes a sphere->box collision check between two entities
        /// </summary>
        /// <param name="entity">Current entity to check collisions for</param>
        /// <param name="collidedEntity">Potentially collided with entity</param>
        /// <param name="sphereCollider">The sphere collider of the current entity</param>
        /// <returns></returns>
        private bool SphereBoxCollisionCheck(Entity entity, Entity collidedEntity, ComponentSphereCollider sphereCollider)
        {
            //Retrieves box collider for potentially collided entity
            IComponent collidedEntityCollider = collidedEntity.Components.Find(delegate(IComponent component)
            {
                return(component.ComponentType == ComponentTypes.COMPONENT_BOX_COLLIDER);
            });
            ComponentBoxCollider collidedBoxCollider = ((ComponentBoxCollider)collidedEntityCollider);

            //Radius squared of sphere collider component for entity
            float radiusSquared = sphereCollider.Radius * sphereCollider.Radius;

            //Position of entity
            Vector3 position = entity.GetTransform().Translation;

            //Position of collided entity
            Vector3 collidedEntityPosition = collidedEntity.GetTransform().Translation;

            //Width height and depth of box collider component for potentially collided entity
            Vector3 boxMax = new Vector3(collidedEntityPosition.X + collidedBoxCollider.Width, collidedEntityPosition.Y + collidedBoxCollider.Height, collidedEntityPosition.Z + collidedBoxCollider.Depth);
            Vector3 boxMin = new Vector3(collidedEntityPosition.X - collidedBoxCollider.Width, collidedEntityPosition.Y - collidedBoxCollider.Height, collidedEntityPosition.Z - collidedBoxCollider.Depth);

            //Calculates distance between the sphere and the closest point on the bounding box
            float distance = 0;

            for (int i = 0; i < 3; i++)
            {
                if (position[i] < boxMin[i])
                {
                    distance += ((position[i] - boxMin[i]) * (position[i] - boxMin[i]));
                }
                else if (position[i] > boxMax[i])
                {
                    distance += ((position[i] - boxMax[i]) * (position[i] - boxMax[i]));
                }
            }

            //If distance between sphere and point is less than or equal to radius, returns true, else false
            return(distance <= radiusSquared);
        }
Esempio n. 5
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        /// <summary>
        /// Executes a box->box collision check between two entities
        /// </summary>
        /// <param name="entity">Current entity to check collisions for</param>
        /// <param name="collidedEntity">Potentially collided with entity</param>
        /// <param name="boxCollider">The box collider of the current entity</param>
        /// <returns></returns>
        private bool BoxBoxCollisionCheck(Entity entity, Entity collidedEntity, ComponentBoxCollider boxCollider)
        {
            //Retrieves box collider for potentially collided entity
            IComponent collidedEntityCollider = collidedEntity.Components.Find(delegate(IComponent component)
            {
                return(component.ComponentType == ComponentTypes.COMPONENT_BOX_COLLIDER);
            });
            ComponentBoxCollider collidedBoxCollider = ((ComponentBoxCollider)collidedEntityCollider);

            //Position of entity
            Vector3 position = entity.GetTransform().Translation;

            //Position of collided entity
            Vector3 collidedEntityPosition = collidedEntity.GetTransform().Translation;

            //Compares the two box colliders postions modified by their width, height and depth to see if there is any intersection
            return(position.X < collidedEntityPosition.X + collidedBoxCollider.Width &&
                   position.X + boxCollider.Width > collidedEntityPosition.X &&
                   position.Y < collidedEntityPosition.Y + collidedBoxCollider.Height &&
                   position.Y + boxCollider.Height > collidedEntityPosition.Y &&
                   position.Z < collidedEntityPosition.Z + collidedBoxCollider.Depth &&
                   position.Z + boxCollider.Depth > collidedEntityPosition.Z);
        }
        public void OnAction()
        {
            foreach (Entity entity in entityList)
            {
                List <IComponent> components = entity.Components;

                IComponent transformComponent = components.Find(delegate(IComponent component)
                {
                    return(component.ComponentType == ComponentTypes.COMPONENT_TRANSFORM);
                });

                IComponent boxColliderComponent = components.Find(delegate(IComponent component)
                {
                    return(component.ComponentType == ComponentTypes.COMPONENT_BOX_COLLIDER);
                });
                ComponentBoxCollider boxCollider = ((ComponentBoxCollider)boxColliderComponent);

                IComponent sphereColliderComponent = components.Find(delegate(IComponent component)
                {
                    return(component.ComponentType == ComponentTypes.COMPONENT_SPHERE_COLLIDER);
                });
                ComponentSphereCollider sphereCollider   = ((ComponentSphereCollider)sphereColliderComponent);
                List <string>           ignoreCollisions = ((ComponentSphereCollider)sphereColliderComponent).IgnoreCollisionsWith;

                IComponent aiComponent = components.Find(delegate(IComponent component)
                {
                    return(component.ComponentType == ComponentTypes.COMPONENT_AI);
                });


                //Stores the old positions of all the moving entities for collision detection
                Vector3 oldPosition;
                if (!oldPositions.TryGetValue(entity.Name, out oldPosition))
                {
                    oldPosition = entity.GetTransform().Translation;
                    oldPositions.Add(entity.Name, oldPosition);
                }

                //Checks if entity has box collider and executes box collision checks if it has
                if (boxColliderComponent != null)
                {
                    //Checks if collisions are disabled
                    if (boxCollider.Disabled != true)
                    {
                        foreach (Entity collidedEntity in collidableEntities)
                        {
                            if ((collidedEntity.Mask & BOXMASK) == BOXMASK)
                            {
                            }

                            if ((collidedEntity.Mask & SPHEREMASK) == SPHEREMASK)
                            {
                            }
                        }
                    }
                }

                //Checks if entity has sphere collider and executes sphere collision checks if it has
                if (sphereColliderComponent != null)
                {
                    //Clears collided with list
                    sphereCollider.CollidedWith.Clear();

                    //Checks if collisions are disabled
                    if (sphereCollider.Disabled != true)
                    {
                        //Checks if entity has ai component and if player is within fov then sets bool to true, and will be set back to false if a collision is dectected between the entity and the player
                        if (aiComponent != null && ((ComponentAI)aiComponent).PlayerInFov == true)
                        {
                            ((ComponentAI)aiComponent).CanSeePlayer = true;
                        }

                        foreach (Entity collidedEntity in collidableEntities)
                        {
                            ignoreEntity = false;
                            //Checks that entity isn't trying to collide with itself
                            if (entity.Name != collidedEntity.Name)
                            {
                                //Checks that entity isn't trying to collide with ignored entities
                                foreach (string name in ignoreCollisions)
                                {
                                    if (collidedEntity.Name.Contains(name))
                                    {
                                        ignoreEntity = true;
                                    }
                                }


                                //If current collidable entity has a box collider then executes Sphere on Box collision checks
                                if ((collidedEntity.Mask & BOXMASK) == BOXMASK && ignoreEntity != true)
                                {
                                    //Current position of current entity
                                    Vector2 position = entity.GetTransform().Translation.Xz;

                                    //Old position of current entity
                                    Vector3 oldPositionV3;
                                    oldPositions.TryGetValue(entity.Name, out oldPositionV3);
                                    Vector2 oldPositionV2 = oldPositionV3.Xz;

                                    //Collision check
                                    bool collided = SphereBoxCollisionCheck(collidedEntity, sphereColliderComponent, position, oldPositionV2);


                                    //If entity has ai component does a raycast check to see if there is an obstacle between the entity and the target entity
                                    if (aiComponent != null && ((ComponentAI)aiComponent).PlayerInFov == true && ((ComponentAI)aiComponent).CanSeePlayer == true)
                                    {
                                        if (SphereBoxCollisionCheck(collidedEntity, sphereColliderComponent, ((ComponentAI)aiComponent).PlayerPosition.Xz, position))
                                        {
                                            ((ComponentAI)aiComponent).CanSeePlayer = false;
                                        }
                                    }

                                    //If entity has collided with this collidable entity, sets the entities position to its old position and adds the collidable entity to the collidedWith list
                                    if (collided == true)
                                    {
                                        oldPositions.TryGetValue(entity.Name, out oldPosition);
                                        entity.GetTransform().Translation = oldPosition;
                                        sphereCollider.CollidedWith.Add(collidedEntity.Name);
                                        collidedEntity.GetCollidedWith().Add(entity.Name);
                                    }
                                }


                                //If current collidable entity has a sphere collider then executes Sphere on Sphere collision checks
                                if ((collidedEntity.Mask & SPHEREMASK) == SPHEREMASK && ignoreEntity != true)
                                {
                                    //Collision check
                                    bool collided = SphereSphereCollisionCheck(entity, collidedEntity, sphereColliderComponent);

                                    //If entity has collided with this collidable entity, sets the entities position to its old position and adds the collidable entity to the collidedWith list
                                    if (collided == true)
                                    {
                                        oldPositions.TryGetValue(entity.Name, out oldPosition);
                                        entity.GetTransform().Translation = oldPosition;
                                        sphereCollider.CollidedWith.Add(collidedEntity.Name);
                                        collidedEntity.GetCollidedWith().Add(entity.Name);
                                    }
                                }
                            }
                        }
                    }
                }
                //Keeps stored old positions up to date every frame
                oldPosition = entity.GetTransform().Translation;
                oldPositions.Remove(entity.Name);
                oldPositions.Add(entity.Name, oldPosition);
            }
        }
        private bool SphereBoxCollisionCheck(Entity collidedEntity, IComponent sphereColliderComponent, Vector2 position, Vector2 oldPosition)
        {
            bool collided = false;

            //Radius of current entity
            float radius = ((ComponentSphereCollider)sphereColliderComponent).Radius;

            //Movement vector and normal for current entities movement
            Vector2 movement       = position - oldPosition;
            Vector2 movementNormal = movement.PerpendicularLeft;

            //Retrieves box collider for potentially collided entity
            IComponent collidedEntityCollider = collidedEntity.Components.Find(delegate(IComponent component)
            {
                return(component.ComponentType == ComponentTypes.COMPONENT_BOX_COLLIDER);
            });
            ComponentBoxCollider collidedBoxCollider = ((ComponentBoxCollider)collidedEntityCollider);

            //Direction Vectors for each face of box collider
            Vector2 top    = new Vector2(collidedBoxCollider.TopRight.X - collidedBoxCollider.TopLeft.X, collidedBoxCollider.TopRight.Y - collidedBoxCollider.TopLeft.Y);
            Vector2 right  = new Vector2(collidedBoxCollider.BottomRight.X - collidedBoxCollider.TopRight.X, collidedBoxCollider.BottomRight.Y - collidedBoxCollider.TopRight.Y);
            Vector2 bottom = new Vector2(collidedBoxCollider.BottomLeft.X - collidedBoxCollider.BottomRight.X, collidedBoxCollider.BottomLeft.Y - collidedBoxCollider.BottomRight.Y);
            Vector2 left   = new Vector2(collidedBoxCollider.TopLeft.X - collidedBoxCollider.BottomLeft.X, collidedBoxCollider.TopLeft.Y - collidedBoxCollider.BottomLeft.Y);

            //Normal (Perpendicular) Vectors for each face of box collider
            Vector2 topNormal    = top.PerpendicularLeft;
            Vector2 rightNormal  = right.PerpendicularLeft;
            Vector2 bottomNormal = bottom.PerpendicularLeft;
            Vector2 leftNormal   = left.PerpendicularLeft;



            //Top face of box collider collision checks
            float positionDotProduct    = Vector2.Dot(new Vector2(position.X - collidedBoxCollider.TopLeft.X, (position.Y + radius) - collidedBoxCollider.TopLeft.Y), topNormal);
            float oldPositionDotProduct = Vector2.Dot(new Vector2(oldPosition.X - collidedBoxCollider.TopLeft.X, (oldPosition.Y + radius) - collidedBoxCollider.TopLeft.Y), topNormal);

            float wallPoint1DotProduct;
            float wallPoint2DotProduct;

            //Checks if entity has crossed the wall (unlimited line), if true then potential collision has occured
            if (positionDotProduct * oldPositionDotProduct < 0)
            {
                wallPoint1DotProduct = Vector2.Dot(collidedBoxCollider.TopLeft - new Vector2(oldPosition.X + radius, oldPosition.Y + radius), movementNormal);
                wallPoint2DotProduct = Vector2.Dot(collidedBoxCollider.TopRight - new Vector2(oldPosition.X - radius, oldPosition.Y + radius), movementNormal);

                //Checks if the entity crossed the line within the bounds of the wall segment, if true then collision has occured with this wall segment
                if (wallPoint1DotProduct * wallPoint2DotProduct < 0)
                {
                    //Console.WriteLine("Collision");
                    collided = true;
                    return(true);
                }
            }

            //Right face of box collider collision checks
            positionDotProduct    = Vector2.Dot(new Vector2((position.X - radius) - collidedBoxCollider.TopRight.X, position.Y - collidedBoxCollider.TopRight.Y), rightNormal);
            oldPositionDotProduct = Vector2.Dot(new Vector2((oldPosition.X - radius) - collidedBoxCollider.TopRight.X, oldPosition.Y - collidedBoxCollider.TopRight.Y), rightNormal);

            //Checks if entity has crossed the wall (unlimited line), if true then potential collision has occured
            if (positionDotProduct * oldPositionDotProduct < 0)
            {
                wallPoint1DotProduct = Vector2.Dot(collidedBoxCollider.TopRight - new Vector2(oldPosition.X - radius, oldPosition.Y + radius), movementNormal);
                wallPoint2DotProduct = Vector2.Dot(collidedBoxCollider.BottomRight - new Vector2(oldPosition.X - radius, oldPosition.Y - radius), movementNormal);

                //Checks if the entity crossed the line within the bounds of the wall segment, if true then collision has occured with this wall segment
                if (wallPoint1DotProduct * wallPoint2DotProduct < 0)
                {
                    //Console.WriteLine("Collision");
                    collided = true;
                    return(true);
                }
            }

            //Bottom face of box collider collision checks
            positionDotProduct    = Vector2.Dot(new Vector2(position.X - collidedBoxCollider.BottomRight.X, (position.Y - radius) - collidedBoxCollider.BottomRight.Y), bottomNormal);
            oldPositionDotProduct = Vector2.Dot(new Vector2(oldPosition.X - collidedBoxCollider.BottomRight.X, (oldPosition.Y - radius) - collidedBoxCollider.BottomRight.Y), bottomNormal);

            //Checks if entity has crossed the wall (unlimited line), if true then potential collision has occured
            if (positionDotProduct * oldPositionDotProduct < 0)
            {
                wallPoint1DotProduct = Vector2.Dot(collidedBoxCollider.BottomRight - new Vector2(oldPosition.X - radius, oldPosition.Y - radius), movementNormal);
                wallPoint2DotProduct = Vector2.Dot(collidedBoxCollider.BottomLeft - new Vector2(oldPosition.X + radius, oldPosition.Y - radius), movementNormal);

                //Checks if the entity crossed the line within the bounds of the wall segment, if true then collision has occured with this wall segment
                if (wallPoint1DotProduct * wallPoint2DotProduct < 0)
                {
                    //Console.WriteLine("Collision");
                    collided = true;
                    return(true);
                }
            }

            //Left face of box collider collision checks
            positionDotProduct    = Vector2.Dot(new Vector2((position.X + radius) - collidedBoxCollider.BottomLeft.X, position.Y - collidedBoxCollider.BottomLeft.Y), leftNormal);
            oldPositionDotProduct = Vector2.Dot(new Vector2((oldPosition.X + radius) - collidedBoxCollider.BottomLeft.X, oldPosition.Y - collidedBoxCollider.BottomLeft.Y), leftNormal);

            //Checks if entity has crossed the wall (unlimited line), if true then potential collision has occured
            if (positionDotProduct * oldPositionDotProduct < 0)
            {
                wallPoint1DotProduct = Vector2.Dot(collidedBoxCollider.BottomLeft - new Vector2(oldPosition.X + radius, oldPosition.Y - radius), movementNormal);
                wallPoint2DotProduct = Vector2.Dot(collidedBoxCollider.TopLeft - new Vector2(oldPosition.X + radius, oldPosition.Y + radius), movementNormal);

                //Checks if the entity crossed the line within the bounds of the wall segment, if true then collision has occured with this wall segment
                if (wallPoint1DotProduct * wallPoint2DotProduct < 0)
                {
                    //Console.WriteLine("Collision");
                    collided = true;
                    return(true);
                }
            }

            return(collided);
        }
Esempio n. 8
0
        public void OnAction()
        {
            foreach (Entity entity in entityList)
            {
                //Retrieves entities component list
                List <IComponent> components = entity.Components;

                //Retrieves entities box collider component
                IComponent boxColliderComponent = components.Find(delegate(IComponent component)
                {
                    return(component.ComponentType == ComponentTypes.COMPONENT_BOX_COLLIDER);
                });
                ComponentBoxCollider boxCollider = ((ComponentBoxCollider)boxColliderComponent);

                //Retrives list of entities to ignore collisions with
                List <string> ignoreCollisions = boxCollider.IgnoreCollisionsWith;

                //Stores/retrieves the old positions of all the moving entities for collision detection
                Vector3 oldPosition;
                if (!oldPositions.TryGetValue(entity.Name, out oldPosition))
                {
                    oldPosition = entity.GetTransform().Translation;
                    oldPositions.Add(entity.Name, oldPosition);
                }

                //Checks if collisions are disabled
                if (boxCollider.Disabled != true)
                {
                    //Clears collided with list
                    boxCollider.CollidedWith.Clear();

                    //Does collision checks for each collidable entity
                    foreach (Entity collidedEntity in collidableEntities)
                    {
                        ignoreEntity = false;

                        //Checks that the entity isn't trying to collide with itself
                        if (entity.Name != collidedEntity.Name)
                        {
                            //Checks that entity isn't trying to collide with ignored entities
                            foreach (string name in ignoreCollisions)
                            {
                                if (collidedEntity.Name.Contains(name))
                                {
                                    ignoreEntity = true;
                                }
                            }
                        }

                        //Does a Box->Box collision check if the collidable entity has a box collider
                        if ((collidedEntity.Mask & BOXMASK) == BOXMASK && ignoreEntity != true)
                        {
                            bool collided = BoxBoxCollisionCheck(entity, collidedEntity, boxCollider);

                            //If entity has collided with this collidable entity, sets the entities position to its old position and adds the collidable entity to the collidedWith list
                            if (collided == true)
                            {
                                oldPositions.TryGetValue(entity.Name, out oldPosition);
                                entity.GetTransform().Translation = oldPosition;
                                boxCollider.CollidedWith.Add(collidedEntity.Name);
                                collidedEntity.GetCollidedWith().Add(entity.Name);
                            }
                        }

                        //Does a Box->Sphere collision check if the collidable entity has a sphere collider
                        if ((collidedEntity.Mask & SPHEREMASK) == SPHEREMASK && ignoreEntity != true)
                        {
                            bool collided = BoxSphereCollisionCheck(entity, collidedEntity, boxCollider);

                            //If entity has collided with this collidable entity, sets the entities position to its old position and adds the collidable entity to the collidedWith list
                            if (collided == true)
                            {
                                oldPositions.TryGetValue(entity.Name, out oldPosition);
                                entity.GetTransform().Translation = oldPosition;
                                boxCollider.CollidedWith.Add(collidedEntity.Name);
                                collidedEntity.GetCollidedWith().Add(entity.Name);
                            }
                        }
                    }
                }
                //Keeps stored old positions up to date every frame
                oldPosition = entity.GetTransform().Translation;
                oldPositions.Remove(entity.Name);
                oldPositions.Add(entity.Name, oldPosition);
            }
        }