Antkeeper  0.0.1
collision-system.hpp
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1 /*
2  * Copyright (C) 2023 Christopher J. Howard
3  *
4  * This file is part of Antkeeper source code.
5  *
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19 
20 #ifndef ANTKEEPER_GAME_COLLISION_SYSTEM_HPP
21 #define ANTKEEPER_GAME_COLLISION_SYSTEM_HPP
22 
24 #include <engine/entity/id.hpp>
26 
27 
32 {
33 public:
36 
37  virtual void update(float t, float dt);
38 
47  entity::id pick_nearest(const geom::ray<float, 3>& ray, std::uint32_t flags) const;
48 
58  entity::id pick_nearest(const math::fvec3& origin, const math::fvec3& normal, std::uint32_t flags) const;
59 };
60 
61 
62 #endif // ANTKEEPER_GAME_COLLISION_SYSTEM_HPP
63 
Maintains a spatially partitioned set of collision meshes.
collision_system(entity::registry &registry)
virtual void update(float t, float dt)
Perform's a system's update() function.
entity::id pick_nearest(const geom::ray< float, 3 > &ray, std::uint32_t flags) const
Picks the nearest entity with the specified picking flags that intersects a ray.
Abstract base class for updatable systems.
entity::registry & registry
Registry on which the system operate.
entt::registry registry
Component registry type.
Definition: registry.hpp:28
entt::entity id
Entity ID type.
Definition: id.hpp:28
Half of a line proceeding from an initial point.
Definition: ray.hpp:38
n-dimensional vector.
Definition: vector.hpp:44