36 lines
892 B
C++
36 lines
892 B
C++
// Copyright (c) 2023 Dominic Masters
|
|
//
|
|
// This software is released under the MIT License.
|
|
// https://opensource.org/licenses/MIT
|
|
|
|
#include "ScenePhysicsManager.hpp"
|
|
#include "scene/Scene.hpp"
|
|
#include "scene/components/physics/3d/Collider3D.hpp"
|
|
|
|
using namespace Dawn;
|
|
|
|
ScenePhysicsManager::ScenePhysicsManager(Scene *scene) {
|
|
this->scene = scene;
|
|
}
|
|
|
|
void ScenePhysicsManager::update() {
|
|
|
|
}
|
|
|
|
std::vector<struct Collider3DRayResult> ScenePhysicsManager::raycast3DAll(
|
|
struct Ray3D ray
|
|
) {
|
|
// TODO: Optimize the crap out of this.
|
|
struct Collider3DRayResult result;
|
|
auto colliders = scene->findComponents<Collider3D>();
|
|
std::vector<struct Collider3DRayResult> results;
|
|
auto itCollider = colliders.begin();
|
|
while(itCollider != colliders.end()) {
|
|
if((*itCollider)->raycast(&result, ray)) {
|
|
results.push_back(result);
|
|
}
|
|
++itCollider;
|
|
}
|
|
|
|
return results;
|
|
} |