Merge remote-tracking branch 'origin/master' into Dirtybit

# Conflicts:
#	src/Engine/Collision/CollisionSystem.cpp
#	src/Engine/Core/Transform.cpp
#	src/Engine/Editor/EditorSystem.cpp
#	src/Engine/Rendering/AnimationSystem.cpp
#	src/Engine/Rendering/BoneAttachmentSystem.cpp
#	src/Game/Systems/CapturePointSystem.cpp
#	src/Game/Systems/ExplosionEffectSystem.cpp
#	src/Game/Systems/PlayerMovementSystem.cpp
This commit is contained in:
2016-03-12 03:37:29 +01:00
220 changed files with 61854 additions and 9148 deletions
+10 -3
View File
@@ -37,6 +37,10 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
bool hit;
float dist;
if (boxB.Entity.HasComponent("Model")) {
if (!((bool)boxB.Entity["Model"]["Visible"])) {
// Don't collide against invisible models.
continue;
}
RawModel* model;
std::string res = (std::string)boxB.Entity["Model"]["Resource"];
try {
@@ -77,7 +81,11 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
}
if (boxB.Entity.HasComponent("Model") && Collision::AABBVsAABB(boxA, boxB)) {
//Here we know boxB is a entity with Collideable, AABB, and Model.
// Here we know boxB is a entity with Collideable, AABB, and Model.
if (!((const bool&)boxB.Entity["Model"]["Visible"])) {
// Don't collide against invisible models.
continue;
}
RawModel* model;
try {
model = ResourceManager::Load<RawModel, true>(boxB.Entity["Model"]["Resource"]);
@@ -88,12 +96,11 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
glm::mat4 modelMatrix = Transform::ModelMatrix(boxB.Entity);
glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"];
bool notMovingxz = glm::all(glm::lessThan(glm::abs(glm::vec2(inOutVelocity.x, inOutVelocity.z)), glm::vec2(0.01f))) && prevPosIt != m_PrevPositions.end();
bool isOnGround = (bool)cPhysics["IsOnGround"];
float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
//Move the position to previous position if it is not moving in the xz-plane, else resolve with the resolution vector.
(Field<glm::vec3>)cTransform["Position"] += notMovingxz ? prevPosIt->second - boxA.Origin() : resolutionVector;
(Field<glm::vec3>)cTransform["Position"] += resolutionVector;
boxA = *Collision::EntityAbsoluteAABB(entity);
cPhysics["Velocity"] = inOutVelocity;
if (isOnGround) {