Don't collide against disabled (invisible) models. Triggers uses model vs. box instead of only box vs. box.

This commit is contained in:
William Moberg
2016-03-10 16:05:30 +01:00
parent f26b24ef6b
commit 038a706e28
4 changed files with 101 additions and 25 deletions
+9 -1
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 (!((bool)boxB.Entity["Model"]["Visible"])) {
// Don't collide against invisible models.
continue;
}
RawModel* model;
try {
model = ResourceManager::Load<RawModel, true>(boxB.Entity["Model"]["Resource"]);