Don't collide against disabled (invisible) models. Triggers uses model vs. box instead of only box vs. box.
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@@ -37,6 +37,10 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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bool hit;
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float dist;
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if (boxB.Entity.HasComponent("Model")) {
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if (!((bool)boxB.Entity["Model"]["Visible"])) {
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// Don't collide against invisible models.
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continue;
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}
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RawModel* model;
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std::string res = (std::string)boxB.Entity["Model"]["Resource"];
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try {
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@@ -77,7 +81,11 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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}
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if (boxB.Entity.HasComponent("Model") && Collision::AABBVsAABB(boxA, boxB)) {
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//Here we know boxB is a entity with Collideable, AABB, and Model.
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// Here we know boxB is a entity with Collideable, AABB, and Model.
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if (!((bool)boxB.Entity["Model"]["Visible"])) {
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// Don't collide against invisible models.
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continue;
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}
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RawModel* model;
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try {
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model = ResourceManager::Load<RawModel, true>(boxB.Entity["Model"]["Resource"]);
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