Don't collide against disabled (invisible) models. Triggers uses model vs. box instead of only box vs. box.
This commit is contained in:
@@ -10,6 +10,16 @@ void TriggerSystem::UpdateComponent(EntityWrapper& triggerEntity, ComponentWrapp
|
||||
return;
|
||||
}
|
||||
|
||||
RawModel* triggerModel = nullptr;
|
||||
glm::mat4 triggerModelMat;
|
||||
if (triggerEntity.HasComponent("Model")) {
|
||||
try {
|
||||
triggerModel = ResourceManager::Load<RawModel, true>(triggerEntity["Model"]["Resource"]);
|
||||
triggerModelMat = Transform::ModelMatrix(triggerEntity);
|
||||
} catch (const std::exception&) {
|
||||
}
|
||||
}
|
||||
|
||||
m_OctreeOut.clear();
|
||||
m_Octree->ObjectsInSameRegion(*triggerBox, m_OctreeOut);
|
||||
|
||||
@@ -22,7 +32,17 @@ void TriggerSystem::UpdateComponent(EntityWrapper& triggerEntity, ComponentWrapp
|
||||
if (colliderFitsInTrigger) {
|
||||
completelyInsideBox = AABB::FromOriginSize((*triggerBox).Origin(), (*triggerBox).Size() - 2.0f * colliderBox.Size());
|
||||
}
|
||||
if (colliderFitsInTrigger && Collision::AABBVsAABB(completelyInsideBox, colliderBox)) {
|
||||
|
||||
// We know the entity is inside the trigger box, but perhaps not the model yet.
|
||||
Collision::Output out = triggerModel == nullptr
|
||||
? Collision::Output::OutContained
|
||||
: Collision::AABBvsTrianglesWContainment(
|
||||
colliderBox,
|
||||
triggerModel->Vertices(),
|
||||
triggerModel->m_Indices,
|
||||
triggerModelMat);
|
||||
|
||||
if (colliderFitsInTrigger && Collision::AABBVsAABB(completelyInsideBox, colliderBox) && out == Collision::Output::OutContained) {
|
||||
// Entity is completely inside the trigger.
|
||||
// If it was only touching before, it is erased.
|
||||
m_EntitiesTouchingTrigger[triggerEntity].erase(colliderEntity);
|
||||
@@ -32,7 +52,8 @@ void TriggerSystem::UpdateComponent(EntityWrapper& triggerEntity, ComponentWrapp
|
||||
completeSet.insert(colliderEntity);
|
||||
publish<Events::TriggerEnter>(colliderEntity, triggerEntity);
|
||||
}
|
||||
} else {
|
||||
continue;
|
||||
} else if (out != Collision::Output::OutSeparated) {
|
||||
// Entity is only touching the trigger.
|
||||
auto& touchSet = m_EntitiesTouchingTrigger[triggerEntity];
|
||||
auto& completeSet = m_EntitiesCompletelyInTrigger[triggerEntity];
|
||||
@@ -47,17 +68,17 @@ void TriggerSystem::UpdateComponent(EntityWrapper& triggerEntity, ComponentWrapp
|
||||
touchSet.insert(colliderEntity);
|
||||
}
|
||||
// Else, it was touching the trigger last frame too and nothing is done.
|
||||
}
|
||||
} else {
|
||||
// Entity is not touching the trigger,
|
||||
// Throw event if it was previously.
|
||||
if (throwLeaveIfWasInTrigger(m_EntitiesTouchingTrigger[triggerEntity], colliderEntity, triggerEntity)) {
|
||||
continue;
|
||||
}
|
||||
// This only occurs if the entity was completely inside the trigger one frame,
|
||||
// then completely outside the trigger, e.g. when dying and respawning.
|
||||
throwLeaveIfWasInTrigger(m_EntitiesCompletelyInTrigger[triggerEntity], colliderEntity, triggerEntity);
|
||||
}
|
||||
// Only get here if entity is not touching the trigger,
|
||||
// throw event if it was touching previously.
|
||||
if (throwLeaveIfWasInTrigger(m_EntitiesTouchingTrigger[triggerEntity], colliderEntity, triggerEntity)) {
|
||||
continue;
|
||||
}
|
||||
// This only occurs if the entity was completely inside the trigger one frame,
|
||||
// then completely outside the trigger, e.g. when dying and respawning.
|
||||
throwLeaveIfWasInTrigger(m_EntitiesCompletelyInTrigger[triggerEntity], colliderEntity, triggerEntity);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user