Separating RawModel from Model
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@@ -146,14 +146,14 @@ bool RayVsTriangle(const Ray& ray,
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}
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bool RayVsModel(const Ray& ray,
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const RawModel::Vertex* modelVertices,
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const std::vector<glm::vec3>& modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix)
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{
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for (int i = 0; i < modelIndices.size();) {
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glm::vec3 v0 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
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glm::vec3 v1 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
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glm::vec3 v2 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
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glm::vec3 v0 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix);
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glm::vec3 v1 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix);
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glm::vec3 v2 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix);
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if (RayVsTriangle(ray, v0, v1, v2)) {
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return true;
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}
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@@ -194,7 +194,7 @@ bool RayVsTriangle(const Ray& ray,
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}
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bool RayVsModel(const Ray& ray,
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const RawModel::Vertex* modelVertices,
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const std::vector<glm::vec3>& modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix,
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float& outDistance,
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@@ -204,9 +204,9 @@ bool RayVsModel(const Ray& ray,
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outDistance = INFINITY;
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bool hit = false;
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for (int i = 0; i < modelIndices.size();) {
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glm::vec3 v0 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
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glm::vec3 v1 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
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glm::vec3 v2 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
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glm::vec3 v0 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix);
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glm::vec3 v1 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix);
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glm::vec3 v2 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix);
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float dist = outDistance;
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float u;
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float v;
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@@ -221,7 +221,7 @@ bool RayVsModel(const Ray& ray,
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}
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bool RayVsModel(const Ray& ray,
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const RawModel::Vertex* modelVertices,
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const std::vector<glm::vec3>& modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix,
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glm::vec3& outHitPosition)
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@@ -548,7 +548,7 @@ BoxTriRes AABBvsTriangle(const AABB& box,
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}
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Output AABBvsTriangles(const AABB& box,
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const RawModel::Vertex* modelVertices,
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const std::vector<glm::vec3>& modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix,
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glm::vec3& boxVelocity,
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@@ -565,9 +565,9 @@ Output AABBvsTriangles(const AABB& box,
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glm::vec3 originalBoxVelocity(boxVelocity);
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for (int i = 0; i < modelIndices.size(); ) {
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std::array<glm::vec3, 3> triVertices = {
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TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix),
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TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix),
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TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix)
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TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix),
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TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix),
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TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix)
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};
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glm::vec3 outVec;
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bool collideWithGround = isOnGround;
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@@ -595,7 +595,7 @@ Output AABBvsTriangles(const AABB& box,
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}
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bool AABBvsTriangles(const AABB& box,
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const RawModel::Vertex* modelVertices,
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const std::vector<glm::vec3>& modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix,
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glm::vec3& boxVelocity,
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@@ -615,7 +615,7 @@ bool AABBvsTriangles(const AABB& box,
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}
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bool AABBvsTriangles(const AABB& box,
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const RawModel::Vertex* modelVertices,
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const std::vector<glm::vec3>& modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix)
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{
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@@ -633,7 +633,7 @@ bool AABBvsTriangles(const AABB& box,
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}
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Output AABBvsTrianglesWContainment(const AABB& box,
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const RawModel::Vertex* modelVertices,
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const std::vector<glm::vec3>& modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix)
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{
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@@ -741,7 +741,7 @@ boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, std::vector<Enti
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continue;
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}
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float u, v;
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if (RayVsModel(ray, model->Vertices(), model->m_RawModel->m_Indices, TransformSystem::ModelMatrix(entityBox.Entity), outDistance, u, v)) {
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if (RayVsModel(ray, model->m_Vertices, model->m_Indices, TransformSystem::ModelMatrix(entityBox.Entity), outDistance, u, v)) {
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outIntersectPos = ray.Origin() + outDistance * ray.Direction();
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return entityBox;
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}
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@@ -41,15 +41,15 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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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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Model* model;
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std::string res = (std::string)boxB.Entity["Model"]["Resource"];
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try {
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model = ResourceManager::Load<RawModel, true>(res);
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model = ResourceManager::Load<Model, true>(res);
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} catch (const std::exception&) {
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continue;
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}
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float u, v;
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hit = Collision::RayVsModel(ray, model->Vertices(), model->m_Indices, TransformSystem::ModelMatrix(boxB.Entity), dist, u, v);
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hit = Collision::RayVsModel(ray, model->m_Vertices, model->m_Indices, TransformSystem::ModelMatrix(boxB.Entity), dist, u, v);
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} else {
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hit = Collision::RayVsAABB(ray, boxB, dist);
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}
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@@ -86,9 +86,9 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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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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Model* model;
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try {
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model = ResourceManager::Load<RawModel, true>(boxB.Entity["Model"]["Resource"]);
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model = ResourceManager::Load<Model, true>(boxB.Entity["Model"]["Resource"]);
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} catch (const std::exception&) {
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continue;
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}
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@@ -98,7 +98,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"];
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bool isOnGround = (bool)cPhysics["IsOnGround"];
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float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
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if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
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if (Collision::AABBvsTriangles(boxA, model->m_Vertices, model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
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//Move the position to previous position if it is not moving in the xz-plane, else resolve with the resolution vector.
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(Field<glm::vec3>)cTransform["Position"] += resolutionVector;
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boxA = *Collision::EntityAbsoluteAABB(entity);
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@@ -10,11 +10,11 @@ void TriggerSystem::UpdateComponent(EntityWrapper& triggerEntity, ComponentWrapp
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return;
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}
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RawModel* triggerModel = nullptr;
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Model* triggerModel = nullptr;
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glm::mat4 triggerModelMat;
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if (triggerEntity.HasComponent("Model")) {
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try {
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triggerModel = ResourceManager::Load<RawModel, true>(triggerEntity["Model"]["Resource"]);
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triggerModel = ResourceManager::Load<Model, true>(triggerEntity["Model"]["Resource"]);
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triggerModelMat = TransformSystem::ModelMatrix(triggerEntity);
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} catch (const std::exception&) {
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}
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@@ -38,7 +38,7 @@ void TriggerSystem::UpdateComponent(EntityWrapper& triggerEntity, ComponentWrapp
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? Collision::Output::OutContained
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: Collision::AABBvsTrianglesWContainment(
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colliderBox,
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triggerModel->Vertices(),
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triggerModel->m_Vertices,
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triggerModel->m_Indices,
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triggerModelMat);
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