Separating RawModel from Model
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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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