From a369c26a280d2226b82f4ae510701c823aec69e6 Mon Sep 17 00:00:00 2001 From: stiffly Date: Mon, 7 Mar 2016 14:19:22 +0100 Subject: [PATCH 1/8] Blend tree nodes can now exist without transform components, without the game crashing. --- include/Engine/Editor/EditorSystem.h | 1 + src/Engine/Editor/EditorSystem.cpp | 24 +++++++++++++++++++++--- 2 files changed, 22 insertions(+), 3 deletions(-) diff --git a/include/Engine/Editor/EditorSystem.h b/include/Engine/Editor/EditorSystem.h index 655ac9b9..a6d3e759 100644 --- a/include/Engine/Editor/EditorSystem.h +++ b/include/Engine/Editor/EditorSystem.h @@ -47,6 +47,7 @@ private: // Utility functions EntityWrapper importEntity(EntityWrapper parent, boost::filesystem::path filePath); void setWidgetMode(EditorGUI::WidgetMode mode); + bool IsAnyParentMissingTransform(EntityID entityID); // GUI callbacks void OnEntitySelected(EntityWrapper entity); diff --git a/src/Engine/Editor/EditorSystem.cpp b/src/Engine/Editor/EditorSystem.cpp index f9cdde0b..f66cd01c 100644 --- a/src/Engine/Editor/EditorSystem.cpp +++ b/src/Engine/Editor/EditorSystem.cpp @@ -4,7 +4,7 @@ #include "Editor/EditorWidgetSystem.h" #include "Core/EntityFile.h" -EditorSystem::EditorSystem(SystemParams params, IRenderer* renderer, RenderFrame* renderFrame) +EditorSystem::EditorSystem(SystemParams params, IRenderer* renderer, RenderFrame* renderFrame) : System(params) , m_Renderer(renderer) , m_RenderFrame(renderFrame) @@ -14,7 +14,7 @@ EditorSystem::EditorSystem(SystemParams params, IRenderer* renderer, RenderFrame m_EditorWorldSystemPipeline->AddSystem(0); m_EditorWorldSystemPipeline->AddSystem(0, m_Renderer); m_EditorWorldSystemPipeline->AddSystem(1, m_Renderer, m_RenderFrame); - + m_EditorCamera = importEntity(EntityWrapper(m_EditorWorld, EntityID_Invalid), "Schema/Entities/Empty.xml"); m_ActualCamera = m_EditorCamera; m_EditorWorld->AttachComponent(m_EditorCamera.ID, "Transform"); @@ -70,7 +70,11 @@ void EditorSystem::Update(double dt) m_EditorGUI->Draw(); m_EditorStats->Draw(actualDelta); + if (IsAnyParentMissingTransform(m_CurrentSelection.ID)) { + return; + } if (m_CurrentSelection.Valid() && m_Widget.Valid()) { + (glm::vec3&)m_Widget["Transform"]["Position"] = Transform::AbsolutePosition(m_CurrentSelection); if (m_WidgetSpace == EditorGUI::WidgetSpace::Local) { (glm::vec3&)m_Widget["Transform"]["Orientation"] = Transform::AbsoluteOrientationEuler(m_CurrentSelection); @@ -78,7 +82,6 @@ void EditorSystem::Update(double dt) (glm::vec3&)m_Widget["Transform"]["Orientation"] = glm::vec3(0, 0, 0); } } - m_EditorWorldSystemPipeline->Update(actualDelta); ComponentWrapper& cameraTransform = m_EditorCamera["Transform"]; @@ -202,6 +205,9 @@ bool EditorSystem::OnMousePress(const Events::MousePress& e) bool EditorSystem::OnWidgetDelta(const Events::WidgetDelta& e) { if (m_CurrentSelection.Valid()) { + if (IsAnyParentMissingTransform(m_CurrentSelection.ID)) { + return false; + } if (m_WidgetSpace == EditorGUI::WidgetSpace::Global) { glm::quat parentOrientation; EntityWrapper parent = m_CurrentSelection.Parent(); @@ -301,3 +307,15 @@ void EditorSystem::setWidgetMode(EditorGUI::WidgetMode mode) m_Widget["Transform"]["Position"] = Transform::AbsolutePosition(m_CurrentSelection.World, m_CurrentSelection.ID); } + +bool EditorSystem::IsAnyParentMissingTransform(EntityID entityID) +{ + EntityWrapper entity(m_World, entityID); + while (entity.Parent().Valid()) { + if (!entity.HasComponent("Transform")) { + return true; + } + entity = entity.Parent(); + } + return false; +} From 9cc812484760a5077141976fbb02fe1a84b5ba06 Mon Sep 17 00:00:00 2001 From: stiffly Date: Mon, 7 Mar 2016 14:34:45 +0100 Subject: [PATCH 2/8] Renamed IsAnyParentMissingTransform -> isAnyParentMissingTransform (member function). --- include/Engine/Editor/EditorSystem.h | 2 +- src/Engine/Editor/EditorSystem.cpp | 6 +++--- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/include/Engine/Editor/EditorSystem.h b/include/Engine/Editor/EditorSystem.h index a6d3e759..7fe8ce6f 100644 --- a/include/Engine/Editor/EditorSystem.h +++ b/include/Engine/Editor/EditorSystem.h @@ -47,7 +47,7 @@ private: // Utility functions EntityWrapper importEntity(EntityWrapper parent, boost::filesystem::path filePath); void setWidgetMode(EditorGUI::WidgetMode mode); - bool IsAnyParentMissingTransform(EntityID entityID); + bool isAnyParentMissingTransform(EntityID entityID); // GUI callbacks void OnEntitySelected(EntityWrapper entity); diff --git a/src/Engine/Editor/EditorSystem.cpp b/src/Engine/Editor/EditorSystem.cpp index f66cd01c..f8438db6 100644 --- a/src/Engine/Editor/EditorSystem.cpp +++ b/src/Engine/Editor/EditorSystem.cpp @@ -70,7 +70,7 @@ void EditorSystem::Update(double dt) m_EditorGUI->Draw(); m_EditorStats->Draw(actualDelta); - if (IsAnyParentMissingTransform(m_CurrentSelection.ID)) { + if (isAnyParentMissingTransform(m_CurrentSelection.ID)) { return; } if (m_CurrentSelection.Valid() && m_Widget.Valid()) { @@ -205,7 +205,7 @@ bool EditorSystem::OnMousePress(const Events::MousePress& e) bool EditorSystem::OnWidgetDelta(const Events::WidgetDelta& e) { if (m_CurrentSelection.Valid()) { - if (IsAnyParentMissingTransform(m_CurrentSelection.ID)) { + if (isAnyParentMissingTransform(m_CurrentSelection.ID)) { return false; } if (m_WidgetSpace == EditorGUI::WidgetSpace::Global) { @@ -308,7 +308,7 @@ void EditorSystem::setWidgetMode(EditorGUI::WidgetMode mode) m_Widget["Transform"]["Position"] = Transform::AbsolutePosition(m_CurrentSelection.World, m_CurrentSelection.ID); } -bool EditorSystem::IsAnyParentMissingTransform(EntityID entityID) +bool EditorSystem::isAnyParentMissingTransform(EntityID entityID) { EntityWrapper entity(m_World, entityID); while (entity.Parent().Valid()) { From 9581e9ac84ce6ff1d3a4bb8faa2f4f5178b3dfea Mon Sep 17 00:00:00 2001 From: William Moberg Date: Wed, 9 Mar 2016 17:51:26 +0100 Subject: [PATCH 3/8] Don't set the player to previous position when uncrouching. --- include/Engine/Input/FirstPersonInputController.h | 3 +++ resources/Schema/Components/Collidable.xml | 1 + resources/Schema/Components/Collidable.xsd | 5 +++++ src/Engine/Collision/CollisionSystem.cpp | 5 +++-- src/Game/Systems/PlayerMovementSystem.cpp | 9 +++++++++ 5 files changed, 21 insertions(+), 2 deletions(-) diff --git a/include/Engine/Input/FirstPersonInputController.h b/include/Engine/Input/FirstPersonInputController.h index 00f36ac7..f91db610 100644 --- a/include/Engine/Input/FirstPersonInputController.h +++ b/include/Engine/Input/FirstPersonInputController.h @@ -18,6 +18,7 @@ public: virtual const glm::vec3 Rotation() const { return m_Rotation; } virtual bool Jumping() const { return m_Jumping; } virtual bool Crouching() const { return m_Crouching; } + virtual bool CrouchingLastFrame() const { return m_CrouchingLastFrame; } virtual bool DoubleJumping() const { return m_DoubleJumping; } virtual void SetDoubleJumping(bool isDoubleJumping) { m_DoubleJumping = isDoubleJumping; @@ -43,6 +44,7 @@ protected: bool m_Jumping = false; bool m_DoubleJumping = false; bool m_Crouching = false; + bool m_CrouchingLastFrame = false; //assault dash membervariables - needed to calculate the doubletap- and dashlogic double m_AssaultDashDoubleTapDeltaTime = 0.0; double m_DashEffectResetTimer = 0.0; @@ -82,6 +84,7 @@ void FirstPersonInputController::Reset() { m_Rotation = glm::vec3(0.f, 0.f, 0.f); m_Jumping = false; + m_CrouchingLastFrame = m_Crouching; } template diff --git a/resources/Schema/Components/Collidable.xml b/resources/Schema/Components/Collidable.xml index 9046ea99..7bd60939 100644 --- a/resources/Schema/Components/Collidable.xml +++ b/resources/Schema/Components/Collidable.xml @@ -1,3 +1,4 @@ + true \ No newline at end of file diff --git a/resources/Schema/Components/Collidable.xsd b/resources/Schema/Components/Collidable.xsd index 93f7ac24..2dd49a20 100644 --- a/resources/Schema/Components/Collidable.xsd +++ b/resources/Schema/Components/Collidable.xsd @@ -7,5 +7,10 @@ Needs a Model or AABB component to work, uses AABB if both are attached. + + + + + \ No newline at end of file diff --git a/src/Engine/Collision/CollisionSystem.cpp b/src/Engine/Collision/CollisionSystem.cpp index 53cabfac..8333a9ae 100644 --- a/src/Engine/Collision/CollisionSystem.cpp +++ b/src/Engine/Collision/CollisionSystem.cpp @@ -66,7 +66,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c } } } - + bool& jitterGuard = (bool&)entity["Collidable"]["JitterGuard"]; // Collide against octree items m_OctreeResult.clear(); m_Octree->ObjectsInSameRegion(*boundingBox, m_OctreeResult); @@ -93,7 +93,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"]; if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) { //Move the position to previous position if it is not moving in the xz-plane, else resolve with the resolution vector. - (glm::vec3&)cTransform["Position"] += notMovingxz ? prevPosIt->second - boxA.Origin() : resolutionVector; + (glm::vec3&)cTransform["Position"] += jitterGuard && notMovingxz ? prevPosIt->second - boxA.Origin() : resolutionVector; boxA = *Collision::EntityAbsoluteAABB(entity); cPhysics["Velocity"] = inOutVelocity; if (isOnGround) { @@ -118,6 +118,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c (bool)cPhysics["IsOnGround"] = false; } + jitterGuard = true; m_PrevPositions[entity] = boxA.Origin(); } } diff --git a/src/Game/Systems/PlayerMovementSystem.cpp b/src/Game/Systems/PlayerMovementSystem.cpp index b927856a..b0ad37ea 100644 --- a/src/Game/Systems/PlayerMovementSystem.cpp +++ b/src/Game/Systems/PlayerMovementSystem.cpp @@ -273,6 +273,15 @@ void PlayerMovementSystem::updateMovementControllers(double dt) size = glm::vec3(1.f, 1.f, 1.f); } else { size = glm::vec3(1.f, 1.6f, 1.f); + if (controller->CrouchingLastFrame() && player.HasComponent("Collidable")) { + // Disable jitter guard so player doesn't get stuck in the ground. + (bool&)player["Collidable"]["JitterGuard"] = false; + if (isOnGround) { + // The collision should resolve this anyway, but + // this is more reliable, since the box gets larger. + ((glm::vec3&)cTransform["Position"]).y += 0.3f; + } + } } } From 8936b3d6c3af82f8f2f0b018fb550048d274e84b Mon Sep 17 00:00:00 2001 From: William Moberg Date: Wed, 9 Mar 2016 19:45:26 +0100 Subject: [PATCH 4/8] Probably fixed all the jittering, won't need the jitter guard anymore. --- resources/Schema/Components/Collidable.xml | 1 - resources/Schema/Components/Collidable.xsd | 5 ----- src/Engine/Collision/Collision.cpp | 1 + src/Engine/Collision/CollisionSystem.cpp | 6 ++---- src/Game/Systems/PlayerMovementSystem.cpp | 12 ++++-------- 5 files changed, 7 insertions(+), 18 deletions(-) diff --git a/resources/Schema/Components/Collidable.xml b/resources/Schema/Components/Collidable.xml index 7bd60939..9046ea99 100644 --- a/resources/Schema/Components/Collidable.xml +++ b/resources/Schema/Components/Collidable.xml @@ -1,4 +1,3 @@ - true \ No newline at end of file diff --git a/resources/Schema/Components/Collidable.xsd b/resources/Schema/Components/Collidable.xsd index 2dd49a20..93f7ac24 100644 --- a/resources/Schema/Components/Collidable.xsd +++ b/resources/Schema/Components/Collidable.xsd @@ -7,10 +7,5 @@ Needs a Model or AABB component to work, uses AABB if both are attached. - - - - - \ No newline at end of file diff --git a/src/Engine/Collision/Collision.cpp b/src/Engine/Collision/Collision.cpp index 68d99d92..31768efd 100644 --- a/src/Engine/Collision/Collision.cpp +++ b/src/Engine/Collision/Collision.cpp @@ -470,6 +470,7 @@ bool AABBvsTriangle(const AABB& box, } glm::vec3 cornerResolution = (1+t) * diagonal; + cornerResolution = glm::dot(cornerResolution, triNormal) * triNormal; //Overwrite the smallest resolution if cornerResolution is smaller. float lenSq = glm::length2(cornerResolution); if (lenSq < resolveShortest.DistanceSq) { diff --git a/src/Engine/Collision/CollisionSystem.cpp b/src/Engine/Collision/CollisionSystem.cpp index 8333a9ae..1c52209f 100644 --- a/src/Engine/Collision/CollisionSystem.cpp +++ b/src/Engine/Collision/CollisionSystem.cpp @@ -66,7 +66,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c } } } - bool& jitterGuard = (bool&)entity["Collidable"]["JitterGuard"]; + // Collide against octree items m_OctreeResult.clear(); m_Octree->ObjectsInSameRegion(*boundingBox, m_OctreeResult); @@ -88,12 +88,11 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c glm::mat4 modelMatrix = Transform::ModelMatrix(boxB.Entity); glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"]; - bool notMovingxz = glm::all(glm::lessThan(glm::abs(glm::vec2(inOutVelocity.x, inOutVelocity.z)), glm::vec2(0.01f))) && prevPosIt != m_PrevPositions.end(); bool isOnGround = (bool)cPhysics["IsOnGround"]; float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"]; if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) { //Move the position to previous position if it is not moving in the xz-plane, else resolve with the resolution vector. - (glm::vec3&)cTransform["Position"] += jitterGuard && notMovingxz ? prevPosIt->second - boxA.Origin() : resolutionVector; + (glm::vec3&)cTransform["Position"] += resolutionVector; boxA = *Collision::EntityAbsoluteAABB(entity); cPhysics["Velocity"] = inOutVelocity; if (isOnGround) { @@ -118,7 +117,6 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c (bool)cPhysics["IsOnGround"] = false; } - jitterGuard = true; m_PrevPositions[entity] = boxA.Origin(); } } diff --git a/src/Game/Systems/PlayerMovementSystem.cpp b/src/Game/Systems/PlayerMovementSystem.cpp index b0ad37ea..743a8af2 100644 --- a/src/Game/Systems/PlayerMovementSystem.cpp +++ b/src/Game/Systems/PlayerMovementSystem.cpp @@ -273,14 +273,10 @@ void PlayerMovementSystem::updateMovementControllers(double dt) size = glm::vec3(1.f, 1.f, 1.f); } else { size = glm::vec3(1.f, 1.6f, 1.f); - if (controller->CrouchingLastFrame() && player.HasComponent("Collidable")) { - // Disable jitter guard so player doesn't get stuck in the ground. - (bool&)player["Collidable"]["JitterGuard"] = false; - if (isOnGround) { - // The collision should resolve this anyway, but - // this is more reliable, since the box gets larger. - ((glm::vec3&)cTransform["Position"]).y += 0.3f; - } + if (controller->CrouchingLastFrame() && isOnGround) { + // The collision should resolve this anyway, but + // this is more reliable, since the box gets larger. + ((glm::vec3&)cTransform["Position"]).y += 0.3f; } } } From bdcb33d99248cca77133272f22d85bfef4d9f815 Mon Sep 17 00:00:00 2001 From: William Moberg Date: Thu, 10 Mar 2016 12:46:06 +0100 Subject: [PATCH 5/8] Mouse always unlocked on game start and on disconnecting (i.e when menu shows). --- include/Game/Systems/SpectatorCameraSystem.h | 3 +++ resources/DefaultInput.ini | 4 +++- src/Engine/Editor/EditorSystem.cpp | 1 + src/Engine/Network/Client.cpp | 7 ++++++- src/Game/Systems/SpectatorCameraSystem.cpp | 16 +++++++++++++++- 5 files changed, 28 insertions(+), 3 deletions(-) diff --git a/include/Game/Systems/SpectatorCameraSystem.h b/include/Game/Systems/SpectatorCameraSystem.h index 5a00279b..bc7aa860 100644 --- a/include/Game/Systems/SpectatorCameraSystem.h +++ b/include/Game/Systems/SpectatorCameraSystem.h @@ -3,6 +3,7 @@ #include "Core/System.h" #include "Input/EInputCommand.h" +#include "Network/EPlayerDisconnected.h" class SpectatorCameraSystem : public ImpureSystem { @@ -17,6 +18,8 @@ private: EventRelay m_EInputCommand; bool OnInputCommand(const Events::InputCommand& e); + EventRelay m_EDisconnect; + bool OnDisconnect(const Events::PlayerDisconnected& e); }; #endif \ No newline at end of file diff --git a/resources/DefaultInput.ini b/resources/DefaultInput.ini index 18fb943f..840e5cd0 100644 --- a/resources/DefaultInput.ini +++ b/resources/DefaultInput.ini @@ -29,4 +29,6 @@ K=TakeDamage,1500 F2=PerformanceTimingResetAllTimers F3=PerformanceTimingCreateExcelData Comma=SwapToClassPick -Period=SwapToTeamPick \ No newline at end of file +Period=SwapToTeamPick +Enter=PickClass,1 +F5=DisconnectFromServer \ No newline at end of file diff --git a/src/Engine/Editor/EditorSystem.cpp b/src/Engine/Editor/EditorSystem.cpp index 5e0d02fd..89f6ef5c 100644 --- a/src/Engine/Editor/EditorSystem.cpp +++ b/src/Engine/Editor/EditorSystem.cpp @@ -47,6 +47,7 @@ EditorSystem::EditorSystem(SystemParams params, IRenderer* renderer, RenderFrame Enable(); } else { Disable(); + m_EventBroker->Publish(Events::UnlockMouse()); } } diff --git a/src/Engine/Network/Client.cpp b/src/Engine/Network/Client.cpp index b4eafbcb..02ffc78a 100644 --- a/src/Engine/Network/Client.cpp +++ b/src/Engine/Network/Client.cpp @@ -1,4 +1,5 @@ #include "Network/Client.h" +#include "Network/EPlayerDisconnected.h" using namespace boost::asio::ip; Client::Client(World* world, EventBroker* eventBroker) @@ -224,7 +225,7 @@ void Client::parseServerlist(Packet& packet) void Client::parseKick() { LOG_WARNING("You have been kicked from the server."); - m_IsConnected = false; + disconnect(); } void Client::parseSpawnEvents() @@ -464,6 +465,10 @@ void Client::disconnect() Packet packet(MessageType::Disconnect, m_SendPacketID); m_Reliable.Send(packet); m_Reliable.Disconnect(); + Events::PlayerDisconnected e; + e.Entity = m_LocalPlayer.ID; + e.PlayerID = -1; + m_EventBroker->Publish(e); createMainMenu(); } diff --git a/src/Game/Systems/SpectatorCameraSystem.cpp b/src/Game/Systems/SpectatorCameraSystem.cpp index d1f2f1ce..23dfb164 100644 --- a/src/Game/Systems/SpectatorCameraSystem.cpp +++ b/src/Game/Systems/SpectatorCameraSystem.cpp @@ -8,6 +8,7 @@ SpectatorCameraSystem::SpectatorCameraSystem(SystemParams params) , m_PickedTeam(-1) { EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &SpectatorCameraSystem::OnInputCommand); + EVENT_SUBSCRIBE_MEMBER(m_EDisconnect, &SpectatorCameraSystem::OnDisconnect); } void SpectatorCameraSystem::Update(double dt) @@ -87,4 +88,17 @@ bool SpectatorCameraSystem::OnInputCommand(const Events::InputCommand& e) } return true; -} \ No newline at end of file +} + +bool SpectatorCameraSystem::OnDisconnect(const Events::PlayerDisconnected& e) +{ + // If local player gets disconnected, they should be set to + // the spectator camera next time a map loads that has one. + if (e.Entity == LocalPlayer.ID) { + m_CamSetToTeamPick = false; + // They will also be set to menu, so unlock mouse just in case they were in game with locked mouse. + Events::UnlockMouse unlock; + m_EventBroker->Publish(unlock); + } + return true; +} From 038a706e28255b9f8a2406a3e96c445a9996b6f1 Mon Sep 17 00:00:00 2001 From: William Moberg Date: Thu, 10 Mar 2016 16:05:30 +0100 Subject: [PATCH 6/8] Don't collide against disabled (invisible) models. Triggers uses model vs. box instead of only box vs. box. --- include/Engine/Collision/Collision.h | 12 +++++ src/Engine/Collision/Collision.cpp | 63 ++++++++++++++++++------ src/Engine/Collision/CollisionSystem.cpp | 10 +++- src/Engine/Collision/TriggerSystem.cpp | 41 +++++++++++---- 4 files changed, 101 insertions(+), 25 deletions(-) diff --git a/include/Engine/Collision/Collision.h b/include/Engine/Collision/Collision.h index 9e1a81db..c616df6b 100644 --- a/include/Engine/Collision/Collision.h +++ b/include/Engine/Collision/Collision.h @@ -84,6 +84,18 @@ bool AABBvsTriangles(const AABB& box, const std::vector& modelIndices, const glm::mat4& modelMatrix); +enum Output +{ + OutContained, + OutSeparated, + OutIntersecting +}; +//Detects intersection and containment. +Output AABBvsTrianglesWContainment(const AABB& box, + const RawModel::Vertex* modelVertices, + const std::vector& modelIndices, + const glm::mat4& modelMatrix); + //Return true if the boxes are intersecting. bool AABBVsAABB(const AABB& a, const AABB& b); //Return true if the boxes are intersecting. diff --git a/src/Engine/Collision/Collision.cpp b/src/Engine/Collision/Collision.cpp index 68d99d92..f12435fe 100644 --- a/src/Engine/Collision/Collision.cpp +++ b/src/Engine/Collision/Collision.cpp @@ -360,7 +360,14 @@ constexpr bool FaceIsGround(float faceNormalY) //An array containing 3 int pairs { 0, 2 }, { 0, 1 }, { 1, 2 } constexpr std::array, 3> dimensionPairs({ std::pair(0, 2), std::pair(0, 1), std::pair(1, 2) }); -bool AABBvsTriangle(const AABB& box, +enum class BoxTriRes +{ + Front, + Behind, + Intersect +}; + +BoxTriRes AABBvsTriangle(const AABB& box, const std::array& triPos, const glm::vec3& originalBoxVelocity, float verticalStepHeight, @@ -374,7 +381,7 @@ bool AABBvsTriangle(const AABB& box, //Less checks, and we should be able to walk out from models if we are trapped inside. glm::vec3 triNormal = glm::cross(triPos[1] - triPos[0], triPos[2] - triPos[0]); if (!vectorHasLength(triNormal) || (glm::dot(triNormal, originalBoxVelocity) > 0)) { - return false; + return BoxTriRes::Behind; } triNormal = glm::normalize(triNormal); @@ -409,6 +416,9 @@ bool AABBvsTriangle(const AABB& box, const glm::vec3& min = box.MinCorner(); const glm::vec3& max = box.MaxCorner(); + // If there is no intersection, whether the box center is in front of or behind the triangle. + BoxTriRes noIntersection = glm::dot(triNormal, origin - triPos[0]) > 0 ? BoxTriRes::Front : BoxTriRes::Behind; + //For each projection in xy-, xz-, and yx-planes. for (std::pair dim : dimensionPairs) { //2D Triangle. @@ -426,7 +436,7 @@ bool AABBvsTriangle(const AABB& box, bool pushedFromTriangleLine; //if projections don't overlap, return false. if (!rectangleVsTriangle(boxMin, boxMax, t2D, resolutionVector, resolutionDist, pushedFromTriangleLine)) { - return false; + return noIntersection; } else if (resolveCollision) { //Overwrite the smallest resolution if this is smaller. if (resolutionDist < resolveShortest.DistanceSq) { @@ -462,11 +472,11 @@ bool AABBvsTriangle(const AABB& box, float t = glm::dot(triNormal, triPos[0] - origin) / glm::dot(triNormal, diagonal); //If intersection point between plane and diagonal is within the box. if (glm::abs(t) > 1) { - return false; + return noIntersection; } if (!resolveCollision) { - return true; + return BoxTriRes::Intersect; } glm::vec3 cornerResolution = (1+t) * diagonal; @@ -498,7 +508,7 @@ bool AABBvsTriangle(const AABB& box, case ResolveDimZ: //If we get here, the resolution is along one coordinate axis. //set velocity to 0 in y if it is along y-axis. - return true; + return BoxTriRes::Intersect; case Line: projNorm = glm::normalize(outResolution); break; @@ -533,10 +543,10 @@ bool AABBvsTriangle(const AABB& box, boxVelocity = boxVelocity - glm::dot(boxVelocity, projNorm) * projNorm; } } - return true; + return BoxTriRes::Intersect; } -bool AABBvsTriangles(const AABB& box, +Output AABBvsTriangles(const AABB& box, const RawModel::Vertex* modelVertices, const std::vector& modelIndices, const glm::mat4& modelMatrix, @@ -546,8 +556,8 @@ bool AABBvsTriangles(const AABB& box, glm::vec3& outResolutionVector, bool resolveCollision) { - bool hit = false; - + bool intersect = false; + Output out = Output::OutContained; bool everHitTheGround = false; AABB newBox = box; outResolutionVector = glm::vec3(0.f); @@ -560,20 +570,27 @@ bool AABBvsTriangles(const AABB& box, }; glm::vec3 outVec; bool collideWithGround = isOnGround; - if (AABBvsTriangle(newBox, triVertices, originalBoxVelocity, verticalStepHeight, collideWithGround, boxVelocity, outVec, resolveCollision)) { - hit = true; + switch (AABBvsTriangle(newBox, triVertices, originalBoxVelocity, verticalStepHeight, collideWithGround, boxVelocity, outVec, resolveCollision)) { + case Collision::BoxTriRes::Front: + out = Output::OutSeparated; + break; + case Collision::BoxTriRes::Intersect: + intersect = true; outResolutionVector += outVec; newBox = AABB::FromOriginSize(newBox.Origin() + outVec, newBox.Size()); if (collideWithGround) { everHitTheGround = isOnGround = true; } + break; + default: + break; } } if (!everHitTheGround) { isOnGround = false; } - return hit; + return intersect ? Output::OutIntersecting : out; } bool AABBvsTriangles(const AABB& box, @@ -593,13 +610,31 @@ bool AABBvsTriangles(const AABB& box, verticalStepHeight, isOnGround, outResolutionVector, - true); + true) == Output::OutIntersecting; } bool AABBvsTriangles(const AABB& box, const RawModel::Vertex* modelVertices, const std::vector& modelIndices, const glm::mat4& modelMatrix) +{ + glm::vec3 vel, outres; + bool g; + return AABBvsTriangles(box, + modelVertices, + modelIndices, + modelMatrix, + vel, + 0.f, + g, + outres, + false) == Output::OutIntersecting; +} + +Output AABBvsTrianglesWContainment(const AABB& box, + const RawModel::Vertex* modelVertices, + const std::vector& modelIndices, + const glm::mat4& modelMatrix) { glm::vec3 vel, outres; bool g; diff --git a/src/Engine/Collision/CollisionSystem.cpp b/src/Engine/Collision/CollisionSystem.cpp index 53cabfac..7bf76a2e 100644 --- a/src/Engine/Collision/CollisionSystem.cpp +++ b/src/Engine/Collision/CollisionSystem.cpp @@ -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(boxB.Entity["Model"]["Resource"]); diff --git a/src/Engine/Collision/TriggerSystem.cpp b/src/Engine/Collision/TriggerSystem.cpp index 21a47721..ef18629a 100644 --- a/src/Engine/Collision/TriggerSystem.cpp +++ b/src/Engine/Collision/TriggerSystem.cpp @@ -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(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(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); } } From e35b09cc68c5005dd6c48e0bf1319033b8ac1236 Mon Sep 17 00:00:00 2001 From: FakeShemp Date: Thu, 10 Mar 2016 21:59:01 +0100 Subject: [PATCH 7/8] Add alpha clipping Tobbe sa att jag fick pusha direkt --- src/Engine/Rendering/DrawFinalPassState.cpp | 2 ++ 1 file changed, 2 insertions(+) diff --git a/src/Engine/Rendering/DrawFinalPassState.cpp b/src/Engine/Rendering/DrawFinalPassState.cpp index 5c238985..811d9d84 100644 --- a/src/Engine/Rendering/DrawFinalPassState.cpp +++ b/src/Engine/Rendering/DrawFinalPassState.cpp @@ -10,6 +10,8 @@ DrawFinalPassState::DrawFinalPassState(GLuint frameBuffer) Enable(GL_DEPTH_TEST); DepthMask(GL_TRUE); Enable(GL_CULL_FACE); + Enable(GL_ALPHA_TEST); + AlphaFunc(GL_GEQUAL, 0.05f); // Enable(GL_STENCIL_TEST); // StencilFunc(GL_NOTEQUAL, 1, 0xFF); // StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); From a3ab844cc47c0d628510902aa5c516291ab7e124 Mon Sep 17 00:00:00 2001 From: stiffly Date: Fri, 11 Mar 2016 11:12:49 +0100 Subject: [PATCH 8/8] Makes sure m_CurrentSelection is valid before using it. --- src/Engine/Editor/EditorSystem.cpp | 7 +++---- 1 file changed, 3 insertions(+), 4 deletions(-) diff --git a/src/Engine/Editor/EditorSystem.cpp b/src/Engine/Editor/EditorSystem.cpp index fa55bbc5..721f1f41 100644 --- a/src/Engine/Editor/EditorSystem.cpp +++ b/src/Engine/Editor/EditorSystem.cpp @@ -71,11 +71,10 @@ void EditorSystem::Update(double dt) m_EditorGUI->Draw(); m_EditorStats->Draw(actualDelta); - if (isAnyParentMissingTransform(m_CurrentSelection.ID)) { - return; - } if (m_CurrentSelection.Valid() && m_Widget.Valid()) { - + if (isAnyParentMissingTransform(m_CurrentSelection.ID)) { + return; + } (glm::vec3&)m_Widget["Transform"]["Position"] = Transform::AbsolutePosition(m_CurrentSelection); if (m_WidgetSpace == EditorGUI::WidgetSpace::Local) { (glm::vec3&)m_Widget["Transform"]["Orientation"] = Transform::AbsoluteOrientationEuler(m_CurrentSelection);