Merge remote-tracking branch 'origin/master' into Menu
This commit is contained in:
@@ -360,7 +360,14 @@ constexpr bool FaceIsGround(float faceNormalY)
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//An array containing 3 int pairs { 0, 2 }, { 0, 1 }, { 1, 2 }
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constexpr std::array<std::pair<int, int>, 3> dimensionPairs({ std::pair<int, int>(0, 2), std::pair<int, int>(0, 1), std::pair<int, int>(1, 2) });
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bool AABBvsTriangle(const AABB& box,
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enum class BoxTriRes
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{
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Front,
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Behind,
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Intersect
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};
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BoxTriRes AABBvsTriangle(const AABB& box,
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const std::array<glm::vec3, 3>& triPos,
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const glm::vec3& originalBoxVelocity,
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float verticalStepHeight,
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@@ -374,7 +381,7 @@ bool AABBvsTriangle(const AABB& box,
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//Less checks, and we should be able to walk out from models if we are trapped inside.
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glm::vec3 triNormal = glm::cross(triPos[1] - triPos[0], triPos[2] - triPos[0]);
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if (!vectorHasLength(triNormal) || (glm::dot(triNormal, originalBoxVelocity) > 0)) {
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return false;
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return BoxTriRes::Behind;
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}
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triNormal = glm::normalize(triNormal);
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@@ -409,6 +416,9 @@ bool AABBvsTriangle(const AABB& box,
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const glm::vec3& min = box.MinCorner();
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const glm::vec3& max = box.MaxCorner();
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// If there is no intersection, whether the box center is in front of or behind the triangle.
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BoxTriRes noIntersection = glm::dot(triNormal, origin - triPos[0]) > 0 ? BoxTriRes::Front : BoxTriRes::Behind;
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//For each projection in xy-, xz-, and yx-planes.
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for (std::pair<int, int> dim : dimensionPairs) {
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//2D Triangle.
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@@ -426,7 +436,7 @@ bool AABBvsTriangle(const AABB& box,
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bool pushedFromTriangleLine;
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//if projections don't overlap, return false.
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if (!rectangleVsTriangle(boxMin, boxMax, t2D, resolutionVector, resolutionDist, pushedFromTriangleLine)) {
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return false;
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return noIntersection;
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} else if (resolveCollision) {
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//Overwrite the smallest resolution if this is smaller.
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if (resolutionDist < resolveShortest.DistanceSq) {
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@@ -462,14 +472,15 @@ bool AABBvsTriangle(const AABB& box,
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float t = glm::dot(triNormal, triPos[0] - origin) / glm::dot(triNormal, diagonal);
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//If intersection point between plane and diagonal is within the box.
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if (glm::abs(t) > 1) {
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return false;
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return noIntersection;
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}
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if (!resolveCollision) {
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return true;
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return BoxTriRes::Intersect;
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}
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glm::vec3 cornerResolution = (1+t) * diagonal;
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cornerResolution = glm::dot(cornerResolution, triNormal) * triNormal;
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//Overwrite the smallest resolution if cornerResolution is smaller.
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float lenSq = glm::length2(cornerResolution);
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if (lenSq < resolveShortest.DistanceSq) {
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@@ -498,7 +509,7 @@ bool AABBvsTriangle(const AABB& box,
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case ResolveDimZ:
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//If we get here, the resolution is along one coordinate axis.
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//set velocity to 0 in y if it is along y-axis.
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return true;
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return BoxTriRes::Intersect;
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case Line:
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projNorm = glm::normalize(outResolution);
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break;
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@@ -533,10 +544,10 @@ bool AABBvsTriangle(const AABB& box,
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boxVelocity = boxVelocity - glm::dot(boxVelocity, projNorm) * projNorm;
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}
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}
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return true;
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return BoxTriRes::Intersect;
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}
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bool AABBvsTriangles(const AABB& box,
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Output AABBvsTriangles(const AABB& box,
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const RawModel::Vertex* modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix,
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@@ -546,8 +557,8 @@ bool AABBvsTriangles(const AABB& box,
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glm::vec3& outResolutionVector,
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bool resolveCollision)
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{
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bool hit = false;
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bool intersect = false;
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Output out = Output::OutContained;
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bool everHitTheGround = false;
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AABB newBox = box;
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outResolutionVector = glm::vec3(0.f);
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@@ -560,20 +571,27 @@ bool AABBvsTriangles(const AABB& box,
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};
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glm::vec3 outVec;
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bool collideWithGround = isOnGround;
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if (AABBvsTriangle(newBox, triVertices, originalBoxVelocity, verticalStepHeight, collideWithGround, boxVelocity, outVec, resolveCollision)) {
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hit = true;
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switch (AABBvsTriangle(newBox, triVertices, originalBoxVelocity, verticalStepHeight, collideWithGround, boxVelocity, outVec, resolveCollision)) {
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case Collision::BoxTriRes::Front:
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out = Output::OutSeparated;
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break;
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case Collision::BoxTriRes::Intersect:
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intersect = true;
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outResolutionVector += outVec;
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newBox = AABB::FromOriginSize(newBox.Origin() + outVec, newBox.Size());
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if (collideWithGround) {
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everHitTheGround = isOnGround = true;
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}
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break;
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default:
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break;
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}
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}
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if (!everHitTheGround) {
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isOnGround = false;
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}
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return hit;
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return intersect ? Output::OutIntersecting : out;
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}
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bool AABBvsTriangles(const AABB& box,
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@@ -593,13 +611,31 @@ bool AABBvsTriangles(const AABB& box,
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verticalStepHeight,
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isOnGround,
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outResolutionVector,
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true);
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true) == Output::OutIntersecting;
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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<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix)
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{
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glm::vec3 vel, outres;
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bool g;
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return AABBvsTriangles(box,
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modelVertices,
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modelIndices,
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modelMatrix,
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vel,
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0.f,
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g,
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outres,
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false) == Output::OutIntersecting;
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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<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix)
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{
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glm::vec3 vel, outres;
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bool g;
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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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@@ -88,12 +96,11 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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glm::mat4 modelMatrix = Transform::ModelMatrix(boxB.Entity);
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glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"];
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bool notMovingxz = glm::all(glm::lessThan(glm::abs(glm::vec2(inOutVelocity.x, inOutVelocity.z)), glm::vec2(0.01f))) && prevPosIt != m_PrevPositions.end();
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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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//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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(glm::vec3&)cTransform["Position"] += notMovingxz ? prevPosIt->second - boxA.Origin() : resolutionVector;
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(glm::vec3&)cTransform["Position"] += resolutionVector;
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boxA = *Collision::EntityAbsoluteAABB(entity);
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cPhysics["Velocity"] = inOutVelocity;
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if (isOnGround) {
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@@ -10,6 +10,16 @@ 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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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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triggerModelMat = Transform::ModelMatrix(triggerEntity);
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} catch (const std::exception&) {
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}
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}
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m_OctreeOut.clear();
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m_Octree->ObjectsInSameRegion(*triggerBox, m_OctreeOut);
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@@ -22,7 +32,17 @@ void TriggerSystem::UpdateComponent(EntityWrapper& triggerEntity, ComponentWrapp
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if (colliderFitsInTrigger) {
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completelyInsideBox = AABB::FromOriginSize((*triggerBox).Origin(), (*triggerBox).Size() - 2.0f * colliderBox.Size());
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}
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if (colliderFitsInTrigger && Collision::AABBVsAABB(completelyInsideBox, colliderBox)) {
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// We know the entity is inside the trigger box, but perhaps not the model yet.
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Collision::Output out = triggerModel == nullptr
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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_Indices,
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triggerModelMat);
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if (colliderFitsInTrigger && Collision::AABBVsAABB(completelyInsideBox, colliderBox) && out == Collision::Output::OutContained) {
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// Entity is completely inside the trigger.
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// If it was only touching before, it is erased.
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m_EntitiesTouchingTrigger[triggerEntity].erase(colliderEntity);
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@@ -32,7 +52,8 @@ void TriggerSystem::UpdateComponent(EntityWrapper& triggerEntity, ComponentWrapp
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completeSet.insert(colliderEntity);
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publish<Events::TriggerEnter>(colliderEntity, triggerEntity);
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}
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} else {
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continue;
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} else if (out != Collision::Output::OutSeparated) {
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// Entity is only touching the trigger.
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auto& touchSet = m_EntitiesTouchingTrigger[triggerEntity];
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auto& completeSet = m_EntitiesCompletelyInTrigger[triggerEntity];
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@@ -47,17 +68,17 @@ void TriggerSystem::UpdateComponent(EntityWrapper& triggerEntity, ComponentWrapp
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touchSet.insert(colliderEntity);
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}
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// Else, it was touching the trigger last frame too and nothing is done.
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}
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} else {
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// Entity is not touching the trigger,
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// Throw event if it was previously.
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if (throwLeaveIfWasInTrigger(m_EntitiesTouchingTrigger[triggerEntity], colliderEntity, triggerEntity)) {
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continue;
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}
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// This only occurs if the entity was completely inside the trigger one frame,
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// then completely outside the trigger, e.g. when dying and respawning.
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throwLeaveIfWasInTrigger(m_EntitiesCompletelyInTrigger[triggerEntity], colliderEntity, triggerEntity);
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}
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// Only get here if entity is not touching the trigger,
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// throw event if it was touching previously.
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if (throwLeaveIfWasInTrigger(m_EntitiesTouchingTrigger[triggerEntity], colliderEntity, triggerEntity)) {
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continue;
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}
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// This only occurs if the entity was completely inside the trigger one frame,
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// then completely outside the trigger, e.g. when dying and respawning.
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throwLeaveIfWasInTrigger(m_EntitiesCompletelyInTrigger[triggerEntity], colliderEntity, triggerEntity);
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}
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}
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@@ -4,7 +4,7 @@
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#include "Editor/EditorWidgetSystem.h"
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#include "Core/EntityFile.h"
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EditorSystem::EditorSystem(SystemParams params, IRenderer* renderer, RenderFrame* renderFrame)
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EditorSystem::EditorSystem(SystemParams params, IRenderer* renderer, RenderFrame* renderFrame)
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: System(params)
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, m_Renderer(renderer)
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, m_RenderFrame(renderFrame)
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@@ -14,7 +14,7 @@ EditorSystem::EditorSystem(SystemParams params, IRenderer* renderer, RenderFrame
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m_EditorWorldSystemPipeline->AddSystem<UniformScaleSystem>(0);
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m_EditorWorldSystemPipeline->AddSystem<EditorWidgetSystem>(0, m_Renderer);
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m_EditorWorldSystemPipeline->AddSystem<EditorRenderSystem>(1, m_Renderer, m_RenderFrame);
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m_EditorCamera = importEntity(EntityWrapper(m_EditorWorld, EntityID_Invalid), "Schema/Entities/Empty.xml");
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m_ActualCamera = m_EditorCamera;
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m_EditorWorld->AttachComponent(m_EditorCamera.ID, "Transform");
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@@ -47,6 +47,7 @@ EditorSystem::EditorSystem(SystemParams params, IRenderer* renderer, RenderFrame
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Enable();
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} else {
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Disable();
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m_EventBroker->Publish(Events::UnlockMouse());
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}
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}
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@@ -71,6 +72,9 @@ void EditorSystem::Update(double dt)
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m_EditorStats->Draw(actualDelta);
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if (m_CurrentSelection.Valid() && m_Widget.Valid()) {
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if (isAnyParentMissingTransform(m_CurrentSelection.ID)) {
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return;
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}
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(glm::vec3&)m_Widget["Transform"]["Position"] = Transform::AbsolutePosition(m_CurrentSelection);
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if (m_WidgetSpace == EditorGUI::WidgetSpace::Local) {
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(glm::vec3&)m_Widget["Transform"]["Orientation"] = Transform::AbsoluteOrientationEuler(m_CurrentSelection);
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@@ -78,7 +82,6 @@ void EditorSystem::Update(double dt)
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(glm::vec3&)m_Widget["Transform"]["Orientation"] = glm::vec3(0, 0, 0);
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}
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}
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m_EditorWorldSystemPipeline->Update(actualDelta);
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ComponentWrapper& cameraTransform = m_EditorCamera["Transform"];
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@@ -202,6 +205,9 @@ bool EditorSystem::OnMousePress(const Events::MousePress& e)
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bool EditorSystem::OnWidgetDelta(const Events::WidgetDelta& e)
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{
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if (m_CurrentSelection.Valid()) {
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if (isAnyParentMissingTransform(m_CurrentSelection.ID)) {
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return false;
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}
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if (m_WidgetSpace == EditorGUI::WidgetSpace::Global) {
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glm::quat parentOrientation;
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glm::vec3 parentScale(1.f);
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@@ -308,3 +314,15 @@ void EditorSystem::setWidgetMode(EditorGUI::WidgetMode mode)
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m_Widget["Transform"]["Position"] = Transform::AbsolutePosition(m_CurrentSelection.World, m_CurrentSelection.ID);
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}
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bool EditorSystem::isAnyParentMissingTransform(EntityID entityID)
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{
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EntityWrapper entity(m_World, entityID);
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while (entity.Parent().Valid()) {
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if (!entity.HasComponent("Transform")) {
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return true;
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}
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entity = entity.Parent();
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}
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return false;
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}
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@@ -1,4 +1,5 @@
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#include "Network/Client.h"
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#include "Network/EPlayerDisconnected.h"
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using namespace boost::asio::ip;
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Client::Client(World* world, EventBroker* eventBroker)
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@@ -224,7 +225,7 @@ void Client::parseServerlist(Packet& packet)
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void Client::parseKick()
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{
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LOG_WARNING("You have been kicked from the server.");
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m_IsConnected = false;
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disconnect();
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}
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void Client::parseSpawnEvents()
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@@ -464,6 +465,10 @@ void Client::disconnect()
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Packet packet(MessageType::Disconnect, m_SendPacketID);
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m_Reliable.Send(packet);
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m_Reliable.Disconnect();
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Events::PlayerDisconnected e;
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e.Entity = m_LocalPlayer.ID;
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e.PlayerID = -1;
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m_EventBroker->Publish(e);
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createMainMenu();
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}
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@@ -10,6 +10,8 @@ DrawFinalPassState::DrawFinalPassState(GLuint frameBuffer)
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Enable(GL_DEPTH_TEST);
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DepthMask(GL_TRUE);
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Enable(GL_CULL_FACE);
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Enable(GL_ALPHA_TEST);
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AlphaFunc(GL_GEQUAL, 0.05f);
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// Enable(GL_STENCIL_TEST);
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// StencilFunc(GL_NOTEQUAL, 1, 0xFF);
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// StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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@@ -264,6 +264,11 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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size = glm::vec3(1.f, 1.f, 1.f);
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} else {
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size = glm::vec3(1.f, 1.6f, 1.f);
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if (controller->CrouchingLastFrame() && isOnGround) {
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// The collision should resolve this anyway, but
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// this is more reliable, since the box gets larger.
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((glm::vec3&)cTransform["Position"]).y += 0.3f;
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}
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}
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}
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@@ -8,6 +8,7 @@ SpectatorCameraSystem::SpectatorCameraSystem(SystemParams params)
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, m_PickedTeam(-1)
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{
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EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &SpectatorCameraSystem::OnInputCommand);
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EVENT_SUBSCRIBE_MEMBER(m_EDisconnect, &SpectatorCameraSystem::OnDisconnect);
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}
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void SpectatorCameraSystem::Update(double dt)
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@@ -87,4 +88,17 @@ bool SpectatorCameraSystem::OnInputCommand(const Events::InputCommand& e)
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}
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return true;
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}
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}
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bool SpectatorCameraSystem::OnDisconnect(const Events::PlayerDisconnected& e)
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{
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// If local player gets disconnected, they should be set to
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// the spectator camera next time a map loads that has one.
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if (e.Entity == LocalPlayer.ID) {
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m_CamSetToTeamPick = false;
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// They will also be set to menu, so unlock mouse just in case they were in game with locked mouse.
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Events::UnlockMouse unlock;
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m_EventBroker->Publish(unlock);
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}
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return true;
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}
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Reference in New Issue
Block a user