Renamed CollidableOctreeSystem to FillOctreeSystem.
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+3
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@@ -6,12 +6,12 @@
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#include "Collision.h"
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#include "EntityAABB.h"
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class CollidableOctreeSystem : public ImpureSystem, public PureSystem
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class FillOctreeSystem : public ImpureSystem, public PureSystem
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{
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public:
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CollidableOctreeSystem(World* world, EventBroker* eventBroker, Octree<EntityAABB>* octree, const std::string& componentType)
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FillOctreeSystem(World* world, EventBroker* eventBroker, Octree<EntityAABB>* octree, const std::string& fillComponentType)
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: System(world, eventBroker)
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, PureSystem(componentType)
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, PureSystem(fillComponentType)
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, m_Octree(octree)
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{ }
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+3
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@@ -1,11 +1,11 @@
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#include "Collision/CollidableOctreeSystem.h"
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#include "Collision/FillOctreeSystem.h"
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void CollidableOctreeSystem::Update(double dt)
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void FillOctreeSystem::Update(double dt)
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{
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m_Octree->ClearDynamicObjects();
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}
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void CollidableOctreeSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
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void FillOctreeSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
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{
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if (entity.HasComponent("AABB")) {
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boost::optional<EntityAABB> absoluteAABB = Collision::EntityAbsoluteAABB(entity);
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+3
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@@ -1,5 +1,5 @@
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#include "Game.h"
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#include "Collision/CollidableOctreeSystem.h"
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#include "Collision/FillOctreeSystem.h"
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#include "Collision/EntityAABB.h"
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#include "Collision/TriggerSystem.h"
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#include "Collision/CollisionSystem.h"
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@@ -93,8 +93,8 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
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// Populate Octree with collidables
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
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m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
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m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
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m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
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m_SystemPipeline->AddSystem<PlayerHUD>(updateOrderLevel);
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m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
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