Added Update call in Game to test OctTree by using collision.

This commit is contained in:
William Moberg
2015-12-09 13:52:17 +01:00
parent bad42fae1c
commit 14bcb7ea0d
5 changed files with 101 additions and 0 deletions
+36
View File
@@ -42,6 +42,11 @@ private:
f.AddProperty("Color", glm::vec4(1.f, 1.f, 1.f, 1.f));
f.AddProperty("Visible", true);
RegisterComponent(f);
f = ComponentWrapperFactory("Collision");
f.AddProperty("BoxCenter", glm::vec3(0.f, 0.f, 0.f));
f.AddProperty("BoxSize", glm::vec3(1.f, 1.f, 1.f));
RegisterComponent(f);
}
void createTestEntities()
@@ -103,6 +108,37 @@ private:
ComponentWrapper model = world.AttachComponent(entityDummyScene, "Model");
model["Resource"] = "Models/DummyScene.obj";
}
{
EntityID entityCollisionBox = world.CreateEntity();
ComponentWrapper transform = world.AttachComponent(entityCollisionBox, "Transform");
transform["Position"] = glm::vec3(0.f, 2.f, 0.f);
ComponentWrapper model = world.AttachComponent(entityCollisionBox, "Model");
model["Resource"] = "Models/Core/UnitBox.obj";
ComponentWrapper collision = world.AttachComponent(entityCollisionBox, "Collision");
glm::vec3 pos = transform["Position"];
glm::vec3 scale = transform["Scale"];
glm::quat ori = transform["Orientation"];
Model* modelRes = ResourceManager::Load<Model>(model["Resource"]);
//WTODO: This only works for objects that never moves/scales/rotates since modelMatrix don't change.
//For dynamic objects, should save a collision box in modelspace and transform box with modelMatrix per collision check.
glm::mat4 modelMatrix = modelRes->m_Matrix * glm::translate(glm::mat4(), pos) * glm::toMat4(ori) * glm::scale(scale);
glm::vec3 mini = glm::vec3(INFINITY, INFINITY, INFINITY);
glm::vec3 maxi = glm::vec3(-INFINITY, -INFINITY, -INFINITY);
for (const auto& v : modelRes->m_Vertices) {
const auto& wPos = modelMatrix * glm::vec4(v.Position.x, v.Position.y, v.Position.z, 1);
maxi.x = std::max(wPos.x, maxi.x);
maxi.y = std::max(wPos.y, maxi.y);
maxi.z = std::max(wPos.z, maxi.z);
mini.x = std::min(wPos.x, mini.x);
mini.y = std::min(wPos.y, mini.y);
mini.z = std::min(wPos.z, mini.z);
}
collision["BoxCenter"] = 0.5f * (maxi + mini);
collision["BoxSize"] = maxi - mini;
}