CollisionSystem now utilizes Octree for collision detection.

This commit is contained in:
William Moberg
2016-02-01 16:13:48 +01:00
parent d7b02e79c8
commit 3cfbbbbf54
3 changed files with 25 additions and 26 deletions
+2 -2
View File
@@ -7,10 +7,10 @@
<xs:complexType>
<xs:all>
<xs:element name="Origin" type="t:Vector" minOccurs="0">
<xs:annotation><xs:documentation>Middle point of the bounding box</xs:documentation></xs:annotation>
<xs:annotation><xs:documentation>Middle point of the bounding box, in model space</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Size" type="t:Vector" minOccurs="0">
<xs:annotation><xs:documentation>Size of the bounding box</xs:documentation></xs:annotation>
<xs:annotation><xs:documentation>Size of the bounding box, in model space</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
+3
View File
@@ -8,6 +8,9 @@
<Children>
<Entity name="Scenemesh">
<Components>
<c:AABB>
<Size X="150" Y="64" Z="180"/>
</c:AABB>
<c:Collidable/>
<c:Model>
<Resource>Models\MapVersion1.mesh</Resource>
+20 -24
View File
@@ -1,6 +1,7 @@
#include "Collision/Collision.h"
#include "Collision/CollisionSystem.h"
#include "Core/AABB.h"
#include "Rendering/Model.h"
void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
{
@@ -25,33 +26,28 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
continue;
}
if (Collision::AABBVsAABB(boxA, boxB, resolutionVector)) {
if (boxB.Entity.HasComponent("Model") && Collision::AABBVsAABB(boxA, boxB)) {
//Here we know boxB is a entity with Collideable, AABB, and Model.
RawModel* model;
try {
model = ResourceManager::Load<RawModel, true>(boxB.Entity["Model"]["Resource"]);
} catch (const std::exception&) {
continue;
}
glm::mat4 modelMatrix = Transform::ModelMatrix(boxB.Entity);
glm::vec3 newVelocity = (glm::vec3)cPhysics["Velocity"];
if (Collision::AABBvsTriangles(boxA, model->m_Vertices, model->m_Indices, modelMatrix, newVelocity, resolutionVector)) {
(glm::vec3&)cTransform["Position"] += resolutionVector;
cPhysics["Velocity"] = newVelocity;
}
} else if (Collision::AABBVsAABB(boxA, boxB, resolutionVector)) {
//Enter here if boxB has no Model.
(glm::vec3&)cTransform["Position"] += resolutionVector;
if (resolutionVector.y > 0) {
((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
}
}
}
// HACK: Temporarily collide against all collidable models since they're not in the octree yet
//auto otherCollidables = world->GetComponents("Model");
//for (auto& cModel : *otherCollidables) {
// if (cModel.EntityID == entity) {
// continue;
// }
// if (!world->HasComponent(cModel.EntityID, "Collidable")) {
// continue;
// }
// auto absPosition = RenderQueueFactory::AbsolutePosition(world, cModel.EntityID);
// auto absOrientation = RenderQueueFactory::AbsoluteOrientation(world, cModel.EntityID);
// auto absScale = RenderQueueFactory::AbsoluteScale(world, cModel.EntityID);
// glm::mat4 modelMatrix = glm::translate(absPosition); // *glm::toMat4(absOrientation) * glm::scale(absScale);
// auto model = ResourceManager::Load<Model>(cModel["Resource"]);
// glm::vec3 resolutionVector;
// if (Collision::AABBvsTriangles(boxA, model->m_Vertices, model->m_Indices, modelMatrix, resolutionVector)) {
// (glm::vec3&)cTransform["Position"] += resolutionVector;
// }
//}
}
}