Merge remote-tracking branch 'origin/master' into Animations
# Conflicts: # include/Engine/Rendering/DrawFinalPass.h # resources/Schema/Components.xsd # resources/Schema/Entities/CollisionTestLevel.xml # resources/Schema/Types/Entity.xsd # src/Engine/Collision/Collision.cpp # src/Engine/Rendering/DrawFinalPass.cpp # src/Engine/Rendering/RenderSystem.cpp
This commit is contained in:
@@ -4,6 +4,7 @@
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#include "Engine/GLM.h"
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#include "Core/World.h"
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#include "Rendering/Model.h"
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#include "imgui/imgui.h"
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namespace Collision
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{
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@@ -116,36 +117,79 @@ bool AABBVsAABB(const AABB& a, const AABB& b, glm::vec3& minimumTranslation)
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return glm::all(axisesIntersecting);
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}
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bool RayVsTriangle(const Ray& ray,
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const glm::vec3& v0,
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const glm::vec3& v1,
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const glm::vec3& v2,
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bool trueOnNegativeDistance)
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{
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glm::vec3 e1 = v1 - v0; //v1 - v0
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glm::vec3 e2 = v2 - v0; //v2 - v0
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glm::vec3 m = ray.Origin() - v0;
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glm::vec3 MxE1 = glm::cross(m, e1);
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glm::vec3 DxE2 = glm::cross(ray.Direction(), e2);
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float DetInv = glm::dot(e1, DxE2);
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if (std::abs(DetInv) < FLT_EPSILON) {
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return false;
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}
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DetInv = 1.0f / DetInv;
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float u = glm::dot(m, DxE2) * DetInv;
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float v = glm::dot(ray.Direction(), MxE1) * DetInv;
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//u,v can be very close to 0 but still negative sometimes. added a deltafactor to compensate for that problem
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if ((u + 0.001f) < 0 || (v + 0.001f) < 0 || 1 < u + v) {
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return false;
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}
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//Here, u and v are positive, u+v <= 1, and if distance is positive - triangle is hit.
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return trueOnNegativeDistance || 0 <= glm::dot(e2, MxE1) * DetInv;
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}
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bool RayVsModel(const Ray& ray,
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const std::vector<RawModel::Vertex>& modelVertices,
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const std::vector<unsigned int>& modelIndices)
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{
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for (int i = 0; i < modelIndices.size(); ++i) {
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glm::vec3 v0 = modelVertices[modelIndices[i]].Position;
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glm::vec3 e1 = modelVertices[modelIndices[++i]].Position - v0; //v1 - v0
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glm::vec3 e2 = modelVertices[modelIndices[++i]].Position - v0; //v2 - v0
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glm::vec3 m = ray.Origin() - v0;
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glm::vec3 MxE1 = glm::cross(m, e1);
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glm::vec3 DxE2 = glm::cross(ray.Direction(), e2);
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float DetInv = glm::dot(e1, DxE2);
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if (std::abs(DetInv) < FLT_EPSILON) {
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continue;
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}
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DetInv = 1.0f / DetInv;
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float u = glm::dot(m, DxE2) * DetInv;
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float v = glm::dot(ray.Direction(), MxE1) * DetInv;
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//u,v can be very close to 0 but still negative sometimes. added a deltafactor to compensate for that problem
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if ((u + 0.001f) < 0 || (v + 0.001f) < 0 || 1 < u + v) {
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continue;
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}
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//Here, u and v are positive, u+v <= 1, and if distance is positive - triangle is hit.
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if (0 <= glm::dot(e2, MxE1) * DetInv) {
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glm::vec3 v1 = modelVertices[modelIndices[++i]].Position;
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glm::vec3 v2 = modelVertices[modelIndices[++i]].Position;
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if (RayVsTriangle(ray, v0, v1, v2)) {
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return true;
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}
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}
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return false;
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}
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bool RayVsTriangle(const Ray& ray,
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const glm::vec3& v0,
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const glm::vec3& v1,
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const glm::vec3& v2,
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float& outDistance,
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float& outUCoord,
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float& outVCoord,
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bool trueOnNegativeDistance)
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{
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glm::vec3 e1 = v1 - v0; //v1 - v0
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glm::vec3 e2 = v2 - v0; //v2 - v0
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glm::vec3 m = ray.Origin() - v0;
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glm::vec3 MxE1 = glm::cross(m, e1);
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glm::vec3 DxE2 = glm::cross(ray.Direction(), e2);//pVec
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float DetInv = glm::dot(e1, DxE2);
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if (std::abs(DetInv) < FLT_EPSILON) {
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return false;
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}
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DetInv = 1.0f / DetInv;
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float dist = glm::dot(e2, MxE1) * DetInv;
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if (dist >= outDistance) {
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return false;
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}
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outDistance = dist;
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outUCoord = glm::dot(m, DxE2) * DetInv;
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outVCoord = glm::dot(ray.Direction(), MxE1) * DetInv;
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//u,v can be very close to 0 but still negative sometimes. added a deltafactor to compensate for that problem
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//If u and v are positive, u+v <= 1, dist is positive, and less than closest.
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return (0 <= (outUCoord + 0.001f) && 0 <= (outVCoord + 0.001f) && outUCoord + outVCoord <= 1 && (trueOnNegativeDistance || 0 <= dist));
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}
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bool RayVsModel(const Ray& ray,
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const std::vector<RawModel::Vertex>& modelVertices,
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const std::vector<unsigned int>& modelIndices,
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@@ -157,26 +201,12 @@ bool RayVsModel(const Ray& ray,
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bool hit = false;
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for (int i = 0; i < modelIndices.size(); ++i) {
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glm::vec3 v0 = modelVertices[modelIndices[i]].Position;
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glm::vec3 e1 = modelVertices[modelIndices[++i]].Position - v0; //v1 - v0
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glm::vec3 e2 = modelVertices[modelIndices[++i]].Position - v0; //v2 - v0
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glm::vec3 m = ray.Origin() - v0;
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glm::vec3 MxE1 = glm::cross(m, e1);
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glm::vec3 DxE2 = glm::cross(ray.Direction(), e2);//pVec
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float DetInv = glm::dot(e1, DxE2);
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if (std::abs(DetInv) < FLT_EPSILON) {
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continue;
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}
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DetInv = 1.0f / DetInv;
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float dist = glm::dot(e2, MxE1) * DetInv;
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if (dist >= outDistance) {
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continue;
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}
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float u = glm::dot(m, DxE2) * DetInv;
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float v = glm::dot(ray.Direction(), MxE1) * DetInv;
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//u,v can be very close to 0 but still negative sometimes. added a deltafactor to compensate for that problem
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//If u and v are positive, u+v <= 1, dist is positive, and less than closest.
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if (0 <= (u + 0.001f) && 0 <= (v + 0.001f) && u + v <= 1 && 0 <= dist) {
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glm::vec3 v1 = modelVertices[modelIndices[++i]].Position;
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glm::vec3 v2 = modelVertices[modelIndices[++i]].Position;
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float dist;
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float u;
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float v;
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if (RayVsTriangle(ray, v0, v1, v2, dist, u, v)) {
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outDistance = dist;
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outUCoord = u;
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outVCoord = v;
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@@ -199,74 +229,365 @@ bool RayVsModel(const Ray& ray,
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return hit;
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}
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bool AABBvsTriangles(const AABB& box, const std::vector<RawModel::Vertex>& modelVertices, const std::vector<unsigned int>& modelIndices, const glm::mat4& modelMatrix, glm::vec3& outResolutionVector)
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constexpr inline int signNonZero(float x)
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{
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bool hit = false;
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return x < 0 ? -1 : 1;
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}
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inline glm::vec3 signNonZero(const glm::vec3& x)
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{
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glm::vec3 r;
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for (int i = 0; i < 3; ++i) {
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r[i] = (float)signNonZero(x[i]);
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}
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return r;
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}
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template<typename T>
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bool vectorHasLength(const T& vec)
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{
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return glm::any(glm::greaterThan(glm::abs(vec), T(0.0001f)));
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}
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bool rectangleVsTriangle(const glm::vec2& boxMin,
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const glm::vec2& boxMax,
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const std::array<glm::vec2, 3>& triPos,
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glm::vec2& resolutionDirection,
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float& resolutionDistanceSq,
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bool& pushedFromTriNormal)
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{
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pushedFromTriNormal = false;
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resolutionDistanceSq = INFINITY;
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//Project along box normals (coordinate axes, since it's axis-aligned).
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for (int ax = 0; ax < 2; ++ax) {
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float minTri = INFINITY;
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float maxTri = -INFINITY;
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for (const glm::vec2& t : triPos) {
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minTri = std::min(t[ax], minTri);
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maxTri = std::max(t[ax], maxTri);
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}
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if (boxMax[ax] <= minTri || maxTri <= boxMin[ax]) {
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return false;
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}
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//Here: maxBox > minTri && minBox < maxTri
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//Left is negative.
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float leftRes = minTri - boxMax[ax];
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float rightRes = maxTri - boxMin[ax];
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float push = rightRes < -leftRes ? rightRes : leftRes;
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float absPushSq = abs(push);
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absPushSq *= absPushSq;
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if (absPushSq < resolutionDistanceSq) {
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resolutionDistanceSq = absPushSq;
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resolutionDirection[1 - ax] = 0.f;
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resolutionDirection[ax] = push;
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}
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}
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//Project along triangle normals.
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//Put edges into normal vector, make normals in the loop.
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std::array<glm::vec2, 3> triNormals = {
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triPos[1] - triPos[0],
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triPos[2] - triPos[1],
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triPos[0] - triPos[2]
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};
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std::array<glm::vec2, 4> boxPos = {
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boxMax,
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glm::vec2(boxMax.x, boxMin.y),
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glm::vec2(boxMin.x, boxMax.y),
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boxMin
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};
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for (auto& normal : triNormals) {
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if (!vectorHasLength(normal)) {
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continue;
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}
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//Rotate edge to a normal.
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normal = glm::normalize(glm::vec2(-normal.y, normal.x));
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//Project triangle onto the normal.
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float minTri = INFINITY;
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float maxTri = -INFINITY;
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for (const glm::vec2& point : triPos) {
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float dot = glm::dot(normal, point);
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minTri = std::min(dot, minTri);
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maxTri = std::max(dot, maxTri);
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}
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//Project box onto the normal.
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float minBox = INFINITY;
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float maxBox = -INFINITY;
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for (const glm::vec2& point : boxPos) {
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float dot = glm::dot(normal, point);
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minBox = std::min(dot, minBox);
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maxBox = std::max(dot, maxBox);
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}
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if (maxBox <= minTri || maxTri <= minBox) {
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return false;
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}
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//Here: maxBox > minTri && minBox < maxTri
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//Left is negative.
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float leftRes = minTri - maxBox;
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float rightRes = maxTri - minBox;
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float push = rightRes < -leftRes ? rightRes : leftRes;
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float absPushSq = abs(push);
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absPushSq *= absPushSq;
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if (absPushSq < resolutionDistanceSq) {
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resolutionDistanceSq = absPushSq;
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resolutionDirection = push * normal;
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pushedFromTriNormal = true;
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}
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}
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return true;
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}
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constexpr float SlopeConstant(float degrees)
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{
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return (1.0f - degrees / 90.f);
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}
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//Returns true if the angle between horizon and the collision surface is less than 45 degrees.
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constexpr bool FaceIsGround(float faceNormalY)
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{
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//TODO: Perhaps the 45 degrees could be saved in a component or in the config..
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return faceNormalY > SlopeConstant(45.0f);
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}
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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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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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bool& isOnGround,
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glm::vec3& boxVelocity,
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glm::vec3& outResolution)
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{
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//Check so we don't have a zero area triangle when calculating the normal.
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//Also, don't check a triangle facing away from the player.
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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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}
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triNormal = glm::normalize(triNormal);
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enum BoxTriResolveCase
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{
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ResolveDimX,
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ResolveDimY,
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ResolveDimZ,
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Line, //Box edge colliding with triangle line.
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Corner //Box corner colliding with the triangle face.
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};
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struct Resolution
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{
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Resolution()
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: DistanceSq(INFINITY)
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, Vector(0.f)
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{}
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BoxTriResolveCase Case;
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float DistanceSq;
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glm::vec3 Vector;
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};
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//The smallest resolution that solves the collision.
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Resolution resolveShortest;
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//The smallest resolution that solves the collision, that resolves upwards.
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Resolution resolveUpwards;
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//If player stands on the ground and collides with a ground triangle,
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//we might step up onto it if the step is small enough.
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bool canStairStepUp = isOnGround && FaceIsGround(triNormal.y);
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const glm::vec3& origin = box.Origin();
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const glm::vec3& half = box.HalfSize();
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const glm::vec3& min = box.MinCorner();
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const glm::vec3& max = box.MaxCorner();
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outResolutionVector.x = INFINITY;
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for (int i = 0; i < modelIndices.size(); ++i) {
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glm::vec3 p = modelVertices[i].Position;
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p = glm::vec3(modelMatrix * glm::vec4(p.x, p.y, p.z, 1));
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float distFromOrigin = glm::abs(origin.x - p.x);
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float penetration = box.HalfSize().x - distFromOrigin;
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if (penetration > 0 && penetration < glm::abs(outResolutionVector.x)) {
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if (p.x > origin.x) {
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outResolutionVector.x = -penetration;
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} else {
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outResolutionVector.x = penetration;
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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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//Project triangle.
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std::array<glm::vec2, 3> t2D = {
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glm::vec2(triPos[0][dim.first], triPos[0][dim.second]),
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glm::vec2(triPos[1][dim.first], triPos[1][dim.second]),
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glm::vec2(triPos[2][dim.first], triPos[2][dim.second])
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};
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//Project box.
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glm::vec2 boxMin(min[dim.first], min[dim.second]);
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glm::vec2 boxMax(max[dim.first], max[dim.second]);
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glm::vec2 resolutionVector;
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float resolutionDist;
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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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} else {
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//Overwrite the smallest resolution if this is smaller.
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if (resolutionDist < resolveShortest.DistanceSq) {
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resolveShortest.Vector = glm::vec3(0.f);
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resolveShortest.Vector[dim.first] = resolutionVector.x;
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resolveShortest.Vector[dim.second] = resolutionVector.y;
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resolveShortest.DistanceSq = resolutionDist;
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//If we pushed away from triangle line (edge), or if we
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//move the player along one coordinate axis (pick the dimension that isn't zero).
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resolveShortest.Case = pushedFromTriangleLine ? Line : static_cast<BoxTriResolveCase>((abs(resolveShortest.Vector[dim.first]) < 0.0001f) ? dim.second : dim.first);
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}
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//Overwrite the smallest upward resolution if this is smaller, and resolves upwards.
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constexpr int yAxis = 1;
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bool resIsUpwardsIn3D = dim.first == yAxis && resolutionVector.x > 0 || dim.second == yAxis && resolutionVector.y > 0;
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if (canStairStepUp && resIsUpwardsIn3D && resolutionDist < resolveUpwards.DistanceSq) {
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resolveUpwards.Vector = glm::vec3(0.f);
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resolveUpwards.Vector[dim.first] = resolutionVector.x;
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resolveUpwards.Vector[dim.second] = resolutionVector.y;
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resolveUpwards.DistanceSq = resolutionDist;
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//If we pushed away from triangle line (edge), or if we
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//move the player along one coordinate axis (pick the dimension that isn't zero).
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resolveUpwards.Case = pushedFromTriangleLine ? Line : static_cast<BoxTriResolveCase>((abs(resolveUpwards.Vector[dim.first]) < 0.0001f) ? dim.second : dim.first);
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}
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hit = true;
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}
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//glm::vec3 pLocal = origin - p;
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//for (int axis = 0; axis < 3; ++axis) {
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// if (p[axis] < min[axis] || p[axis] > max[axis]) {
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// continue;
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// }
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// if (glm::abs(pLocal[axis]) < box.HalfSize()[axis]) {
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// outResolutionVector[axis] = (glm::sign(pLocal[axis]) * box.HalfSize()[axis]) - pLocal[axis];
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// hit = true;
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// }
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//}
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}
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//If the triangle does intersect any of the cube diagonals, it will
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//intersect the cube diagonal that comes
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//closest to being perpendicular to the plane of the triangle.
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glm::vec3 diagonal = signNonZero(triNormal) * half;
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//The triangle plane contains all points P in dot(triNormal, P) == dot(triNormal, v0)
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//The diagonal line contains all points P in P = origin + diagonal * t.
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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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}
|
||||
glm::vec3 cornerResolution = (1+t) * diagonal;
|
||||
//Overwrite the smallest resolution if cornerResolution is smaller.
|
||||
float lenSq = glm::length2(cornerResolution);
|
||||
if (lenSq < resolveShortest.DistanceSq) {
|
||||
resolveShortest.Vector = cornerResolution;
|
||||
resolveShortest.Case = Corner;
|
||||
}
|
||||
if (canStairStepUp && cornerResolution.y > 0 && lenSq < resolveUpwards.DistanceSq) {
|
||||
resolveUpwards.Vector = cornerResolution;
|
||||
resolveUpwards.Case = Corner;
|
||||
resolveUpwards.DistanceSq = lenSq;
|
||||
}
|
||||
|
||||
//Force the resolution upwards if it is smaller than the threshold verticalStepHeight.
|
||||
//Else take the shortest resolution.
|
||||
bool takeUp = resolveUpwards.Vector.y > 0 && resolveUpwards.Vector.y < verticalStepHeight;
|
||||
Resolution& bestResolve = takeUp ? resolveUpwards : resolveShortest;
|
||||
outResolution = bestResolve.Vector;
|
||||
|
||||
glm::vec3 projNorm;
|
||||
switch (bestResolve.Case) {
|
||||
case ResolveDimY:
|
||||
boxVelocity.y = 0.f;
|
||||
if (outResolution.y > 0)
|
||||
isOnGround = true;
|
||||
case ResolveDimX:
|
||||
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;
|
||||
case Line:
|
||||
projNorm = glm::normalize(outResolution);
|
||||
break;
|
||||
case Corner:
|
||||
projNorm = triNormal;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
//If the collision was not on steep wall or similarly (e.g. walking on the ground), force resolution in y only.
|
||||
if (FaceIsGround(projNorm.y)) {
|
||||
//Ensure that the player always is moved upwards, instead of sliding down.
|
||||
float len = glm::length(outResolution);
|
||||
float ang = glm::half_pi<float>() - glm::acos(outResolution.y / len);
|
||||
if (len > 0.0000001f && ang > 0.0000001f) {
|
||||
outResolution.x = 0;
|
||||
outResolution.y = len / glm::sin(ang);
|
||||
outResolution.z = 0;
|
||||
}
|
||||
//Also zero the vertical velocity, if it is positive, else project it onto the normal.
|
||||
//Project the velocity onto the normal of the hit line/face.
|
||||
//w = v - <v,n>*n, |n|==1.
|
||||
boxVelocity.y = std::min(boxVelocity.y - glm::dot(boxVelocity, projNorm) * projNorm.y, 0.f);
|
||||
isOnGround = true;
|
||||
} else {
|
||||
//Enter here if the triangle is a steep slope, and it is not facing downwards.
|
||||
//Project the velocity onto the normal of the hit line/face.
|
||||
//w = v - <v,n>*n, |n|==1.
|
||||
//"ice cream"-effect, air resistance + projected velocity.
|
||||
if (!isOnGround) {
|
||||
boxVelocity = boxVelocity - glm::dot(boxVelocity, projNorm) * projNorm;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool AABBvsTriangles(const AABB& box,
|
||||
const std::vector<RawModel::Vertex>& modelVertices,
|
||||
const std::vector<unsigned int>& modelIndices,
|
||||
const glm::mat4& modelMatrix,
|
||||
glm::vec3& boxVelocity,
|
||||
float verticalStepHeight,
|
||||
bool& isOnGround,
|
||||
glm::vec3& outResolutionVector)
|
||||
{
|
||||
bool hit = false;
|
||||
|
||||
bool everHitTheGround = false;
|
||||
AABB newBox = box;
|
||||
outResolutionVector = glm::vec3(0.f);
|
||||
glm::vec3 originalBoxVelocity(boxVelocity);
|
||||
for (int i = 0; i < modelIndices.size(); ) {
|
||||
std::array<glm::vec3, 3> triVertices = {
|
||||
Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix),
|
||||
Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix),
|
||||
Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix)
|
||||
};
|
||||
glm::vec3 outVec;
|
||||
bool collideWithGround = isOnGround;
|
||||
if (AABBvsTriangle(newBox, triVertices, originalBoxVelocity, verticalStepHeight, collideWithGround, boxVelocity, outVec)) {
|
||||
hit = true;
|
||||
outResolutionVector += outVec;
|
||||
newBox = AABB::FromOriginSize(newBox.Origin() + outVec, newBox.Size());
|
||||
if (collideWithGround) {
|
||||
everHitTheGround = isOnGround = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!everHitTheGround) {
|
||||
isOnGround = false;
|
||||
}
|
||||
return hit;
|
||||
}
|
||||
|
||||
bool attachAABBComponentFromModel(World* world, EntityID id)
|
||||
bool AttachAABBComponentFromModel(EntityWrapper entity)
|
||||
{
|
||||
if (!world->HasComponent(id, "Model")) {
|
||||
if (!entity.HasComponent("Model")) {
|
||||
return false;
|
||||
}
|
||||
ComponentWrapper model = world->GetComponent(id, "Model");
|
||||
ComponentWrapper collision = world->AttachComponent(id, "AABB");
|
||||
Model* modelRes = ResourceManager::Load<Model>(model["Resource"]);
|
||||
if (modelRes == nullptr) {
|
||||
//Derive AABB from model
|
||||
RawModel* model;
|
||||
try {
|
||||
model = ResourceManager::Load<RawModel, true>(entity["Model"]["Resource"]);
|
||||
} catch (const std::exception&) {
|
||||
return false;
|
||||
}
|
||||
|
||||
glm::mat4 modelMatrix = modelRes->Matrix();
|
||||
|
||||
glm::vec3 mini = glm::vec3(INFINITY, INFINITY, INFINITY);
|
||||
glm::vec3 maxi = glm::vec3(-INFINITY, -INFINITY, -INFINITY);
|
||||
glm::vec3 mini(INFINITY);
|
||||
glm::vec3 maxi(-INFINITY);
|
||||
for (const auto& v : model->m_Vertices) {
|
||||
mini = glm::min(mini, v.Position);
|
||||
for (unsigned int i = 0; i < modelRes->NumberOfVertices(); i++) {
|
||||
const auto& v = modelRes->Vertices()[i];
|
||||
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["Origin"] = 0.5f * (maxi + mini);
|
||||
collision["Size"] = maxi - mini;
|
||||
|
||||
entity.AttachComponent("AABB");
|
||||
entity["AABB"]["Origin"] = 0.5f * (maxi + mini);
|
||||
entity["AABB"]["Size"] = maxi - mini;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user