Started on CollisionSystem and TriggerSystem. Moved collision code to Collision folder.
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#ifndef CollisionSystem_h__
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#define CollisionSystem_h__
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#include <GLFW/glfw3.h>
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#include <glm/common.hpp>
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#include "Common.h"
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#include "Core/System.h"
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#include "Core/EventBroker.h"
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#include "Core/EKeyUp.h"
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class CollisionSystem : public System
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{
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public:
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CollisionSystem(EventBroker* eventBroker)
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: System(eventBroker, "AABB")
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{
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//TODO: Debug stuff, remove later.
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EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &CollisionSystem::OnKeyUp);
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}
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virtual void Update(World* world, ComponentWrapper& collision, double dt) override;
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private:
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EventRelay<CollisionSystem, Events::KeyUp> m_EKeyUp;
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bool OnKeyUp(const Events::KeyUp &event);
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};
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#endif
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@@ -0,0 +1,39 @@
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#ifndef Events_TriggerEnter_h__
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#define Events_TriggerEnter_h__
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#include "../Core/EventBroker.h"
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#include "../Core/Entity.h"
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namespace Events
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{
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/** Thrown once, when an entity is completely inside a trigger. */
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struct TriggerTouch : Event
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{
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/** The id of the entity that touches the trigger. */
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EntityID Entity;
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/** The id of the trigger entity. */
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EntityID Trigger;
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};
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/** Thrown once, when an entity has completely left a trigger. */
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struct TriggerLeave : Event
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{
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/** The id of the entity that left the trigger. */
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EntityID Entity;
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/** The id of the trigger entity. */
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EntityID Trigger;
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};
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/** Thrown when an entity is completely inside a trigger. */
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struct TriggerEnter : Event
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{
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/** The id of the entity that entered the trigger. */
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EntityID Entity;
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/** The id of the trigger entity. */
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EntityID Trigger;
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};
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}
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#endif
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@@ -0,0 +1,23 @@
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#ifndef PlayerSystem_h__
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#define PlayerSystem_h__
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#include <glm/common.hpp>
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#include "Core/System.h"
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#include "Core/EventBroker.h"
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#include "ETrigger.h"
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class TriggerSystem : public System
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{
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public:
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TriggerSystem(EventBroker* eventBroker)
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: System(eventBroker, "Trigger")
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{}
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virtual void Update(World* world, ComponentWrapper& collision, double dt) override;
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private:
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};
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#endif
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