Made TriggerSystem make use of Octree
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@@ -3,79 +3,72 @@
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#include "Core/AABB.h"
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#include "Rendering/Model.h"
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void TriggerSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
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void TriggerSystem::UpdateComponent(EntityWrapper& triggerEntity, ComponentWrapper& cTrigger, double dt)
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{
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//Currently only players can trigger things.
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auto players = m_World->GetComponents("Player");
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if (players == nullptr) {
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return;
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}
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EntityID tId = component.EntityID;
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boost::optional<AABB> triggerBox = Collision::EntityAbsoluteAABB(entity);
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//The trigger *should* have a bounding box, or something, to test against so it can be triggered.
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// The trigger *should* have a bounding box, or something, to test against so it can be triggered.
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boost::optional<EntityAABB> triggerBox = Collision::EntityAbsoluteAABB(triggerEntity);
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if (!triggerBox) {
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return;
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}
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for (auto& pc : *players) {
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EntityID pId = pc.EntityID;
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boost::optional<AABB> playerBox = Collision::EntityAbsoluteAABB(EntityWrapper(m_World, pId));
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//The player can't trigger anything without an AABB.
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if (!playerBox) {
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continue;
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}
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if (!Collision::AABBVsAABB(*triggerBox, *playerBox)) {
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//Entity is not touching the trigger,
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//Throw event if it was previously.
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if (throwLeaveIfWasInTrigger(m_EntitiesTouchingTrigger[tId], pId, tId)) {
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continue;
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}
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//This only occurs if the entity was completely inside the trigger one frame,
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//then completely outside the trigger, e.g. when dying and respawning.
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throwLeaveIfWasInTrigger(m_EntitiesCompletelyInTrigger[tId], pId, tId);
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} else {
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//Entity is at least touching the trigger.
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m_OctreeOut.clear();
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m_Octree->ObjectsInSameRegion(*triggerBox, m_OctreeOut);
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for (EntityAABB& colliderBox : m_OctreeOut) {
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EntityWrapper colliderEntity = colliderBox.Entity;
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if (Collision::AABBVsAABB(*triggerBox, colliderBox)) {
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AABB completelyInsideBox;
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bool playerFitsInTrigger = glm::all(glm::greaterThan((*triggerBox).Size(), (*playerBox).Size()));
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if (playerFitsInTrigger) {
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completelyInsideBox = AABB::FromOriginSize((*triggerBox).Origin(), (*triggerBox).Size() - 2.0f * (*playerBox).Size());
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bool colliderFitsInTrigger = glm::all(glm::greaterThan((*triggerBox).Size(), colliderBox.Size()));
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if (colliderFitsInTrigger) {
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completelyInsideBox = AABB::FromOriginSize((*triggerBox).Origin(), (*triggerBox).Size() - 2.0f * colliderBox.Size());
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}
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if (playerFitsInTrigger && Collision::AABBVsAABB(completelyInsideBox, *playerBox)) {
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//Entity is completely inside the trigger.
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//If it was only touching before, it is erased.
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m_EntitiesTouchingTrigger[tId].erase(pId);
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std::unordered_set<EntityID>& completeSet = m_EntitiesCompletelyInTrigger[tId];
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if (completeSet.count(pId) == 0) {
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//If it wasn't completely in the trigger, throw Enter and add to the set.
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completeSet.insert(pId);
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publish<Events::TriggerEnter>(pId, tId);
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if (colliderFitsInTrigger && Collision::AABBVsAABB(completelyInsideBox, colliderBox)) {
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// Entity is completely inside the trigger.
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// If it was only touching before, it is erased.
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m_EntitiesTouchingTrigger[triggerEntity].erase(colliderEntity);
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auto& completeSet = m_EntitiesCompletelyInTrigger[triggerEntity];
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if (completeSet.count(colliderEntity) == 0) {
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// If it wasn't completely in the trigger, throw Enter and add to the set.
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completeSet.insert(colliderEntity);
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publish<Events::TriggerEnter>(colliderEntity, triggerEntity);
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}
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} else {
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//Entity is only touching the trigger.
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std::unordered_set<EntityID>& touchSet = m_EntitiesTouchingTrigger[tId];
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std::unordered_set<EntityID>& completeSet = m_EntitiesCompletelyInTrigger[tId];
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const auto& it = completeSet.find(pId);
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// Entity is only touching the trigger.
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auto& touchSet = m_EntitiesTouchingTrigger[triggerEntity];
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auto& completeSet = m_EntitiesCompletelyInTrigger[triggerEntity];
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const auto& it = completeSet.find(colliderEntity);
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//If it was completely inside before.
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if (it != completeSet.end()) {
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completeSet.erase(it);
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touchSet.insert(pId);
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touchSet.insert(colliderEntity);
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//If it was completely outside before.
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} else if (touchSet.count(pId) == 0) {
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publish<Events::TriggerTouch>(pId, tId);
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touchSet.insert(pId);
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} else if (touchSet.count(colliderEntity) == 0) {
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publish<Events::TriggerTouch>(colliderEntity, triggerEntity);
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touchSet.insert(colliderEntity);
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}
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//Else, it was touching the trigger last frame too and nothing is done.
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// Else, it was touching the trigger last frame too and nothing is done.
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}
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} else {
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// Entity is not touching the trigger,
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// Throw event if it was previously.
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if (throwLeaveIfWasInTrigger(m_EntitiesTouchingTrigger[triggerEntity], colliderEntity, triggerEntity)) {
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continue;
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}
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// This only occurs if the entity was completely inside the trigger one frame,
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// then completely outside the trigger, e.g. when dying and respawning.
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throwLeaveIfWasInTrigger(m_EntitiesCompletelyInTrigger[triggerEntity], colliderEntity, triggerEntity);
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}
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}
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}
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bool TriggerSystem::throwLeaveIfWasInTrigger(std::unordered_set<EntityID>& triggerSet, EntityID pId, EntityID tId)
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bool TriggerSystem::throwLeaveIfWasInTrigger(std::unordered_set<EntityWrapper>& triggerSet, EntityWrapper colliderEntity, EntityWrapper triggerEntity)
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{
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const auto& it = triggerSet.find(pId);
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const auto& it = triggerSet.find(colliderEntity);
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if (it != triggerSet.end()) {
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//If it was in the trigger, but not anymore, throw leaveEvent and erase from the set.
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triggerSet.erase(it);
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publish<Events::TriggerLeave>(pId, tId);
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publish<Events::TriggerLeave>(colliderEntity, triggerEntity);
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return true;
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}
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return false;
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