Tried a horrible recursive method, extreme framedrop.
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@@ -65,6 +65,7 @@ bool AABBvsTriangles(const AABB& box,
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const std::vector<RawModel::Vertex>& modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix,
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const glm::vec3& boxVelocity,
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glm::vec3& outResolutionVector);
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//Return true if the boxes are intersecting.
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@@ -6,9 +6,7 @@
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<c:Model>
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<Resource>../assets\Models/MapVersion1.obj</Resource>
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</c:Model>
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<c:Transform>
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<Position X="0" Y="0" Z="-0.313012958"/>
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</c:Transform>
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<c:Transform/>
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</Components>
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<Children>
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@@ -24,7 +22,7 @@
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</c:Physics>
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<c:Player/>
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<c:Transform>
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<Position X="-2.88221216" Y="7.13004351" Z="54.4666595"/>
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<Position X="-1.48400009" Y="3.68200016" Z="24.7580013"/>
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</c:Transform>
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</Components>
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<Children/>
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@@ -327,11 +327,14 @@ constexpr std::array<std::pair<int, int>, 3> dimensionPairs({ std::pair<int, int
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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& boxVelocity,
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glm::vec3& outVector)
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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)) {
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if (!vectorHasLength(triNormal) || glm::dot(triNormal, boxVelocity) > 0) {
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return false;
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}
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@@ -385,10 +388,18 @@ bool AABBvsTriangle(const AABB& box,
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return true;
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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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bool AABBvsTriangles(const AABB& box,
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const std::vector<RawModel::Vertex>& modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix,
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const glm::vec3& boxVelocity,
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glm::vec3& outResolutionVector,
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int startIndex,
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int recursiveDepth)
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{
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AABB newBox = box;
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bool hit = false;
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AABB newBox = box;
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outResolutionVector = glm::vec3(0.f);
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for (int i = 0; i < modelIndices.size(); ) {
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std::array<glm::vec3, 3> triVertices = {
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@@ -397,13 +408,38 @@ bool AABBvsTriangles(const AABB& box, const std::vector<RawModel::Vertex>& model
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Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix)
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};
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glm::vec3 outVec;
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if (AABBvsTriangle(newBox, triVertices, outVec)) {
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if (AABBvsTriangle(newBox, triVertices, boxVelocity, outVec)) {
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hit = true;
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outResolutionVector += outVec;
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newBox = AABB::FromOriginSize(newBox.Origin() + outVec, newBox.Size());
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}
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}
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//outResolutionVector = glm::vec3(INFINITY);
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//if (recursiveDepth > 2) {
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// return true;
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//}
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//for (int i = startIndex; i < modelIndices.size(); ) {
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// std::array<glm::vec3, 3> triVertices = {
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// Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix),
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// Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix),
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// Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix)
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// };
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// glm::vec3 outVec;
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// if (AABBvsTriangle(box, triVertices, boxVelocity, outVec) && glm::length2(outVec) < glm::length2(outResolutionVector)) {
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// hit = true;
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// glm::vec3 potentialResolution = outVec;
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// const AABB& resolvedBox = AABB::FromOriginSize(box.Origin() + potentialResolution, box.Size());
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// if (AABBvsTriangles(resolvedBox, modelVertices, modelIndices, modelMatrix, boxVelocity, outVec, i, recursiveDepth+1)) {
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// potentialResolution += outVec;
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// if (glm::length2(potentialResolution) > glm::length2(outResolutionVector)) {
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// continue;
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// }
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// }
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// outResolutionVector = potentialResolution;
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// }
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//}
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//outResolutionVector = glm::vec3(INFINITY);
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//std::stack<AABB> testBoxes;
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//std::stack<int> resolveIndices;
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@@ -449,6 +485,24 @@ bool AABBvsTriangles(const AABB& box, const std::vector<RawModel::Vertex>& model
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//}
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return hit;
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}
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bool AABBvsTriangles(const AABB& box,
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const std::vector<RawModel::Vertex>& modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix,
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const glm::vec3& boxVelocity,
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glm::vec3& outResolutionVector)
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{
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return AABBvsTriangles(
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box,
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modelVertices,
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modelIndices,
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modelMatrix,
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boxVelocity,
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outResolutionVector,
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0,
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0
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);
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}
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bool IsSameBoxProbably(const AABB& first, const AABB& second, const float epsilon)
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{
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@@ -41,11 +41,6 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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continue;
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}
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auto absPosition = Transform::AbsolutePosition(m_World, cModel.EntityID);
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auto absOrientation = Transform::AbsoluteOrientation(m_World, cModel.EntityID);
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auto absScale = Transform::AbsoluteScale(m_World, cModel.EntityID);
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glm::mat4 modelMatrix = glm::translate(absPosition) * glm::toMat4(absOrientation) * glm::scale(absScale);
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RawModel* model;
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try {
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model = ResourceManager::Load<RawModel, true>(cModel["Resource"]);
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@@ -53,8 +48,13 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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continue;
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}
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auto absPosition = Transform::AbsolutePosition(m_World, cModel.EntityID);
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auto absOrientation = Transform::AbsoluteOrientation(m_World, cModel.EntityID);
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auto absScale = Transform::AbsoluteScale(m_World, cModel.EntityID);
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glm::mat4 modelMatrix = glm::translate(absPosition) * glm::toMat4(absOrientation) * glm::scale(absScale);
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glm::vec3 resolutionVector;
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if (Collision::AABBvsTriangles(boxA, model->m_Vertices, model->m_Indices, modelMatrix, resolutionVector)) {
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if (Collision::AABBvsTriangles(boxA, model->m_Vertices, model->m_Indices, modelMatrix, (glm::vec3&)cPhysics["Velocity"], resolutionVector)) {
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(glm::vec3&)cTransform["Position"] += resolutionVector;
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cPhysics["Velocity"] = glm::vec3(0, 0, 0);
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}
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