Models/Collideables/etc. won't need a AABB component anymore, if it has a Model component. In addition, they should take rotation into account, i.e it doesn't have to be axis-aligned.

This commit is contained in:
William Moberg
2016-02-09 19:20:04 +01:00
parent eec59a40c8
commit 7140b740b5
6 changed files with 51 additions and 47 deletions
-2
View File
@@ -78,8 +78,6 @@ bool AABBVsAABB(const AABB& a, const AABB& b);
//Also outputs the minimum translation that box [a] would need in order to resolve collision.
bool AABBVsAABB(const AABB& a, const AABB& b, glm::vec3& minimumTranslation);
//Attaches an AABB which contains all vertices in the entitys Model.
bool AttachAABBComponentFromModel(EntityWrapper entity);
// Calculates an absolute AABB from an entity AABB component
boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity);
+4 -1
View File
@@ -4,6 +4,7 @@
#include "Rendering/RawModelCustom.h"
//#include "Rendering/RawModelAssimp.h"
#include "../OpenGL.h"
#include "Core/AABB.h"
class Model : public ThreadUnsafeResource
{
@@ -17,13 +18,15 @@ public:
const std::vector<RawModel::MaterialGroup>& MaterialGroups() const { return m_RawModel->MaterialGroups; }
const glm::mat4& Matrix() const { return m_RawModel->m_Matrix; }
const std::vector<RawModel::Vertex>& Vertices() const { return m_RawModel->m_Vertices; }
const AABB& Box() const { return m_Box; }
GLuint VAO;
GLuint ElementBuffer;
RawModel* m_RawModel;
private:
AABB m_Box;
GLuint VertexBuffer;
GLuint NormalBuffer;
GLuint TangentNormalsBuffer;