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
+38 -33
View File
@@ -1,4 +1,5 @@
#include <algorithm>
#include <bitset>
#include "Collision/Collision.h"
#include "Engine/GLM.h"
@@ -564,45 +565,49 @@ bool AABBvsTriangles(const AABB& box,
return hit;
}
bool AttachAABBComponentFromModel(EntityWrapper entity)
{
if (!entity.HasComponent("Model")) {
return false;
}
//Derive AABB from model
RawModel* model;
try {
model = ResourceManager::Load<RawModel, true>(entity["Model"]["Resource"]);
} catch (const std::exception&) {
return false;
}
glm::vec3 mini(INFINITY);
glm::vec3 maxi(-INFINITY);
for (const auto& v : model->m_Vertices) {
mini = glm::min(mini, v.Position);
maxi = glm::max(maxi, v.Position);
}
entity.AttachComponent("AABB");
entity["AABB"]["Origin"] = 0.5f * (maxi + mini);
entity["AABB"]["Size"] = maxi - mini;
return true;
}
boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity)
{
if (!entity.HasComponent("AABB")) {
AABB modelSpaceBox;
if (entity.HasComponent("AABB")) {
ComponentWrapper& cAABB = entity["AABB"];
modelSpaceBox = EntityAABB::FromOriginSize((glm::vec3)cAABB["Origin"], (glm::vec3)cAABB["Size"]);
} else if (entity.HasComponent("Model")) {
Model* model;
std::string res = entity["Model"]["Resource"];
if (res.empty()) {
return boost::none;
}
try {
model = ResourceManager::Load<::Model, true>(res);
} catch (const Resource::StillLoadingException&) {
return boost::none;
} catch (const std::exception&) {
return boost::none;
}
modelSpaceBox = model->Box();
} else {
return boost::none;
}
ComponentWrapper& cAABB = entity["AABB"];
glm::vec3 absPosition = Transform::AbsolutePosition(entity.World, entity.ID);
glm::vec3 absScale = Transform::AbsoluteScale(entity.World, entity.ID);
glm::vec3 origin = absPosition + (glm::vec3)cAABB["Origin"];
glm::vec3 size = (glm::vec3)cAABB["Size"] * absScale;
glm::mat4 modelMat = Transform::AbsoluteTransformation(entity);
glm::vec3 mini(INFINITY);
glm::vec3 maxi(-INFINITY);
glm::vec3 maxCorner = modelSpaceBox.MaxCorner();
glm::vec3 minCorner = modelSpaceBox.MinCorner();
for (int i = 0; i < 8; ++i) {
std::bitset<3> bits(i);
glm::vec3 corner;
corner.x = bits.test(0) ? maxCorner.x : minCorner.x;
corner.y = bits.test(1) ? maxCorner.y : minCorner.y;
corner.z = bits.test(2) ? maxCorner.z : minCorner.z;
corner = Transform::TransformPoint(corner, modelMat);
mini = glm::min(mini, corner);
maxi = glm::max(maxi, corner);
}
EntityAABB aabb;
aabb = AABB(mini, maxi);
EntityAABB aabb = EntityAABB::FromOriginSize(origin, size);
aabb.Entity = entity;
return aabb;