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