Made CollisionSystem aware of entities
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@@ -239,20 +239,6 @@ bool AABBvsTriangles(const AABB& box, const std::vector<RawModel::Vertex>& model
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return hit;
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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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const glm::vec3& ma1 = first.MaxCorner();
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const glm::vec3& ma2 = second.MaxCorner();
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const glm::vec3& mi1 = first.MinCorner();
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const glm::vec3& mi2 = second.MinCorner();
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return (std::abs(ma1.x - ma2.x) < epsilon) &&
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(std::abs(mi1.x - mi2.x) < epsilon) &&
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(std::abs(ma1.z - ma2.z) < epsilon) &&
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(std::abs(mi1.z - mi2.z) < epsilon) &&
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(std::abs(ma1.y - ma2.y) < epsilon) &&
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(std::abs(mi1.y - mi2.y) < epsilon);
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}
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bool attachAABBComponentFromModel(World* world, EntityID id)
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{
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if (!world->HasComponent(id, "Model")) {
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@@ -16,22 +16,20 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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ComponentWrapper& cTransform = entity["Transform"];
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EntityAABB& boxA = *boundingBox;
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//Press 'Z' to enable/disable collision.
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if (zPress) {
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return;
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}
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// Collide against octree
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std::vector<EntityAABB> octreeResult;
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m_Octree->ObjectsInSameRegion(*boundingBox, octreeResult);
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for (auto& boxB : octreeResult) {
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// Collide against octree items
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m_OctreeResult.clear();
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m_Octree->ObjectsInSameRegion(*boundingBox, m_OctreeResult);
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for (auto& boxB : m_OctreeResult) {
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glm::vec3 resolutionVector;
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if (Collision::IsSameBoxProbably(boxA, boxB)) {
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if (boxA.Entity == boxB.Entity) {
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continue;
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}
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if (Collision::AABBVsAABB(boxA, boxB, resolutionVector)) {
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(glm::vec3&)cTransform["Position"] += resolutionVector;
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((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
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if (resolutionVector.y > 0) {
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((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
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}
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}
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}
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@@ -56,12 +54,4 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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// (glm::vec3&)cTransform["Position"] += resolutionVector;
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// }
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//}
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}
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bool CollisionSystem::OnKeyUp(const Events::KeyUp & event)
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{
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if (event.KeyCode == GLFW_KEY_Z) {
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zPress = !zPress;
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}
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return false;
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}
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}
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@@ -105,8 +105,7 @@ bool Child::BoxCollides(const AABB& boxToTest, AABB& outBoxIntersected) const
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for (int i : m_DynamicObjIndices) {
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if (!m_DynamicObjectsRef[i].Checked) {
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const AABB& objBox = *m_DynamicObjectsRef[i].Box;
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if (!Collision::IsSameBoxProbably(boxToTest, objBox) &&
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Collision::AABBVsAABB(boxToTest, objBox)) {
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if (Collision::AABBVsAABB(boxToTest, objBox)) {
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outBoxIntersected = objBox;
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return true;
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}
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