Made CollisionSystem aware of entities

This commit is contained in:
2016-01-27 15:42:50 +01:00
parent 181017313d
commit 788407b709
7 changed files with 22 additions and 56 deletions
+10 -20
View File
@@ -16,22 +16,20 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
ComponentWrapper& cTransform = entity["Transform"];
EntityAABB& boxA = *boundingBox;
//Press 'Z' to enable/disable collision.
if (zPress) {
return;
}
// Collide against octree
std::vector<EntityAABB> octreeResult;
m_Octree->ObjectsInSameRegion(*boundingBox, octreeResult);
for (auto& boxB : octreeResult) {
// Collide against octree items
m_OctreeResult.clear();
m_Octree->ObjectsInSameRegion(*boundingBox, m_OctreeResult);
for (auto& boxB : m_OctreeResult) {
glm::vec3 resolutionVector;
if (Collision::IsSameBoxProbably(boxA, boxB)) {
if (boxA.Entity == boxB.Entity) {
continue;
}
if (Collision::AABBVsAABB(boxA, boxB, resolutionVector)) {
(glm::vec3&)cTransform["Position"] += resolutionVector;
((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
if (resolutionVector.y > 0) {
((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
}
}
}
@@ -56,12 +54,4 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
// (glm::vec3&)cTransform["Position"] += resolutionVector;
// }
//}
}
bool CollisionSystem::OnKeyUp(const Events::KeyUp & event)
{
if (event.KeyCode == GLFW_KEY_Z) {
zPress = !zPress;
}
return false;
}
}