Made CollisionSystem aware of entities
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+1
-1
@@ -89,6 +89,7 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<WeaponSystem>(updateOrderLevel, m_Renderer);
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m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
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// Populate Octree with collidables
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeCollision);
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@@ -100,7 +101,6 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel, m_OctreeCollision);
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m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel, m_OctreeCollision);
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<EditorSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
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@@ -80,14 +80,14 @@ void PlayerMovementSystem::Update(double dt)
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velocity.y += 4.f;
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}
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//if (player.HasComponent("AABB")) {
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// glm::vec3& size = player["AABB"]["Size"];
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// if (controller->Crouching()) {
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// size = glm::vec3(1.f, 1.f, 1.f);
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// } else {
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// size = glm::vec3(1.f, 1.6f, 1.f);
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// }
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//}
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if (player.HasComponent("AABB")) {
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glm::vec3& size = player["AABB"]["Size"];
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if (controller->Crouching()) {
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size = glm::vec3(1.f, 1.f, 1.f);
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} else {
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size = glm::vec3(1.f, 1.6f, 1.f);
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}
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}
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// Animations
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EntityWrapper playerModel = player.FirstChildByName("PlayerModel");
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