Made CollisionSystem aware of entities
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@@ -59,7 +59,6 @@ bool AABBVsAABB(const AABB& a, const AABB& b);
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//Return true if the boxes are intersecting.
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//Also outputs the minimum translation that box [a] would need in order to resolve collision.
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bool AABBVsAABB(const AABB& a, const AABB& b, glm::vec3& minimumTranslation);
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bool IsSameBoxProbably(const AABB& first, const AABB& second, const float epsilon = 0.0001f);
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// Calculates an absolute AABB from an entity AABB component
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boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity);
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@@ -7,7 +7,6 @@
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#include "../Common.h"
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#include "../Core/System.h"
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#include "../Core/EventBroker.h"
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#include "../Core/EKeyUp.h"
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#include "../Core/Octree.h"
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#include "EntityAABB.h"
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@@ -18,20 +17,13 @@ public:
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: System(world, eventBroker)
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, PureSystem("Collidable")
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, m_Octree(octree)
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, zPress(false)
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{
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//TODO: Debug stuff, remove later.
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EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &CollisionSystem::OnKeyUp);
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}
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{ }
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
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private:
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Octree<EntityAABB>* m_Octree;
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bool zPress;
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EventRelay<CollisionSystem, Events::KeyUp> m_EKeyUp;
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bool OnKeyUp(const Events::KeyUp &event);
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std::vector<EntityAABB> m_OctreeResult;
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};
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#endif
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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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@@ -57,11 +55,3 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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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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@@ -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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+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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