Fix for player teleporting to (0,0,0). Saves player previous position in CollisionSystem instead of Physics component so it won't be saved when editing Players.

This commit is contained in:
William Moberg
2016-02-25 16:16:24 +01:00
parent da1c7b3093
commit 89d0d5753f
6 changed files with 46 additions and 47 deletions
@@ -24,6 +24,7 @@ public:
private: private:
Octree<EntityAABB>* m_Octree; Octree<EntityAABB>* m_Octree;
std::vector<EntityAABB> m_OctreeResult; std::vector<EntityAABB> m_OctreeResult;
std::unordered_map<EntityWrapper, glm::vec3> m_PrevPositions;
}; };
#endif #endif
-1
View File
@@ -2,7 +2,6 @@
<Physics xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Physics.xsd"> <Physics xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Physics.xsd">
<Velocity X="0" Y="0" Z="0"/> <Velocity X="0" Y="0" Z="0"/>
<Gravity>true</Gravity> <Gravity>true</Gravity>
<PrevOrigin X="-9876.5" Y="-9876.5" Z="-9876.5"/>
<IsOnGround>false</IsOnGround> <IsOnGround>false</IsOnGround>
<VerticalStepHeight>0.33</VerticalStepHeight> <VerticalStepHeight>0.33</VerticalStepHeight>
</Physics> </Physics>
-1
View File
@@ -13,7 +13,6 @@
<xs:annotation><xs:documentation>m/s^2</xs:documentation></xs:annotation> <xs:annotation><xs:documentation>m/s^2</xs:documentation></xs:annotation>
</xs:element> </xs:element>
<xs:element name="Gravity" type="t:bool" minOccurs="0"/> <xs:element name="Gravity" type="t:bool" minOccurs="0"/>
<xs:element name="PrevOrigin" type="t:Vector" minOccurs="0"/>
<xs:element name="IsOnGround" type="t:bool" minOccurs="0"/> <xs:element name="IsOnGround" type="t:bool" minOccurs="0"/>
<xs:element name="VerticalStepHeight" type="t:double" minOccurs="0"> <xs:element name="VerticalStepHeight" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>The largest height of a "stair-step" that can be walked over</xs:documentation></xs:annotation> <xs:annotation><xs:documentation>The largest height of a "stair-step" that can be walked over</xs:documentation></xs:annotation>
-1
View File
@@ -13,7 +13,6 @@
<c:DashAbility/> <c:DashAbility/>
<c:Health/> <c:Health/>
<c:Physics> <c:Physics>
<PrevOrigin X="0" Y="0.772000015" Z="0"/>
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/> <Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
</c:Physics> </c:Physics>
<c:Player> <c:Player>
-1
View File
@@ -13,7 +13,6 @@
<c:DashAbility/> <c:DashAbility/>
<c:Health/> <c:Health/>
<c:Physics> <c:Physics>
<PrevOrigin X="0" Y="0.772000015" Z="0"/>
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/> <Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
</c:Physics> </c:Physics>
<c:Player> <c:Player>
+45 -43
View File
@@ -16,51 +16,51 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
EntityAABB& boxA = *boundingBox; EntityAABB& boxA = *boundingBox;
bool everHitTheGround = false; bool everHitTheGround = false;
glm::vec3 size = boxA.Size(); auto prevPosIt = m_PrevPositions.find(entity);
float diameter = std::min(size.x, size.z); if (prevPosIt != m_PrevPositions.end()) {
glm::vec3 prevOrigin = (glm::vec3)cPhysics["PrevOrigin"]; glm::vec3 size = boxA.Size();
glm::vec3 toCurrentPos = boxA.Origin() - prevOrigin; float diameter = std::min(size.x, size.z);
float rayLength = glm::length(toCurrentPos) + 0.5f*diameter; glm::vec3 prevOrigin = prevPosIt->second;
//If the entity has moved farther than the size of its box, we need to handle it specially. glm::vec3 toCurrentPos = boxA.Origin() - prevOrigin;
bool traceCollision = rayLength > diameter; float rayLength = glm::length(toCurrentPos) + 0.5f*diameter;
//hack solution: If prevOrigin is less than -9000 in all dimensions, //If the entity has moved farther than the size of its box, we need to handle it specially.
//then it means it is not set, i.e. this is the first collision check for the entity. if (rayLength > diameter) {
if (traceCollision && glm::any(glm::greaterThan((glm::vec3)cPhysics["PrevOrigin"], glm::vec3(-9000.f)))) { Ray ray(prevOrigin, toCurrentPos);
Ray ray(prevOrigin, toCurrentPos); m_OctreeResult.clear();
m_OctreeResult.clear(); m_Octree->ObjectsPossiblyHitByRay(ray, m_OctreeResult);
m_Octree->ObjectsPossiblyHitByRay(ray, m_OctreeResult); for (auto& boxB : m_OctreeResult) {
for (auto& boxB : m_OctreeResult) { if (boxA.Entity == boxB.Entity) {
if (boxA.Entity == boxB.Entity) {
continue;
}
bool hit;
float dist;
if (boxB.Entity.HasComponent("Model")) {
RawModel* model;
std::string res = (std::string)boxB.Entity["Model"]["Resource"];
try {
model = ResourceManager::Load<RawModel, true>(res);
} catch (const std::exception&) {
continue; continue;
} }
float u, v; bool hit;
hit = Collision::RayVsModel(ray, model->Vertices(), model->m_Indices, Transform::ModelMatrix(boxB.Entity), dist, u, v); float dist;
} else { if (boxB.Entity.HasComponent("Model")) {
hit = Collision::RayVsAABB(ray, boxB, dist); RawModel* model;
} std::string res = (std::string)boxB.Entity["Model"]["Resource"];
if (hit && dist < rayLength) { try {
//Set the entity to where it was colliding, minus the maximum box size. model = ResourceManager::Load<RawModel, true>(res);
//TODO: Perhaps this should be done slightly more properly. } catch (const std::exception&) {
glm::vec3 newOriginPos = ray.Origin() + (dist - 0.707107f*diameter) * ray.Direction(); continue;
glm::vec3 resolve = newOriginPos - boxA.Origin(); }
(glm::vec3&)cTransform["Position"] += resolve; float u, v;
boxA = *Collision::EntityAbsoluteAABB(entity); hit = Collision::RayVsModel(ray, model->Vertices(), model->m_Indices, Transform::ModelMatrix(boxB.Entity), dist, u, v);
if (resolve.y > 0) { } else {
everHitTheGround = true; hit = Collision::RayVsAABB(ray, boxB, dist);
(bool)cPhysics["IsOnGround"] = true; }
((glm::vec3&)cPhysics["Velocity"]).y = 0.f; if (hit && dist < rayLength) {
//Set the entity to where it was colliding, minus the maximum box size.
//TODO: Perhaps this should be done slightly more properly.
glm::vec3 newOriginPos = ray.Origin() + (dist - 0.707107f*diameter) * ray.Direction();
glm::vec3 resolve = newOriginPos - boxA.Origin();
(glm::vec3&)cTransform["Position"] += resolve;
boxA = *Collision::EntityAbsoluteAABB(entity);
if (resolve.y > 0) {
everHitTheGround = true;
(bool)cPhysics["IsOnGround"] = true;
((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
}
break;
} }
break;
} }
} }
} }
@@ -90,6 +90,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"]; float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) { if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
(glm::vec3&)cTransform["Position"] += resolutionVector; (glm::vec3&)cTransform["Position"] += resolutionVector;
boxA = *Collision::EntityAbsoluteAABB(entity);
cPhysics["Velocity"] = inOutVelocity; cPhysics["Velocity"] = inOutVelocity;
if (isOnGround) { if (isOnGround) {
everHitTheGround = true; everHitTheGround = true;
@@ -99,6 +100,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
} else if (Collision::AABBVsAABB(boxA, boxB, resolutionVector)) { } else if (Collision::AABBVsAABB(boxA, boxB, resolutionVector)) {
//Enter here if boxB has no Model. //Enter here if boxB has no Model.
(glm::vec3&)cTransform["Position"] += resolutionVector; (glm::vec3&)cTransform["Position"] += resolutionVector;
boxA = *Collision::EntityAbsoluteAABB(entity);
if (resolutionVector.y > 0) { if (resolutionVector.y > 0) {
everHitTheGround = true; everHitTheGround = true;
(bool)cPhysics["IsOnGround"] = true; (bool)cPhysics["IsOnGround"] = true;
@@ -112,5 +114,5 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
(bool)cPhysics["IsOnGround"] = false; (bool)cPhysics["IsOnGround"] = false;
} }
(glm::vec3&)cPhysics["PrevOrigin"] = boxA.Origin(); m_PrevPositions[entity] = boxA.Origin();
} }