AABBs are auto attached when adding Trigger/Collideable/etc, also added AttachComponent method to ComponentWrapper.
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@@ -78,6 +78,8 @@ bool AABBVsAABB(const AABB& a, const AABB& b);
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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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//Attaches an AABB which contains all vertices in the entitys Model.
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bool AttachAABBComponentFromModel(EntityWrapper entity);
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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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@@ -25,6 +25,7 @@ struct EntityWrapper
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const std::string Name();
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bool HasComponent(const std::string& componentType);
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void AttachComponent(const char* componentName);
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EntityWrapper Parent();
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EntityWrapper FirstChildByName(const std::string& name);
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EntityWrapper FirstParentWithComponent(const std::string& componentType);
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@@ -9,7 +9,8 @@
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<Entity name="Scenemesh">
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<Components>
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<c:AABB>
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<Size X="150" Y="64" Z="180"/>
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<Origin X="0.195705414" Y="26.0382366" Z="-0.010017395"/>
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<Size X="135.414337" Y="68.3848572" Z="180.020035"/>
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</c:AABB>
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<c:Collidable/>
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<c:Model>
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@@ -564,33 +564,29 @@ bool AABBvsTriangles(const AABB& box,
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return hit;
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}
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bool attachAABBComponentFromModel(World* world, EntityID id)
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bool AttachAABBComponentFromModel(EntityWrapper entity)
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{
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if (!world->HasComponent(id, "Model")) {
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if (!entity.HasComponent("Model")) {
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return false;
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}
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ComponentWrapper model = world->GetComponent(id, "Model");
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ComponentWrapper collision = world->AttachComponent(id, "AABB");
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Model* modelRes = ResourceManager::Load<Model>(model["Resource"]);
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if (modelRes == nullptr) {
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//Derive AABB from model
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RawModel* model;
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try {
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model = ResourceManager::Load<RawModel, true>(entity["Model"]["Resource"]);
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} catch (const std::exception&) {
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return false;
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}
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glm::mat4 modelMatrix = modelRes->Matrix();
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glm::vec3 mini = glm::vec3(INFINITY, INFINITY, INFINITY);
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glm::vec3 maxi = glm::vec3(-INFINITY, -INFINITY, -INFINITY);
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for (const auto& v : modelRes->Vertices()) {
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const auto& wPos = modelMatrix * glm::vec4(v.Position.x, v.Position.y, v.Position.z, 1);
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maxi.x = std::max(wPos.x, maxi.x);
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maxi.y = std::max(wPos.y, maxi.y);
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maxi.z = std::max(wPos.z, maxi.z);
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mini.x = std::min(wPos.x, mini.x);
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mini.y = std::min(wPos.y, mini.y);
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mini.z = std::min(wPos.z, mini.z);
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glm::vec3 mini(INFINITY);
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glm::vec3 maxi(-INFINITY);
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for (const auto& v : model->m_Vertices) {
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mini = glm::min(mini, v.Position);
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maxi = glm::max(maxi, v.Position);
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}
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collision["Origin"] = 0.5f * (maxi + mini);
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collision["Size"] = maxi - mini;
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entity.AttachComponent("AABB");
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entity["AABB"]["Origin"] = 0.5f * (maxi + mini);
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entity["AABB"]["Size"] = maxi - mini;
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return true;
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}
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@@ -7,12 +7,14 @@ void FillOctreeSystem::Update(double dt)
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void FillOctreeSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
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{
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if (entity.HasComponent("AABB")) {
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boost::optional<EntityAABB> absoluteAABB = Collision::EntityAbsoluteAABB(entity);
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if (absoluteAABB) {
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m_Octree->AddDynamicObject(*absoluteAABB);
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if (!entity.HasComponent("AABB")) {
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//Derive AABB from model.
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if (!Collision::AttachAABBComponentFromModel(entity)) {
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return;
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}
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} else if (entity.HasComponent("Model")) {
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// TODO: Derive AABB from model
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}
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boost::optional<EntityAABB> absoluteAABB = Collision::EntityAbsoluteAABB(entity);
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if (absoluteAABB) {
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m_Octree->AddDynamicObject(*absoluteAABB);
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}
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}
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@@ -6,6 +6,10 @@
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void TriggerSystem::UpdateComponent(EntityWrapper& triggerEntity, ComponentWrapper& cTrigger, double dt)
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{
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// The trigger *should* have a bounding box, or something, to test against so it can be triggered.
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// If it doesn't, add one as big as the model for now, then size can be modified in editor if necessary.
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if (!triggerEntity.HasComponent("AABB")) {
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Collision::AttachAABBComponentFromModel(triggerEntity);
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}
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boost::optional<EntityAABB> triggerBox = Collision::EntityAbsoluteAABB(triggerEntity);
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if (!triggerBox) {
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return;
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@@ -16,6 +16,15 @@ bool EntityWrapper::HasComponent(const std::string& componentName)
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return World->HasComponent(ID, componentName);
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}
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void EntityWrapper::AttachComponent(const char* componentName)
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{
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if (!Valid()) {
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LOG_WARNING("Could not attach \"%s\" component to #%i, component is not valid.", componentName, ID);
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return;
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}
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World->AttachComponent(ID, componentName);
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}
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EntityWrapper EntityWrapper::Parent()
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{
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if (this->World == nullptr || this->ID == EntityID_Invalid) {
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