Removed old relics from OctTree testing in OctTree.
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@@ -4,8 +4,6 @@
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#include "Core/AABB.h"
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struct Ray;
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class World;
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class Camera;
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class OctTree
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{
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@@ -20,8 +18,8 @@ public:
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//For the root OctTree, [octTreeBounds] should be a box containing the entire level.
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OctTree(const AABB& octTreeBounds, int subDivisions);
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//We should only ever need one OctTree in the game, and it should not need to be copied.
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//Define these if the OctTree suddenly needs to be copied, think of the children OctTree* ptrs.
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//We cannot copy the OctTree as of now, because of the recursive dynamic allocation.
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//Define these if the OctTree suddenly needs to be copied, think of the children OctChild* ptrs.
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OctTree(const OctTree& other) = delete;
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OctTree(const OctTree&& other) = delete;
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OctTree& operator= (const OctTree& other) = delete;
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@@ -36,8 +34,6 @@ public:
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//Empty the tree of all dynamic objects. Static objects remain in the tree.
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void ClearDynamicObjects();
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//Collision test function. WTODO: Probably remove or relocate elsewhere, Collision system?
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void Update(float dt, World* world, Camera* cam);
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//Returns true if the ray collides with something in the tree. Result is written to [data].
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bool RayCollides(const Ray& ray, Output& data);
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//Returns true if the box collides with something in the tree.
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@@ -4,8 +4,6 @@
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#include "Core/OctTree.h"
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#include "Collision/Collision.h"
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#include "Core/World.h"
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#include "Rendering/Camera.h"
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namespace
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{
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@@ -151,52 +149,6 @@ OctTree::OctChild::~OctChild()
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}
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}
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void OctTree::Update(float dt, World* world, Camera* cam)
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{
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for (ComponentWrapper& c : *world->GetComponents("Collision")) {
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AABB aabb;
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aabb.CreateFromCenter(c["BoxCenter"], c["BoxSize"]);
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AddDynamicObject(aabb);
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}
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const glm::vec4 redCol = glm::vec4(1, 0.2f, 0, 1);
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const glm::vec4 greenCol = glm::vec4(0.1f, 1.0f, 0.25f, 1);
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const glm::vec4 blueCol = glm::vec4(0.1f, 0.05f, 0.95f, 1);
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const glm::vec4 cyanCol = glm::vec4(0.1f, 0.9f, 0.85f, 1);
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const glm::vec3 boxSize = 0.05f*glm::vec3(1.0f, 1.0f, 1.0f);
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if (!m_UpdatedOnce) {
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m_BoxID = world->CreateEntity();
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ComponentWrapper transform = world->AttachComponent(m_BoxID, "Transform");
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transform["Scale"] = boxSize;
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ComponentWrapper model = world->AttachComponent(m_BoxID, "Model");
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model["Resource"] = "Models/Core/UnitBox.obj";
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m_UpdatedOnce = true;
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}
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AABB box;
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auto boxPos = cam->Position() + 1.2f*cam->Forward();
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box.CreateFromCenter(boxPos, boxSize);
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ComponentWrapper transform = world->GetComponent(m_BoxID, "Transform");
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transform["Position"] = boxPos;
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ComponentWrapper model = world->GetComponent(m_BoxID, "Model");
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bool collBox = BoxCollides(box, AABB());
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if (collBox) {
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cam->SetPosition(m_PrevPos);
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cam->SetOrientation(m_PrevOri);
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bool collRay = RayCollides({ cam->Position(), cam->Forward() }, Output());
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model["Color"] = collRay ? cyanCol : greenCol;
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} else if (RayCollides({ cam->Position(), cam->Forward() }, Output())) {
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model["Color"] = blueCol;
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} else {
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model["Color"] = redCol;
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}
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m_PrevPos = cam->Position();
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m_PrevOri = cam->Orientation();
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ClearDynamicObjects();
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}
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bool OctTree::OctChild::BoxCollides(const AABB& boxToTest, AABB& outBoxIntersected) const
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{
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if (hasChildren()) {
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