Merge branch 'master' of https://github.com/teamfisk/TacticalZ into Importer
# Conflicts: # include/Engine/Collision/Collision.h # resources/Shaders/ForwardPlus.frag.glsl # resources/Shaders/ForwardPlus.vert.glsl
This commit is contained in:
@@ -0,0 +1,24 @@
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#ifndef CollidableOctreeSystem_h__
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#define CollidableOctreeSystem_h__
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#include "../Core/System.h"
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#include "../Core/Octree.h"
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#include "Collision.h"
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class CollidableOctreeSystem : public ImpureSystem, public PureSystem
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{
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public:
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CollidableOctreeSystem(EventBroker* eventBroker, Octree* octree)
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: System(eventBroker)
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, PureSystem("Collidable")
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, m_Octree(octree)
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{ }
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virtual void Update(World* world, double dt) override;
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virtual void UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt) override;
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private:
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Octree* m_Octree;
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};
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#endif
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@@ -6,12 +6,15 @@
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//or you will get "fatal error C1189: #error: gl.h included before glew.h"
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#include <vector>
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#include <boost/optional.hpp>
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#include "../Core/Ray.h"
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#include "../Core/AABB.h"
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//#include "Engine/Rendering/RawModelAssimp.h"
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#include "Engine/Rendering/RawModelCustom.h"
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#include "../Core/Transform.h"
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#include "../Core/Entity.h"
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#include "../Core/EntityWrapper.h"
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class World;
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struct ComponentWrapper;
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@@ -44,6 +47,12 @@ bool RayVsModel(const Ray& ray,
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float& outUCoord,
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float& outVCoord);
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bool AABBvsTriangles(const AABB& box,
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const std::vector<RawModel::Vertex>& modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix,
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glm::vec3& outResolutionVector);
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//Return true if the boxes are intersecting.
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bool AABBVsAABB(const AABB& a, const AABB& b);
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//Return true if the boxes are intersecting.
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@@ -51,9 +60,8 @@ bool AABBVsAABB(const AABB& a, const AABB& b);
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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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//Returns true if the entity has a boundingbox. Outputs the aabb in [outBox].
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bool GetEntityBox(World* world, EntityID entity, AABB& outBox, bool forceBoxFromModel = false);
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bool GetEntityBox(World* world, ComponentWrapper& AABBComponent, AABB& outBox);
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// Calculates an absolute AABB from an entity AABB component
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boost::optional<AABB> EntityAbsoluteAABB(EntityWrapper& entity);
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}
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@@ -8,22 +8,27 @@
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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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class CollisionSystem : public PureSystem
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{
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public:
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CollisionSystem(EventBroker* eventBroker)
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: PureSystem(eventBroker, "AABB")
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CollisionSystem(EventBroker* eventBroker, Octree* octree)
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: System(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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virtual void UpdateComponent(World* world, ComponentWrapper& cAABB, double dt) override;
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virtual void UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt) override;
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private:
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Octree* 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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};
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@@ -6,6 +6,7 @@
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#include "../Core/System.h"
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#include "../Core/EventBroker.h"
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#include "../Core/Octree.h"
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#include "ETrigger.h"
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class AABB;
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@@ -13,16 +14,31 @@ class AABB;
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class TriggerSystem : public PureSystem
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{
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public:
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TriggerSystem(EventBroker* eventBroker)
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: PureSystem(eventBroker, "Trigger")
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{}
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TriggerSystem(EventBroker* eventBroker, Octree* octree)
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: System(eventBroker)
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, PureSystem("Trigger")
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, m_Octree(octree)
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{
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EVENT_SUBSCRIBE_MEMBER(m_ETouch, &TriggerSystem::OnTouch);
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EVENT_SUBSCRIBE_MEMBER(m_EEnter, &TriggerSystem::OnEnter);
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EVENT_SUBSCRIBE_MEMBER(m_ELeave, &TriggerSystem::OnLeave);
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}
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virtual void UpdateComponent(World* world, ComponentWrapper& collision, double dt) override;
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virtual void UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt) override;
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private:
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Octree* m_Octree;
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std::unordered_map<EntityID, std::unordered_set<EntityID>> m_EntitiesTouchingTrigger;
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std::unordered_map<EntityID, std::unordered_set<EntityID>> m_EntitiesCompletelyInTrigger;
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//TODO: Only exists for debug purposes, remove later.
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EventRelay<TriggerSystem, Events::TriggerEnter> m_EEnter;
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bool OnEnter(const Events::TriggerEnter &event);
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EventRelay<TriggerSystem, Events::TriggerTouch> m_ETouch;
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bool OnTouch(const Events::TriggerTouch &event);
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EventRelay<TriggerSystem, Events::TriggerLeave> m_ELeave;
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bool OnLeave(const Events::TriggerLeave &event);
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//True if leave event was thrown.
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bool throwLeaveIfWasInTrigger(std::unordered_set<EntityID>& triggerSet, EntityID pId, EntityID tId);
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template<typename Event>
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