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
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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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