Merge branch 'BoxModelCollision' into FrustumCulling
# Conflicts: # src/Game/Game.cpp
This commit is contained in:
@@ -1,18 +0,0 @@
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#include "Collision/CollidableOctreeSystem.h"
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void CollidableOctreeSystem::Update(double dt)
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{
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m_Octree->ClearDynamicObjects();
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}
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void CollidableOctreeSystem::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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}
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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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}
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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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@@ -20,6 +20,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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// Collide against octree items
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m_OctreeResult.clear();
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m_Octree->ObjectsInSameRegion(*boundingBox, m_OctreeResult);
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bool everHitTheGround = false;
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for (auto& boxB : m_OctreeResult) {
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glm::vec3 resolutionVector;
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if (boxA.Entity == boxB.Entity) {
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@@ -43,17 +44,24 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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if (Collision::AABBvsTriangles(boxA, model->m_Vertices, model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
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(glm::vec3&)cTransform["Position"] += resolutionVector;
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cPhysics["Velocity"] = inOutVelocity;
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(bool)cPhysics["IsOnGround"] = isOnGround;
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} else {
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(bool)cPhysics["IsOnGround"] = false;
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if (isOnGround) {
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everHitTheGround = true;
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(bool)cPhysics["IsOnGround"] = true;
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}
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}
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} else if (Collision::AABBVsAABB(boxA, boxB, resolutionVector)) {
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//Enter here if boxB has no Model.
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(glm::vec3&)cTransform["Position"] += resolutionVector;
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(bool)cPhysics["IsOnGround"] = resolutionVector.y > 0;
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if ((bool)cPhysics["IsOnGround"]){
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if (resolutionVector.y > 0) {
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everHitTheGround = true;
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(bool)cPhysics["IsOnGround"] = true;
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((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
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}
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}
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}
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//This should apply air friction and such, iff zero models were hit.
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if (!everHitTheGround) {
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(bool)cPhysics["IsOnGround"] = false;
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}
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}
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@@ -0,0 +1,20 @@
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#include "Collision/FillOctreeSystem.h"
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void FillOctreeSystem::Update(double dt)
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{
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m_Octree->ClearDynamicObjects();
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}
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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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//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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}
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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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