Simple quickly made CollisionSystem.
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@@ -2,16 +2,13 @@
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#include "Collision/CollisionSystem.h"
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#include "Core/AABB.h"
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void CollisionSystem::Update(World * world, ComponentWrapper & cAABB, double dt)
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void CollisionSystem::UpdateComponent(World * world, ComponentWrapper & cAABB, double dt)
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{
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//cAABB is any entity that should be collideable.
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m_EventBroker->Process<CollisionSystem>();
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//Currently the box is translated according to the models Transform matrix,
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//but not scaled (or rotated since it's AABB). This should be fine, if we don't
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//want to shrink or scale up an collideable object after creation.
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cAABB["BoxCenter"] = (glm::vec3)world->GetComponent(cAABB.EntityID, "Transform")["Position"];
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AABB thisBox;
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thisBox.CreateFromCenter(cAABB["BoxCenter"], cAABB["BoxSize"]);
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if (!Collision::GetEntityBox(world, cAABB, thisBox)) {
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return;
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}
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//Here c should be an object that moves, currently only players.
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if (zPress) {
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return;
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@@ -21,8 +18,9 @@ void CollisionSystem::Update(World * world, ComponentWrapper & cAABB, double dt)
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continue;
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}
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AABB otherBox;
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ComponentWrapper& aabbComp = world->GetComponent(mover.EntityID, "AABB");
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otherBox.CreateFromCenter(aabbComp["BoxCenter"], aabbComp["BoxSize"]);
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if (!Collision::GetEntityBox(world, mover.EntityID, otherBox)) {
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continue;
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}
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if (Collision::AABBVsAABB(thisBox, otherBox)) {
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ComponentWrapper& trans = world->GetComponent(mover.EntityID, "Transform");
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//TODO: Move entity to correct position on collision instead of this. Special treatment if both are movers.
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@@ -30,7 +28,6 @@ void CollisionSystem::Update(World * world, ComponentWrapper & cAABB, double dt)
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float moveSpeed = 0.12f;
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newPos += moveSpeed * glm::normalize(newPos - thisBox.Center());
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trans["Position"] = newPos;
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aabbComp["BoxCenter"] = newPos;
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}
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}
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}
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@@ -38,9 +35,7 @@ void CollisionSystem::Update(World * world, ComponentWrapper & cAABB, double dt)
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bool CollisionSystem::OnKeyUp(const Events::KeyUp & event)
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{
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if (event.KeyCode == GLFW_KEY_Z) {
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zPress = true;
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} else if (event.KeyCode == GLFW_KEY_X) {
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zPress = false;
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zPress = !zPress;
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}
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return false;
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}
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