Merge pull request #141 from teamfisk/BoxModelCollision
Collision jittering + disappearing weapon
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@@ -12,6 +12,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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if (!boundingBox) {
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return;
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}
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ComponentWrapper& cTransform = entity["Transform"];
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EntityAABB& boxA = *boundingBox;
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bool everHitTheGround = false;
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@@ -86,10 +87,12 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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glm::mat4 modelMatrix = Transform::ModelMatrix(boxB.Entity);
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glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"];
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bool notMovingxz = glm::all(glm::lessThan(glm::abs(glm::vec2(inOutVelocity.x, inOutVelocity.z)), glm::vec2(0.01f))) && prevPosIt != m_PrevPositions.end();
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bool isOnGround = (bool)cPhysics["IsOnGround"];
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float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
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if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
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(glm::vec3&)cTransform["Position"] += resolutionVector;
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//Move the position to previous position if it is not moving in the xz-plane, else resolve with the resolution vector.
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(glm::vec3&)cTransform["Position"] += notMovingxz ? prevPosIt->second - boxA.Origin() : resolutionVector;
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boxA = *Collision::EntityAbsoluteAABB(entity);
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cPhysics["Velocity"] = inOutVelocity;
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if (isOnGround) {
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+3
-1
@@ -139,7 +139,6 @@ Game::Game(int argc, char* argv[])
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
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m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
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m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
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m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<UniformScaleSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<HealthHUDSystem>(updateOrderLevel);
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@@ -149,6 +148,9 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<BoneAttachmentSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel, m_OctreeCollision);
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m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel, m_OctreeTrigger);
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// Octree for frustum culling must be updated after collisions, otherwise players frustum may be moved after tree is filled, and wrong things are culled.
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame, m_OctreeFrustrumCulling);
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++updateOrderLevel;
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