Merge pull request #141 from teamfisk/BoxModelCollision

Collision jittering + disappearing weapon
This commit is contained in:
Joachim Pettersson
2016-02-29 17:13:34 +01:00
2 changed files with 7 additions and 2 deletions
+4 -1
View File
@@ -12,6 +12,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
if (!boundingBox) {
return;
}
ComponentWrapper& cTransform = entity["Transform"];
EntityAABB& boxA = *boundingBox;
bool everHitTheGround = false;
@@ -86,10 +87,12 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
glm::mat4 modelMatrix = Transform::ModelMatrix(boxB.Entity);
glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"];
bool notMovingxz = glm::all(glm::lessThan(glm::abs(glm::vec2(inOutVelocity.x, inOutVelocity.z)), glm::vec2(0.01f))) && prevPosIt != m_PrevPositions.end();
bool isOnGround = (bool)cPhysics["IsOnGround"];
float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
(glm::vec3&)cTransform["Position"] += resolutionVector;
//Move the position to previous position if it is not moving in the xz-plane, else resolve with the resolution vector.
(glm::vec3&)cTransform["Position"] += notMovingxz ? prevPosIt->second - boxA.Origin() : resolutionVector;
boxA = *Collision::EntityAbsoluteAABB(entity);
cPhysics["Velocity"] = inOutVelocity;
if (isOnGround) {
+3 -1
View File
@@ -139,7 +139,6 @@ Game::Game(int argc, char* argv[])
++updateOrderLevel;
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<UniformScaleSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<HealthHUDSystem>(updateOrderLevel);
@@ -149,6 +148,9 @@ Game::Game(int argc, char* argv[])
m_SystemPipeline->AddSystem<BoneAttachmentSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel, m_OctreeCollision);
m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel, m_OctreeTrigger);
// Octree for frustum culling must be updated after collisions, otherwise players frustum may be moved after tree is filled, and wrong things are culled.
++updateOrderLevel;
m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
++updateOrderLevel;
m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame, m_OctreeFrustrumCulling);
++updateOrderLevel;