FrustumOctree has its own system, won't cull away explosion effects.
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@@ -0,0 +1,25 @@
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#ifndef FillFrustumOctreeSystem_h__
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#define FillFrustumOctreeSystem_h__
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#include "../Core/System.h"
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#include "../Core/Octree.h"
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#include "Collision.h"
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#include "EntityAABB.h"
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class FillFrustumOctreeSystem : public ImpureSystem, public PureSystem
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{
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public:
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FillFrustumOctreeSystem(World* world, EventBroker* eventBroker, Octree<EntityAABB>* octree)
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: System(world, eventBroker)
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, PureSystem("Model")
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, m_Octree(octree)
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{ }
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virtual void Update(double dt) override;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
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private:
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Octree<EntityAABB>* m_Octree;
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};
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#endif
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@@ -1,5 +1,5 @@
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#ifndef CollidableOctreeSystem_h__
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#define CollidableOctreeSystem_h__
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#ifndef FillOctreeSystem_h__
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#define FillOctreeSystem_h__
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#include "../Core/System.h"
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#include "../Core/Octree.h"
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@@ -0,0 +1,21 @@
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#include "Collision/FillFrustumOctreeSystem.h"
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void FillFrustumOctreeSystem::Update(double dt)
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{
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m_Octree->ClearDynamicObjects();
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}
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void FillFrustumOctreeSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
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{
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if (entity.HasComponent("ExplosionEffect")) {
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//TODO: Fix hack, get real box by using shader equation.
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EntityAABB aabb = AABB(glm::vec3(-300), glm::vec3(300));
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aabb.Entity = entity;
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m_Octree->AddDynamicObject(aabb);
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} else {
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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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}
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+2
-1
@@ -1,5 +1,6 @@
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#include "Game.h"
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#include "Collision/FillOctreeSystem.h"
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#include "Collision/FillFrustumOctreeSystem.h"
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#include "Collision/EntityAABB.h"
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#include "Collision/TriggerSystem.h"
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#include "Collision/CollisionSystem.h"
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@@ -101,7 +102,7 @@ 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<FillOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling, "Model");
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m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
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m_SystemPipeline->AddSystem<PlayerHUD>(updateOrderLevel);
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m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
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