Merge branch 'master' into BoxModelCollision
# Conflicts: # include/Engine/Collision/CollisionSystem.h # src/Engine/Collision/CollisionSystem.cpp
This commit is contained in:
@@ -8,7 +8,7 @@ void CollidableOctreeSystem::Update(double dt)
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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<AABB> absoluteAABB = Collision::EntityAbsoluteAABB(entity);
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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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@@ -493,20 +493,6 @@ bool AABBvsTriangles(const AABB& box,
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return hit;
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}
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bool IsSameBoxProbably(const AABB& first, const AABB& second, const float epsilon)
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{
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const glm::vec3& ma1 = first.MaxCorner();
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const glm::vec3& ma2 = second.MaxCorner();
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const glm::vec3& mi1 = first.MinCorner();
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const glm::vec3& mi2 = second.MinCorner();
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return (std::abs(ma1.x - ma2.x) < epsilon) &&
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(std::abs(mi1.x - mi2.x) < epsilon) &&
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(std::abs(ma1.z - ma2.z) < epsilon) &&
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(std::abs(mi1.z - mi2.z) < epsilon) &&
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(std::abs(ma1.y - ma2.y) < epsilon) &&
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(std::abs(mi1.y - mi2.y) < epsilon);
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}
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bool attachAABBComponentFromModel(World* world, EntityID id)
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{
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if (!world->HasComponent(id, "Model")) {
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@@ -537,7 +523,7 @@ bool attachAABBComponentFromModel(World* world, EntityID id)
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return true;
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}
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boost::optional<AABB> EntityAbsoluteAABB(EntityWrapper& entity)
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boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity)
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{
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if (!entity.HasComponent("AABB")) {
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return boost::none;
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@@ -548,7 +534,11 @@ boost::optional<AABB> EntityAbsoluteAABB(EntityWrapper& entity)
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glm::vec3 absScale = Transform::AbsoluteScale(entity.World, entity.ID);
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glm::vec3 origin = absPosition + (glm::vec3)cAABB["Origin"];
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glm::vec3 size = (glm::vec3)cAABB["Size"] * absScale;
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return AABB::FromOriginSize(origin, size);
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EntityAABB aabb = EntityAABB::FromOriginSize(origin, size);
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aabb.Entity = entity;
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return aabb;
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}
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}
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@@ -1,7 +1,6 @@
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#include "Collision/Collision.h"
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#include "Collision/CollisionSystem.h"
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#include "Core/AABB.h"
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#include "Rendering/Model.h"
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void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
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{
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@@ -10,54 +9,49 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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}
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ComponentWrapper& cPhysics = entity["Physics"];
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boost::optional<AABB> boundingBox = Collision::EntityAbsoluteAABB(entity);
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boost::optional<EntityAABB> boundingBox = Collision::EntityAbsoluteAABB(entity);
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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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AABB& boxA = *boundingBox;
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// Collide against octree
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//std::vector<AABB> octreeResult;
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//m_Octree->ObjectsInSameRegion(*boundingBox, octreeResult);
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//for (auto& boxB : octreeResult) {
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// glm::vec3 resolutionVector;
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// if (Collision::IsSameBoxProbably(boxA, boxB)) {
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// continue;
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// }
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// if (Collision::AABBVsAABB(boxA, boxB, resolutionVector)) {
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// (glm::vec3&)cTransform["Position"] += resolutionVector;
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// ((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
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// }
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//}
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// HACK: Temporarily collide against all collidable models since they're not in the octree yet
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auto otherCollidables = m_World->GetComponents("Model");
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for (auto& cModel : *otherCollidables) {
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if (cModel.EntityID == entity.ID) {
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continue;
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}
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if (!m_World->HasComponent(cModel.EntityID, "Collidable")) {
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continue;
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}
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RawModel* model;
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try {
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model = ResourceManager::Load<RawModel, true>(cModel["Resource"]);
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} catch (const std::exception&) {
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continue;
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}
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auto absPosition = Transform::AbsolutePosition(m_World, cModel.EntityID);
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auto absOrientation = Transform::AbsoluteOrientation(m_World, cModel.EntityID);
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auto absScale = Transform::AbsoluteScale(m_World, cModel.EntityID);
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glm::mat4 modelMatrix = glm::translate(absPosition) * glm::toMat4(absOrientation) * glm::scale(absScale);
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EntityAABB& boxA = *boundingBox;
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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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for (auto& boxB : m_OctreeResult) {
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glm::vec3 resolutionVector;
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glm::vec3 newVelocity = (glm::vec3)cPhysics["Velocity"];
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if (Collision::AABBvsTriangles(boxA, model->m_Vertices, model->m_Indices, modelMatrix, newVelocity, resolutionVector)) {
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if (boxA.Entity == boxB.Entity) {
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continue;
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}
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if (Collision::AABBVsAABB(boxA, boxB, resolutionVector)) {
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(glm::vec3&)cTransform["Position"] += resolutionVector;
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cPhysics["Velocity"] = newVelocity;
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if (resolutionVector.y > 0) {
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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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}
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// HACK: Temporarily collide against all collidable models since they're not in the octree yet
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//auto otherCollidables = world->GetComponents("Model");
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//for (auto& cModel : *otherCollidables) {
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// if (cModel.EntityID == entity) {
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// continue;
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// }
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// if (!world->HasComponent(cModel.EntityID, "Collidable")) {
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// continue;
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// }
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// auto absPosition = RenderQueueFactory::AbsolutePosition(world, cModel.EntityID);
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// auto absOrientation = RenderQueueFactory::AbsoluteOrientation(world, cModel.EntityID);
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// auto absScale = RenderQueueFactory::AbsoluteScale(world, cModel.EntityID);
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// glm::mat4 modelMatrix = glm::translate(absPosition); // *glm::toMat4(absOrientation) * glm::scale(absScale);
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// auto model = ResourceManager::Load<Model>(cModel["Resource"]);
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// glm::vec3 resolutionVector;
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// if (Collision::AABBvsTriangles(boxA, model->m_Vertices, model->m_Indices, modelMatrix, resolutionVector)) {
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// (glm::vec3&)cTransform["Position"] += resolutionVector;
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// }
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//}
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}
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@@ -3,79 +3,72 @@
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#include "Core/AABB.h"
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#include "Rendering/Model.h"
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void TriggerSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
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void TriggerSystem::UpdateComponent(EntityWrapper& triggerEntity, ComponentWrapper& cTrigger, double dt)
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{
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//Currently only players can trigger things.
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auto players = m_World->GetComponents("Player");
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if (players == nullptr) {
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return;
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}
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EntityID tId = component.EntityID;
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boost::optional<AABB> triggerBox = Collision::EntityAbsoluteAABB(entity);
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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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// The trigger *should* have a bounding box, or something, to test against so it can be triggered.
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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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}
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for (auto& pc : *players) {
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EntityID pId = pc.EntityID;
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boost::optional<AABB> playerBox = Collision::EntityAbsoluteAABB(EntityWrapper(m_World, pId));
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//The player can't trigger anything without an AABB.
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if (!playerBox) {
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continue;
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}
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if (!Collision::AABBVsAABB(*triggerBox, *playerBox)) {
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//Entity is not touching the trigger,
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//Throw event if it was previously.
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if (throwLeaveIfWasInTrigger(m_EntitiesTouchingTrigger[tId], pId, tId)) {
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continue;
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}
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//This only occurs if the entity was completely inside the trigger one frame,
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//then completely outside the trigger, e.g. when dying and respawning.
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throwLeaveIfWasInTrigger(m_EntitiesCompletelyInTrigger[tId], pId, tId);
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} else {
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//Entity is at least touching the trigger.
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m_OctreeOut.clear();
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m_Octree->ObjectsInSameRegion(*triggerBox, m_OctreeOut);
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for (EntityAABB& colliderBox : m_OctreeOut) {
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EntityWrapper colliderEntity = colliderBox.Entity;
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if (Collision::AABBVsAABB(*triggerBox, colliderBox)) {
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AABB completelyInsideBox;
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bool playerFitsInTrigger = glm::all(glm::greaterThan((*triggerBox).Size(), (*playerBox).Size()));
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if (playerFitsInTrigger) {
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completelyInsideBox = AABB::FromOriginSize((*triggerBox).Origin(), (*triggerBox).Size() - 2.0f * (*playerBox).Size());
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bool colliderFitsInTrigger = glm::all(glm::greaterThan((*triggerBox).Size(), colliderBox.Size()));
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if (colliderFitsInTrigger) {
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completelyInsideBox = AABB::FromOriginSize((*triggerBox).Origin(), (*triggerBox).Size() - 2.0f * colliderBox.Size());
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}
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if (playerFitsInTrigger && Collision::AABBVsAABB(completelyInsideBox, *playerBox)) {
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//Entity is completely inside the trigger.
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//If it was only touching before, it is erased.
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m_EntitiesTouchingTrigger[tId].erase(pId);
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std::unordered_set<EntityID>& completeSet = m_EntitiesCompletelyInTrigger[tId];
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if (completeSet.count(pId) == 0) {
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//If it wasn't completely in the trigger, throw Enter and add to the set.
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completeSet.insert(pId);
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publish<Events::TriggerEnter>(pId, tId);
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if (colliderFitsInTrigger && Collision::AABBVsAABB(completelyInsideBox, colliderBox)) {
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// Entity is completely inside the trigger.
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// If it was only touching before, it is erased.
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m_EntitiesTouchingTrigger[triggerEntity].erase(colliderEntity);
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auto& completeSet = m_EntitiesCompletelyInTrigger[triggerEntity];
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if (completeSet.count(colliderEntity) == 0) {
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// If it wasn't completely in the trigger, throw Enter and add to the set.
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completeSet.insert(colliderEntity);
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publish<Events::TriggerEnter>(colliderEntity, triggerEntity);
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}
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} else {
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//Entity is only touching the trigger.
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std::unordered_set<EntityID>& touchSet = m_EntitiesTouchingTrigger[tId];
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std::unordered_set<EntityID>& completeSet = m_EntitiesCompletelyInTrigger[tId];
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const auto& it = completeSet.find(pId);
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// Entity is only touching the trigger.
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auto& touchSet = m_EntitiesTouchingTrigger[triggerEntity];
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auto& completeSet = m_EntitiesCompletelyInTrigger[triggerEntity];
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const auto& it = completeSet.find(colliderEntity);
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//If it was completely inside before.
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if (it != completeSet.end()) {
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completeSet.erase(it);
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touchSet.insert(pId);
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touchSet.insert(colliderEntity);
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//If it was completely outside before.
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} else if (touchSet.count(pId) == 0) {
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publish<Events::TriggerTouch>(pId, tId);
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touchSet.insert(pId);
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} else if (touchSet.count(colliderEntity) == 0) {
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publish<Events::TriggerTouch>(colliderEntity, triggerEntity);
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touchSet.insert(colliderEntity);
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}
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//Else, it was touching the trigger last frame too and nothing is done.
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// Else, it was touching the trigger last frame too and nothing is done.
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}
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} else {
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// Entity is not touching the trigger,
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// Throw event if it was previously.
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if (throwLeaveIfWasInTrigger(m_EntitiesTouchingTrigger[triggerEntity], colliderEntity, triggerEntity)) {
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continue;
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}
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// This only occurs if the entity was completely inside the trigger one frame,
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// then completely outside the trigger, e.g. when dying and respawning.
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throwLeaveIfWasInTrigger(m_EntitiesCompletelyInTrigger[triggerEntity], colliderEntity, triggerEntity);
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}
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}
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}
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bool TriggerSystem::throwLeaveIfWasInTrigger(std::unordered_set<EntityID>& triggerSet, EntityID pId, EntityID tId)
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bool TriggerSystem::throwLeaveIfWasInTrigger(std::unordered_set<EntityWrapper>& triggerSet, EntityWrapper colliderEntity, EntityWrapper triggerEntity)
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{
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const auto& it = triggerSet.find(pId);
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const auto& it = triggerSet.find(colliderEntity);
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if (it != triggerSet.end()) {
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//If it was in the trigger, but not anymore, throw leaveEvent and erase from the set.
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triggerSet.erase(it);
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publish<Events::TriggerLeave>(pId, tId);
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publish<Events::TriggerLeave>(colliderEntity, triggerEntity);
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return true;
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}
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return false;
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