Jace
0516794db6
Separating RawModel from Model
2016-03-13 14:47:11 +01:00
Jace
a1fda82d3a
Turned the Transform namespace into TransformSystem so it would be able to subscribe to EntityDeleted and clean up after itself
2016-03-13 00:57:00 +01:00
Jace
01db8e0615
Merge remote-tracking branch 'origin/master' into Dirtybit
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# Conflicts:
# src/Engine/Collision/CollisionSystem.cpp
# src/Engine/Core/Transform.cpp
# src/Engine/Editor/EditorSystem.cpp
# src/Engine/Rendering/AnimationSystem.cpp
# src/Engine/Rendering/BoneAttachmentSystem.cpp
# src/Game/Systems/CapturePointSystem.cpp
# src/Game/Systems/ExplosionEffectSystem.cpp
# src/Game/Systems/PlayerMovementSystem.cpp
2016-03-12 04:09:53 +01:00
Jace
5baac926aa
Perfectly working abs pos caching using dirty flags! :D
2016-03-12 03:29:41 +01:00
Jace
80649ce51d
Updated the ENTIRE CODEBASE TO MATCH
2016-03-12 00:38:33 +01:00
verysecrethero
0869afd529
Merge pull request #193 from teamfisk/BoxModelCollision
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Removed collision jittering effects
2016-03-11 10:48:25 +01:00
William Moberg
038a706e28
Don't collide against disabled (invisible) models. Triggers uses model vs. box instead of only box vs. box.
2016-03-10 16:05:30 +01:00
William Moberg
8936b3d6c3
Probably fixed all the jittering, won't need the jitter guard anymore.
2016-03-09 19:45:26 +01:00
William Moberg
4c87ca10b9
Merge branch 'master' into BoxModelCollision
2016-02-19 14:17:17 +01:00
William Moberg
22664848dc
You should not be able to fall through ground or dash thru walls. Very thin objects may still be possible to go through, e.g. the grid border walls in GameMap.xml.
2016-02-19 14:16:22 +01:00
William Moberg
72db672dbf
Ray will not hit objects in octree if they are transparent or invisible.
2016-02-17 16:06:35 +01:00
William Moberg
23bb1a6405
Cannot respawn inside other players, unless all are blocked.
2016-02-17 14:54:59 +01:00
Jace
5e05e51309
Fixed EntityFirstHitByRay not returning outDistance properly
2016-02-11 20:01:23 +01:00
William Moberg
73f59b89cc
Added method EntityFirstHitByRay, takes an Octree or a vector of sorted entities and outputs the frist entity hit by a ray.
2016-02-11 00:11:37 +01:00
William Moberg
27cdccac75
Frustrum octree should only get AABBs derived from Model now.
2016-02-10 16:10:41 +01:00
William Moberg
b2d35c80f7
Merge branch 'master' into FrustumCulling
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# Conflicts:
# src/Engine/Collision/Collision.cpp
2016-02-10 15:08:40 +01:00
William Moberg
f3a76eb13e
Explosion effects should get a proper sized AABB.
2016-02-10 15:00:13 +01:00
viktorljung
08328a781c
Merge remote-tracking branch 'origin/master' into Animations
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# Conflicts:
# assets
# include/Engine/Rendering/Model.h
# src/Engine/Collision/Collision.cpp
2016-02-10 14:13:08 +01:00
viktorljung
afebf879a0
Merge fixes
2016-02-10 13:44:47 +01:00
viktorljung
49e6252ee1
Merge remote-tracking branch 'origin/master' into Animations
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# Conflicts:
# include/Engine/Rendering/DrawFinalPass.h
# resources/Schema/Components.xsd
# resources/Schema/Entities/CollisionTestLevel.xml
# resources/Schema/Types/Entity.xsd
# src/Engine/Collision/Collision.cpp
# src/Engine/Rendering/DrawFinalPass.cpp
# src/Engine/Rendering/RenderSystem.cpp
2016-02-10 11:33:45 +01:00
William Moberg
ecfacee587
Undo debug test code.
2016-02-09 19:33:28 +01:00
William Moberg
a93ccecfeb
Debug test code.
2016-02-09 19:23:12 +01:00
William Moberg
7140b740b5
Models/Collideables/etc. won't need a AABB component anymore, if it has a Model component. In addition, they should take rotation into account, i.e it doesn't have to be axis-aligned.
2016-02-09 19:20:04 +01:00
William Moberg
93c6f3c0a3
AABBs are auto attached when adding Trigger/Collideable/etc, also added AttachComponent method to ComponentWrapper.
2016-02-08 14:34:37 +01:00
William Moberg
428dca003d
Tiny bug fix.
2016-02-05 14:40:50 +01:00
William Moberg
4fe9e4f1c3
Debug cleanup and some bug fixes.
2016-02-05 14:38:08 +01:00
William Moberg
d61e605093
Can walk up "stair-steps". Cleanup WIP.
...
Better performance in RectanglevsTriangle check.
Added IsOnGround flag and VerticalStepHeight in Physics.
Lotsa commented code saved for historical reasons, remove later.
2016-02-05 10:56:34 +01:00
William Moberg
214dad2afc
Removed commented code.
2016-02-02 17:25:59 +01:00
William Moberg
affcc5305b
Collision affects velocity correctly, no wierd ice cream sliding along walls.
2016-02-02 17:19:59 +01:00
Teejoon
4357759715
Merge branch 'Importer' of https://github.com/teamfisk/TacticalZ into Importer
2016-02-02 17:18:54 +01:00
Teejoon
bb4a65a1db
Non-skined mesh WIP
2016-02-02 17:18:42 +01:00
William Moberg
30b1dab764
More efficient collision resolution case + comments.
2016-02-01 18:06:28 +01:00
William Moberg
5a45f778e6
Fixed so players don't teleport to (NaN, NaN, NaN) on spawning.
2016-02-01 17:01:58 +01:00
William Moberg
d7b02e79c8
Merge branch 'master' into BoxModelCollision
...
# Conflicts:
# include/Engine/Collision/CollisionSystem.h
# src/Engine/Collision/CollisionSystem.cpp
2016-02-01 13:48:05 +01:00
William Moberg
76274c326e
Fixed going through flat large triangles. Velocity affected by collision.
2016-02-01 13:34:39 +01:00
Jace
788407b709
Made CollisionSystem aware of entities
2016-01-27 15:42:50 +01:00
Jace
5fcd26cd3e
Made TriggerSystem make use of Octree
2016-01-27 13:35:16 +01:00
William Moberg
6ea490e215
Tried a horrible recursive method, extreme framedrop.
2016-01-27 10:34:26 +01:00
William Moberg
3389b965eb
Test on game level v1.
2016-01-25 10:55:05 +01:00
William Moberg
f1343e2f82
Collision may be working, kind of.
2016-01-24 21:08:42 +01:00
William Moberg
910b3d10e4
WIP (false collisions), collision method expanded, not working.
2016-01-24 15:32:10 +01:00
William Moberg
e6224a4e96
WIP (not working), attempt at separating axis theorem stuff.
2016-01-23 18:31:27 +01:00
William Moberg
6eeb3ea524
WIP, Bug fix + nitpicks + optimizations.
2016-01-23 17:50:35 +01:00
William Moberg
71404c8828
Special case for collision vs ground (upward facing) triangles.
2016-01-23 14:01:54 +01:00
William Moberg
3974c649ab
WIP on ModelBoxCollision. Octree works in Release mode.
2016-01-23 10:45:50 +01:00
William Moberg
1670fb4e48
Moved triangle vs ray code to method.
2016-01-22 14:45:50 +01:00
William Moberg
3955e1d60c
Can resolve collision when AABB corners cut through triangle.
...
At least two more cases left to resolve.
2016-01-22 13:46:09 +01:00
William Moberg
52765cc85b
TriangleVsBox detection seems to work in all cases, but cannot resolve all cases yet.
...
Also added default ctor for Ray and removed compilation errors in CollisionSystem.
2016-01-22 11:22:56 +01:00
William Moberg
de7c8e9234
WIP, collision detects too much, no resolving for most cases.
2016-01-21 17:10:36 +01:00
William Moberg
4d5b835352
WIP triangles vs. AABB.
2016-01-20 16:43:09 +01:00