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
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
89d0d5753f
Fix for player teleporting to (0,0,0). Saves player previous position in CollisionSystem instead of Physics component so it won't be saved when editing Players.
2016-02-25 16:16:24 +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
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
Jace
c8c4879554
Merge pull request #93 from teamfisk/OctreeRaycasting
...
Entity in octree hit by ray
2016-02-11 17:25:02 +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
Jace
0825b10c75
Merge remote-tracking branch 'origin/master' into WeaponSystem
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# Conflicts:
# src/Game/Systems/SoundSystem.cpp
2016-02-10 19:24:35 +01:00
Jace
2c0f66d9c7
Merge remote-tracking branch 'origin/master' into WeaponSystem
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# Conflicts:
# include/Engine/Collision/FillFrustumOctreeSystem.h
# include/Engine/Core/Octree.h
# include/Engine/Rendering/RenderSystem.h
# include/Game/Game.h
# resources/DefaultInput.ini
# resources/Schema/Components.xsd
# resources/Schema/Entities/Player.xml
# resources/Schema/Types/Entity.xsd
# src/Engine/Rendering/RenderSystem.cpp
# src/Game/Game.cpp
# src/Game/Systems/PlayerMovementSystem.cpp
2016-02-10 17:02:00 +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
William Moberg
d65ce805a5
FrustumOctree has its own system, won't cull away explosion effects.
2016-02-10 10:53:25 +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
11cf85cc73
Renamed CollidableOctreeSystem to FillOctreeSystem.
2016-02-08 14:17:19 +01:00
Jace
2b4e00e4b0
Refactored System constructor to take a struct instead of a bunch of parameters to reduce future pain and to be able to extend it with IsClient and IsServer flags.
2016-02-08 13:33:55 +01:00
William Moberg
e3a44d37d2
Merge branch 'master' into BoxModelCollision
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# Conflicts:
# src/Game/Systems/PlayerMovementSystem.cpp
2016-02-05 14:59:14 +01:00
William Moberg
d61e605093
Can walk up "stair-steps". Cleanup WIP.
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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
verysecrethero
42b52a6766
Several changes/fixes based on the latest broken refactoring.
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Fixed Simon's mistake in CapturePointLogic. William fixed so TriggerSystem works again with CapturePoints.
2016-02-02 11:37:22 +01:00
William Moberg
d7b02e79c8
Merge branch 'master' into BoxModelCollision
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# 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
90f05442aa
Merge branch 'master' into BoxModelCollision
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# Conflicts:
# include/Engine/Core/Octree.h
# resources/Schema/Entities/CollisionTestLevel.xml
# src/Engine/Collision/CollisionSystem.cpp
# src/Engine/Core/Octree.cpp
2016-01-27 10:52:27 +01:00
William Moberg
6ea490e215
Tried a horrible recursive method, extreme framedrop.
2016-01-27 10:34:26 +01:00
antc13
4c5d17b203
Merge remote-tracking branch 'origin/master' into Importer
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# Conflicts:
# resources/Schema/Entities/RenderingWorld.xml
# resources/Shaders/ForwardPlus.frag.glsl
# src/Engine/Editor/EditorSystem.cpp
# src/Engine/Network/Server.cpp
# src/Engine/Rendering/DrawFinalPass.cpp
# src/Tests/OctTreeTestGameClass.cpp
# src/Tests/OctTreeTestHardCodedTestWorld.h
# src/Tests/ResourceManagerTest.cpp
2016-01-24 14:40:52 +01:00
antc13
f1835fd89c
Animations PROBABLY works fine if all joints got keyframes.
2016-01-23 18:02:42 +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
9f6fa40448
Merge branch 'master' into BoxModelCollision
...
# Conflicts:
# src/Engine/Collision/CollisionSystem.cpp
2016-01-21 17:16:55 +01:00
William Moberg
de7c8e9234
WIP, collision detects too much, no resolving for most cases.
2016-01-21 17:10:36 +01:00
Jace
a6548a72b3
Merge remote-tracking branch 'origin/master' into EditorUsefulness
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# Conflicts:
# include/Engine/Collision/CollidableOctreeSystem.h
# include/Engine/Collision/CollisionSystem.h
# include/Engine/Collision/TriggerSystem.h
# include/Engine/Rendering/RenderSystem.h
# include/Game/Systems/PlayerSystem.h
# resources/Schema/Components/Physics.xsd
# resources/Schema/Types/Entity.xsd
# src/Engine/Rendering/RenderSystem.cpp
# src/Engine/Rendering/Renderer.cpp
# src/Game/Game.cpp
# src/Game/Systems/HealthSystem.cpp
# src/Game/Systems/PlayerSystem.cpp
# src/Tests/OctTreeTestGameClass.cpp
2016-01-21 16:16:35 +01:00
antc13
a47317bb32
Merge branch 'master' of https://github.com/teamfisk/TacticalZ into Importer
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# Conflicts:
# include/Engine/Collision/Collision.h
# resources/Shaders/ForwardPlus.frag.glsl
# resources/Shaders/ForwardPlus.vert.glsl
2016-01-19 18:26:45 +01:00
William Moberg
713ebbe18c
Can add any objects that inherit from AABB into the Octree.
2016-01-19 14:50:46 +01:00
Jace
51979d7f0c
Changed System to take World through constructor and store it instead, cause it makes more sense.
2016-01-18 23:59:33 +01:00
antc13
2a3009212a
Importing custom mesh without material.
2016-01-18 19:37:55 +01:00
William Moberg
0669d91767
CollisionSystem loops over Collidable components.
2016-01-18 13:29:10 +01:00
William Moberg
942064c450
Removed class PlayerSystem and associated files.
2016-01-18 13:07:04 +01:00
antc13
16c39df439
Merge branch 'master' of https://github.com/teamfisk/TacticalZ into Importer
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# Conflicts:
# include/Engine/Collision/Collision.h
# src/Engine/Rendering/Model.cpp
# src/Engine/Rendering/RawModelAssimp.cpp
2016-01-15 18:00:30 +01:00
antc13
8437b9c734
Commit for Pull
2016-01-15 17:58:26 +01:00
Jace
5e721325a4
Merge fixes
2016-01-14 18:20:51 +01:00
Jace
d34470256b
EntityWrapper to uniquely identify entities and make using them a little easier
2016-01-14 15:43:19 +01:00
Jace
71d936f8d1
Start of a movement system with collisions against AABBs
2016-01-14 14:54:12 +01:00
William Moberg
a143ae7c85
Changed to relative #include paths.
2016-01-13 15:53:55 +01:00
Jace
d6ef527f25
Basic collisions using Octree. Seems buggy over octree boundaries.
2016-01-13 15:34:43 +01:00