Commit Graph

69 Commits

Author SHA1 Message Date
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 11cf85cc73 Renamed CollidableOctreeSystem to FillOctreeSystem. 2016-02-08 14:17:19 +01:00
William Moberg 6610bb974d Only apply air friction if the ground is never hit during the frame. 2016-02-08 13:32:45 +01:00
William Moberg e3a44d37d2 Merge branch 'master' into BoxModelCollision
# Conflicts:
#	src/Game/Systems/PlayerMovementSystem.cpp
2016-02-05 14:59:14 +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
verysecrethero 42b52a6766 Several changes/fixes based on the latest broken refactoring.
Fixed Simon's mistake in CapturePointLogic. William fixed so TriggerSystem works again with CapturePoints.
2016-02-02 11:37:22 +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 3cfbbbbf54 CollisionSystem now utilizes Octree for collision detection. 2016-02-01 16:13:48 +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 90f05442aa Merge branch 'master' into BoxModelCollision
# 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
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
Jace 373bb33cf0 Player jumping taking air acceleration into account 2016-01-24 15:20:34 +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 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
# 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
William Moberg 4d5b835352 WIP triangles vs. AABB. 2016-01-20 16:43:09 +01:00
William Moberg d1b6fb1259 Tiny logic alteration so we don't get false warnings in debug. 2016-01-19 16:59:02 +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
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
Jace b2213dbe9a Merge remote-tracking branch 'origin/master' into PlayerMovement
# Conflicts:
#	include/Engine/Collision/Collision.h
#	include/Engine/Collision/CollisionSystem.h
#	include/Engine/Collision/TriggerSystem.h
#	resources/Schema/Components.xsd
#	resources/Schema/Entities/CollisionTestLevel.xml
#	resources/Schema/Types/Entity.xsd
#	src/Engine/Collision/Collision.cpp
#	src/Game/Game.cpp
2016-01-15 20:28:43 +01:00
William Moberg f5ea4d513c ResourceManager::Load never returns null, throws exceptions instead. 2016-01-15 15:25:01 +01:00
William Moberg 4cf6dcfc14 Merge branch 'master' into AsyncResourceLoad
# Conflicts:
#	include/Engine/Rendering/RawModel.h
#	src/Engine/Rendering/RenderQueueFactory.cpp
2016-01-15 10:10:57 +01:00
Jace 5e721325a4 Merge fixes 2016-01-14 18:20:51 +01:00
Jace 6ad1839def Initial work on PlayerMovementSystem 2016-01-14 17:03:48 +01:00
William Moberg 71047b08ec Async load works, using exceptions for special resources. 2016-01-14 16:27:45 +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 9f185a1e35 Wrecked the last commit. Async loading works now. 2016-01-13 18:51:45 +01:00