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4 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| b1a59e0ed2 | |||
| b3038ef713 | |||
| f161fce719 | |||
| 89d0d5753f |
@@ -24,6 +24,7 @@ public:
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private:
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Octree<EntityAABB>* m_Octree;
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std::vector<EntityAABB> m_OctreeResult;
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std::unordered_map<EntityWrapper, glm::vec3> m_PrevPositions;
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};
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#endif
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@@ -21,6 +21,8 @@ public:
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std::string GetFileName() const;
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GLuint GetHandle() const;
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bool IsCompiled() const;
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static std::string ReadFile(std::string fileName);
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private:
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protected:
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GLenum m_ShaderType;
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std::string m_FileName;
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@@ -2,7 +2,6 @@
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<Physics xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Physics.xsd">
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<Velocity X="0" Y="0" Z="0"/>
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<Gravity>true</Gravity>
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<PrevOrigin X="-9876.5" Y="-9876.5" Z="-9876.5"/>
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<IsOnGround>false</IsOnGround>
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<VerticalStepHeight>0.33</VerticalStepHeight>
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</Physics>
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@@ -13,7 +13,6 @@
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<xs:annotation><xs:documentation>m/s^2</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="Gravity" type="t:bool" minOccurs="0"/>
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<xs:element name="PrevOrigin" type="t:Vector" minOccurs="0"/>
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<xs:element name="IsOnGround" type="t:bool" minOccurs="0"/>
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<xs:element name="VerticalStepHeight" type="t:double" minOccurs="0">
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<xs:annotation><xs:documentation>The largest height of a "stair-step" that can be walked over</xs:documentation></xs:annotation>
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@@ -13,7 +13,6 @@
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<c:DashAbility/>
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<c:Health/>
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<c:Physics>
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<PrevOrigin X="0" Y="0.772000015" Z="0"/>
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<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
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</c:Physics>
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<c:Player>
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@@ -13,7 +13,6 @@
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<c:DashAbility/>
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<c:Health/>
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<c:Physics>
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<PrevOrigin X="0" Y="0.772000015" Z="0"/>
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<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
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</c:Physics>
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<c:Player>
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@@ -116,12 +116,7 @@ LightResult CalcDirectionalLightSource(vec4 direction, vec4 color, float intensi
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return result;
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}
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vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textureCoordinate, sampler2D normalMap)
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{
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mat3 TBN = mat3(tangent, bitangent, normal);
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vec3 NormalMap = texture(normalMap, textureCoordinate).xyz * 2.0 - vec3(1.0);
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return vec4(TBN * normalize(NormalMap), 0.0);
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}
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#include "Shaders/Util/CommonUniforms.glsl"
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void main()
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{
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@@ -180,6 +175,7 @@ void main()
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color_result += FillColor;
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}
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sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
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//sceneColor = CommonUniforms.testColour;
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//sceneColor = vec4(reflectionColor.xyz, 1);
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color_result += glowTexel*GlowIntensity;
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@@ -0,0 +1,6 @@
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vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textureCoordinate, sampler2D normalMap)
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{
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mat3 TBN = mat3(tangent, bitangent, normal);
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vec3 NormalMap = texture(normalMap, textureCoordinate).xyz * 2.0 - vec3(1.0);
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return vec4(TBN * normalize(NormalMap), 0.0);
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}
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@@ -16,51 +16,51 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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EntityAABB& boxA = *boundingBox;
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bool everHitTheGround = false;
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glm::vec3 size = boxA.Size();
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float diameter = std::min(size.x, size.z);
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glm::vec3 prevOrigin = (glm::vec3)cPhysics["PrevOrigin"];
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glm::vec3 toCurrentPos = boxA.Origin() - prevOrigin;
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float rayLength = glm::length(toCurrentPos) + 0.5f*diameter;
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//If the entity has moved farther than the size of its box, we need to handle it specially.
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bool traceCollision = rayLength > diameter;
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//hack solution: If prevOrigin is less than -9000 in all dimensions,
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//then it means it is not set, i.e. this is the first collision check for the entity.
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if (traceCollision && glm::any(glm::greaterThan((glm::vec3)cPhysics["PrevOrigin"], glm::vec3(-9000.f)))) {
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Ray ray(prevOrigin, toCurrentPos);
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m_OctreeResult.clear();
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m_Octree->ObjectsPossiblyHitByRay(ray, m_OctreeResult);
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for (auto& boxB : m_OctreeResult) {
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if (boxA.Entity == boxB.Entity) {
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continue;
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}
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bool hit;
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float dist;
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if (boxB.Entity.HasComponent("Model")) {
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RawModel* model;
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std::string res = (std::string)boxB.Entity["Model"]["Resource"];
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try {
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model = ResourceManager::Load<RawModel, true>(res);
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} catch (const std::exception&) {
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auto prevPosIt = m_PrevPositions.find(entity);
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if (prevPosIt != m_PrevPositions.end()) {
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glm::vec3 size = boxA.Size();
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float diameter = std::min(size.x, size.z);
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glm::vec3 prevOrigin = prevPosIt->second;
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glm::vec3 toCurrentPos = boxA.Origin() - prevOrigin;
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float rayLength = glm::length(toCurrentPos) + 0.5f*diameter;
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//If the entity has moved farther than the size of its box, we need to handle it specially.
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if (rayLength > diameter) {
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Ray ray(prevOrigin, toCurrentPos);
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m_OctreeResult.clear();
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m_Octree->ObjectsPossiblyHitByRay(ray, m_OctreeResult);
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for (auto& boxB : m_OctreeResult) {
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if (boxA.Entity == boxB.Entity) {
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continue;
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}
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float u, v;
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hit = Collision::RayVsModel(ray, model->Vertices(), model->m_Indices, Transform::ModelMatrix(boxB.Entity), dist, u, v);
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} else {
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hit = Collision::RayVsAABB(ray, boxB, dist);
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}
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if (hit && dist < rayLength) {
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//Set the entity to where it was colliding, minus the maximum box size.
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//TODO: Perhaps this should be done slightly more properly.
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glm::vec3 newOriginPos = ray.Origin() + (dist - 0.707107f*diameter) * ray.Direction();
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glm::vec3 resolve = newOriginPos - boxA.Origin();
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(glm::vec3&)cTransform["Position"] += resolve;
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boxA = *Collision::EntityAbsoluteAABB(entity);
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if (resolve.y > 0) {
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everHitTheGround = true;
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(bool)cPhysics["IsOnGround"] = true;
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((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
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bool hit;
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float dist;
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if (boxB.Entity.HasComponent("Model")) {
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RawModel* model;
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std::string res = (std::string)boxB.Entity["Model"]["Resource"];
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try {
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model = ResourceManager::Load<RawModel, true>(res);
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} catch (const std::exception&) {
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continue;
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}
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float u, v;
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hit = Collision::RayVsModel(ray, model->Vertices(), model->m_Indices, Transform::ModelMatrix(boxB.Entity), dist, u, v);
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} else {
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hit = Collision::RayVsAABB(ray, boxB, dist);
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}
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if (hit && dist < rayLength) {
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//Set the entity to where it was colliding, minus the maximum box size.
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//TODO: Perhaps this should be done slightly more properly.
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glm::vec3 newOriginPos = ray.Origin() + (dist - 0.707107f*diameter) * ray.Direction();
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glm::vec3 resolve = newOriginPos - boxA.Origin();
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(glm::vec3&)cTransform["Position"] += resolve;
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boxA = *Collision::EntityAbsoluteAABB(entity);
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if (resolve.y > 0) {
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everHitTheGround = true;
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(bool)cPhysics["IsOnGround"] = true;
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((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
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}
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break;
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}
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break;
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}
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}
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}
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@@ -90,6 +90,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
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if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
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(glm::vec3&)cTransform["Position"] += resolutionVector;
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boxA = *Collision::EntityAbsoluteAABB(entity);
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cPhysics["Velocity"] = inOutVelocity;
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if (isOnGround) {
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everHitTheGround = true;
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@@ -99,6 +100,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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} else if (Collision::AABBVsAABB(boxA, boxB, resolutionVector)) {
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//Enter here if boxB has no Model.
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(glm::vec3&)cTransform["Position"] += resolutionVector;
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boxA = *Collision::EntityAbsoluteAABB(entity);
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if (resolutionVector.y > 0) {
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everHitTheGround = true;
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(bool)cPhysics["IsOnGround"] = true;
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@@ -112,5 +114,5 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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(bool)cPhysics["IsOnGround"] = false;
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}
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(glm::vec3&)cPhysics["PrevOrigin"] = boxA.Origin();
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m_PrevPositions[entity] = boxA.Origin();
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}
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@@ -4,22 +4,32 @@ GLuint Shader::CompileShader(GLenum shaderType, std::string fileName)
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{
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LOG_INFO("Compiling shader \"%s\"", fileName.c_str());
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std::string shaderFile;
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std::ifstream in(fileName, std::ios::in);
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if (!in) {
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LOG_ERROR("Error: Failed to open shader file \"%s\"", fileName.c_str());
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return 0;
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}
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in.seekg(0, std::ios::end);
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shaderFile.resize((int)in.tellg());
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in.seekg(0, std::ios::beg);
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in.read(&shaderFile[0], shaderFile.size());
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in.close();
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std::string shaderFile = ReadFile(fileName);
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GLuint shader = glCreateShader(shaderType);
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if (GLERROR("glCreateShader"))
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return 0;
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std::size_t startPos = 0;
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std::size_t SEofNewFile[2];
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std::string key = "#include";
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while((startPos = shaderFile.find(key, startPos)) != std::string::npos)
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{
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SEofNewFile[0] = shaderFile.find('"', startPos+key.length())+1;
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SEofNewFile[1] = shaderFile.find('"', SEofNewFile[0]);
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if (SEofNewFile[0] == std::string::npos || SEofNewFile[1] == std::string::npos)
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return 0;
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std::string replacementFileName = shaderFile.substr(SEofNewFile[0], SEofNewFile[1] - SEofNewFile[0]);
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std::string replacementString = ReadFile(replacementFileName);
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size_t firstof = replacementString.find_first_of((char)0);
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replacementString.erase(firstof, replacementString.size() - firstof);
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if (replacementString.length() <= 0)
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return 0;
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shaderFile.replace(startPos, SEofNewFile[1]+2 - startPos, replacementString + "\n");
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startPos += replacementString.length(); //This might not be wanted.
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}
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const GLchar* shaderFiles = shaderFile.c_str();
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const GLint length = static_cast<GLint>(shaderFile.length());
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glShaderSource(shader, 1, &shaderFiles, &length);
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@@ -46,6 +56,24 @@ GLuint Shader::CompileShader(GLenum shaderType, std::string fileName)
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return shader;
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}
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std::string Shader::ReadFile(std::string fileName)
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{
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std::string shaderFile;
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std::ifstream in(fileName, std::ios::in);
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if (!in) {
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LOG_ERROR("Error: Failed to open shader file \"%s\"", fileName.c_str());
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return "";
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}
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in.seekg(0, std::ios::end);
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shaderFile.resize((int)in.tellg());
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in.seekg(0, std::ios::beg);
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in.read(&shaderFile[0], shaderFile.size());
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in.close();
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return shaderFile;
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}
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Shader::Shader(GLenum shaderType, std::string fileName) : m_ShaderType(shaderType), m_FileName(fileName)
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{
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m_ShaderHandle = 0;
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