moar collisionz
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@@ -7,7 +7,7 @@ void GameWorld::Initialize()
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//AddSystem("LevelGenerationSystem");
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AddSystem("InputSystem");
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//AddSystem("CollisionSystem");
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AddSystem("CollisionSystem");
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//AddSystem("ParticleSystem");
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AddSystem("PlayerSystem");
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AddSystem("SoundSystem");
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@@ -17,19 +17,26 @@ void GameWorld::Initialize()
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std::shared_ptr<Components::Model> model;
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std::shared_ptr<Components::PointLight> pointLight;
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std::shared_ptr<Components::Camera> camera;
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std::shared_ptr<Components::Bounds> bounds;
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std::shared_ptr<Components::Collision> collision;
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EntityID ent;
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// Camera
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ent = CreateEntity();
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SetProperty(ent, "Name", std::string("Camera"));
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transform = AddComponent<Components::Transform>(ent, "Transform");
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AddComponent<Components::Input>(ent, "Input");
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entcamera = CreateEntity();
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SetProperty(entcamera, "Name", std::string("Camera"));
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transform = AddComponent<Components::Transform>(entcamera, "Transform");
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AddComponent<Components::Input>(entcamera, "Input");
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transform->Position = glm::vec3(0.f, 2.f, 10.f);
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camera = AddComponent<Components::Camera>(ent, "Camera");
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camera = AddComponent<Components::Camera>(entcamera, "Camera");
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camera->FOV = 45.f;
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camera->FarClip = 1000.f;
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camera->NearClip = 0.01f;
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transform->Orientation = glm::angleAxis<float>(glm::radians(25.0f),glm::vec3(1,0,0));
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collision = AddComponent<Components::Collision>(entcamera, "Collision");
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collision->Phantom = false;
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bounds = AddComponent<Components::Bounds>(entcamera, "Bounds");
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bounds->Origin = transform->Position;
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bounds->VolumeVector = glm::vec3(4.f,2.f,2.f);
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// Fucking lights
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ent = CreateEntity();
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@@ -84,22 +91,35 @@ void GameWorld::Initialize()
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model->ModelFile = "plane.obj";
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// Player
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ent = CreateEntity();
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transform = AddComponent<Components::Transform>(ent, "Transform");
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player1 = CreateEntity();
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transform = AddComponent<Components::Transform>(player1, "Transform");
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transform->Position = glm::vec3(0.f, 0.f, 0.f);
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model = AddComponent<Components::Model>(ent, "Model");
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model = AddComponent<Components::Model>(player1, "Model");
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model->ModelFile = "ship.obj";
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collision = AddComponent<Components::Collision>(player1, "Collision");
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collision->Phantom = false;
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bounds = AddComponent<Components::Bounds>(player1, "Bounds");
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bounds->Origin = transform->Position;
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bounds->VolumeVector = glm::vec3(10.f,10.f,5.f);
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ent = CreateEntity();
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transform = AddComponent<Components::Transform>(ent, "Transform");
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player2 = CreateEntity();
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transform = AddComponent<Components::Transform>(player2, "Transform");
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transform->Position = glm::vec3(10.f, 0.f, 0.f);
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model = AddComponent<Components::Model>(ent, "Model");
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model = AddComponent<Components::Model>(player2, "Model");
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model->ModelFile = "ship.obj";
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collision = AddComponent<Components::Collision>(player2, "Collision");
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collision->Phantom = false;
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bounds = AddComponent<Components::Bounds>(player2, "Bounds");
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bounds->Origin = transform->Position;
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bounds->VolumeVector = glm::vec3(2.f,2.f,2.f);
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}
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void GameWorld::Update(double dt)
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{
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World::Update(dt);
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if(GetSystem<Systems::CollisionSystem>("CollisionSystem")->Intersects(player1, entcamera))
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assert(false);
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}
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void GameWorld::RegisterComponents()
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@@ -124,7 +144,7 @@ void GameWorld::RegisterSystems()
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{
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//m_SystemFactory.Register("LevelGenerationSystem", [this]() { return new Systems::LevelGenerationSystem(this); });
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m_SystemFactory.Register("InputSystem", [this]() { return new Systems::InputSystem(this, m_Renderer); });
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//m_SystemFactory.Register("CollisionSystem", [this]() { return new Systems::CollisionSystem(this); });
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m_SystemFactory.Register("CollisionSystem", [this]() { return new Systems::CollisionSystem(this); });
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//m_SystemFactory.Register("ParticleSystem", [this]() { return new Systems::ParticleSystem(this); });
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m_SystemFactory.Register("PlayerSystem", [this]() { return new Systems::PlayerSystem(this); });
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m_SystemFactory.Register("SoundSystem", [this]() { return new Systems::SoundSystem(this); });
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@@ -42,6 +42,7 @@ public:
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private:
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std::shared_ptr<Renderer> m_Renderer;
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EntityID entcamera, player1, player2;
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};
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#endif // GameWorld_h__
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@@ -17,28 +17,65 @@ void Systems::CollisionSystem::UpdateEntity(double dt, EntityID entity, EntityID
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bool Systems::CollisionSystem::Intersects(EntityID entity1, EntityID entity2)
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{
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auto collisionComponent1 = m_World->GetComponent<Components::Collision>(entity1, "Collision");
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if(collisionComponent1 == nullptr)
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return false;
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auto collisionComponent2 = m_World->GetComponent<Components::Collision>(entity2, "Collision");
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if(collisionComponent2 == nullptr)
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return false;
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collisionComponent1->CollidingEntities.clear();
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collisionComponent2->CollidingEntities.clear();
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auto bounds1 = m_World->GetComponent<Components::Bounds>(entity1, "Bounds");
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auto bounds2 = m_World->GetComponent<Components::Bounds>(entity2, "Bounds");
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float width = bounds1->VolumeVector.x;
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float height = bounds1->VolumeVector.y;
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float depth = bounds1->VolumeVector.z;
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glm::vec3 max1 = glm::vec3(bounds1->Origin.x + bounds1->VolumeVector.x, bounds1->Origin.y + bounds1->VolumeVector.y, bounds1->Origin.z + bounds1->VolumeVector.z);
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glm::vec3 min1 = glm::vec3(bounds1->Origin.x - bounds1->VolumeVector.x, bounds1->Origin.y - bounds1->VolumeVector.y, bounds1->Origin.z - bounds1->VolumeVector.z);
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glm::vec3 max2 = glm::vec3(bounds2->Origin.x + bounds2->VolumeVector.x, bounds2->Origin.y + bounds2->VolumeVector.y, bounds2->Origin.z + bounds2->VolumeVector.z);
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glm::vec3 min2 = glm::vec3(bounds2->Origin.x - bounds2->VolumeVector.x, bounds2->Origin.y - bounds2->VolumeVector.y, bounds2->Origin.z - bounds2->VolumeVector.z);
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GLfloat vertices1[] = {
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bounds1->Origin.x - width / 2, bounds1->Origin.y - height / 2, bounds1->Origin.z - depth / 2, 1.0,
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bounds1->Origin.x + width / 2, bounds1->Origin.y - height / 2, bounds1->Origin.z - depth / 2, 1.0,
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bounds1->Origin.x + width / 2, bounds1->Origin.y + height / 2, bounds1->Origin.z - depth / 2, 1.0,
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bounds1->Origin.x - width / 2, bounds1->Origin.y + height / 2, bounds1->Origin.z - depth / 2, 1.0,
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bounds1->Origin.x - width / 2, bounds1->Origin.y - height / 2, bounds1->Origin.z + depth / 2, 1.0,
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bounds1->Origin.x + width / 2, bounds1->Origin.y - height / 2, bounds1->Origin.z + depth / 2, 1.0,
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bounds1->Origin.x + width / 2, bounds1->Origin.y + height / 2, bounds1->Origin.z + depth / 2, 1.0,
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bounds1->Origin.x - width / 2, bounds1->Origin.y + height / 2, bounds1->Origin.z + depth / 2, 1.0,
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for(int z = min1.z; z < max1.z; z++)
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if (z > min2.z && z < max2.z)
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for (int y = min1.y; y < max1.y; y++)
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if(y > min2.y && y < max2.y)
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for (int x = min1.x; x < max1.x; x++)
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if(x > min2.x && x < max2.x)
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{
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//vi har en kollision!!! kanske :(
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collisionComponent1->CollidingEntities.push_back(entity2);
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collisionComponent2->CollidingEntities.push_back(entity1);
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return true;
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}
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return false;
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}
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void Systems::CollisionSystem::CreateBoundingBox(std::shared_ptr<Components::Bounds> bounds)
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{
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float width = abs(bounds->VolumeVector.x);
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float height = abs(bounds->VolumeVector.y);
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float depth = abs(bounds->VolumeVector.z);
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GLfloat vertices[] = {
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bounds->Origin.x - width, bounds->Origin.y - height, bounds->Origin.z - depth, 1.0,
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bounds->Origin.x + width, bounds->Origin.y - height, bounds->Origin.z - depth, 1.0,
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bounds->Origin.x + width, bounds->Origin.y + height, bounds->Origin.z - depth, 1.0,
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bounds->Origin.x - width, bounds->Origin.y + height, bounds->Origin.z - depth, 1.0,
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bounds->Origin.x - width, bounds->Origin.y - height, bounds->Origin.z + depth, 1.0,
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bounds->Origin.x + width, bounds->Origin.y - height, bounds->Origin.z + depth, 1.0,
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bounds->Origin.x + width, bounds->Origin.y + height, bounds->Origin.z + depth, 1.0,
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bounds->Origin.x - width, bounds->Origin.y + height, bounds->Origin.z + depth, 1.0,
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};
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GLuint vbo_vertices;
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glGenBuffers(1, &vbo_vertices);
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glBindBuffer(GL_ARRAY_BUFFER, vbo_vertices);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices1), vertices1, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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GLushort elements[] = {
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@@ -52,8 +89,4 @@ bool Systems::CollisionSystem::Intersects(EntityID entity1, EntityID entity2)
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_elements);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elements), elements, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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return true;
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}
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@@ -20,6 +20,7 @@ public:
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void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
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bool Intersects(EntityID, EntityID);
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void CreateBoundingBox(std::shared_ptr<Components::Bounds>);
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};
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}
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