moar collisionz
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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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