Merge branch 'master' of github.com:sippeangelo/Escape-the-Dawn
Conflicts: Escape-the-Dawn/GameWorld.cpp Escape-the-Dawn/GameWorld.h
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@@ -15,42 +15,42 @@ void Systems::CollisionSystem::UpdateEntity(double dt, EntityID entity, EntityID
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LOG_INFO("Updating entity %i with parent %i", entity, parent);
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}
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bool Systems::CollisionSystem::Intersects(EntityID entity1, EntityID entity2)
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bool Systems::CollisionSystem::Intersects(EntityID aEntity, EntityID bEntity)
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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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auto aTransform = m_World->GetComponent<Components::Transform>(aEntity, "Transform");
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if(aTransform == 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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auto bTransform = m_World->GetComponent<Components::Transform>(bEntity, "Transform");
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if(bTransform == 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 aCollisionComponent = m_World->GetComponent<Components::Collision>(aEntity, "Collision");
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if(aCollisionComponent == nullptr)
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return false;
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auto bCollisionComponent = m_World->GetComponent<Components::Collision>(bEntity, "Collision");
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if(bCollisionComponent == nullptr)
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return false;
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aCollisionComponent->CollidingEntities.clear();
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bCollisionComponent->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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auto aBounds = m_World->GetComponent<Components::Bounds>(aEntity, "Bounds");
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auto bBounds = m_World->GetComponent<Components::Bounds>(bEntity, "Bounds");
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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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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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glm::vec3 aMax = aTransform->Position + aBounds->Origin + aBounds->VolumeVector;
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glm::vec3 aMin = aTransform->Position + aBounds->Origin - aBounds->VolumeVector;
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glm::vec3 bMax = bTransform->Position + bBounds->Origin + bBounds->VolumeVector;
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glm::vec3 bMin = bTransform->Position + bBounds->Origin - bBounds->VolumeVector;
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if (aMin.x <= bMax.x && bMin.x <= aMax.x) {
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if (aMin.y <= bMax.y && bMin.y <= aMax.y) {
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if (aMin.z <= bMax.z && bMin.z <= aMax.z) {
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aCollisionComponent->CollidingEntities.push_back(aEntity);
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bCollisionComponent->CollidingEntities.push_back(bEntity);
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return true;
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}
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}
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}
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return false;
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}
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