Collision with everything omfg
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@@ -93,7 +93,7 @@ void GameWorld::Initialize()
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m_Player = CreateEntity();
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SetProperty(m_Player, "Name", std::string("PlayerShip"));
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transform = AddComponent<Components::Transform>(m_Player, "Transform");
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transform->Position = glm::vec3(0.f, 4.f, 0.f);
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transform->Position = glm::vec3(0.f, 4.f, -5.f);
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transform->Scale = glm::vec3(2.0f);
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model = AddComponent<Components::Model>(m_Player, "Model");
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model->ModelFile = "ship.obj";
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@@ -103,7 +103,6 @@ void GameWorld::Initialize()
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bounds = AddComponent<Components::Bounds>(m_Player, "Bounds");
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bounds->Origin = glm::vec3(transform->Position.x, transform->Position.y - 4, transform->Position.z + 3);
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bounds->VolumeVector = glm::vec3(4.f,0.7f,4);
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//bounds->VolumeVector = glm::vec3(1.f,0.7f,1.f);
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player2 = CreateEntity();
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@@ -121,8 +120,8 @@ void GameWorld::Initialize()
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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(m_Player, entcamera))
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assert(false);
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/*if(GetSystem<Systems::CollisionSystem>("CollisionSystem")->Intersects(m_Player, entcamera))
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assert(false);*/
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}
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void GameWorld::RegisterComponents()
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@@ -13,46 +13,73 @@ void Systems::CollisionSystem::UpdateEntity(double dt, EntityID entity, EntityID
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transform->Position[2] += parentTransform->Position[2];
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}
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LOG_INFO("Updating entity %i with parent %i", entity, parent);
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auto entities = m_World->GetEntities();
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for (auto pair : *entities) {
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EntityID entity2 = pair.first;
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EntityID parent2 = pair.second;
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// Check if entity2 is a child of entity
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/*auto currentParent = parent;
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bool childOfEntity2 = false;
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while (currentParent != 0) {
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if (currentParent == entity2) {
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childOfEntity2 = true;
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break;
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}
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currentParent = entities[currentParent];
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}
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if (childOfEntity2)
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continue;*/
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// Check if we're the parent to entity2
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//pair.first, pair.second;
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if(entity == entity2)
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break;
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Intersects(entity, entity2);
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}
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}
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bool Systems::CollisionSystem::Intersects(EntityID aEntity, EntityID bEntity)
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void Systems::CollisionSystem::Intersects(EntityID aEntity, EntityID bEntity)
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{
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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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return;
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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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return;
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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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return;
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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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return;
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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 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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glm::vec3 aPos = aTransform->Position + (aBounds->Origin * aTransform->Scale);
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glm::vec3 bPos = bTransform->Position + (bBounds->Origin * bTransform->Scale);
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glm::vec3 aMax = aPos + aBounds->VolumeVector * aTransform->Scale;
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glm::vec3 aMin = aPos - aBounds->VolumeVector * aTransform->Scale;
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glm::vec3 bMax = bPos + bBounds->VolumeVector * bTransform->Scale;
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glm::vec3 bMin = bPos - bBounds->VolumeVector * bTransform->Scale;
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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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return;
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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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void Systems::CollisionSystem::CreateBoundingBox(std::shared_ptr<Components::Bounds> bounds)
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@@ -19,7 +19,7 @@ public:
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: System(world) { }
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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 Intersects(EntityID, EntityID);
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void CreateBoundingBox(std::shared_ptr<Components::Bounds>);
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};
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@@ -60,8 +60,15 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
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//---------------------------------------------------------------------
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// TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
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}
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auto collision = m_World->GetComponent<Components::Collision>(entity, "Collision");
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if(collision->CollidingEntities.size() != 0)
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int c = 1; // lol
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}
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name = m_World->GetProperty<std::string>(entity, "Name");
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if (name == "PlayerShip")
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{
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@@ -6,8 +6,11 @@
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#include "System.h"
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#include "Components/Transform.h"
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#include "Components/Input.h"
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#include "Components/Collision.h"
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#include "logging.h"
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namespace Systems
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{
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@@ -68,6 +68,8 @@ public:
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// Recursively update through the scene graph
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void RecursiveUpdate(std::shared_ptr<System> system, double dt, EntityID parentEntity);
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std::unordered_map<EntityID, EntityID>* GetEntities() { return &m_EntityParents; }
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protected:
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SystemFactory m_SystemFactory;
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ComponentFactory m_ComponentFactory;
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@@ -77,8 +79,7 @@ protected:
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EntityID m_LastEntityID;
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std::stack<EntityID> m_RecycledEntityIDs;
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// A bottom to top tree. A map of child entities to parent entities.
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std::unordered_map<EntityID, EntityID> m_EntityParents;
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std::unordered_map<EntityID, EntityID> m_EntityParents ;
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std::unordered_map<EntityID, std::unordered_map<std::string, boost::any>> m_EntityProperties;
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std::unordered_map<std::string, std::vector<std::shared_ptr<Component>>> m_ComponentsOfType;
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