Collision with everything omfg
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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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