Merge branch 'master' of github.com:sippeangelo/Escape-the-Dawn
Conflicts: Escape-the-Dawn/GameWorld.cpp Escape-the-Dawn/Systems/CollisionSystem.cpp Escape-the-Dawn/Systems/SoundSystem.h Escape-the-Dawn/Systems/SoundsSystem.cpp
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#include "CollisionSystem.h"
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#include "World.h"
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void Systems::CollisionSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
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{
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/*if (parent != 0)
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{
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auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
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auto parentTransform = m_World->GetComponent<Components::Transform>(parent, "Transform");
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transform->Position[0] += parentTransform->Position[0];
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transform->Position[1] += parentTransform->Position[1];
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transform->Position[2] += parentTransform->Position[2];
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<<<<<<< HEAD
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}
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=======
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}*/
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auto collisionComponent = m_World->GetComponent<Components::Collision>(entity, "Collision");
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if (!collisionComponent)
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return;
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// Clear old collisions
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collisionComponent->CollidingEntities.clear();
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// Quit out if we're not interested in collision events
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if (!collisionComponent->Interested)
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return;
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>>>>>>> f76c0b336f87a259a7eabf3c532fc885f155a605
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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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continue;
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Intersects(entity, entity2);
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}
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}
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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;
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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;
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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;
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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;
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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 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;
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}
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}
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}
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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(vertices), vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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GLushort elements[] = {
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0, 1, 2, 3,
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4, 5, 6, 7,
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0, 4, 1, 5,
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2, 6, 3, 7
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};
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GLuint ibo_elements;
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glGenBuffers(1, &ibo_elements);
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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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}
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