differentiate between setPosition/queuePositionUpdate (+rotate), use EntityId in collision callback, fix collisions + add skiing effect
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@@ -7,54 +7,71 @@
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#include "filament/TransformManager.h"
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#include "gltfio/FilamentAsset.h"
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#include "gltfio/FilamentInstance.h"
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#include "Log.hpp"
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namespace polyvox
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{
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class FloatComponentManager : public utils::SingleInstanceComponentManager<float, float, float, float> {
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static constexpr size_t DIRECTION = 0;
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static constexpr size_t POSITION = 1;
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static constexpr size_t MAX = 2;
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static constexpr size_t SPEED = 2;
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// void update() {
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// const auto* entities = getEntities();
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// for(int i = 0; i < getComponentCount(); i++) {
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// // const auto instance = getInstance();
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// // elementAt<POSITION>
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// // const auto component = get
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// // const auto entity = entities[i];
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// }
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// }
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};
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class CollisionComponentManager : public utils::SingleInstanceComponentManager<filament::gltfio::FilamentInstance*> {
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static constexpr size_t INSTANCE = 0;
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typedef void(*CollisionCallback)(int32_t entityId) ;
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class CollisionComponentManager : public utils::SingleInstanceComponentManager<filament::Aabb, CollisionCallback> {
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const filament::TransformManager& _transformManager;
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public:
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CollisionComponentManager(const filament::TransformManager& transformManager) : _transformManager(transformManager) {}
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bool collides(filament::Aabb sourceBox) {
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std::vector<filament::math::float3> collides(filament::Aabb sourceBox, filament::math::float3 direction) {
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auto sourceCorners = sourceBox.getCorners();
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const auto& entities = getEntities();
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std::vector<filament::math::float3> collision_axes;
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for(auto it = begin(); it < end(); it++) {
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auto entity = entities[it];
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auto targetInstance = elementAt<INSTANCE>(it);
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auto entity = getEntity(it);
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auto targetXformInstance = _transformManager.getInstance(entity);
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auto targetXform = _transformManager.getWorldTransform(targetXformInstance);
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auto targetBox = targetInstance->getBoundingBox().transform(targetXform);
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auto targetBox = elementAt<0>(it).transform(targetXform);
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// iterate over every vertex in the source AABB
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for(int i = 0; i < 8; i++) {
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// if the vertex has insersected with the target AABB
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if(targetBox.contains(sourceCorners.vertices[i]) < 0) {
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return true;
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auto intersecting = sourceCorners.vertices[i];
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auto min = targetBox.min;
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auto max = targetBox.max;
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float xmin = min.x - intersecting.x;
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float ymin = min.y - intersecting.y;
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float zmin = min.z - intersecting.z;
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float xmax = intersecting.x - max.x;
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float ymax = intersecting.y - max.y;
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float zmax = intersecting.z - max.z;
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auto maxD = std::max(xmin,std::max(ymin,std::max(zmin,std::max(xmax,std::max(ymax,zmax)))));
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filament::math::float3 axis;
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if(maxD == xmin) {
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axis = {-1.0f,0.0f, 0.0f};
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} else if(maxD == ymin) {
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axis = {0.0f,-1.0f, 0.0f};
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} else if(maxD == zmin) {
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axis = {0.0f,0.0f, -1.0f};
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} else if(maxD == xmax) {
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axis = {1.0f,0.0f, 0.0f};
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} else if(maxD == ymax) {
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axis = {0.0f,1.0f, 0.0f};
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} else {
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axis = { 0.0f, 0.0f, 1.0f};
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}
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collision_axes.push_back(axis);
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break;
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}
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}
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if(collision_axes.size() > 0) {
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auto callback = elementAt<1>(it);
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if(callback) {
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callback(utils::Entity::smuggle(entity));
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}
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}
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}
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return false;
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return collision_axes;
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}
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};
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