Collision shapes will only be added to broadphase if the collider is active
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@ -4,7 +4,7 @@
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NumberOfChildren: 0
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Components:
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Camera Component:
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Position: {x: 1, y: 5, z: 5}
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Position: {x: 0, y: 2, z: 5}
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Pitch: 0
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Yaw: 0
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Roll: 0
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@ -28,9 +28,9 @@
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Collider Component:
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Colliders:
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- Is Trigger: false
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Collision Tag: 6
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Type: Sphere
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Radius: 1
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Collision Tag: 0
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Type: Box
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Half Extents: {x: 1, y: 1, z: 1}
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Friction: 0.400000006
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Bounciness: 0
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Density: 1
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@ -41,17 +41,17 @@
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- EID: 3
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Name: Default
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IsActive: true
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NumberOfChildren: 0
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NumberOfChildren: 1
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Components:
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Transform Component:
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Translate: {x: 0, y: 5, z: 0}
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Rotate: {x: -0, y: 0.785398006, z: -0}
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Scale: {x: 1, y: 1, z: 1}
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Translate: {x: -0.597273231, y: 5, z: 0}
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Rotate: {x: -0, y: 0, z: 0.490080804}
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Scale: {x: 0.999999702, y: 0.999999702, z: 1}
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IsActive: true
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RigidBody Component:
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Type: Dynamic
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Type: Static
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Auto Mass: false
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Mass: 1
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Mass: .inf
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Drag: 0.00999999978
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Angular Drag: 0.00999999978
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Use Gravity: true
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@ -82,3 +82,43 @@
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Enabled: true
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forceAmount: 50
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torqueAmount: 25
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- EID: 2
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Name: Default
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IsActive: true
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NumberOfChildren: 0
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Components:
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Transform Component:
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Translate: {x: 0, y: -2, z: 0}
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Rotate: {x: 0, y: 0, z: 0}
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Scale: {x: 1, y: 1, z: 1}
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IsActive: true
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RigidBody Component:
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Type: Dynamic
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Auto Mass: false
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Mass: 1
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Drag: 0.00999999978
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Angular Drag: 0.00999999978
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Use Gravity: true
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Gravity Scale: 1
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Interpolate: true
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Sleeping Enabled: true
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Freeze Position X: false
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Freeze Position Y: false
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Freeze Position Z: false
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Freeze Rotation X: false
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Freeze Rotation Y: false
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Freeze Rotation Z: false
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IsActive: true
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Collider Component:
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Colliders:
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- Is Trigger: false
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Collision Tag: 0
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Type: Sphere
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Radius: 1
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Friction: 0.400000006
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Bounciness: 0
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Density: 1
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Position Offset: {x: 0, y: 0, z: 0}
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Rotation Offset: {x: 0, y: 0, z: 0}
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IsActive: true
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Scripts: ~
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@ -100,7 +100,8 @@ namespace SHADE
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shapes.emplace_back(sphere);
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if (broadphase)
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// Only add shapes to the broadphase if the collider is active
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if (IsActive() && broadphase)
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broadphase->Insert(NEW_SHAPE_ID, sphere->ComputeAABB());
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// Broadcast Event for adding a shape
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@ -153,7 +154,7 @@ namespace SHADE
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shapes.emplace_back(box);
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if (broadphase)
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if (IsActive() && broadphase)
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broadphase->Insert(NEW_SHAPE_ID, box->ComputeAABB());
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// Broadcast Event for adding a shape
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@ -87,10 +87,6 @@ namespace SHADE
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transformComponent->SetWorldPosition(MOTION_STATE.position);
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transformComponent->SetWorldOrientation(MOTION_STATE.orientation);
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}
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/*
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* TODO: Test if the scene graph transforms abides by setting world position. Collisions will ignore the scene graph hierarchy.
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*/
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}
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}
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}
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