Merge remote-tracking branch 'origin/EditorUsefulness' into Animations
# Conflicts: # resources/Schema/Components.xsd # resources/Schema/Entities/FastWorld.xml # src/Engine/Rendering/DrawFinalPass.cpp # src/Game/Game.cpp
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+12
-5
@@ -1,5 +1,6 @@
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#include "Game.h"
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#include "Collision/CollidableOctreeSystem.h"
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#include "Collision/EntityAABB.h"
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#include "Collision/TriggerSystem.h"
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#include "Collision/CollisionSystem.h"
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#include "Systems/RaptorCopterSystem.h"
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@@ -12,6 +13,8 @@
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#include "Game/Systems/WeaponSystem.h"
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#include "Rendering/AnimationSystem.h"
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#include "Rendering/BoneAttachmentSystem.h"
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#include "Game/Systems/PlayerHUD.h"
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#include "Game/Systems/LifetimeSystem.h"
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Game::Game(int argc, char* argv[])
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{
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@@ -41,7 +44,7 @@ Game::Game(int argc, char* argv[])
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0,
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m_Config->Get<int>("Video.Width", 1280),
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m_Config->Get<int>("Video.Height", 720)
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));
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));
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m_Renderer->Initialize();
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//m_Renderer->Camera()->SetFOV(glm::radians(m_Config->Get<float>("Video.FOV", 90.f)));
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m_RenderFrame = new RenderFrame();
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@@ -71,31 +74,35 @@ Game::Game(int argc, char* argv[])
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// Create Octrees
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m_OctreeCollision = new Octree<AABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
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m_OctreeFrustrumCulling = new Octree<AABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
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m_OctreeCollision = new Octree<EntityAABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
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m_OctreeFrustrumCulling = new Octree<EntityAABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
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// Create system pipeline
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m_SystemPipeline = new SystemPipeline(m_World, m_EventBroker);
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// All systems with orderlevel 0 will be updated first.
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unsigned int updateOrderLevel = 0;
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m_SystemPipeline->AddSystem<RaptorCopterSystem>(updateOrderLevel);
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//m_SystemPipeline->AddSystem<HealthSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<ExplosionEffectSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<HealthSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerMovementSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<InterpolationSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<WeaponSystem>(updateOrderLevel, m_Renderer);
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m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
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// Populate Octree with collidables
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeCollision);
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m_SystemPipeline->AddSystem<PlayerHUD>(updateOrderLevel);
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m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
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// Collision and TriggerSystem should update after player.
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<BoneAttachmentSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel, m_OctreeCollision);
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m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel, m_OctreeCollision);
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<EditorSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
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