Merge remote-tracking branch 'origin/master' into CapturePointTake
# Conflicts: # include/Engine/Core/ComponentWrapper.h # include/Game/PlayerSystem.h # include/Game/Systems/HealthSystem.h # resources/Schema/Components.xsd # resources/Schema/Components/Player.xml # resources/Schema/Types/Entity.xsd # src/Game/CMakeLists.txt # src/Game/PlayerSystem.cpp # src/Game/Systems/HealthSystem.cpp # src/Tests/OctTreeTestGameClass.cpp # src/Tests/OctTreeTestGameClass.h # src/Tests/OctTreeTestGameMain.cpp # src/Tests/OctTreeTestHardCodedTestWorld.h
This commit is contained in:
+34
-9
@@ -1,19 +1,28 @@
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#include "Game.h"
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#include "Collision/CollidableOctreeSystem.h"
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#include "Collision/TriggerSystem.h"
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#include "Collision/CollisionSystem.h"
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#include "Game/HealthSystem.h"
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#include "Systems/RaptorCopterSystem.h"
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#include "Systems/HealthSystem.h"
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#include "Systems/PlayerMovementSystem.h"
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#include "Systems/SpawnerSystem.h"
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#include "Systems/PlayerSpawnSystem.h"
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#include "Core/EntityFileWriter.h"
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#include "Game/CapturePointSystem.h"
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Game::Game(int argc, char* argv[])
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{
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ResourceManager::RegisterType<ConfigFile>("ConfigFile");
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ResourceManager::RegisterType<Sound>("Sound");
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ResourceManager::RegisterType<Model>("Model");
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ResourceManager::RegisterType<RawModel>("RawModel");
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ResourceManager::RegisterType<Texture>("Texture");
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ResourceManager::RegisterType<ShaderProgram>("ShaderProgram");
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ResourceManager::RegisterType<EntityFile>("EntityFile");
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m_Config = ResourceManager::Load<ConfigFile>("Config.ini");
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ResourceManager::UseThreading = m_Config->Get<bool>("Multithreading.ResourceLoading", true);
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DisableMemoryPool::Value = m_Config->Get<bool>("Debug.DisableMemoryPool", false);
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LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
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// Create the core event broker
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@@ -56,22 +65,30 @@ Game::Game(int argc, char* argv[])
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EntityFileParser fp(file);
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fp.MergeEntities(m_World);
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}
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//SO MUCH TEMP PLEASE REMOVE ME OMFG VIKTOR HELP
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m_Renderer->m_World = m_World;
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// Create Octrees
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m_OctreeCollision = new Octree(AABB(glm::vec3(-100), glm::vec3(100)), 4);
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m_OctreeFrustrumCulling = new Octree(AABB(glm::vec3(-100), glm::vec3(100)), 4);
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// Create system pipeline
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m_SystemPipeline = new SystemPipeline(m_EventBroker);
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//All systems with orderlevel 0 will be updated first.
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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<PlayerSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<EditorSystem>(updateOrderLevel, m_Renderer);
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m_SystemPipeline->AddSystem<HealthSystem>(updateOrderLevel);
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//Collision and TriggerSystem should update after player.
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m_SystemPipeline->AddSystem<PlayerMovementSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
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// Populate Octree with collidables
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeCollision);
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// Collision and TriggerSystem should update after player.
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++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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@@ -81,12 +98,19 @@ Game::Game(int argc, char* argv[])
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//boost::thread workerThread(&Game::networkFunction, this);
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networkFunction();
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}
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// Invoke sound system
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m_SoundSystem = new SoundSystem(m_World, m_EventBroker, m_Config->Get<bool>("Debug.EditorEnabled", false));
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m_LastTime = glfwGetTime();
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}
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Game::~Game()
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{
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delete m_SystemPipeline;
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delete m_SoundSystem;
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delete m_OctreeFrustrumCulling;
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delete m_OctreeCollision;
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delete m_World;
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delete m_FrameStack;
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delete m_InputProxy;
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@@ -120,9 +144,10 @@ void Game::Tick()
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}
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// Iterate through systems and update world!
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m_SystemPipeline->Update(m_World, dt);
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debugTick(dt);
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m_Renderer->Update(dt);
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m_EventBroker->Process<Client>();
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m_SoundSystem->Update(dt);
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GLERROR("Game::Tick m_RenderQueueFactory->Update");
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m_Renderer->Draw(*m_RenderFrame);
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GLERROR("Game::Tick m_Renderer->Draw");
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