Changed System to take World through constructor and store it instead, cause it makes more sense.
This commit is contained in:
@@ -8,14 +8,14 @@
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class CollidableOctreeSystem : public ImpureSystem, public PureSystem
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{
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public:
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CollidableOctreeSystem(EventBroker* eventBroker, Octree* octree)
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: System(eventBroker)
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CollidableOctreeSystem(World* world, EventBroker* eventBroker, Octree* octree)
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: System(world, eventBroker)
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, PureSystem("Collidable")
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, m_Octree(octree)
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{ }
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virtual void Update(World* world, double dt) override;
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virtual void UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt) override;
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virtual void Update(double dt) override;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
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private:
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Octree* m_Octree;
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@@ -13,8 +13,8 @@
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class CollisionSystem : public PureSystem
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{
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public:
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CollisionSystem(EventBroker* eventBroker, Octree* octree)
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: System(eventBroker)
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CollisionSystem(World* world, EventBroker* eventBroker, Octree* octree)
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: System(world, eventBroker)
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, PureSystem("AABB")
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, m_Octree(octree)
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, zPress(false)
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@@ -23,7 +23,7 @@ public:
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EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &CollisionSystem::OnKeyUp);
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}
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virtual void UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt) override;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
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private:
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Octree* m_Octree;
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@@ -14,13 +14,13 @@ class AABB;
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class TriggerSystem : public PureSystem
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{
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public:
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TriggerSystem(EventBroker* eventBroker, Octree* octree)
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: System(eventBroker)
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TriggerSystem(World* world, EventBroker* eventBroker, Octree* octree)
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: System(world, eventBroker)
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, PureSystem("Trigger")
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, m_Octree(octree)
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{ }
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virtual void UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt) override;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
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private:
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Octree* m_Octree;
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@@ -11,14 +11,14 @@ class System
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friend class SystemPipeline;
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protected:
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System()
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: m_EventBroker(nullptr)
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{ }
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System(EventBroker* eventBroker)
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: m_EventBroker(eventBroker)
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System(World* world, EventBroker) { }
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System(World* world, EventBroker* eventBroker)
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: m_World(world)
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, m_EventBroker(eventBroker)
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{ }
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virtual ~System() = default;
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World* m_World;
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EventBroker* m_EventBroker;
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};
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@@ -34,7 +34,7 @@ protected:
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const std::string m_ComponentType;
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virtual void UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt) = 0;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cUniformScale, double dt) = 0;
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};
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class ImpureSystem : public virtual System
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@@ -45,7 +45,7 @@ protected:
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ImpureSystem() = default;
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virtual ~ImpureSystem() = default;
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virtual void Update(World* world, double dt) = 0;
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virtual void Update(double dt) = 0;
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};
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#endif
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@@ -9,9 +9,11 @@
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class SystemPipeline
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{
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public:
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SystemPipeline(EventBroker* eventBroker)
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: m_EventBroker(eventBroker)
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SystemPipeline(World* world, EventBroker* eventBroker)
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: m_World(world)
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, m_EventBroker(eventBroker)
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{ }
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~SystemPipeline()
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{
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for (UnorderedSystems& group : m_OrderedSystemGroups) {
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@@ -29,7 +31,7 @@ public:
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m_OrderedSystemGroups.resize(updateOrderLevel + 1);
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}
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UnorderedSystems& group = m_OrderedSystemGroups[updateOrderLevel];
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System* system = new T(m_EventBroker, args...);
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System* system = new T(m_World, m_EventBroker, args...);
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group.Systems[typeid(T).name()] = system;
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PureSystem* pureSystem = dynamic_cast<PureSystem*>(system);
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@@ -47,7 +49,7 @@ public:
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}
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}
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void Update(World* world, double dt)
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void Update(double dt)
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{
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for (UnorderedSystems& group : m_OrderedSystemGroups) {
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// Process events
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@@ -57,18 +59,18 @@ public:
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// Update
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for (auto& system : group.ImpureSystems) {
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system->Update(world, dt);
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system->Update(dt);
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}
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for (auto& pair : group.PureSystems) {
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const std::string& componentName = pair.first;
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auto& systems = pair.second;
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const ComponentPool* pool = world->GetComponents(componentName);
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const ComponentPool* pool = m_World->GetComponents(componentName);
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if (pool == nullptr) {
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continue;
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}
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for (auto& component : *pool) {
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for (auto& system : systems) {
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system->UpdateComponent(world, EntityWrapper(world, component.EntityID), component, dt);
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system->UpdateComponent(EntityWrapper(m_World, component.EntityID), component, dt);
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}
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}
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}
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@@ -76,7 +78,9 @@ public:
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}
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private:
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World* m_World;
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EventBroker* m_EventBroker;
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struct UnorderedSystems
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{
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std::map<std::string, System*> Systems;
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@@ -8,9 +8,9 @@
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class UniformScaleSystem : public PureSystem
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{
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public:
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UniformScaleSystem(EventBroker* eventBroker);
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UniformScaleSystem(World* world, EventBroker* eventBroker);
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virtual void UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& cUniformScale, double dt) override;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cUniformScale, double dt) override;
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private:
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EntityWrapper m_Camera = EntityWrapper::Invalid;
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@@ -10,9 +10,9 @@
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class EditorRenderSystem : public ImpureSystem
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{
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public:
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EditorRenderSystem(EventBroker* eventBroker, IRenderer* renderer, RenderFrame* renderFrame);
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EditorRenderSystem(World* world, EventBroker* eventBroker, IRenderer* renderer, RenderFrame* renderFrame);
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virtual void Update(World* world, double dt) override;
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virtual void Update(double dt) override;
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private:
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IRenderer* m_Renderer;
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@@ -15,10 +15,10 @@
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class EditorSystem : public ImpureSystem
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{
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public:
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EditorSystem(EventBroker* eventBroker, IRenderer* renderer, RenderFrame* renderFrame);
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EditorSystem(World* world, EventBroker* eventBroker, IRenderer* renderer, RenderFrame* renderFrame);
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~EditorSystem();
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void Update(World* world, double dt);
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void Update(double dt);
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private:
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IRenderer* m_Renderer;
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@@ -18,13 +18,12 @@
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class EditorSystemOld : public ImpureSystem
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{
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public:
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EditorSystemOld(EventBroker* eventBroker, IRenderer* renderer);
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EditorSystemOld(World* world, EventBroker* eventBroker, IRenderer* renderer);
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virtual void Update(World* world, double dt) override;
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virtual void Update(double dt) override;
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private:
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IRenderer* m_Renderer;
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World* m_World = nullptr;
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Camera* m_Camera = nullptr;
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bool m_Enabled;
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@@ -20,13 +20,12 @@
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class RenderSystem : public ImpureSystem
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{
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public:
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RenderSystem(EventBroker* eventBrokerer, const IRenderer* renderer, RenderFrame* renderFrame);
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RenderSystem(World* world, EventBroker* eventBrokerer, const IRenderer* renderer, RenderFrame* renderFrame);
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~RenderSystem();
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virtual void Update(World* world, double dt) override;
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virtual void Update(double dt) override;
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private:
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World* m_World = nullptr;
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const IRenderer* m_Renderer;
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RenderFrame* m_RenderFrame;
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Camera* m_Camera;
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@@ -37,8 +36,8 @@ private:
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EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
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bool OnInputCommand(const Events::InputCommand& e);
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void fillModels(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
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void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
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void fillModels(std::list<std::shared_ptr<RenderJob>>& jobs);
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void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs);
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};
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#endif
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@@ -16,10 +16,10 @@
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class HealthSystem : public PureSystem
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{
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public:
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HealthSystem(EventBroker* eventBroker);
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HealthSystem(World* world, EventBroker* eventBroker);
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//updatecomponent
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virtual void UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt) override;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
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private:
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//methods which will take care of specific events
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@@ -5,10 +5,10 @@
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class PlayerMovementSystem : public PureSystem
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{
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public:
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PlayerMovementSystem(EventBroker* eventBroker)
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: System(eventBroker)
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PlayerMovementSystem(World* world, EventBroker* eventBroker)
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: System(world, eventBroker)
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, PureSystem("Player")
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{ }
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virtual void UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt);
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt);
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};
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@@ -6,9 +6,9 @@
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class PlayerSpawnSystem : public ImpureSystem
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{
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public:
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PlayerSpawnSystem(EventBroker* eventBroker);
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PlayerSpawnSystem(World* world, EventBroker* eventBroker);
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virtual void Update(World* world, double dt) override;
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virtual void Update(double dt) override;
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private:
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EventRelay<PlayerSpawnSystem, Events::InputCommand> m_OnInputCommand;
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@@ -11,8 +11,8 @@
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class PlayerSystem : public PureSystem
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{
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public:
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PlayerSystem(EventBroker* eventBroker)
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: System(eventBroker)
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PlayerSystem(World* world, EventBroker* eventBroker)
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: System(world, eventBroker)
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, PureSystem("Player")
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{
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EVENT_SUBSCRIBE_MEMBER(m_ETouch, &PlayerSystem::OnTouch);
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@@ -20,7 +20,7 @@ public:
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EVENT_SUBSCRIBE_MEMBER(m_ELeave, &PlayerSystem::OnLeave);
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}
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virtual void UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt) override;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
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private:
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float m_Speed = 5;
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EventRelay<PlayerSystem, Events::TriggerEnter> m_EEnter;
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@@ -4,14 +4,14 @@
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class RaptorCopterSystem : public PureSystem
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{
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public:
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RaptorCopterSystem(EventBroker* eventBroker)
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: System(eventBroker)
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RaptorCopterSystem(World* world, EventBroker* eventBroker)
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: System(world, eventBroker)
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, PureSystem("RaptorCopter")
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{ }
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virtual void UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt) override
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override
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{
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ComponentWrapper& transform = world->GetComponent(component.EntityID, "Transform");
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ComponentWrapper& transform = m_World->GetComponent(component.EntityID, "Transform");
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(glm::vec3&)transform["Orientation"] += (float)(double)component["Speed"] * (float)dt * (glm::vec3)component["Axis"];
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}
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};
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@@ -13,7 +13,7 @@
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class SpawnerSystem : public System
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{
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public:
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SpawnerSystem(EventBroker* eventBroker);
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SpawnerSystem(World* world, EventBroker* eventBroker);
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static EntityWrapper Spawn(EntityWrapper spawner, EntityWrapper parent = EntityWrapper::Invalid);
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@@ -1,11 +1,11 @@
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#include "Collision/CollidableOctreeSystem.h"
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void CollidableOctreeSystem::Update(World* world, double dt)
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void CollidableOctreeSystem::Update(double dt)
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{
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m_Octree->ClearDynamicObjects();
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}
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void CollidableOctreeSystem::UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt)
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void CollidableOctreeSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
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{
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if (entity.HasComponent("AABB")) {
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boost::optional<AABB> absoluteAABB = Collision::EntityAbsoluteAABB(entity);
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@@ -2,7 +2,7 @@
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#include "Collision/CollisionSystem.h"
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#include "Core/AABB.h"
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void CollisionSystem::UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt)
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void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
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{
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if (!entity.HasComponent("Physics")) {
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return;
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@@ -3,10 +3,10 @@
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#include "Core/AABB.h"
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#include "Rendering/Model.h"
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void TriggerSystem::UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt)
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void TriggerSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
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{
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//Currently only players can trigger things.
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auto players = world->GetComponents("Player");
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auto players = m_World->GetComponents("Player");
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if (players == nullptr) {
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return;
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}
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@@ -18,7 +18,7 @@ void TriggerSystem::UpdateComponent(World* world, EntityWrapper& entity, Compone
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}
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for (auto& pc : *players) {
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EntityID pId = pc.EntityID;
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boost::optional<AABB> playerBox = Collision::EntityAbsoluteAABB(EntityWrapper(world, pId));
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boost::optional<AABB> playerBox = Collision::EntityAbsoluteAABB(EntityWrapper(m_World, pId));
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//The player can't trigger anything without an AABB.
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if (!playerBox) {
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continue;
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@@ -1,13 +1,13 @@
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#include "Core/UniformScaleSystem.h"
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UniformScaleSystem::UniformScaleSystem(EventBroker* eventBroker)
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: System(eventBroker)
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UniformScaleSystem::UniformScaleSystem(World* world, EventBroker* eventBroker)
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: System(world, eventBroker)
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, PureSystem("UniformScale")
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{
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EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &UniformScaleSystem::OnSetCamera);
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}
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void UniformScaleSystem::UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& cUniformScale, double dt)
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void UniformScaleSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cUniformScale, double dt)
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{
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if (!m_Camera.Valid()) {
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return;
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@@ -1,7 +1,7 @@
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#include "Editor/EditorRenderSystem.h"
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EditorRenderSystem::EditorRenderSystem(EventBroker* eventBroker, IRenderer* renderer, RenderFrame* renderFrame)
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: System(eventBroker)
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EditorRenderSystem::EditorRenderSystem(World* m_World, EventBroker* eventBroker, IRenderer* renderer, RenderFrame* renderFrame)
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: System(m_World, eventBroker)
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, m_Renderer(renderer)
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, m_RenderFrame(renderFrame)
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{
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@@ -10,7 +10,7 @@ EditorRenderSystem::EditorRenderSystem(EventBroker* eventBroker, IRenderer* rend
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m_EditorCamera = new Camera((float)resolution.Width / resolution.Height, glm::radians(45.f), 0.01f, 5000.f);
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}
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void EditorRenderSystem::Update(World* world, double dt)
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void EditorRenderSystem::Update(double dt)
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{
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if (m_CurrentCamera) {
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ComponentWrapper cameraTransform = m_CurrentCamera["Transform"];
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@@ -23,7 +23,7 @@ void EditorRenderSystem::Update(World* world, double dt)
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scene.Camera = m_EditorCamera;
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scene.Viewport = Rectangle(1920, 1080);
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auto models = world->GetComponents("Model");
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auto models = m_World->GetComponents("Model");
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if (models != nullptr) {
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for (auto& cModel : *models) {
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if (!(bool)cModel["Visible"]) {
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@@ -45,7 +45,7 @@ void EditorRenderSystem::Update(World* world, double dt)
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}
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}
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EntityWrapper entity(world, cModel.EntityID);
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EntityWrapper entity(m_World, cModel.EntityID);
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glm::mat4 modelMatrix = Transform::ModelMatrix(entity.ID, entity.World);
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for (auto matGroup : model->MaterialGroups()) {
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std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>(model, nullptr, modelMatrix, matGroup, cModel, entity.World);
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@@ -54,7 +54,7 @@ void EditorRenderSystem::Update(World* world, double dt)
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}
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}
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auto pointLights = world->GetComponents("PointLight");
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auto pointLights = m_World->GetComponents("PointLight");
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if (pointLights != nullptr) {
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for (auto& cPointLight : *pointLights) {
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bool visible = cPointLight["Visible"];
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@@ -62,7 +62,7 @@ void EditorRenderSystem::Update(World* world, double dt)
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continue;
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}
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EntityWrapper entity(world, cPointLight.EntityID);
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EntityWrapper entity(m_World, cPointLight.EntityID);
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ComponentWrapper& cTransform = entity["Transform"];
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std::shared_ptr<PointLightJob> pointLightJob = std::make_shared<PointLightJob>(cTransform, cPointLight, entity.World);
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scene.PointLightJobs.push_back(pointLightJob);
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@@ -2,13 +2,13 @@
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#include "Core/UniformScaleSystem.h"
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#include "Editor/EditorRenderSystem.h"
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|
||||
EditorSystem::EditorSystem(EventBroker* eventBroker, IRenderer* renderer, RenderFrame* renderFrame)
|
||||
: System(eventBroker)
|
||||
EditorSystem::EditorSystem(World* world, EventBroker* eventBroker, IRenderer* renderer, RenderFrame* renderFrame)
|
||||
: System(world, eventBroker)
|
||||
, m_Renderer(renderer)
|
||||
, m_RenderFrame(renderFrame)
|
||||
{
|
||||
m_EditorWorld = new World();
|
||||
m_EditorWorldSystemPipeline = new SystemPipeline(eventBroker);
|
||||
m_EditorWorldSystemPipeline = new SystemPipeline(m_EditorWorld, eventBroker);
|
||||
m_EditorWorldSystemPipeline->AddSystem<UniformScaleSystem>(0);
|
||||
m_EditorWorldSystemPipeline->AddSystem<EditorRenderSystem>(1, m_Renderer, m_RenderFrame);
|
||||
|
||||
@@ -45,11 +45,11 @@ EditorSystem::~EditorSystem()
|
||||
delete m_EditorWorld;
|
||||
}
|
||||
|
||||
void EditorSystem::Update(World* world, double dt)
|
||||
void EditorSystem::Update(double dt)
|
||||
{
|
||||
m_EditorWorldSystemPipeline->Update(m_EditorWorld, dt);
|
||||
m_EditorWorldSystemPipeline->Update(dt);
|
||||
|
||||
m_EditorGUI->Draw(world);
|
||||
m_EditorGUI->Draw(m_World);
|
||||
m_EditorStats->Draw(dt);
|
||||
|
||||
m_DebugCameraInputController->Update(dt);
|
||||
|
||||
@@ -2,8 +2,8 @@
|
||||
#define IMGUI_DEFINE_MATH_OPERATORS
|
||||
#include <imgui/imgui_internal.h>
|
||||
|
||||
EditorSystemOld::EditorSystemOld(EventBroker* eventBroker, IRenderer* renderer)
|
||||
: System(eventBroker)
|
||||
EditorSystemOld::EditorSystemOld(World* world, EventBroker* eventBroker, IRenderer* renderer)
|
||||
: System(world, eventBroker)
|
||||
, ImpureSystem()
|
||||
, m_Renderer(renderer)
|
||||
{
|
||||
@@ -23,10 +23,8 @@ EditorSystemOld::EditorSystemOld(EventBroker* eventBroker, IRenderer* renderer)
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EFileDropped, &EditorSystemOld::OnFileDropped);
|
||||
}
|
||||
|
||||
void EditorSystemOld::Update(World* world, double dt)
|
||||
void EditorSystemOld::Update(double dt)
|
||||
{
|
||||
m_World = world;
|
||||
|
||||
if (!m_Enabled) {
|
||||
return;
|
||||
}
|
||||
@@ -37,7 +35,7 @@ void EditorSystemOld::Update(World* world, double dt)
|
||||
Picking();
|
||||
updateWidget();
|
||||
|
||||
drawUI(world, dt);
|
||||
drawUI(m_World, dt);
|
||||
|
||||
// Clear drop queue if it wasn't handled by any UI element
|
||||
if (!m_LastDroppedFile.empty()) {
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
#include "Rendering/RenderSystem.h"
|
||||
|
||||
RenderSystem::RenderSystem(EventBroker* eventBroker, const IRenderer* renderer, RenderFrame* renderFrame)
|
||||
: System(eventBroker)
|
||||
RenderSystem::RenderSystem(World* world, EventBroker* eventBroker, const IRenderer* renderer, RenderFrame* renderFrame)
|
||||
: System(world, eventBroker)
|
||||
, m_Renderer(renderer)
|
||||
, m_RenderFrame(renderFrame)
|
||||
{
|
||||
@@ -29,9 +29,9 @@ bool RenderSystem::OnSetCamera(Events::SetCamera& e)
|
||||
return true;
|
||||
}
|
||||
|
||||
void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs, World* world)
|
||||
void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs)
|
||||
{
|
||||
auto models = world->GetComponents("Model");
|
||||
auto models = m_World->GetComponents("Model");
|
||||
if (models == nullptr) {
|
||||
return;
|
||||
}
|
||||
@@ -60,17 +60,17 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs, World
|
||||
}
|
||||
}
|
||||
|
||||
glm::mat4 modelMatrix = Transform::ModelMatrix(modelComponent.EntityID, world);
|
||||
glm::mat4 modelMatrix = Transform::ModelMatrix(modelComponent.EntityID, m_World);
|
||||
for (auto matGroup : model->MaterialGroups()) {
|
||||
std::shared_ptr<ModelJob> modelJob = std::shared_ptr<ModelJob>(new ModelJob(model, m_Camera, modelMatrix, matGroup, modelComponent, world));
|
||||
std::shared_ptr<ModelJob> modelJob = std::shared_ptr<ModelJob>(new ModelJob(model, m_Camera, modelMatrix, matGroup, modelComponent, m_World));
|
||||
jobs.push_back(modelJob);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void RenderSystem::fillLight(std::list<std::shared_ptr<RenderJob>>& jobs, World* world)
|
||||
void RenderSystem::fillLight(std::list<std::shared_ptr<RenderJob>>& jobs)
|
||||
{
|
||||
auto pointLights = world->GetComponents("PointLight");
|
||||
auto pointLights = m_World->GetComponents("PointLight");
|
||||
if (pointLights == nullptr) {
|
||||
return;
|
||||
}
|
||||
@@ -80,7 +80,7 @@ void RenderSystem::fillLight(std::list<std::shared_ptr<RenderJob>>& jobs, World*
|
||||
if (!visible) {
|
||||
continue;
|
||||
}
|
||||
auto transformC = world->GetComponent(pointlightC.EntityID, "Transform");
|
||||
auto transformC = m_World->GetComponent(pointlightC.EntityID, "Transform");
|
||||
if (&transformC == nullptr) {
|
||||
return;
|
||||
}
|
||||
@@ -95,9 +95,8 @@ bool RenderSystem::OnInputCommand(const Events::InputCommand& e)
|
||||
return false;
|
||||
}
|
||||
|
||||
void RenderSystem::Update(World* world, double dt)
|
||||
void RenderSystem::Update(double dt)
|
||||
{
|
||||
m_World = world;
|
||||
m_EventBroker->Process<RenderSystem>();
|
||||
|
||||
if (m_CurrentCamera) {
|
||||
@@ -110,8 +109,8 @@ void RenderSystem::Update(World* world, double dt)
|
||||
RenderScene scene;
|
||||
scene.Camera = m_Camera;
|
||||
scene.Viewport = Rectangle(1280, 720);
|
||||
fillModels(scene.ForwardJobs, world);
|
||||
fillLight(scene.PointLightJobs, world);
|
||||
fillModels(scene.ForwardJobs);
|
||||
fillLight(scene.PointLightJobs);
|
||||
m_RenderFrame->Add(scene);
|
||||
|
||||
}
|
||||
+2
-2
@@ -71,7 +71,7 @@ Game::Game(int argc, char* argv[])
|
||||
m_OctreeCollision = new Octree(AABB(glm::vec3(-100), glm::vec3(100)), 4);
|
||||
m_OctreeFrustrumCulling = new Octree(AABB(glm::vec3(-100), glm::vec3(100)), 4);
|
||||
// Create system pipeline
|
||||
m_SystemPipeline = new SystemPipeline(m_EventBroker);
|
||||
m_SystemPipeline = new SystemPipeline(m_World, m_EventBroker);
|
||||
|
||||
// All systems with orderlevel 0 will be updated first.
|
||||
unsigned int updateOrderLevel = 0;
|
||||
@@ -143,7 +143,7 @@ void Game::Tick()
|
||||
m_ClientOrServer->Update();
|
||||
}
|
||||
// Iterate through systems and update world!
|
||||
m_SystemPipeline->Update(m_World, dt);
|
||||
m_SystemPipeline->Update(dt);
|
||||
debugTick(dt);
|
||||
m_Renderer->Update(dt);
|
||||
m_EventBroker->Process<Client>();
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
#include "Systems/HealthSystem.h"
|
||||
|
||||
HealthSystem::HealthSystem(EventBroker* eventBroker)
|
||||
: System(eventBroker)
|
||||
HealthSystem::HealthSystem(World* m_World, EventBroker* eventBroker)
|
||||
: System(m_World, eventBroker)
|
||||
, PureSystem("Health")
|
||||
{
|
||||
//subscribe/listenTo playerdamage,healthpickup events (using the eventBroker)
|
||||
@@ -9,10 +9,10 @@ HealthSystem::HealthSystem(EventBroker* eventBroker)
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerHealthPickup, &HealthSystem::OnPlayerHealthPickup);
|
||||
}
|
||||
|
||||
void HealthSystem::UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt)
|
||||
void HealthSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
|
||||
{
|
||||
//if entityID of health is 9 then the players ID is also 9 (player,health are connected to the same entity)
|
||||
ComponentWrapper player = world->GetComponent(component.EntityID, "Player");
|
||||
ComponentWrapper player = m_World->GetComponent(component.EntityID, "Player");
|
||||
double maxHealth = (double)component["MaxHealth"];
|
||||
|
||||
//process the DeltaHealthVector and change the entitys health accordingly
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
#include "Systems/PlayerMovementSystem.h"
|
||||
|
||||
void PlayerMovementSystem::UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt)
|
||||
void PlayerMovementSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
|
||||
{
|
||||
ComponentWrapper& cTransform = entity["Transform"];
|
||||
if (!entity.HasComponent("Physics")) {
|
||||
|
||||
@@ -1,21 +1,21 @@
|
||||
#include "Systems/PlayerSpawnSystem.h"
|
||||
|
||||
PlayerSpawnSystem::PlayerSpawnSystem(EventBroker* eventBroker)
|
||||
: System(eventBroker)
|
||||
PlayerSpawnSystem::PlayerSpawnSystem(World* m_World, EventBroker* eventBroker)
|
||||
: System(m_World, eventBroker)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_OnInputCommand, &PlayerSpawnSystem::OnInputCommand);
|
||||
}
|
||||
|
||||
void PlayerSpawnSystem::Update(World* world, double dt)
|
||||
void PlayerSpawnSystem::Update(double dt)
|
||||
{
|
||||
auto playerSpawns = world->GetComponents("PlayerSpawn");
|
||||
auto playerSpawns = m_World->GetComponents("PlayerSpawn");
|
||||
if (playerSpawns == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (auto& team : m_SpawnRequests) {
|
||||
for (auto& cPlayerSpawn : *playerSpawns) {
|
||||
EntityWrapper spawner(world, cPlayerSpawn.EntityID);
|
||||
EntityWrapper spawner(m_World, cPlayerSpawn.EntityID);
|
||||
if (!spawner.HasComponent("Spawner")) {
|
||||
continue;
|
||||
}
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
#include "Systems/PlayerSystem.h"
|
||||
|
||||
void PlayerSystem::UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt)
|
||||
void PlayerSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
|
||||
{
|
||||
component["Velocity"] = glm::vec3(0.f, 0.f, 0.f);
|
||||
if ((bool&)component["Forward"] == true) {
|
||||
@@ -18,7 +18,7 @@ void PlayerSystem::UpdateComponent(World* world, EntityWrapper& entity, Componen
|
||||
}
|
||||
|
||||
if ((glm::vec3)component["Velocity"] != glm::vec3(0.f)) {
|
||||
ComponentWrapper& transform = world->GetComponent(component.EntityID, "Transform");
|
||||
ComponentWrapper& transform = m_World->GetComponent(component.EntityID, "Transform");
|
||||
(glm::vec3&)transform["Position"] += (glm::vec3)component["Velocity"];
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
#include "Systems/SpawnerSystem.h"
|
||||
|
||||
SpawnerSystem::SpawnerSystem(EventBroker* eventBroker) : System(eventBroker)
|
||||
SpawnerSystem::SpawnerSystem(World* world, EventBroker* eventBroker)
|
||||
: System(world, eventBroker)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_OnSpawnerSpawn, &SpawnerSystem::OnSpawnerSpawn);
|
||||
}
|
||||
|
||||
@@ -102,7 +102,7 @@ void GameHealthSystemTest::Tick()
|
||||
m_LastTime = currentTime;
|
||||
|
||||
// Iterate through systems and update world!
|
||||
m_SystemPipeline->Update(m_World, dt);
|
||||
m_SystemPipeline->Update(dt);
|
||||
|
||||
m_EventBroker->Swap();
|
||||
m_EventBroker->Clear();
|
||||
|
||||
@@ -179,7 +179,7 @@ void Game::Tick()
|
||||
#endif
|
||||
|
||||
// Iterate through systems and update world!
|
||||
m_SystemPipeline->Update(m_World, dt);
|
||||
m_SystemPipeline->Update(dt);
|
||||
m_Renderer->Update(dt);
|
||||
|
||||
m_RenderQueueFactory->Update(m_World);
|
||||
|
||||
Reference in New Issue
Block a user