Changed System to take World through constructor and store it instead, cause it makes more sense.

This commit is contained in:
2016-01-18 23:59:33 +01:00
parent 3fc44e944c
commit 51979d7f0c
32 changed files with 111 additions and 111 deletions
@@ -1,11 +1,11 @@
#include "Collision/CollidableOctreeSystem.h"
void CollidableOctreeSystem::Update(World* world, double dt)
void CollidableOctreeSystem::Update(double dt)
{
m_Octree->ClearDynamicObjects();
}
void CollidableOctreeSystem::UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt)
void CollidableOctreeSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
{
if (entity.HasComponent("AABB")) {
boost::optional<AABB> absoluteAABB = Collision::EntityAbsoluteAABB(entity);
+1 -1
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@@ -2,7 +2,7 @@
#include "Collision/CollisionSystem.h"
#include "Core/AABB.h"
void CollisionSystem::UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt)
void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
{
if (!entity.HasComponent("Physics")) {
return;
+3 -3
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@@ -3,10 +3,10 @@
#include "Core/AABB.h"
#include "Rendering/Model.h"
void TriggerSystem::UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt)
void TriggerSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
{
//Currently only players can trigger things.
auto players = world->GetComponents("Player");
auto players = m_World->GetComponents("Player");
if (players == nullptr) {
return;
}
@@ -18,7 +18,7 @@ void TriggerSystem::UpdateComponent(World* world, EntityWrapper& entity, Compone
}
for (auto& pc : *players) {
EntityID pId = pc.EntityID;
boost::optional<AABB> playerBox = Collision::EntityAbsoluteAABB(EntityWrapper(world, pId));
boost::optional<AABB> playerBox = Collision::EntityAbsoluteAABB(EntityWrapper(m_World, pId));
//The player can't trigger anything without an AABB.
if (!playerBox) {
continue;
+3 -3
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@@ -1,13 +1,13 @@
#include "Core/UniformScaleSystem.h"
UniformScaleSystem::UniformScaleSystem(EventBroker* eventBroker)
: System(eventBroker)
UniformScaleSystem::UniformScaleSystem(World* world, EventBroker* eventBroker)
: System(world, eventBroker)
, PureSystem("UniformScale")
{
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &UniformScaleSystem::OnSetCamera);
}
void UniformScaleSystem::UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& cUniformScale, double dt)
void UniformScaleSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cUniformScale, double dt)
{
if (!m_Camera.Valid()) {
return;
+7 -7
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@@ -1,7 +1,7 @@
#include "Editor/EditorRenderSystem.h"
EditorRenderSystem::EditorRenderSystem(EventBroker* eventBroker, IRenderer* renderer, RenderFrame* renderFrame)
: System(eventBroker)
EditorRenderSystem::EditorRenderSystem(World* m_World, EventBroker* eventBroker, IRenderer* renderer, RenderFrame* renderFrame)
: System(m_World, eventBroker)
, m_Renderer(renderer)
, m_RenderFrame(renderFrame)
{
@@ -10,7 +10,7 @@ EditorRenderSystem::EditorRenderSystem(EventBroker* eventBroker, IRenderer* rend
m_EditorCamera = new Camera((float)resolution.Width / resolution.Height, glm::radians(45.f), 0.01f, 5000.f);
}
void EditorRenderSystem::Update(World* world, double dt)
void EditorRenderSystem::Update(double dt)
{
if (m_CurrentCamera) {
ComponentWrapper cameraTransform = m_CurrentCamera["Transform"];
@@ -23,7 +23,7 @@ void EditorRenderSystem::Update(World* world, double dt)
scene.Camera = m_EditorCamera;
scene.Viewport = Rectangle(1920, 1080);
auto models = world->GetComponents("Model");
auto models = m_World->GetComponents("Model");
if (models != nullptr) {
for (auto& cModel : *models) {
if (!(bool)cModel["Visible"]) {
@@ -45,7 +45,7 @@ void EditorRenderSystem::Update(World* world, double dt)
}
}
EntityWrapper entity(world, cModel.EntityID);
EntityWrapper entity(m_World, cModel.EntityID);
glm::mat4 modelMatrix = Transform::ModelMatrix(entity.ID, entity.World);
for (auto matGroup : model->MaterialGroups()) {
std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>(model, nullptr, modelMatrix, matGroup, cModel, entity.World);
@@ -54,7 +54,7 @@ void EditorRenderSystem::Update(World* world, double dt)
}
}
auto pointLights = world->GetComponents("PointLight");
auto pointLights = m_World->GetComponents("PointLight");
if (pointLights != nullptr) {
for (auto& cPointLight : *pointLights) {
bool visible = cPointLight["Visible"];
@@ -62,7 +62,7 @@ void EditorRenderSystem::Update(World* world, double dt)
continue;
}
EntityWrapper entity(world, cPointLight.EntityID);
EntityWrapper entity(m_World, cPointLight.EntityID);
ComponentWrapper& cTransform = entity["Transform"];
std::shared_ptr<PointLightJob> pointLightJob = std::make_shared<PointLightJob>(cTransform, cPointLight, entity.World);
scene.PointLightJobs.push_back(pointLightJob);
+6 -6
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@@ -2,13 +2,13 @@
#include "Core/UniformScaleSystem.h"
#include "Editor/EditorRenderSystem.h"
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);
+4 -6
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@@ -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()) {
+12 -13
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@@ -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
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@@ -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>();
+4 -4
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@@ -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 -1
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@@ -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")) {
+5 -5
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@@ -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;
}
+2 -2
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@@ -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"];
}
}
+2 -1
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@@ -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);
}
+1 -1
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@@ -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();
+1 -1
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@@ -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);