Changed System to take World through constructor and store it instead, cause it makes more sense.
This commit is contained in:
@@ -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)
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: System(eventBroker)
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EditorSystem::EditorSystem(World* world, EventBroker* eventBroker, IRenderer* renderer, RenderFrame* renderFrame)
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: System(world, eventBroker)
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, m_Renderer(renderer)
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, m_RenderFrame(renderFrame)
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{
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m_EditorWorld = new World();
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m_EditorWorldSystemPipeline = new SystemPipeline(eventBroker);
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m_EditorWorldSystemPipeline = new SystemPipeline(m_EditorWorld, eventBroker);
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m_EditorWorldSystemPipeline->AddSystem<UniformScaleSystem>(0);
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m_EditorWorldSystemPipeline->AddSystem<EditorRenderSystem>(1, m_Renderer, m_RenderFrame);
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@@ -45,11 +45,11 @@ EditorSystem::~EditorSystem()
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delete m_EditorWorld;
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}
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void EditorSystem::Update(World* world, double dt)
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void EditorSystem::Update(double dt)
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{
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m_EditorWorldSystemPipeline->Update(m_EditorWorld, dt);
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m_EditorWorldSystemPipeline->Update(dt);
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m_EditorGUI->Draw(world);
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m_EditorGUI->Draw(m_World);
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m_EditorStats->Draw(dt);
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m_DebugCameraInputController->Update(dt);
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@@ -2,8 +2,8 @@
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#define IMGUI_DEFINE_MATH_OPERATORS
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#include <imgui/imgui_internal.h>
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EditorSystemOld::EditorSystemOld(EventBroker* eventBroker, IRenderer* renderer)
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: System(eventBroker)
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EditorSystemOld::EditorSystemOld(World* world, EventBroker* eventBroker, IRenderer* renderer)
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: System(world, eventBroker)
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, ImpureSystem()
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, m_Renderer(renderer)
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{
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@@ -23,10 +23,8 @@ EditorSystemOld::EditorSystemOld(EventBroker* eventBroker, IRenderer* renderer)
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EVENT_SUBSCRIBE_MEMBER(m_EFileDropped, &EditorSystemOld::OnFileDropped);
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}
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void EditorSystemOld::Update(World* world, double dt)
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void EditorSystemOld::Update(double dt)
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{
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m_World = world;
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if (!m_Enabled) {
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return;
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}
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@@ -37,7 +35,7 @@ void EditorSystemOld::Update(World* world, double dt)
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Picking();
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updateWidget();
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drawUI(world, dt);
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drawUI(m_World, dt);
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// Clear drop queue if it wasn't handled by any UI element
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if (!m_LastDroppedFile.empty()) {
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@@ -1,7 +1,7 @@
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#include "Rendering/RenderSystem.h"
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RenderSystem::RenderSystem(EventBroker* eventBroker, const IRenderer* renderer, RenderFrame* renderFrame)
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: System(eventBroker)
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RenderSystem::RenderSystem(World* world, EventBroker* eventBroker, const IRenderer* renderer, RenderFrame* renderFrame)
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: System(world, eventBroker)
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, m_Renderer(renderer)
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, m_RenderFrame(renderFrame)
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{
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@@ -29,9 +29,9 @@ bool RenderSystem::OnSetCamera(Events::SetCamera& e)
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return true;
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}
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void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs, World* world)
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void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs)
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{
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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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return;
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}
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@@ -60,17 +60,17 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs, World
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}
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}
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glm::mat4 modelMatrix = Transform::ModelMatrix(modelComponent.EntityID, world);
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glm::mat4 modelMatrix = Transform::ModelMatrix(modelComponent.EntityID, m_World);
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for (auto matGroup : model->MaterialGroups()) {
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std::shared_ptr<ModelJob> modelJob = std::shared_ptr<ModelJob>(new ModelJob(model, m_Camera, modelMatrix, matGroup, modelComponent, world));
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std::shared_ptr<ModelJob> modelJob = std::shared_ptr<ModelJob>(new ModelJob(model, m_Camera, modelMatrix, matGroup, modelComponent, m_World));
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jobs.push_back(modelJob);
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}
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}
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}
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void RenderSystem::fillLight(std::list<std::shared_ptr<RenderJob>>& jobs, World* world)
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void RenderSystem::fillLight(std::list<std::shared_ptr<RenderJob>>& jobs)
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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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return;
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}
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@@ -80,7 +80,7 @@ void RenderSystem::fillLight(std::list<std::shared_ptr<RenderJob>>& jobs, World*
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if (!visible) {
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continue;
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}
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auto transformC = world->GetComponent(pointlightC.EntityID, "Transform");
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auto transformC = m_World->GetComponent(pointlightC.EntityID, "Transform");
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if (&transformC == nullptr) {
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return;
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}
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@@ -95,9 +95,8 @@ bool RenderSystem::OnInputCommand(const Events::InputCommand& e)
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return false;
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}
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void RenderSystem::Update(World* world, double dt)
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void RenderSystem::Update(double dt)
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{
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m_World = world;
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m_EventBroker->Process<RenderSystem>();
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if (m_CurrentCamera) {
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@@ -110,8 +109,8 @@ void RenderSystem::Update(World* world, double dt)
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RenderScene scene;
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scene.Camera = m_Camera;
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scene.Viewport = Rectangle(1280, 720);
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fillModels(scene.ForwardJobs, world);
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fillLight(scene.PointLightJobs, world);
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fillModels(scene.ForwardJobs);
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fillLight(scene.PointLightJobs);
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m_RenderFrame->Add(scene);
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}
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+2
-2
@@ -71,7 +71,7 @@ Game::Game(int argc, char* argv[])
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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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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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@@ -143,7 +143,7 @@ void Game::Tick()
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m_ClientOrServer->Update();
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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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m_SystemPipeline->Update(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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@@ -1,7 +1,7 @@
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#include "Systems/HealthSystem.h"
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HealthSystem::HealthSystem(EventBroker* eventBroker)
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: System(eventBroker)
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HealthSystem::HealthSystem(World* m_World, EventBroker* eventBroker)
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: System(m_World, eventBroker)
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, PureSystem("Health")
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{
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//subscribe/listenTo playerdamage,healthpickup events (using the eventBroker)
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@@ -9,10 +9,10 @@ HealthSystem::HealthSystem(EventBroker* eventBroker)
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerHealthPickup, &HealthSystem::OnPlayerHealthPickup);
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}
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void HealthSystem::UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt)
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void HealthSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
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{
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//if entityID of health is 9 then the players ID is also 9 (player,health are connected to the same entity)
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ComponentWrapper player = world->GetComponent(component.EntityID, "Player");
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ComponentWrapper player = m_World->GetComponent(component.EntityID, "Player");
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double maxHealth = (double)component["MaxHealth"];
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//process the DeltaHealthVector and change the entitys health accordingly
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@@ -1,6 +1,6 @@
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#include "Systems/PlayerMovementSystem.h"
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void PlayerMovementSystem::UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt)
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void PlayerMovementSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
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{
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ComponentWrapper& cTransform = entity["Transform"];
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if (!entity.HasComponent("Physics")) {
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@@ -1,21 +1,21 @@
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#include "Systems/PlayerSpawnSystem.h"
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PlayerSpawnSystem::PlayerSpawnSystem(EventBroker* eventBroker)
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: System(eventBroker)
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PlayerSpawnSystem::PlayerSpawnSystem(World* m_World, EventBroker* eventBroker)
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: System(m_World, eventBroker)
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{
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EVENT_SUBSCRIBE_MEMBER(m_OnInputCommand, &PlayerSpawnSystem::OnInputCommand);
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}
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void PlayerSpawnSystem::Update(World* world, double dt)
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void PlayerSpawnSystem::Update(double dt)
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{
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auto playerSpawns = world->GetComponents("PlayerSpawn");
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auto playerSpawns = m_World->GetComponents("PlayerSpawn");
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if (playerSpawns == nullptr) {
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return;
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}
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for (auto& team : m_SpawnRequests) {
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for (auto& cPlayerSpawn : *playerSpawns) {
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EntityWrapper spawner(world, cPlayerSpawn.EntityID);
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EntityWrapper spawner(m_World, cPlayerSpawn.EntityID);
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if (!spawner.HasComponent("Spawner")) {
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continue;
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}
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@@ -1,6 +1,6 @@
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#include "Systems/PlayerSystem.h"
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void PlayerSystem::UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt)
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void PlayerSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
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{
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component["Velocity"] = glm::vec3(0.f, 0.f, 0.f);
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if ((bool&)component["Forward"] == true) {
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@@ -18,7 +18,7 @@ void PlayerSystem::UpdateComponent(World* world, EntityWrapper& entity, Componen
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}
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if ((glm::vec3)component["Velocity"] != glm::vec3(0.f)) {
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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["Position"] += (glm::vec3)component["Velocity"];
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}
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}
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@@ -1,6 +1,7 @@
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#include "Systems/SpawnerSystem.h"
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SpawnerSystem::SpawnerSystem(EventBroker* eventBroker) : System(eventBroker)
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SpawnerSystem::SpawnerSystem(World* world, EventBroker* eventBroker)
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: System(world, eventBroker)
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{
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EVENT_SUBSCRIBE_MEMBER(m_OnSpawnerSpawn, &SpawnerSystem::OnSpawnerSpawn);
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}
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@@ -102,7 +102,7 @@ void GameHealthSystemTest::Tick()
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m_LastTime = currentTime;
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// Iterate through systems and update world!
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m_SystemPipeline->Update(m_World, dt);
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m_SystemPipeline->Update(dt);
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m_EventBroker->Swap();
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m_EventBroker->Clear();
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@@ -179,7 +179,7 @@ void Game::Tick()
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#endif
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// Iterate through systems and update world!
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m_SystemPipeline->Update(m_World, dt);
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m_SystemPipeline->Update(dt);
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m_Renderer->Update(dt);
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m_RenderQueueFactory->Update(m_World);
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