Merge remote-tracking branch 'origin/master' into TCPConnections

This commit is contained in:
Jocke
2016-02-03 10:29:36 +01:00
127 changed files with 3135 additions and 690 deletions
+19 -7
View File
@@ -1,5 +1,6 @@
#include "Game.h"
#include "Collision/CollidableOctreeSystem.h"
#include "Collision/EntityAABB.h"
#include "Collision/TriggerSystem.h"
#include "Collision/CollisionSystem.h"
#include "Systems/RaptorCopterSystem.h"
@@ -10,6 +11,9 @@
#include "Core/EntityFileWriter.h"
#include "Game/Systems/CapturePointSystem.h"
#include "Game/Systems/WeaponSystem.h"
#include "Game/Systems/PlayerHUD.h"
#include "Game/Systems/LifetimeSystem.h"
#include "../Engine/Rendering/AnimationSystem.h"
Game::Game(int argc, char* argv[])
{
@@ -39,7 +43,7 @@ Game::Game(int argc, char* argv[])
0,
m_Config->Get<int>("Video.Width", 1280),
m_Config->Get<int>("Video.Height", 720)
));
));
m_Renderer->Initialize();
//m_Renderer->Camera()->SetFOV(glm::radians(m_Config->Get<float>("Video.FOV", 90.f)));
m_RenderFrame = new RenderFrame();
@@ -69,29 +73,36 @@ Game::Game(int argc, char* argv[])
// Create Octrees
m_OctreeCollision = new Octree<AABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
m_OctreeFrustrumCulling = new Octree<AABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
m_OctreeCollision = new Octree<EntityAABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
m_OctreeTrigger = new Octree<EntityAABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
m_OctreeFrustrumCulling = new Octree<EntityAABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
// Create system pipeline
m_SystemPipeline = new SystemPipeline(m_World, m_EventBroker);
// All systems with orderlevel 0 will be updated first.
unsigned int updateOrderLevel = 0;
m_SystemPipeline->AddSystem<RaptorCopterSystem>(updateOrderLevel);
//m_SystemPipeline->AddSystem<HealthSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<ExplosionEffectSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<HealthSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PlayerMovementSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<InterpolationSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<WeaponSystem>(updateOrderLevel, m_Renderer);
m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
// Populate Octree with collidables
++updateOrderLevel;
m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeCollision);
m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
m_SystemPipeline->AddSystem<PlayerHUD>(updateOrderLevel);
m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
// Collision and TriggerSystem should update after player.
++updateOrderLevel;
m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel, m_OctreeCollision);
m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel, m_OctreeCollision);
m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel, m_OctreeTrigger);
++updateOrderLevel;
m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
++updateOrderLevel;
m_SystemPipeline->AddSystem<EditorSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
@@ -114,6 +125,7 @@ Game::~Game()
delete m_SoundSystem;
delete m_OctreeFrustrumCulling;
delete m_OctreeCollision;
delete m_OctreeTrigger;
delete m_World;
delete m_FrameStack;
delete m_InputProxy;