Merge branch 'master' into BoxModelCollision
# Conflicts: # include/Engine/Core/Octree.h # resources/Schema/Entities/CollisionTestLevel.xml # src/Engine/Collision/CollisionSystem.cpp # src/Engine/Core/Octree.cpp
This commit is contained in:
@@ -0,0 +1,21 @@
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#ifndef EComponentDeleted_h__
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#define EComponentDeleted_h__
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#include "../Common.h"
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#include "Event.h"
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#include "Entity.h"
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namespace Events
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{
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struct ComponentDeleted : Event
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{
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EntityID Entity;
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std::string ComponentType;
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// True if the component was deleted as a result of the entity it was attached to being deleted
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bool Cascaded;
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};
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}
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#endif
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@@ -0,0 +1,19 @@
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#ifndef EEntityDeleted_h__
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#define EEntityDeleted_h__
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#include "Event.h"
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#include "Entity.h"
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namespace Events
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{
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struct EntityDeleted : Event
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{
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EntityID DeletedEntity;
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// True if the entity deletion was triggered because the entity's parent was deleted before it
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bool Cascaded;
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};
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}
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#endif
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@@ -2,15 +2,15 @@
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#define EPlayerDamage_h__
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#include "EventBroker.h"
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#include "../Core/Entity.h"
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#include "../Core/EntityWrapper.h"
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namespace Events
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{
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struct PlayerDamage : Event
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{
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double DamageAmount;
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EntityID PlayerDamagedID;
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EntityWrapper Player;
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double Damage;
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};
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}
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@@ -0,0 +1,20 @@
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#ifndef EPlayerSpawned_h__
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#define EPlayerSpawned_h__
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#include "Core/Event.h"
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#include "Core/EntityWrapper.h"
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namespace Events
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{
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struct PlayerSpawned : Event
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{
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int PlayerID;
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EntityWrapper Player;
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EntityWrapper Spawner;
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std::string PlayerName;
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};
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}
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#endif
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@@ -2,16 +2,14 @@
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#define EShoot_h__
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#include "EventBroker.h"
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#include "../Core/Entity.h"
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#include "Engine/GLM.h"
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#include "../Core/EntityWrapper.h"
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namespace Events
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{
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struct Shoot : Event
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{
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//ID for who made the shot
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EntityID shooter;
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EntityWrapper Player;
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};
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}
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@@ -23,8 +23,12 @@ struct EntityWrapper
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static const EntityWrapper Invalid;
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bool HasComponent(const std::string& componentName);
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const std::string Name();
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bool HasComponent(const std::string& componentType);
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EntityWrapper Parent();
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EntityWrapper FirstChildByName(const std::string& name);
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EntityWrapper FirstParentWithComponent(const std::string& componentType);
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bool IsChildOf(EntityWrapper potentialParent);
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bool Valid();
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ComponentWrapper operator[](const char* componentName);
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@@ -32,6 +36,9 @@ struct EntityWrapper
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bool operator!=(const EntityWrapper& e) const;
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explicit operator EntityID() const;
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operator bool();
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private:
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EntityWrapper firstChildByNameRecursive(const std::string& name, EntityID parent);
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};
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namespace std
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@@ -32,10 +32,10 @@ public:
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};
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struct FailedLoadingException : public std::exception
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{
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virtual const char* what() const throw()
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{
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return "Resource is failed to load.";
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}
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FailedLoadingException(char const* const _Message)
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: std::exception(_Message)
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{ }
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FailedLoadingException() :std::exception("Resource failed to load.") { };
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};
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// Pretend that this is a pure virtual function that you have to implement
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@@ -3,13 +3,20 @@
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#include "../GLM.h"
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#include "World.h"
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#include "EntityWrapper.h"
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namespace Transform
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{
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glm::mat4 AbsoluteTransformation(EntityWrapper entity);
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glm::vec3 AbsolutePosition(EntityWrapper entity);
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glm::vec3 AbsolutePosition(World* world, EntityID entity);
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glm::vec3 AbsoluteOrientationEuler(EntityWrapper entity);
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glm::quat AbsoluteOrientation(EntityWrapper entity);
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glm::quat AbsoluteOrientation(World* world, EntityID entity);
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glm::vec3 AbsoluteScale(EntityWrapper entity);
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glm::vec3 AbsoluteScale(World* world, EntityID entity);
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glm::mat4 ModelMatrix(EntityWrapper entity);
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glm::mat4 ModelMatrix(EntityID entity, World* world);
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glm::vec3 TransformPoint(const glm::vec3& point, const glm::mat4& matrix);
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@@ -5,11 +5,15 @@
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#include "Entity.h"
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#include "ObjectPool.h"
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#include "ComponentPool.h"
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#include "EventBroker.h"
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class World
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{
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public:
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World() = default;
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World(EventBroker* eventBroker)
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: m_EventBroker(eventBroker)
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{ }
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~World();
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// Create empty entity
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@@ -46,6 +50,7 @@ public:
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std::string GetName(EntityID entity) const;
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private:
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EventBroker* m_EventBroker = nullptr;
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EntityID m_CurrentEntityID = 0;
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std::unordered_map<EntityID, EntityID> m_EntityParents;
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@@ -55,6 +60,7 @@ private:
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std::unordered_map<EntityID, std::string> m_EntityNames;
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EntityID generateEntityID();
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void deleteEntityRecursive(EntityID entity, bool cascaded = false);
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};
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#endif
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