Turned the Transform namespace into TransformSystem so it would be able to subscribe to EntityDeleted and clean up after itself
This commit is contained in:
@@ -12,7 +12,7 @@
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#include "../Core/AABB.h"
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#include "Rendering/RawModelCustom.h"
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//#include "Rendering/RawModelAssimp.h"
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#include "../Core/Transform.h"
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#include "../Core/TransformSystem.h"
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#include "../Core/Entity.h"
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#include "../Core/EntityWrapper.h"
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#include "EntityAABB.h"
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@@ -1,30 +0,0 @@
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#ifndef Transform_h__
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#define Transform_h__
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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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extern int RecalculatedPositions;
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extern int RecalculatedOrientations;
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extern int RecalculatedScales;
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}
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#endif
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@@ -0,0 +1,39 @@
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#ifndef Transform_h__
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#define Transform_h__
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#include "../GLM.h"
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#include "System.h"
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#include "EEntityDeleted.h"
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class TransformSystem : public System
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{
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public:
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TransformSystem(SystemParams params);
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//glm::mat4 AbsoluteTransformation(EntityWrapper entity);
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static glm::vec3 AbsolutePosition(EntityWrapper entity);
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static glm::vec3 AbsolutePosition(World* world, EntityID entity);
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static glm::vec3 AbsoluteOrientationEuler(EntityWrapper entity);
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static glm::quat AbsoluteOrientation(EntityWrapper entity);
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static glm::quat AbsoluteOrientation(World* world, EntityID entity);
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static glm::vec3 AbsoluteScale(EntityWrapper entity);
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static glm::vec3 AbsoluteScale(World* world, EntityID entity);
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static glm::mat4 ModelMatrix(EntityWrapper entity);
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static glm::mat4 ModelMatrix(EntityID entity, World* world);
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static glm::vec3 TransformPoint(const glm::vec3& point, const glm::mat4& matrix);
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static int RecalculatedPositions;
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static int RecalculatedOrientations;
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static int RecalculatedScales;
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private:
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static std::unordered_map<EntityWrapper, glm::vec3> PositionCache;
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static std::unordered_map<EntityWrapper, glm::quat> OrientationCache;
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static std::unordered_map<EntityWrapper, glm::vec3> ScaleCache;
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static std::unordered_map<EntityWrapper, glm::mat4> MatrixCache;
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EventRelay<TransformSystem, Events::EntityDeleted> m_EEntityDeleted;
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bool OnEntityDeleted(const Events::EntityDeleted& e);
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};
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#endif
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@@ -7,7 +7,7 @@
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#include "../GLM.h"
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#include "../Core/ComponentWrapper.h"
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#include "RenderJob.h"
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#include "../Core/Transform.h"
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#include "../Core/TransformSystem.h"
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#include "../Core/World.h"
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struct DirectionalLightJob : RenderJob
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@@ -16,7 +16,7 @@ struct DirectionalLightJob : RenderJob
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: RenderJob()
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{
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Direction = glm::vec4(0,0,-1,0) * glm::inverse(Transform::AbsoluteOrientation(m_World, transformComponent.EntityID));
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Direction = glm::vec4(0,0,-1,0) * glm::inverse(TransformSystem::AbsoluteOrientation(m_World, transformComponent.EntityID));
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//Direction = glm::vec4((glm::vec3)directionalLightComponent["Direction"], 0.f);
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Color = (glm::vec4)directionalLightComponent["Color"];
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Intensity = (double)directionalLightComponent["Intensity"];
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@@ -12,7 +12,7 @@
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#include "../Core/ResourceManager.h"
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#include "Camera.h"
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#include "../Core/World.h"
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#include "../Core/Transform.h"
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#include "../Core/TransformSystem.h"
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#include "Skeleton.h"
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#include "ShaderProgram.h"
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#include "BlendTree.h"
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@@ -7,7 +7,7 @@
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#include "../GLM.h"
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#include "../Core/ComponentWrapper.h"
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#include "RenderJob.h"
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#include "../Core/Transform.h"
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#include "../Core/TransformSystem.h"
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#include "../Core/World.h"
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struct PointLightJob : RenderJob
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@@ -16,7 +16,7 @@ struct PointLightJob : RenderJob
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: RenderJob()
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{
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Position = glm::vec4((glm::vec3)transformComponent["Position"], 1.0f);
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Position = glm::vec4(Transform::AbsolutePosition(m_World, transformComponent.EntityID), 1.f);
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Position = glm::vec4(TransformSystem::AbsolutePosition(m_World, transformComponent.EntityID), 1.f);
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Color = (glm::vec4)pointLightComponent["Color"];
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Radius = (double)pointLightComponent["Radius"];
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Intensity = (double)pointLightComponent["Intensity"];
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@@ -14,7 +14,7 @@
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#include "ModelJob.h"
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#include "Renderer.h"
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#include "PointLightJob.h"
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#include "../Core/Transform.h"
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#include "../Core/TransformSystem.h"
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#include "../Core/EPlayerSpawned.h"
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#include "../Core/Octree.h"
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#include "../Collision/EntityAABB.h"
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@@ -22,7 +22,7 @@
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#include "../Core/EventBroker.h"
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#include "ImGuiRenderPass.h"
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#include "Camera.h"
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#include "../Core/Transform.h"
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#include "../Core/TransformSystem.h"
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#include "imgui/imgui.h"
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#include "TextPass.h"
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#include "Util/CommonFunctions.h"
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@@ -13,7 +13,7 @@
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#include "../Core/ResourceManager.h"
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#include "Camera.h"
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#include "../Core/World.h"
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#include "../Core/Transform.h"
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#include "../Core/TransformSystem.h"
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#include "Skeleton.h"
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struct SpriteJob : RenderJob
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@@ -37,7 +37,7 @@ struct SpriteJob : RenderJob
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BlurBackground = (bool)cSprite["BlurBackground"];
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Entity = cSprite.EntityID;
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Position = Transform::AbsolutePosition(world, cSprite.EntityID);
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Position = TransformSystem::AbsolutePosition(world, cSprite.EntityID);
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Depth = 0;
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if (depthSorted) {
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glm::vec3 viewpos = glm::vec3(camera->ViewMatrix() * glm::vec4(Position, 1));
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@@ -50,7 +50,7 @@ struct SpriteJob : RenderJob
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FillColor = fillColor;
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FillPercentage = fillPercentage;
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glm::vec3 scale = Transform::AbsoluteScale(world, cSprite.EntityID);
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glm::vec3 scale = TransformSystem::AbsoluteScale(world, cSprite.EntityID);
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if((bool)cSprite["KeepRatio"] == true) {
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if(scale.y >= scale.x) {
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@@ -15,7 +15,7 @@
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#include "Core/EventBroker.h"
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#include "../Engine/Core/ResourceManager.h"
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#include "../Engine/Core/ConfigFile.h"
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#include "Core/Transform.h" // Absolute transform
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#include "Core/TransformSystem.h"
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#include "Sound/Sound.h"
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#include "../Engine/Sound/EPlayQueueOnEntity.h"
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#include "Sound/EPlaySoundOnEntity.h"
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