Merge remote-tracking branch 'origin/master' into ResolutionChange
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@@ -78,13 +78,21 @@ bool AABBvsTriangles(const AABB& box,
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bool& isOnGround,
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glm::vec3& outResolutionVector);
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//Detects collision, but does not resolve.
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bool AABBvsTriangles(const AABB& box,
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const RawModel::Vertex* modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix);
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//Return true if the boxes are intersecting.
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bool AABBVsAABB(const AABB& a, const AABB& b);
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//Return true if the boxes are intersecting.
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//Also outputs the minimum translation that box [a] would need in order to resolve collision.
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bool AABBVsAABB(const AABB& a, const AABB& b, glm::vec3& minimumTranslation);
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// Calculates an absolute AABB from an entity AABB component
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// Calculates an absolute AABB from an entity AABB component or Model component.
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// if takeModelBox is true, the AABB component will be ignored and box is calculated from Model.
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// if takeModelBox is false, the AABB component will be prefered, if it exists.
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boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity, bool takeModelBox = false);
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boost::optional<EntityAABB> AbsoluteAABBExplosionEffect(EntityWrapper& entity);
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//Returns the first entity hit by the input ray. entitiesPotentiallyHitSorted needs to be sorted
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@@ -0,0 +1,25 @@
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#ifndef PerformanceTimer_h__
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#define PerformanceTimer_h__
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#include "../Common.h"
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#include <boost/timer/timer.hpp>
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using boost::timer::cpu_timer;
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class PerformanceTimer
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{
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public:
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static void StartTimer(std::string nameOfTimer);
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static void StartTimerAndStopPrevious(std::string nameOfTimer);
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static void StopTimer(std::string nameOfTimer);
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static void SetFrameNumber(int frameNumber);
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static void ResetAllTimers();
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static void CreateExcelData();
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private:
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static std::map<std::string, cpu_timer> timers;
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static cpu_timer m_Timer;
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static std::string currentTimerRunning;
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};
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#endif
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@@ -6,6 +6,7 @@
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#include "System.h"
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#include "World.h"
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#include "EPause.h"
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#include "PerformanceTimer.h"
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class SystemPipeline
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{
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@@ -72,7 +73,10 @@ public:
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// Update
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for (auto& system : group.ImpureSystems) {
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auto className = (std::string)typeid(*system).name();
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PerformanceTimer::StartTimer(className);
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system->Update(dt);
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PerformanceTimer::StopTimer(className);
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}
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for (auto& pair : group.PureSystems) {
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const std::string& componentName = pair.first;
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@@ -83,7 +87,10 @@ public:
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}
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for (auto& component : *pool) {
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for (auto& system : systems) {
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auto className = (std::string)typeid(*system).name();
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PerformanceTimer::StartTimer(className);
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system->UpdateComponent(EntityWrapper(m_World, component.EntityID), component, dt);
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PerformanceTimer::StopTimer(className);
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}
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}
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}
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@@ -106,9 +113,9 @@ private:
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std::vector<UnorderedSystems> m_OrderedSystemGroups;
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EventRelay<SystemPipeline, Events::Pause> m_EPause;
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bool OnPause(const Events::Pause& e) {
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if (e.World == m_World) {
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m_Paused = true;
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bool OnPause(const Events::Pause& e) {
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if (e.World == m_World) {
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m_Paused = true;
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}
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return true;
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}
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@@ -7,7 +7,8 @@ namespace Events
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{
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struct ButtonClicked : public Event {
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std::string EntityName = "DEFAULT STRING USED";
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std::string EntityName;
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EntityWrapper Entity;
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};
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}
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@@ -7,7 +7,8 @@ namespace Events
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{
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struct ButtonPressed : public Event {
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std::string EntityName = "DEFAULT STRING USED";
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std::string EntityName;
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EntityWrapper Entity;
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};
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}
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@@ -6,7 +6,10 @@
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namespace Events
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{
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struct ButtonReleased : public Event { };
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struct ButtonReleased : public Event {
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std::string EntityName;
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EntityWrapper Entity;
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};
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}
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@@ -108,7 +108,7 @@ struct ModelJob : RenderJob
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EndIndex = matGroup->EndIndex;
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Matrix = matrix;
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Color = modelComponent["Color"];
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GlowIntencity = ((double)modelComponent["GlowIntensity"]);
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GlowIntensity = ((double)modelComponent["GlowIntensity"]);
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Entity = modelComponent.EntityID;
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glm::vec3 abspos = Transform::AbsolutePosition(world, modelComponent.EntityID);
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glm::vec3 worldpos = glm::vec3(camera->ViewMatrix() * glm::vec4(abspos, 1));
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@@ -171,7 +171,7 @@ struct ModelJob : RenderJob
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::Skeleton::AnimationOffset AnimationOffset;
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float GlowIntencity = 8.0;
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float GlowIntensity = 8.0;
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glm::vec4 DiffuseColor;
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glm::vec4 SpecularColor;
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glm::vec4 IncandescenceColor;
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@@ -23,6 +23,7 @@
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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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#include "Core/PerformanceTimer.h"
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class Renderer : public IRenderer
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{
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