Merge branch 'master' into BoxModelCollision
This commit is contained in:
@@ -18,9 +18,9 @@
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class WeaponSystem : public ImpureSystem
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class WeaponSystem : public ImpureSystem
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{
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{
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public:
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public:
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WeaponSystem(EventBroker* eventBroker, IRenderer* renderer);
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WeaponSystem(World* world, EventBroker* eventBroker, IRenderer* renderer);
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virtual void Update(World* world, double dt) override;
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virtual void Update(double dt) override;
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private:
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private:
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//methods which will take care of specific events
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//methods which will take care of specific events
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@@ -1,7 +1,7 @@
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#include "Systems/WeaponSystem.h"
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#include "Systems/WeaponSystem.h"
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WeaponSystem::WeaponSystem(EventBroker* eventBroker, IRenderer* renderer)
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WeaponSystem::WeaponSystem(World* world, EventBroker* eventBroker, IRenderer* renderer)
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: System(eventBroker)
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: System(world, eventBroker)
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, ImpureSystem()
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, ImpureSystem()
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, m_Renderer(renderer)
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, m_Renderer(renderer)
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{
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{
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@@ -9,7 +9,7 @@ WeaponSystem::WeaponSystem(EventBroker* eventBroker, IRenderer* renderer)
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EVENT_SUBSCRIBE_MEMBER(m_EShoot, &WeaponSystem::OnShoot);
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EVENT_SUBSCRIBE_MEMBER(m_EShoot, &WeaponSystem::OnShoot);
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}
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}
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void WeaponSystem::Update(World* world, double dt)
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void WeaponSystem::Update(double dt)
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{
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{
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for (int i = m_EShootVector.size(); i > 0; i--)
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for (int i = m_EShootVector.size(); i > 0; i--)
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{
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{
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@@ -22,7 +22,7 @@ void WeaponSystem::Update(World* world, double dt)
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continue;
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continue;
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}
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}
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//if its a player, do PlayerDamage event
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//if its a player, do PlayerDamage event
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const bool hasPlayerComponent = world->HasComponent(pickDataFromShot.Entity, "Player");
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const bool hasPlayerComponent = m_World->HasComponent(pickDataFromShot.Entity, "Player");
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if (hasPlayerComponent) {
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if (hasPlayerComponent) {
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Events::PlayerDamage ePlayerDamage;
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Events::PlayerDamage ePlayerDamage;
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//TODO: damage based on weapontype/class?
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//TODO: damage based on weapontype/class?
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@@ -94,7 +94,7 @@ CapturePointTest::CapturePointTest(int runTestNumber)
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m_World = new World();
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m_World = new World();
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// Create system pipeline
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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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m_SystemPipeline->AddSystem<HealthSystem>(0);
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m_SystemPipeline->AddSystem<HealthSystem>(0);
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m_SystemPipeline->AddSystem<CapturePointSystem>(1);
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m_SystemPipeline->AddSystem<CapturePointSystem>(1);
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@@ -405,7 +405,7 @@ void CapturePointTest::Tick()
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double dt = 10.0;
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double dt = 10.0;
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// Iterate through systems and update world!
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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->Swap();
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m_EventBroker->Clear();
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m_EventBroker->Clear();
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@@ -48,7 +48,7 @@ GameHealthSystemTest::GameHealthSystemTest()
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fp.MergeEntities(m_World);
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fp.MergeEntities(m_World);
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// Create system pipeline
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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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m_SystemPipeline->AddSystem<HealthSystem>(0);
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m_SystemPipeline->AddSystem<HealthSystem>(0);
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//The Test
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//The Test
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@@ -52,8 +52,7 @@ void RegionTestOld(Tree& tree)
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template<typename Tree>
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template<typename Tree>
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void RegionTest(Tree& tree)
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void RegionTest(Tree& tree)
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{
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{
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AABB aabb;
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AABB aabb = AABB::FromOriginSize(glm::vec3(rand() % LEVEL_BOUNDS, rand() % LEVEL_BOUNDS, rand() % LEVEL_BOUNDS),
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aabb.CreateFromCenter(glm::vec3(rand() % LEVEL_BOUNDS, rand() % LEVEL_BOUNDS, rand() % LEVEL_BOUNDS),
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glm::vec3(rand() % MAXSIZE, rand() % MAXSIZE, rand() % MAXSIZE));
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glm::vec3(rand() % MAXSIZE, rand() % MAXSIZE, rand() % MAXSIZE));
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std::vector<AABB> outVec;
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std::vector<AABB> outVec;
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tree.ObjectsInSameRegion(aabb, outVec);
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tree.ObjectsInSameRegion(aabb, outVec);
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