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Submodule assets updated: 8a7ecf53f7...b37468222e
@@ -0,0 +1,25 @@
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#ifndef System_h__
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#define System_h__
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#include "EventBroker.h"
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#include "World.h"
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#include "ComponentWrapper.h"
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class System
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{
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friend class SystemPipeline;
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public:
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System(const EventBroker* eventBroker, std::string componentType)
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: m_EventBroker(eventBroker)
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, m_ComponentType(componentType)
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{ }
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virtual void Update(World* world, ComponentWrapper& component, double dt) = 0;
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private:
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const EventBroker* m_EventBroker;
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std::string m_ComponentType;
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};
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#endif
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@@ -0,0 +1,58 @@
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#ifndef SystemPipeline_h__
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#define SystemPipeline_h__
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#include "../Common.h"
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#include "EventBroker.h"
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#include "System.h"
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#include "World.h"
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class SystemPipeline
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{
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public:
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SystemPipeline(const EventBroker* eventBroker)
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: m_EventBroker(eventBroker)
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{ }
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~SystemPipeline()
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{
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for (auto& pair : m_Systems) {
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for (auto& system : pair.second) {
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delete system;
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}
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}
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}
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template <typename T, typename... Arguments>
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void AddSystem(Arguments... args)
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{
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System* system = new T(m_EventBroker, args...);
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if (!system->m_ComponentType.empty()) {
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m_Systems[system->m_ComponentType].push_back(system);
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} else {
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LOG_ERROR("Failed to add system \"%s\": Missing component type!", typeid(T).name());
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delete system;
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}
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}
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void Update(World* world, double dt)
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{
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for (auto& pair : m_Systems) {
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const std::string& componentName = pair.first;
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auto& systems = pair.second;
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const ComponentPool* pool = world->GetComponents(componentName);
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if (pool == nullptr) {
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continue;
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}
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for (auto& component : *pool) {
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for (auto& system : systems) {
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system->Update(world, component, dt);
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}
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}
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}
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}
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private:
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const EventBroker* m_EventBroker;
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std::unordered_map<std::string, std::vector<System*>> m_Systems;
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};
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#endif
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@@ -22,6 +22,10 @@ private:
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void FillLights(World* world, RenderQueue* renderQueue);
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glm::mat4 ModelMatrix(World* world, EntityID entity);
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glm::vec3 AbsolutePosition(World* world, EntityID entity);
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glm::quat AbsoluteOrientation(World* world, EntityID entity);
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glm::vec3 AbsoluteScale(World* world, EntityID entity);
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};
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#endif
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@@ -11,6 +11,8 @@
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#include "Rendering/RenderQueueFactory.h"
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#include "Core/EKeyDown.h"
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#include "Core/EntityXMLFile.h"
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#include "Core/SystemPipeline.h"
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#include "RaptorCopterSystem.h"
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class Game
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{
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@@ -29,6 +31,7 @@ private:
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InputManager* m_InputManager;
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GUI::Frame* m_FrameStack;
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World* m_World;
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SystemPipeline* m_SystemPipeline;
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RenderQueueFactory* m_RenderQueueFactory;
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EventRelay<Game, Events::KeyUp> m_EKeyUp;
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@@ -0,0 +1,16 @@
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#include "Common.h"
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#include "Core/System.h"
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class RaptorCopterSystem : public System
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{
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public:
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RaptorCopterSystem(const EventBroker* eventBroker)
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: System(eventBroker, "RaptorCopter")
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{ }
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virtual void Update(World* world, ComponentWrapper& raptorCopter, double dt) override
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{
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ComponentWrapper& transform = world->GetComponent(raptorCopter.EntityID, "Transform");
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(glm::vec3&)transform["Orientation"] += (float)(double)raptorCopter["Speed"] * (float)dt * (glm::vec3)raptorCopter["Axis"];
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}
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};
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@@ -4,4 +4,5 @@
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<xs:include schemaLocation="Components/Transform.xsd"/>
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<xs:include schemaLocation="Components/Model.xsd"/>
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<xs:include schemaLocation="Components/Test.xsd"/>
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<xs:include schemaLocation="Components/RaptorCopter.xsd"/>
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</xs:schema>
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@@ -0,0 +1,4 @@
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<c:RaptorCopter>
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<Speed>0</Speed>
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<Axis X="0" Y="0" Z="0"/>
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</c:RaptorCopter>
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@@ -0,0 +1,14 @@
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<?xml version="1.0"?>
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<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
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<xs:import schemaLocation="../Types.xsd" namespace="types"/>
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<xs:element name="RaptorCopter">
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<xs:complexType>
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<xs:all>
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<xs:element name="Speed" type="t:double" minOccurs="0"/>
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<xs:element name="Axis" type="t:Vector" minOccurs="0"/>
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</xs:all>
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</xs:complexType>
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</xs:element>
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</xs:schema>
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@@ -37,57 +37,76 @@
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<Position X="0" Y="-0"/>
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<Scale X="1" Y="1" Z="1"/>
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</c:Transform>
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<c:Model>
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<Resource>Models/Core/UnitRaptor.obj</Resource>
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<Color R="1" G="0.4" B="0.8"/>
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</c:Model>
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<!--<c:Move>
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<Speed>1</Speed>
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<Direction X="-1"/>
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<Rotation Y="3.14"/>
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</c:Move>-->
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</Components>
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<Children>
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<Entity>
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<Components>
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<c:Transform>
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<Position X="-0.2" Y="0"/>
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<Orientation X="0" Y="0" Z="0"/>
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<Position X="0" Y="0"/>
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<Orientation X="0.0" Y="0" Z="0.0"/>
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</c:Transform>
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<c:Model>
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<Resource>Models/Core/UnitRaptor.obj</Resource>
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<Color R="1" G="0.4" B="0.8"/>
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</c:Model>
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</Components>
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<Children>
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<Entity>
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<Components>
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<c:Transform>
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<Position X="0" Y="0.4"/>
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<Scale X="0.1" Y="0.4" Z="0.1"/>
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</c:Transform>
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<c:Model>
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<Resource>Models/Core/UnitCube.obj</Resource>
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<Color R="1" G="0.4" B="0.8"/>
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</c:Model>
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</Components>
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</Entity>
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<Entity>
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<Components>
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<c:Transform>
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<Position X="0" Y="0.6"/>
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<Scale X="1.7" Y="0.03" Z="0.1"/>
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<Position X="0" Y="0"/>
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<Orientation X="0" Y="0" Z="0"/>
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</c:Transform>
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<c:Model>
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<Resource>Models/Core/UnitCube.obj</Resource>
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<Color R="1" G="0.4" B="0.8"/>
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</c:Model>
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</Components>
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</Entity>
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<Entity>
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<Components>
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<c:Transform>
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<Position X="0" Y="0.6"/>
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<Scale X="1.7" Y="0.03" Z="0.1"/>
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<Orientation X="0" Y="1.57" Z="0"/>
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</c:Transform>
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<c:Model>
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<Resource>Models/Core/UnitCube.obj</Resource>
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<Color R="1" G="0.4" B="0.8"/>
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</c:Model>
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<c:RaptorCopter>
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<Speed>20</Speed>
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<Axis Y="1"/>
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</c:RaptorCopter>
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</Components>
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<Children>
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<Entity>
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<Components>
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<c:Transform>
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<Position X="0" Y="0.4"/>
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<Scale X="0.1" Y="0.4" Z="0.1"/>
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</c:Transform>
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<c:Model>
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<Resource>Models/Core/UnitCylinder.obj</Resource>
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<Color R="1" G="0.4" B="0.8"/>
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</c:Model>
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</Components>
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</Entity>
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<Entity>
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<Components>
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<c:Transform>
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<Position X="0" Y="0.6"/>
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<Scale X="1.7" Y="0.03" Z="0.1"/>
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<Orientation X="0" Y="0" Z="0"/>
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</c:Transform>
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<c:Model>
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<Resource>Models/Core/UnitCube.obj</Resource>
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<Color R="1" G="0.4" B="0.8"/>
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</c:Model>
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</Components>
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</Entity>
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<Entity>
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<Components>
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<c:Transform>
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<Position X="0" Y="0.6"/>
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<Scale X="1.7" Y="0.03" Z="0.1"/>
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<Orientation X="0" Y="1.57" Z="0"/>
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</c:Transform>
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<c:Model>
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<Resource>Models/Core/UnitCube.obj</Resource>
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<Color R="1" G="0.4" B="0.8"/>
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</c:Model>
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</Components>
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</Entity>
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</Children>
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</Entity>
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</Children>
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</Entity>
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@@ -13,6 +13,7 @@
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<xs:element ref="c:Transform" minOccurs="0"/>
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<xs:element ref="c:Model" minOccurs="0"/>
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<xs:element ref="c:Test" minOccurs="0"/>
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<xs:element ref="c:RaptorCopter" minOccurs="0"/>
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</xs:all>
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</xs:complexType>
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</xs:element>
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@@ -15,20 +15,51 @@ void RenderQueueFactory::Update(World* world)
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glm::mat4 RenderQueueFactory::ModelMatrix(World* world, EntityID entity)
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{
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//should really return absolute model matrix based on parents position, scale and orientation
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//GetAbsolutePosition(World* world, ComponentWrapper transformComponent)
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glm::vec3 position = AbsolutePosition(world, entity);
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glm::quat orientation = AbsoluteOrientation(world, entity);
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glm::vec3 scale = AbsoluteScale(world, entity);
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ComponentWrapper transformComponent = world->GetComponent(entity, "Transform");
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glm::vec3 position = transformComponent["Position"];
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glm::vec3 scale = transformComponent["Scale"];
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glm::vec3 oritentation = transformComponent["Orientation"];
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glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale);
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return modelMatrix;
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}
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glm::vec3 RenderQueueFactory::AbsolutePosition(World* world, EntityID entity)
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{
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glm::vec3 position;
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do {
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ComponentWrapper transform = world->GetComponent(entity, "Transform");
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position += AbsoluteOrientation(world, entity) * (glm::vec3)transform["Position"];
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entity = world->GetParent(entity);
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} while (entity != 0);
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return position;
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}
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glm::quat RenderQueueFactory::AbsoluteOrientation(World* world, EntityID entity)
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{
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glm::quat orientation;
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do {
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ComponentWrapper transform = world->GetComponent(entity, "Transform");
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orientation = glm::quat((glm::vec3)transform["Orientation"]) * orientation;
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entity = world->GetParent(entity);
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} while (entity != 0);
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return orientation;
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}
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glm::vec3 RenderQueueFactory::AbsoluteScale(World* world, EntityID entity)
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{
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ComponentWrapper transform = world->GetComponent(entity, "Transform");
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glm::vec3 scale = (glm::vec3)transform["Scale"];
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glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(glm::quat(oritentation)) * glm::scale(scale);
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EntityID parent = world->GetParent(entity);
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if (parent != 0) {
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return ModelMatrix(world, parent) * modelMatrix;
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return AbsoluteScale(world, parent) * scale;
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} else {
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return modelMatrix;
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return scale;
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}
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}
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@@ -41,6 +41,10 @@ Game::Game(int argc, char* argv[])
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if (!mapToLoad.empty()) {
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ResourceManager::Load<EntityXMLFile>(mapToLoad)->PopulateWorld(m_World);
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}
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// Create system pipeline
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m_SystemPipeline = new SystemPipeline(m_EventBroker);
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m_SystemPipeline->AddSystem<RaptorCopterSystem>();
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m_LastTime = glfwGetTime();
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@@ -64,6 +68,8 @@ void Game::Tick()
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m_Renderer->Update(dt);
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m_EventBroker->Swap();
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// Iterate through systems and update world!
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m_SystemPipeline->Update(m_World, dt);
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testTick(dt);
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m_RenderQueueFactory->Update(m_World);
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Reference in New Issue
Block a user