Fixed the OctTreeTestGameClass.cpp so it draws the OctTree nicely again
This commit is contained in:
@@ -34,16 +34,12 @@ BOOST_AUTO_TEST_CASE(octTreeTest)
|
||||
BOOST_CHECK(someAABB.MaxCorner() == maxCorner);
|
||||
BOOST_CHECK(someAABB.Center() == 0.5f * (minCorner + maxCorner));
|
||||
|
||||
//simple OctTree constructor check
|
||||
//OctTree someOctTree(someAABB, 5);
|
||||
//BOOST_CHECK(someOctTree.m_Children[0] != nullptr);
|
||||
|
||||
//simple destructor check in the end, just look for memleaks, then it didnt clear the AABB structure
|
||||
}
|
||||
|
||||
BOOST_AUTO_TEST_CASE(octTreeTest2)
|
||||
{
|
||||
//octtree ritningen osv
|
||||
//octtree draw etc
|
||||
Game game(0, nullptr);
|
||||
while (game.Running()) {
|
||||
game.Tick();
|
||||
|
||||
@@ -5,6 +5,8 @@ Game::Game(int argc, char* argv[]) : someOctTree(AABB(-0.5f*worldSize, 0.5f*worl
|
||||
ResourceManager::RegisterType<ConfigFile>("ConfigFile");
|
||||
ResourceManager::RegisterType<Model>("Model");
|
||||
ResourceManager::RegisterType<Texture>("Texture");
|
||||
ResourceManager::RegisterType<EntityXMLFile>("EntityXMLFile");
|
||||
ResourceManager::RegisterType<ShaderProgram>("ShaderProgram");
|
||||
|
||||
m_Config = ResourceManager::Load<ConfigFile>("Config.ini");
|
||||
LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
|
||||
@@ -25,9 +27,14 @@ Game::Game(int argc, char* argv[]) : someOctTree(AABB(-0.5f*worldSize, 0.5f*worl
|
||||
m_Config->Get<int>("Video.Height", 720)
|
||||
));
|
||||
m_Renderer->Initialize();
|
||||
m_Renderer->Camera()->SetFOV(glm::radians(m_Config->Get<float>("Video.FOV", 90.f)));
|
||||
|
||||
// Create input manager
|
||||
m_InputManager = new InputManager(m_Renderer->Window(), m_EventBroker);
|
||||
m_InputProxy = new InputProxy(m_EventBroker);
|
||||
m_InputProxy->AddHandler<KeyboardInputHandler>();
|
||||
m_InputProxy->AddHandler<MouseInputHandler>();
|
||||
m_InputProxy->LoadBindings("Input.ini");
|
||||
|
||||
// Create the root level GUI frame
|
||||
m_FrameStack = new GUI::Frame(m_EventBroker);
|
||||
@@ -37,6 +44,9 @@ Game::Game(int argc, char* argv[]) : someOctTree(AABB(-0.5f*worldSize, 0.5f*worl
|
||||
// Create a TEST WORLD
|
||||
m_World = new HardcodedTestWorld();
|
||||
|
||||
m_SystemPipeline = new SystemPipeline(m_EventBroker);
|
||||
m_SystemPipeline->AddSystem<PlayerSystem>();
|
||||
|
||||
m_LastTime = glfwGetTime();
|
||||
}
|
||||
|
||||
@@ -52,9 +62,14 @@ void Game::Tick()
|
||||
double dt = currentTime - m_LastTime;
|
||||
m_LastTime = currentTime;
|
||||
|
||||
// Handle input in a weird looking but responsive way
|
||||
m_EventBroker->Process<InputManager>();
|
||||
m_EventBroker->Swap();
|
||||
m_InputManager->Update(dt);
|
||||
m_Renderer->Update(dt);
|
||||
m_EventBroker->Swap();
|
||||
m_InputProxy->Update(dt);
|
||||
m_EventBroker->Swap();
|
||||
m_InputProxy->Process();
|
||||
m_EventBroker->Swap();
|
||||
|
||||
#define TEST1
|
||||
@@ -70,7 +85,7 @@ void Game::Tick()
|
||||
AABB boxi;
|
||||
boxi.CreateFromCenter(pos, maxPos - minPos);
|
||||
frameCounter++;
|
||||
if (frameCounter > 50) {
|
||||
if (frameCounter > 1) {
|
||||
m_World->someOctTree.ClearDynamicObjects();
|
||||
m_World->someOctTree.AddDynamicObject(boxi);
|
||||
frameCounter = 0;
|
||||
@@ -149,8 +164,8 @@ void Game::Tick()
|
||||
if (someOctTree.BoxCollides(redBox, AABB())) {
|
||||
//this checks AABB vs AABB
|
||||
//if (Collision::AABBVsAABB(redBox, aabb)) {
|
||||
m_Renderer->Camera()->SetPosition(m_PrevPos);
|
||||
m_Renderer->Camera()->SetOrientation(m_PrevOri);
|
||||
//m_Renderer->Camera()->SetPosition(m_PrevPos);
|
||||
//m_Renderer->Camera()->SetOrientation(m_PrevOri);
|
||||
model["Color"] = greenCol;
|
||||
}
|
||||
else {
|
||||
@@ -163,8 +178,14 @@ void Game::Tick()
|
||||
m_RenderQueueFactory->Update(m_World);
|
||||
#endif
|
||||
|
||||
m_Renderer->Draw(m_RenderQueueFactory->RenderQueues());
|
||||
// Iterate through systems and update world!
|
||||
m_SystemPipeline->Update(m_World, dt);
|
||||
m_Renderer->Update(dt);
|
||||
|
||||
m_RenderQueueFactory->Update(m_World);
|
||||
GLERROR("Game::Tick m_RenderQueueFactory->Update");
|
||||
m_Renderer->Draw(m_RenderQueueFactory->RenderQueues());
|
||||
GLERROR("Game::Tick m_Renderer->Draw");
|
||||
m_EventBroker->Swap();
|
||||
m_EventBroker->Clear();
|
||||
|
||||
|
||||
@@ -9,11 +9,19 @@
|
||||
#include "GUI/Frame.h"
|
||||
#include "Core/World.h"
|
||||
#include "Rendering/RenderQueueFactory.h"
|
||||
#include "Input/InputProxy.h"
|
||||
#include "Input/KeyboardInputHandler.h"
|
||||
#include "Input/MouseInputHandler.h"
|
||||
#include "Core/EKeyDown.h"
|
||||
#include "Core/EntityXMLFile.h"
|
||||
#include "Core/SystemPipeline.h"
|
||||
#include "RaptorCopterSystem.h"
|
||||
#include "PlayerSystem.h"
|
||||
#include "Editor/EditorSystem.h"
|
||||
|
||||
#include "OctTreeTestHardCodedTestWorld.h"
|
||||
#include "Collision/Collision.h"
|
||||
|
||||
|
||||
class Game
|
||||
{
|
||||
public:
|
||||
@@ -32,6 +40,8 @@ private:
|
||||
GUI::Frame* m_FrameStack;
|
||||
HardcodedTestWorld* m_World;
|
||||
RenderQueueFactory* m_RenderQueueFactory;
|
||||
InputProxy* m_InputProxy;
|
||||
SystemPipeline* m_SystemPipeline;
|
||||
|
||||
//Test1
|
||||
int frameCounter = 0;
|
||||
Reference in New Issue
Block a user