Fixed the OctTreeTestGameClass.cpp so it draws the OctTree nicely again
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@@ -0,0 +1,54 @@
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#ifndef EVENTFIXTURE_H
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#define EVENTFIXTURE_H
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#include <boost/test/unit_test.hpp>
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#include "Core\EventBroker.h"
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template <typename EventType>
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struct EventFixture
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{
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EventFixture()
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{
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this->ventBroker = new EventBroker();
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m_EEventType = decltype(m_EEventType)(std::bind(&EventFixture::OnEvent, this, std::placeholders::_1));
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this->ventBroker->Subscribe(m_EEventType);
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Run();
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Check();
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}
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~EventFixture()
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{
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this->ventBroker->Unsubscribe(m_EEventType);
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delete this->ventBroker;
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}
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EventBroker* ventBroker = nullptr;
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EventRelay<EventFixture, EventType> m_EEventType;
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bool m_EventRecieved = false;
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EventType Before;
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EventType After;
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bool OnEvent(const EventType& event)
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{
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m_EventRecieved = true;
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After = event;
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return true;
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}
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void Run()
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{
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// Publish the event
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this->ventBroker->Publish(Before);
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// Clear to swap buffers
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this->ventBroker->Swap();
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// Process the event
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this->ventBroker->template Process<EventFixture>();
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}
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void Check()
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{
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BOOST_CHECK(m_EventRecieved);
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}
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};
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#endif
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@@ -34,16 +34,12 @@ BOOST_AUTO_TEST_CASE(octTreeTest)
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BOOST_CHECK(someAABB.MaxCorner() == maxCorner);
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BOOST_CHECK(someAABB.Center() == 0.5f * (minCorner + maxCorner));
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//simple OctTree constructor check
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//OctTree someOctTree(someAABB, 5);
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//BOOST_CHECK(someOctTree.m_Children[0] != nullptr);
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//simple destructor check in the end, just look for memleaks, then it didnt clear the AABB structure
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}
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BOOST_AUTO_TEST_CASE(octTreeTest2)
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{
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//octtree ritningen osv
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//octtree draw etc
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Game game(0, nullptr);
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while (game.Running()) {
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game.Tick();
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@@ -5,6 +5,8 @@ Game::Game(int argc, char* argv[]) : someOctTree(AABB(-0.5f*worldSize, 0.5f*worl
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ResourceManager::RegisterType<ConfigFile>("ConfigFile");
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ResourceManager::RegisterType<Model>("Model");
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ResourceManager::RegisterType<Texture>("Texture");
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ResourceManager::RegisterType<EntityXMLFile>("EntityXMLFile");
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ResourceManager::RegisterType<ShaderProgram>("ShaderProgram");
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m_Config = ResourceManager::Load<ConfigFile>("Config.ini");
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LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
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@@ -25,9 +27,14 @@ Game::Game(int argc, char* argv[]) : someOctTree(AABB(-0.5f*worldSize, 0.5f*worl
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m_Config->Get<int>("Video.Height", 720)
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));
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m_Renderer->Initialize();
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m_Renderer->Camera()->SetFOV(glm::radians(m_Config->Get<float>("Video.FOV", 90.f)));
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// Create input manager
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m_InputManager = new InputManager(m_Renderer->Window(), m_EventBroker);
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m_InputProxy = new InputProxy(m_EventBroker);
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m_InputProxy->AddHandler<KeyboardInputHandler>();
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m_InputProxy->AddHandler<MouseInputHandler>();
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m_InputProxy->LoadBindings("Input.ini");
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// Create the root level GUI frame
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m_FrameStack = new GUI::Frame(m_EventBroker);
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@@ -37,6 +44,9 @@ Game::Game(int argc, char* argv[]) : someOctTree(AABB(-0.5f*worldSize, 0.5f*worl
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// Create a TEST WORLD
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m_World = new HardcodedTestWorld();
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m_SystemPipeline = new SystemPipeline(m_EventBroker);
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m_SystemPipeline->AddSystem<PlayerSystem>();
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m_LastTime = glfwGetTime();
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}
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@@ -52,9 +62,14 @@ void Game::Tick()
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double dt = currentTime - m_LastTime;
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m_LastTime = currentTime;
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// Handle input in a weird looking but responsive way
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m_EventBroker->Process<InputManager>();
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m_EventBroker->Swap();
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m_InputManager->Update(dt);
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m_Renderer->Update(dt);
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m_EventBroker->Swap();
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m_InputProxy->Update(dt);
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m_EventBroker->Swap();
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m_InputProxy->Process();
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m_EventBroker->Swap();
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#define TEST1
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@@ -70,7 +85,7 @@ void Game::Tick()
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AABB boxi;
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boxi.CreateFromCenter(pos, maxPos - minPos);
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frameCounter++;
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if (frameCounter > 50) {
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if (frameCounter > 1) {
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m_World->someOctTree.ClearDynamicObjects();
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m_World->someOctTree.AddDynamicObject(boxi);
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frameCounter = 0;
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@@ -149,8 +164,8 @@ void Game::Tick()
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if (someOctTree.BoxCollides(redBox, AABB())) {
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//this checks AABB vs AABB
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//if (Collision::AABBVsAABB(redBox, aabb)) {
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m_Renderer->Camera()->SetPosition(m_PrevPos);
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m_Renderer->Camera()->SetOrientation(m_PrevOri);
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//m_Renderer->Camera()->SetPosition(m_PrevPos);
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//m_Renderer->Camera()->SetOrientation(m_PrevOri);
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model["Color"] = greenCol;
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}
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else {
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@@ -163,8 +178,14 @@ void Game::Tick()
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m_RenderQueueFactory->Update(m_World);
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#endif
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m_Renderer->Draw(m_RenderQueueFactory->RenderQueues());
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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_Renderer->Update(dt);
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m_RenderQueueFactory->Update(m_World);
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GLERROR("Game::Tick m_RenderQueueFactory->Update");
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m_Renderer->Draw(m_RenderQueueFactory->RenderQueues());
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GLERROR("Game::Tick m_Renderer->Draw");
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m_EventBroker->Swap();
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m_EventBroker->Clear();
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@@ -0,0 +1,62 @@
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#ifndef Game_h__
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#define Game_h__
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#include "Core/ResourceManager.h"
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#include "Core/ConfigFile.h"
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#include "Core/EventBroker.h"
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#include "Rendering/Renderer.h"
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#include "Core/InputManager.h"
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#include "GUI/Frame.h"
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#include "Core/World.h"
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#include "Rendering/RenderQueueFactory.h"
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#include "Input/InputProxy.h"
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#include "Input/KeyboardInputHandler.h"
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#include "Input/MouseInputHandler.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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#include "PlayerSystem.h"
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#include "Editor/EditorSystem.h"
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#include "OctTreeTestHardCodedTestWorld.h"
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#include "Collision/Collision.h"
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class Game
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{
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public:
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Game(int argc, char* argv[]);
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~Game();
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bool Running() const { return !glfwWindowShouldClose(m_Renderer->Window()); }
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void Tick();
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private:
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double m_LastTime;
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ConfigFile* m_Config = nullptr;
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EventBroker* m_EventBroker;
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IRenderer* m_Renderer;
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InputManager* m_InputManager;
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GUI::Frame* m_FrameStack;
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HardcodedTestWorld* m_World;
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RenderQueueFactory* m_RenderQueueFactory;
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InputProxy* m_InputProxy;
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SystemPipeline* m_SystemPipeline;
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//Test1
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int frameCounter = 0;
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glm::vec3 minPos = glm::vec3(0.1f, 0.1f, 0.1f);
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glm::vec3 maxPos = glm::vec3(0.2f, 0.2f, 0.2f);
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//Test2
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bool m_UpdatedOnce = false;
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unsigned int m_BoxID;
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glm::vec3 m_PrevPos;
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glm::quat m_PrevOri;
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glm::vec3 worldSize = glm::vec3(50, 50, 50);
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OctTree someOctTree;
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};
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#endif
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@@ -0,0 +1,134 @@
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#include <list>
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#include <tuple>
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#include <boost/any.hpp>
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#include "GLM.h"
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#include "Core/World.h"
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#include "Core/Util/Any.h"
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#include <vector>
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//last!
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//#include "OldOctTree.h"
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#define private public
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#include <Engine\Core\OctTree.h>
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class HardcodedTestWorld : public World
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{
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public:
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struct LinkOctTreeAndModel {
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EntityID entId;
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OctTree::OctChild* child;
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glm::vec3 posxyz;
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LinkOctTreeAndModel(EntityID eId, OctTree::OctChild* ch, glm::vec3 pos)
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{
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entId = eId;
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child = ch;
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posxyz = pos;
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}
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};
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EntityID anotherBoxTransformId;
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std::vector<LinkOctTreeAndModel> linkOM;
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OctTree someOctTree;
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//constructor
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HardcodedTestWorld()
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: World()
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, someOctTree(AABB(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f)), 2)
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{
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registerTestComponents();
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//createTestEntities();
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}
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private:
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void registerTestComponents()
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{
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ComponentWrapperFactory f;
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f = ComponentWrapperFactory("Test");
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f.AddProperty("TestInteger", 1337);
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f.AddProperty("TestFloat", 13.37f);
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f.AddProperty("TestString", std::string("Carlito"));
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RegisterComponent(f);
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f = ComponentWrapperFactory("Debug");
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f.AddProperty("Name", std::string("Unnamed"));
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RegisterComponent(f);
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f = ComponentWrapperFactory("Transform");
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f.AddProperty("Position", glm::vec3(0.f, 0.f, 0.f));
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f.AddProperty("Orientation", glm::quat());
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f.AddProperty("Scale", glm::vec3(1.f, 1.f, 1.f));
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RegisterComponent(f);
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f = ComponentWrapperFactory("Model");
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f.AddProperty("Resource", std::string());
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f.AddProperty("Color", glm::vec4(1.f, 1.f, 1.f, 1.f));
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f.AddProperty("Visible", true);
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RegisterComponent(f);
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}
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void createTestEntitiesTest1()
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{
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World& world = *this;
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EntityID tempId;
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//add octTree
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{
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//copy of mainbox
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auto someAABB = AABB(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f));
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//draw main box first
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AddBoxModel(someAABB.Center(), someAABB.HalfSize().x, someOctTree.m_Root, tempId);
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//add anotherbox in octTree
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auto anotherBox = AABB(glm::vec3(0.1f, 0.1f, 0.1f), glm::vec3(0.2f, 0.2f, 0.2f));
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//note: have to delete the box in the tree first, since were trying to move the box
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someOctTree.AddDynamicObject(anotherBox);
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//draw anotherbox and save it in anotherBoxTransformId
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AddBoxModel(anotherBox.Center(), anotherBox.HalfSize().x, someOctTree.m_Root, anotherBoxTransformId);
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//draw the octTree
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for (size_t j = 0; j < 8; j++)
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{
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AddBoxModel(someOctTree.m_Root->m_Children[j]->m_Box.Center(),
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someOctTree.m_Root->m_Children[j]->m_Box.HalfSize().x, someOctTree.m_Root->m_Children[j], tempId);
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auto someChild = someOctTree.m_Root->m_Children[j];
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for (size_t i = 0; i < 8; i++)
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{
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AddBoxModel(someChild->m_Children[i]->m_Box.Center(),
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someChild->m_Children[i]->m_Box.HalfSize().x, someChild->m_Children[i], tempId);
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}
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}
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}
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}//end CreateEnt
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void createTestEntitiesTest2()
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{
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World& world = *this;
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EntityID entityCollisionBox = world.CreateEntity();
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ComponentWrapper transform = world.AttachComponent(entityCollisionBox, "Transform");
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transform["Position"] = glm::vec3(0.f, 2.f, 0.f);
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ComponentWrapper model = world.AttachComponent(entityCollisionBox, "Model");
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model["Resource"] = "Models/Core/UnitBox.obj";
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}
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void AddBoxModel(const glm::vec3 ¢er, const float &halfSize, OctTree::OctChild* child, EntityID &outEntityId) {
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World& world = *this;
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EntityID entityDummyScene = world.CreateEntity();
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outEntityId = entityDummyScene;
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ComponentWrapper transform = world.AttachComponent(entityDummyScene, "Transform");
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transform["Position"] = center;
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transform["Scale"] = glm::vec3(1.0f, 1.0f, 1.0f)*halfSize*2.0f*0.97f;
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ComponentWrapper model = world.AttachComponent(entityDummyScene, "Model");
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model["Resource"] = "Models/Core/UnitBox.obj";
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model["Color"] = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
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if (child->m_DynamicObjIndices.size() != 0)
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model["Color"] = glm::vec4(1.0f, 1.0f, 1.0f, 1.0f);
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linkOM.emplace_back(entityDummyScene, child, center);
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}
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};
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