Fixed the OctTreeTestGameClass.cpp so it draws the OctTree nicely again
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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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