Compare commits
5 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 36477abc63 | |||
| 5d53fc74cb | |||
| ecc8d998cf | |||
| e3c0fb2178 | |||
| 090bd806ce |
@@ -2,6 +2,7 @@
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#define ComponentInfo_h__
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#include "../Common.h"
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#include "Entity.h"
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#include <boost/shared_array.hpp>
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struct ComponentInfo
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@@ -21,6 +22,7 @@ struct ComponentInfo
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{
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std::string Name;
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std::string Type;
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unsigned char Index;
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unsigned int Offset;
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unsigned int Stride;
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};
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@@ -32,6 +34,16 @@ struct ComponentInfo
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unsigned int Stride = 0;
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boost::shared_array<char> Defaults = nullptr;
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std::shared_ptr<Meta_t> Meta = nullptr;
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std::size_t GetHeaderSize() const
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{
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std::size_t size = 0;
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// A component block starts with an entity ID
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size += sizeof(EntityID);
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return size;
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}
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};
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template<>
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@@ -5,16 +5,15 @@
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#include "MemoryPool.h"
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#include "ComponentInfo.h"
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#include "ComponentWrapper.h"
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#include "DirtySet.h"
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class ComponentPool;
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class ComponentPoolForwardIterator
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: public std::iterator<std::forward_iterator_tag, ComponentWrapper>
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{
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public:
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ComponentPoolForwardIterator(const ComponentInfo& componentInfo, const MemoryPool<char>::iterator begin, const MemoryPool<char>::iterator end)
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: m_ComponentInfo(componentInfo)
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, m_MemoryPoolIterator(begin)
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, m_MemoryPoolEnd(end)
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{ }
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ComponentPoolForwardIterator(ComponentPool* pool);
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ComponentPoolForwardIterator(const ComponentPoolForwardIterator& other) = default;
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ComponentPoolForwardIterator(ComponentPoolForwardIterator&& other) = default;
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@@ -27,6 +26,7 @@ public:
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ComponentWrapper operator*() const;
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private:
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ComponentPool* m_ComponentPool;
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const ComponentInfo& m_ComponentInfo;
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MemoryPool<char>::iterator m_MemoryPoolIterator;
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const MemoryPool<char>::iterator m_MemoryPoolEnd;
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@@ -34,6 +34,7 @@ private:
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class ComponentPool
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{
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friend class ComponentPoolForwardIterator;
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public:
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typedef ComponentPoolForwardIterator iterator;
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typedef ptrdiff_t difference_type;
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@@ -41,10 +42,11 @@ public:
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typedef ComponentWrapper value_type;
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typedef ComponentWrapper* pointer;
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typedef ComponentWrapper& reference;
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typedef std::unordered_map<EntityID, std::set<decltype(ComponentInfo::Field_t::Index)>> DirtySet_t;
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ComponentPool(const ::ComponentInfo& ci)
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: m_ComponentInfo(ci)
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, m_Pool(ci.Meta->Allocation, sizeof(EntityID) + ci.Stride)
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, m_Pool(ci.Meta->Allocation, ci.GetHeaderSize() + ci.Stride)
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{ }
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~ComponentPool();
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ComponentPool(const ComponentPool& other);
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@@ -61,8 +63,8 @@ public:
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// Delete a component and free its memory
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void Delete(ComponentWrapper& wrapper);
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iterator begin() const;
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iterator end() const;
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iterator begin();
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iterator end();
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size_t size() const;
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//Dumps information about what the pool memory looks like right now
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@@ -80,6 +82,7 @@ private:
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::ComponentInfo m_ComponentInfo;
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MemoryPool<char> m_Pool;
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std::unordered_map<EntityID, char*> m_EntityToComponent;
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DirtySet m_DirtySet;
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};
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#endif
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@@ -6,44 +6,54 @@
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#include "../Common.h"
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#include "Entity.h"
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#include "ComponentInfo.h"
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#include "DirtySet.h"
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#include "Util/Any.h"
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template <typename T, typename Enable = void>
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struct ComponentField { };
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template <typename T>
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struct ComponentField<T, typename std::enable_if<std::is_trivially_copyable<T>::value>::type>
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{
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static T& Get(const ComponentInfo::Field_t& info, char* data) { return *reinterpret_cast<T*>(data); }
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static void Set(const ComponentInfo::Field_t& info, char* data, const T& value) { Get(data) = value; }
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};
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template <>
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struct ComponentField<std::string, void>
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{
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static std::string& Get(const ComponentInfo::Field_t& info, char* data) { return **reinterpret_cast<std::string**>(data); }
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static void Set(const ComponentInfo::Field_t& info, char* data, const std::string& value) { Get(info, data) = value; }
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};
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struct ComponentWrapper
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{
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ComponentWrapper(const ComponentInfo& componentInfo, char* data)
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ComponentWrapper(const ComponentInfo& componentInfo, char* data, ::DirtyBitField* dirtyBitField)
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: Info(componentInfo)
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, EntityID(*reinterpret_cast<::EntityID*>(data))
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, Data(data + sizeof(::EntityID))
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, Data(data + componentInfo.GetHeaderSize())
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, DirtyBitField(dirtyBitField)
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{ }
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const ComponentInfo& Info;
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const ::EntityID EntityID;
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char* Data;
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::DirtyBitField* DirtyBitField = nullptr;
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ComponentInfo::EnumType Enum(const char* fieldName, const char* enumKey)
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{
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return Info.Meta->FieldEnumDefinitions.at(fieldName).at(enumKey);
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}
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bool Dirty(DirtySetType type, const std::string& fieldName)
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{
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if (DirtyBitField == nullptr) {
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return true;
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} else {
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auto& field = Info.Fields.at(fieldName);
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return DirtyBitField->operator[](type).count(field.Index) == 1;
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}
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}
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void SetDirty(DirtySetType type, const std::string& fieldName, bool dirty = true)
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{
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if (DirtyBitField == nullptr) {
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return;
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}
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auto& field = Info.Fields.at(fieldName);
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if (dirty) {
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DirtyBitField->operator[](type).insert(field.Index);
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} else {
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DirtyBitField->operator[](type).erase(field.Index);
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}
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}
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template <typename T>
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T& Field(std::string name)
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T& Field(const std::string& name)
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{
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const ComponentInfo::Field_t& field = Info.Fields.at(name);
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if (sizeof(T) > field.Stride) {
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@@ -55,13 +65,13 @@ struct ComponentWrapper
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}
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template <typename T>
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void SetField(std::string name, const T value) { Field<T>(name) = value; }
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void SetField(const std::string& name, const T value) { Field<T>(name) = value; }
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//template <typename T>
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//void SetField(std::string name, T& value) { Field<T>(name) = value; }
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// Specialization for string literals
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template <std::size_t N>
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void SetField(std::string name, const char(&value)[N]) { Field<std::string>(name) = std::string(value); }
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void SetField(const std::string& name, const char(&value)[N]) { Field<std::string>(name) = std::string(value); }
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void Copy(ComponentWrapper& destination)
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{
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@@ -96,39 +106,41 @@ struct ComponentWrapper
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{
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friend struct ComponentWrapper;
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private:
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SubscriptProxy(ComponentWrapper* component, std::string propertyName)
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SubscriptProxy(ComponentWrapper* component, std::string fieldName)
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: m_Component(component)
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, m_PropertyName(propertyName)
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, m_FieldName(fieldName)
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{ }
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ComponentWrapper* m_Component;
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std::string m_PropertyName;
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std::string m_FieldName;
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public:
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// Return the integer value of an enum type key for this field
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ComponentInfo::EnumType Enum(const char* enumKey) { return m_Component->Enum(m_PropertyName.c_str(), enumKey); }
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ComponentInfo::EnumType Enum(const char* enumKey) { return m_Component->Enum(m_FieldName.c_str(), enumKey); }
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bool Dirty(DirtySetType type) { return m_Component->Dirty(type, m_FieldName); }
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void SetDirty(DirtySetType type, bool dirty = true) { m_Component->SetDirty(type, m_FieldName, dirty); }
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template <typename T>
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operator T&() { return m_Component->Field<T>(m_PropertyName); }
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operator T&() { return m_Component->Field<T>(m_FieldName); }
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template <typename T>
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void operator=(const T val) { m_Component->SetField<T>(m_PropertyName, val); }
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void operator=(const T val) { m_Component->SetField<T>(m_FieldName, val); }
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// TODO: Pass by reference and rvalue (universal reference?)
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//template <typename T>
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//void operator=(T& val) { m_Component->SetField<T>(m_PropertyName, val); }
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// Specialization for string literals
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template <std::size_t N>
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void operator=(const char(&val)[N]) { m_Component->SetField<N>(m_PropertyName, val); }
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void operator=(const char(&val)[N]) { m_Component->SetField<N>(m_FieldName, val); }
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};
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SubscriptProxy operator[](std::string propertyName) { return SubscriptProxy(this, propertyName); }
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SubscriptProxy operator[](const std::string& propertyName) { return SubscriptProxy(this, propertyName); }
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};
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// A component wrapper that "owns" its data through a shared pointer
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struct SharedComponentWrapper : ComponentWrapper
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{
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SharedComponentWrapper(const ComponentInfo& componentInfo, boost::shared_array<char> data)
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: ComponentWrapper(componentInfo, data.get())
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: ComponentWrapper(componentInfo, data.get(), nullptr)
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, m_DataReference(data)
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{ }
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@@ -0,0 +1,16 @@
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#ifndef DirtySet_h__
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#define DirtySet_h__
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#include <set>
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#include "ComponentInfo.h"
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enum class DirtySetType
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{
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Transform,
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Network
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};
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typedef std::unordered_map<DirtySetType, std::set<decltype(ComponentInfo::Field_t::Index)>> DirtyBitField;
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typedef std::unordered_map<EntityID, DirtyBitField> DirtySet;
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#endif
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@@ -81,7 +81,7 @@ public:
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for (auto& pair : group.PureSystems) {
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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 = m_World->GetComponents(componentName);
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ComponentPool* pool = m_World->GetComponents(componentName);
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if (pool == nullptr) {
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continue;
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}
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@@ -35,7 +35,7 @@ public:
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// Delete a component off an entity
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void DeleteComponent(EntityID entity, const std::string& componentType);
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// Get all components of the specified type
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const ComponentPool* GetComponents(const std::string& componentType);
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ComponentPool* GetComponents(const std::string& componentType);
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// Get entity parent
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EntityID GetParent(EntityID entity);
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// Change the parent of an entity
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@@ -23,7 +23,6 @@ public:
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private:
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void renderText(std::string text, Font* font, TextJob::AlignmentEnum alignment, glm::vec4 color, glm::mat4 modelMatrix, glm::mat4 projectionMatrix, glm::mat4 viewMatrix);
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std::string parseColors(std::string text, std::map<int, glm::vec4>& colorChanges, glm::vec4 originalColor);
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Font* font;
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GLuint VAO, VBO;
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@@ -40,17 +40,5 @@ private:
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};
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std::vector<EntityAtMaxValuePickupStruct> m_PickupAtMaximum;
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void DoPickup(EntityWrapper &player, EntityWrapper &trigger);
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//class
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enum class PlayerClass {
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Assault,
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Defender,
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Sniper,
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None
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};
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//helper methods
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bool DoesPlayerHaveMaxAmmo(EntityWrapper &player);
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PlayerClass DetermineClass(EntityWrapper &player);
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void SetPlayerAmmo(EntityWrapper &player, int ammoGain);
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int GetPlayerMaxAmmo(EntityWrapper &player);
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};
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#endif
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@@ -1,9 +1,17 @@
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#include "Core/ComponentPool.h"
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ComponentPoolForwardIterator::ComponentPoolForwardIterator(ComponentPool* pool)
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: m_ComponentPool(pool)
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, m_ComponentInfo(pool->m_ComponentInfo)
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, m_MemoryPoolIterator(pool->m_Pool.begin())
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, m_MemoryPoolEnd(pool->m_Pool.end())
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{ }
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ComponentWrapper ComponentPoolForwardIterator::operator*() const
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{
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char* data = &(*m_MemoryPoolIterator);
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ComponentWrapper wrapper(m_ComponentInfo, data);
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EntityID entity = *reinterpret_cast<EntityID*>(data);
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ComponentWrapper wrapper(m_ComponentInfo, data, &m_ComponentPool->m_DirtySet[entity]);
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return wrapper;
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}
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@@ -71,7 +79,7 @@ ComponentWrapper ComponentPool::Allocate(EntityID entity)
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memcpy(data, &entity, sizeof(EntityID));
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m_EntityToComponent[entity] = data;
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ComponentWrapper component(m_ComponentInfo, data);
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ComponentWrapper component(m_ComponentInfo, data, &m_DirtySet[entity]);
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// Copy defaults
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memcpy(component.Data, m_ComponentInfo.Defaults.get(), m_ComponentInfo.Stride);
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@@ -82,7 +90,9 @@ ComponentWrapper ComponentPool::Allocate(EntityID entity)
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ComponentWrapper ComponentPool::GetByEntity(EntityID ent)
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{
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return ComponentWrapper(m_ComponentInfo, m_EntityToComponent.at(ent));
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auto data = m_EntityToComponent.at(ent);
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auto bitField = &m_DirtySet[ent];
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return ComponentWrapper(m_ComponentInfo, data, bitField);
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}
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bool ComponentPool::KnowsEntity(EntityID ent)
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@@ -95,16 +105,17 @@ void ComponentPool::Delete(ComponentWrapper& wrapper)
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ComponentWrapper::Destroy(wrapper.Info, wrapper.Data);
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m_EntityToComponent.erase(wrapper.EntityID);
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m_Pool.Free(wrapper.Data - sizeof(EntityID));
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m_DirtySet.erase(wrapper.EntityID);
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}
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ComponentPool::iterator ComponentPool::begin() const
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ComponentPool::iterator ComponentPool::begin()
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{
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return iterator(m_ComponentInfo, m_Pool.begin(), m_Pool.end());
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return iterator(this);
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}
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ComponentPool::iterator ComponentPool::end() const
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ComponentPool::iterator ComponentPool::end()
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{
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return iterator(m_ComponentInfo, m_Pool.end(), m_Pool.end());
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return iterator(this);
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}
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size_t ComponentPool::size() const
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@@ -125,6 +125,7 @@ void EntityXMLFilePreprocessor::parseComponentInfo()
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auto modelGroup = modelGroupParticle->getModelGroupTerm();
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// <xs:element...
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unsigned char fieldIndex = 0;
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unsigned int fieldOffset = 0;
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auto particles = modelGroup->getParticles();
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for (unsigned int i = 0; i < particles->size(); ++i) {
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@@ -182,12 +183,14 @@ void EntityXMLFilePreprocessor::parseComponentInfo()
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auto& field = compInfo.Fields[name];
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field.Name = name;
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field.Type = effectiveType;
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field.Index = fieldIndex;
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field.Offset = fieldOffset;
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field.Stride = stride;
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compInfo.FieldsInOrder.push_back(name);
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if (field.Type == "string") {
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compInfo.StringFields.push_back(name);
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}
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fieldIndex += 1;
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fieldOffset += stride;
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}
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@@ -95,7 +95,7 @@ void World::DeleteComponent(EntityID entity, const std::string& componentType)
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}
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}
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const ComponentPool* World::GetComponents(const std::string& componentType)
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ComponentPool* World::GetComponents(const std::string& componentType)
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{
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auto it = m_ComponentPools.find(componentType);
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return (it != m_ComponentPools.end()) ? it->second : nullptr;
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@@ -7,23 +7,23 @@ TextPass::TextPass()
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|
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void TextPass::Initialize()
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{
|
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
|
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
|
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glBindVertexArray(0);
|
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|
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m_TextProgram = ResourceManager::Load<ShaderProgram>("#TextProgram");
|
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m_TextProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Text.vert.glsl")));
|
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m_TextProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Text.frag.glsl")));
|
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m_TextProgram->Compile();
|
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m_TextProgram->BindFragDataLocation(0, "sceneColor");
|
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m_TextProgram->BindFragDataLocation(1, "bloomColor");
|
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m_TextProgram->Link();
|
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m_TextProgram = ResourceManager::Load<ShaderProgram>("#TextProgram");
|
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m_TextProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Text.vert.glsl")));
|
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m_TextProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Text.frag.glsl")));
|
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m_TextProgram->Compile();
|
||||
m_TextProgram->BindFragDataLocation(0, "sceneColor");
|
||||
m_TextProgram->BindFragDataLocation(1, "bloomColor");
|
||||
m_TextProgram->Link();
|
||||
}
|
||||
|
||||
void TextPass::Update()
|
||||
@@ -33,180 +33,81 @@ void TextPass::Update()
|
||||
|
||||
void TextPass::Draw(RenderScene& scene, FrameBuffer& frameBuffer)
|
||||
{
|
||||
GLERROR("Derp1");
|
||||
TextPassState* state = new TextPassState(frameBuffer.GetHandle());
|
||||
for (auto &job : scene.Jobs.Text) {
|
||||
auto textJob = std::dynamic_pointer_cast<TextJob>(job);
|
||||
if (textJob) {
|
||||
GLERROR("Derp1");
|
||||
TextPassState* state = new TextPassState(frameBuffer.GetHandle());
|
||||
for (auto &job : scene.Jobs.Text) {
|
||||
auto textJob = std::dynamic_pointer_cast<TextJob>(job);
|
||||
if (textJob) {
|
||||
|
||||
renderText(textJob->Content, textJob->Resource, textJob->Alignment, textJob->Color, textJob->Matrix, scene.Camera->ProjectionMatrix(), scene.Camera->ViewMatrix());
|
||||
}
|
||||
}
|
||||
GLERROR("Derp2");
|
||||
delete state;
|
||||
}
|
||||
|
||||
std::string TextPass::parseColors(std::string text, std::map<int, glm::vec4>& colorChanges, glm::vec4 originalColor)
|
||||
{
|
||||
std::string parsedString = text;
|
||||
glm::vec4 newColor = originalColor;
|
||||
bool colorChange = false;
|
||||
|
||||
for (std::string::const_iterator c = parsedString.begin(); c != parsedString.end(); c++) {
|
||||
if (*c == char(92)) { // Backlash
|
||||
if ((c + 1) != parsedString.end()) {
|
||||
if (*(c + 1) == char('C')) { // C for Color
|
||||
if ((c + 7) != parsedString.end()) {
|
||||
bool hasCorrectFormat = true;
|
||||
|
||||
for (std::string::const_iterator colorC = c + 2; colorC != c + 8; colorC++) {
|
||||
if (*colorC < '0' || *colorC > 'F') {
|
||||
hasCorrectFormat = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (hasCorrectFormat == true) {
|
||||
colorChange = true;
|
||||
|
||||
std::array<int, 3> hexToInt = {
|
||||
std::stoi(std::string(c + 2, c + 4), 0, 16),
|
||||
std::stoi(std::string(c + 4, c + 6), 0, 16),
|
||||
std::stoi(std::string(c + 6, c + 8), 0, 16)
|
||||
};
|
||||
|
||||
newColor = glm::vec4(
|
||||
float(hexToInt[0]) / 255.f,
|
||||
float(hexToInt[1]) / 255.f,
|
||||
float(hexToInt[2]) / 255.f,
|
||||
newColor.a);
|
||||
|
||||
parsedString.erase(c, (c + 8));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (*(c + 1) == char('A')) { // A for Alpha
|
||||
if ((c + 3) != parsedString.end()) {
|
||||
bool hasCorrectFormat = true;
|
||||
|
||||
for (std::string::const_iterator colorC = c + 2; colorC != c + 4; colorC++) {
|
||||
if (*colorC < '0' || *colorC > 'F') {
|
||||
hasCorrectFormat = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (hasCorrectFormat == true) {
|
||||
colorChange = true;
|
||||
|
||||
int hexToInt = std::stoi(std::string(c + 2, c + 4), 0, 16);
|
||||
|
||||
newColor = glm::vec4(
|
||||
newColor.r,
|
||||
newColor.g,
|
||||
newColor.b,
|
||||
float(hexToInt) / 255.f);
|
||||
|
||||
parsedString.erase(c, (c + 4));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if ((*(c + 1) >= '1' && *(c + 1) <= '9') || *(c + 1) == 'B' || *(c + 1) == 'E' || *(c + 1) == 'F') { // Icons
|
||||
if (*(c + 1) >= '1' && *(c + 1) <= '9') {
|
||||
parsedString.replace(c, (c + 2), 1, (*(c + 1) - 48));
|
||||
}
|
||||
else {
|
||||
parsedString.replace(c, (c + 2), 1, (*(c + 1) - 55));
|
||||
}
|
||||
}
|
||||
|
||||
if (colorChange) {
|
||||
colorChanges[c - parsedString.begin()] = newColor;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
return parsedString;
|
||||
renderText(textJob->Content, textJob->Resource, textJob->Alignment, textJob->Color, textJob->Matrix, scene.Camera->ProjectionMatrix(), scene.Camera->ViewMatrix());
|
||||
}
|
||||
}
|
||||
GLERROR("Derp2");
|
||||
delete state;
|
||||
}
|
||||
|
||||
void TextPass::renderText(std::string text, Font* font, TextJob::AlignmentEnum alignment, glm::vec4 color, glm::mat4 modelMatrix, glm::mat4 projectionMatrix, glm::mat4 viewMatrix)
|
||||
{
|
||||
GLfloat penX = 0;
|
||||
GLfloat penY = 0;
|
||||
GLfloat scale = 1.0 / font->FontSize;
|
||||
GLfloat penX = 0;
|
||||
GLfloat penY = 0;
|
||||
GLfloat scale = 1.0/font->FontSize;
|
||||
|
||||
GLfloat stringWidth = 0.f;
|
||||
GLfloat stringWidth = 0.f;
|
||||
|
||||
std::map<int, glm::vec4> colorChanges;
|
||||
std::string parsedText = parseColors(text, colorChanges, color);
|
||||
for (std::string::const_iterator c = text.begin(); c != text.end(); c++) {
|
||||
Font::Character ch = font->m_Characters[*c];
|
||||
stringWidth += (ch.Advance >> 6) * scale;
|
||||
}
|
||||
|
||||
for (std::string::const_iterator c = parsedText.begin(); c != parsedText.end(); c++) {
|
||||
Font::Character ch = font->m_Characters[*c];
|
||||
stringWidth += (ch.Advance >> 6) * scale;
|
||||
}
|
||||
if(alignment == TextJob::AlignmentEnum::Center) {
|
||||
penX = -stringWidth/2.f;
|
||||
} else if (alignment == TextJob::AlignmentEnum::Right) {
|
||||
penX = -stringWidth;
|
||||
} else {
|
||||
penX = 0;
|
||||
}
|
||||
|
||||
|
||||
|
||||
if (alignment == TextJob::AlignmentEnum::Center) {
|
||||
penX = -stringWidth / 2.f;
|
||||
}
|
||||
else if (alignment == TextJob::AlignmentEnum::Right) {
|
||||
penX = -stringWidth;
|
||||
}
|
||||
else {
|
||||
penX = 0;
|
||||
}
|
||||
m_TextProgram->Bind();
|
||||
glUniform4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "textColor"), 1, glm::value_ptr(color));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix));
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindVertexArray(VAO);
|
||||
|
||||
|
||||
for (std::string::const_iterator c = text.begin(); c != text.end(); c++) {
|
||||
Font::Character ch = font->m_Characters[*c];
|
||||
|
||||
m_TextProgram->Bind();
|
||||
glUniform4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "textColor"), 1, glm::value_ptr(color));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix));
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindVertexArray(VAO);
|
||||
GLfloat xpos = penX + ch.Bearing.x * scale;
|
||||
GLfloat ypos = penY - (ch.Size.y - ch.Bearing.y) * scale;
|
||||
|
||||
GLfloat w = ch.Size.x * scale;
|
||||
GLfloat h = ch.Size.y * scale;
|
||||
|
||||
for (std::string::const_iterator c = parsedText.begin(); c != parsedText.end(); c++) {
|
||||
GLfloat vertices[6][4] = {
|
||||
{ xpos, ypos + h, 0.0, 0.0 },
|
||||
{ xpos, ypos, 0.0, 1.0 },
|
||||
{ xpos + w, ypos, 1.0, 1.0 },
|
||||
|
||||
auto it = colorChanges.find(c - parsedText.begin());
|
||||
if (it != colorChanges.end()) {
|
||||
glUniform4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "textColor"), 1, glm::value_ptr(it->second));
|
||||
}
|
||||
{ xpos, ypos + h, 0.0, 0.0 },
|
||||
{ xpos + w, ypos, 1.0, 1.0 },
|
||||
{ xpos + w, ypos + h, 1.0, 0.0 }
|
||||
};
|
||||
|
||||
Font::Character ch = font->m_Characters[*c];
|
||||
glBindTexture(GL_TEXTURE_2D, ch.TextureID);
|
||||
|
||||
GLfloat xpos = penX + ch.Bearing.x * scale;
|
||||
GLfloat ypos = penY - (ch.Size.y - ch.Bearing.y) * scale;
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
penX += (ch.Advance >> 6) * scale; // Bitshift by 6 to get value in pixels (2^6 = 64)
|
||||
}
|
||||
glBindVertexArray(0);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
GLfloat w = ch.Size.x * scale;
|
||||
GLfloat h = ch.Size.y * scale;
|
||||
|
||||
GLfloat vertices[6][4] = {
|
||||
{ xpos, ypos + h, 0.0, 0.0 },
|
||||
{ xpos, ypos, 0.0, 1.0 },
|
||||
{ xpos + w, ypos, 1.0, 1.0 },
|
||||
|
||||
{ xpos, ypos + h, 0.0, 0.0 },
|
||||
{ xpos + w, ypos, 1.0, 1.0 },
|
||||
{ xpos + w, ypos + h, 1.0, 0.0 }
|
||||
};
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, ch.TextureID);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
penX += (ch.Advance >> 6) * scale; // Bitshift by 6 to get value in pixels (2^6 = 64)
|
||||
}
|
||||
glBindVertexArray(0);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
GLERROR("Text rendering Error");
|
||||
GLERROR("Text rendering Error");
|
||||
}
|
||||
|
||||
|
||||
@@ -37,7 +37,8 @@ void AmmoPickupSystem::Update(double dt)
|
||||
|
||||
//erase the current element (somePickup)
|
||||
it = m_ETriggerTouchVector.erase(it);
|
||||
} else {
|
||||
}
|
||||
else {
|
||||
it++;
|
||||
}
|
||||
}
|
||||
@@ -47,7 +48,7 @@ void AmmoPickupSystem::Update(double dt)
|
||||
m_PickupAtMaximum.erase(it);
|
||||
break;
|
||||
}
|
||||
if (!DoesPlayerHaveMaxAmmo(it->player)) {
|
||||
if ((int)it->player["AssaultWeapon"]["Ammo"] < (int)it->player["AssaultWeapon"]["MaxAmmo"]) {
|
||||
DoPickup(it->player, it->trigger);
|
||||
m_PickupAtMaximum.erase(it);
|
||||
break;
|
||||
@@ -55,58 +56,6 @@ void AmmoPickupSystem::Update(double dt)
|
||||
}
|
||||
}
|
||||
}
|
||||
bool AmmoPickupSystem::DoesPlayerHaveMaxAmmo(EntityWrapper &player) {
|
||||
PlayerClass playerClass = DetermineClass(player);
|
||||
if (playerClass == PlayerClass::Defender) {
|
||||
return !((int)player["DefenderWeapon"]["Ammo"] < (int)player["DefenderWeapon"]["MaxAmmo"]);
|
||||
} else if (playerClass == PlayerClass::Sniper) {
|
||||
return !((int)player["SniperWeapon"]["Ammo"] < (int)player["SniperWeapon"]["MaxAmmo"]);
|
||||
} else if (playerClass == PlayerClass::Assault) {
|
||||
return !((int)player["AssaultWeapon"]["Ammo"] < (int)player["AssaultWeapon"]["MaxAmmo"]);
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
void AmmoPickupSystem::SetPlayerAmmo(EntityWrapper &player, int ammoGain) {
|
||||
int maxWeaponAmmo = GetPlayerMaxAmmo(player);
|
||||
|
||||
PlayerClass playerClass = DetermineClass(player);
|
||||
if (playerClass == PlayerClass::Defender) {
|
||||
(int&)player["DefenderWeapon"]["Ammo"] = std::min((int)player["DefenderWeapon"]["Ammo"] + ammoGain, maxWeaponAmmo);
|
||||
} else if (playerClass == PlayerClass::Sniper) {
|
||||
(int&)player["SniperWeapon"]["Ammo"] = std::min((int)player["SniperWeapon"]["Ammo"] + ammoGain, maxWeaponAmmo);
|
||||
} else if (playerClass == PlayerClass::Assault) {
|
||||
(int&)player["AssaultWeapon"]["Ammo"] = std::min((int)player["AssaultWeapon"]["Ammo"] + ammoGain, maxWeaponAmmo);
|
||||
} else {
|
||||
//unknown class - ignore
|
||||
}
|
||||
}
|
||||
int AmmoPickupSystem::GetPlayerMaxAmmo(EntityWrapper &player) {
|
||||
PlayerClass playerClass = DetermineClass(player);
|
||||
if (playerClass == PlayerClass::Defender) {
|
||||
return (int)player["DefenderWeapon"]["MaxAmmo"];
|
||||
} else if (playerClass == PlayerClass::Sniper) {
|
||||
return (int)player["SniperWeapon"]["MaxAmmo"];
|
||||
} else if (playerClass == PlayerClass::Assault) {
|
||||
return (int)player["AssaultWeapon"]["MaxAmmo"];
|
||||
} else {
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
AmmoPickupSystem::PlayerClass AmmoPickupSystem::DetermineClass(EntityWrapper &player)
|
||||
{
|
||||
//determine the class based on what component the inflictor-player has
|
||||
if (m_World->HasComponent(player.ID, "DashAbility")) {
|
||||
return PlayerClass::Assault;
|
||||
}
|
||||
if (m_World->HasComponent(player.ID, "ShieldAbility")) {
|
||||
return PlayerClass::Defender;
|
||||
}
|
||||
if (m_World->HasComponent(player.ID, "SprintAbility")) {
|
||||
return PlayerClass::Sniper;
|
||||
}
|
||||
return PlayerClass::None;
|
||||
}
|
||||
|
||||
bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
|
||||
{
|
||||
@@ -114,7 +63,7 @@ bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
|
||||
return false;
|
||||
}
|
||||
//TODO: add other weapontypes
|
||||
if (DetermineClass(e.Entity) == PlayerClass::None) {
|
||||
if (!e.Entity.HasComponent("AssaultWeapon")) {
|
||||
return false;
|
||||
}
|
||||
if (!e.Trigger.HasComponent("AmmoPickup")) {
|
||||
@@ -122,7 +71,7 @@ bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
|
||||
}
|
||||
|
||||
//if at maxammo, save the trigger-touch to a vector since standing inside it will not re-trigger the trigger
|
||||
if (DoesPlayerHaveMaxAmmo(e.Entity)) {
|
||||
if ((int)e.Entity["AssaultWeapon"]["Ammo"] >= (int)e.Entity["AssaultWeapon"]["MaxAmmo"]) {
|
||||
m_PickupAtMaximum.push_back({ e.Entity, e.Trigger });
|
||||
return false;
|
||||
}
|
||||
@@ -136,16 +85,19 @@ bool AmmoPickupSystem::OnAmmoPickup(Events::AmmoPickup & e)
|
||||
return false;
|
||||
}
|
||||
//TODO: add other weapontypes
|
||||
if (DetermineClass(e.Player) == PlayerClass::None) {
|
||||
if (!e.Player.HasComponent("AssaultWeapon")) {
|
||||
return false;
|
||||
}
|
||||
int maxWeaponAmmo = (int)e.Player["AssaultWeapon"]["MaxAmmo"];
|
||||
int& currentAmmo = (int)e.Player["AssaultWeapon"]["Ammo"];
|
||||
//cant pick up ammopacks if you are already at MaxAmmo
|
||||
if (DoesPlayerHaveMaxAmmo(e.Player)) {
|
||||
if (currentAmmo >= maxWeaponAmmo) {
|
||||
return false;
|
||||
}
|
||||
SetPlayerAmmo(e.Player, e.AmmoGain);
|
||||
|
||||
return true;
|
||||
currentAmmo = std::min(currentAmmo + e.AmmoGain, maxWeaponAmmo);
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool AmmoPickupSystem::OnTriggerLeave(Events::TriggerLeave& e) {
|
||||
@@ -167,7 +119,7 @@ void AmmoPickupSystem::DoPickup(EntityWrapper &player, EntityWrapper &trigger) {
|
||||
if (!trigger.Valid()) {
|
||||
return;
|
||||
}
|
||||
int maxWeaponAmmo = GetPlayerMaxAmmo(player);
|
||||
int maxWeaponAmmo = (int)player["AssaultWeapon"]["MaxAmmo"];
|
||||
int ammoGiven = 0.01*(double)trigger["AmmoPickup"]["AmmoGain"] * maxWeaponAmmo;
|
||||
|
||||
Events::AmmoPickup ePlayerAmmoPickup;
|
||||
|
||||
@@ -29,7 +29,7 @@ void PlayerMovementSystem::Update(double dt)
|
||||
return;
|
||||
}
|
||||
m_SprintEffectTimer = 0.f;
|
||||
const ComponentPool* pool = m_World->GetComponents("SprintAbility");
|
||||
auto pool = m_World->GetComponents("SprintAbility");
|
||||
if (pool == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -86,7 +86,7 @@ bool SpawnerSystem::spawnedEntityIsColliding(EntityWrapper spawnedEntity, Entity
|
||||
transformEntityToSpawnPoint(spawnedEntity, spawnPoint);
|
||||
//Check if the spawned entity collides with anything, and if so, continue to the next spawnpoint.
|
||||
EntityAABB spawnedBox = *Collision::EntityAbsoluteAABB(spawnedEntity);
|
||||
const ComponentPool* otherSpawnedEntities = spawnPoint.World->GetComponents(dontCollideComponent);
|
||||
auto otherSpawnedEntities = spawnPoint.World->GetComponents(dontCollideComponent);
|
||||
for (const auto& obj : *otherSpawnedEntities) {
|
||||
if (spawnedEntity.ID == obj.EntityID) {
|
||||
continue;
|
||||
|
||||
Reference in New Issue
Block a user