#include #include #include #include "GLM.h" #include "Core/World.h" #include "Core/Util/Any.h" class HardcodedTestWorld : public World { public: HardcodedTestWorld() : World() { registerTestComponents(); createTestEntities(); } private: void registerTestComponents() { ComponentWrapperFactory f; f = ComponentWrapperFactory("Test"); f.AddProperty("TestInteger", 1337); f.AddProperty("TestFloat", 13.37f); f.AddProperty("TestString", std::string("Carlito")); RegisterComponent(f); f = ComponentWrapperFactory("Debug"); f.AddProperty("Name", std::string("Unnamed")); RegisterComponent(f); f = ComponentWrapperFactory("Transform"); f.AddProperty("Position", glm::vec3(0.f, 0.f, 0.f)); f.AddProperty("Orientation", glm::quat()); f.AddProperty("Scale", glm::vec3(1.f, 1.f, 1.f)); RegisterComponent(f); f = ComponentWrapperFactory("Model"); f.AddProperty("Resource", std::string()); f.AddProperty("Color", glm::vec4(1.f, 1.f, 1.f, 1.f)); f.AddProperty("Visible", true); RegisterComponent(f); f = ComponentWrapperFactory("Collision"); f.AddProperty("BoxCenter", glm::vec3(0.f, 0.f, 0.f)); f.AddProperty("BoxSize", glm::vec3(1.f, 1.f, 1.f)); RegisterComponent(f); } void createTestEntities() { World& world = *this; // Create an entity EntityID e = world.CreateEntity(); // Attach a Debug component ComponentWrapper debug = world.AttachComponent(e, "Debug"); // Set the Name field of the Debug component using subscript operator debug["Name"] = "Carlito"; // Attach a Transform component world.AttachComponent(e, "Transform"); // Fetch the component based on EntityID and component type ComponentWrapper transform = world.GetComponent(e, "Transform"); // Set the fields of the Transform component transform["Position"] = glm::vec3(0.f, 0.f, 0.f); transform["Scale"] = glm::vec3(1.f, 1.f, 1.f); // Move on the X axis by fetching field as reference ((glm::vec3&)transform["Position"]).x += 10.f; // Shrink by a factor of 100 ((glm::vec3&)transform["Scale"]) /= 100.f; // Loop through all Transform components and print them for (auto& transform : world.GetComponents("Transform")) { glm::vec3 pos = transform["Position"]; std::cout << "Position: " << pos.x << " " << pos.y << " " << pos.z << std::endl; glm::vec3 scale = transform["Scale"]; std::cout << "Scale: " << scale.x << " " << scale.y << " " << scale.z << std::endl; // Fetch the Debug component also present in this entity ComponentWrapper debug = world.GetComponent(transform.EntityID, "Debug"); std::cout << "Name: " << (std::string)debug["Name"] << std::endl; } //Create some test widgets { EntityID entityScaleWidget = world.CreateEntity(); ComponentWrapper transform = world.AttachComponent(entityScaleWidget, "Transform"); transform["Position"] = glm::vec3(-1.5f, 0.f, 0.f); ComponentWrapper model = world.AttachComponent(entityScaleWidget, "Model"); model["Resource"] = "Models/ScaleWidget.obj"; } { EntityID entityRotationWidget = world.CreateEntity(); ComponentWrapper transform = world.AttachComponent(entityRotationWidget, "Transform"); transform["Position"] = glm::vec3(1.5f, 0.f, 0.f); ComponentWrapper model = world.AttachComponent(entityRotationWidget, "Model"); model["Resource"] = "Models/RotationWidget.obj"; } { EntityID entityDummyScene = world.CreateEntity(); ComponentWrapper transform = world.AttachComponent(entityDummyScene, "Transform"); transform["Position"] = glm::vec3(0, 0.f, 0.f); ComponentWrapper model = world.AttachComponent(entityDummyScene, "Model"); model["Resource"] = "Models/DummyScene.obj"; } for (int i = 0; i < 16; ++i) { EntityID entityCollisionBox = world.CreateEntity(); ComponentWrapper transform = world.AttachComponent(entityCollisionBox, "Transform"); transform["Position"] = glm::vec3(rand()%11-5, rand() % 11 - 5, rand() % 11 - 5); ComponentWrapper model = world.AttachComponent(entityCollisionBox, "Model"); model["Resource"] = "Models/Core/UnitBox.obj"; float sc = 0.20f; transform["Scale"] = glm::vec3(sc, sc, sc); ComponentWrapper collision = world.AttachComponent(entityCollisionBox, "Collision"); glm::vec3 pos = transform["Position"]; glm::vec3 scale = transform["Scale"]; glm::quat ori = transform["Orientation"]; Model* modelRes = ResourceManager::Load(model["Resource"]); //WTODO: This only works for objects that never moves/scales/rotates since modelMatrix don't change. //For dynamic objects, should save a collision box in modelspace and transform box with modelMatrix per collision check. glm::mat4 modelMatrix = modelRes->m_Matrix * glm::translate(glm::mat4(), pos) * glm::toMat4(ori) * glm::scale(scale); glm::vec3 mini = glm::vec3(INFINITY, INFINITY, INFINITY); glm::vec3 maxi = glm::vec3(-INFINITY, -INFINITY, -INFINITY); for (const auto& v : modelRes->m_Vertices) { const auto& wPos = modelMatrix * glm::vec4(v.Position.x, v.Position.y, v.Position.z, 1); maxi.x = std::max(wPos.x, maxi.x); maxi.y = std::max(wPos.y, maxi.y); maxi.z = std::max(wPos.z, maxi.z); mini.x = std::min(wPos.x, mini.x); mini.y = std::min(wPos.y, mini.y); mini.z = std::min(wPos.z, mini.z); } collision["BoxCenter"] = 0.5f * (maxi + mini); collision["BoxSize"] = maxi - mini; } } };