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