diff --git a/Escape-the-Dawn/Escape-the-Dawn.vcxproj b/Escape-the-Dawn/Escape-the-Dawn.vcxproj
index 8a6c3db..cb14255 100644
--- a/Escape-the-Dawn/Escape-the-Dawn.vcxproj
+++ b/Escape-the-Dawn/Escape-the-Dawn.vcxproj
@@ -166,6 +166,7 @@
+
diff --git a/Escape-the-Dawn/Escape-the-Dawn.vcxproj.filters b/Escape-the-Dawn/Escape-the-Dawn.vcxproj.filters
index da3ea10..94202f3 100644
--- a/Escape-the-Dawn/Escape-the-Dawn.vcxproj.filters
+++ b/Escape-the-Dawn/Escape-the-Dawn.vcxproj.filters
@@ -176,6 +176,9 @@
Shaders
+
+ Shaders
+
diff --git a/Escape-the-Dawn/GameWorld.cpp b/Escape-the-Dawn/GameWorld.cpp
index 82f5a5d..8c4fb70 100644
--- a/Escape-the-Dawn/GameWorld.cpp
+++ b/Escape-the-Dawn/GameWorld.cpp
@@ -84,15 +84,18 @@ void GameWorld::Initialize()
model->ModelFile = "Models/plane.obj";
// Player
- ent = CreateEntity();
- transform = AddComponent(ent, "Transform");
- transform->Position = glm::vec3(0.f, 0.f, 0.f);
- model = AddComponent(ent, "Model");
+ m_Player = CreateEntity();
+ transform = AddComponent(m_Player, "Transform");
+ transform->Position = glm::vec3(0.f, 4.f, 0.f);
+ model = AddComponent(m_Player, "Model");
model->ModelFile = "Models/ship.obj";
+ auto bounds = AddComponent(m_Player, "Bounds");
+ bounds->Origin = glm::vec3(0.f);
+ bounds->VolumeVector = glm::vec3(1.0f, 2.0f, 3.0f);
ent = CreateEntity();
transform = AddComponent(ent, "Transform");
- transform->Position = glm::vec3(10.f, 0.f, 0.f);
+ transform->Position = glm::vec3(10.f, 4.f, 0.f);
model = AddComponent(ent, "Model");
model->ModelFile = "Models/ship.obj";
}
@@ -100,6 +103,9 @@ void GameWorld::Initialize()
void GameWorld::Update(double dt)
{
World::Update(dt);
+
+ auto transform = GetComponent(m_Player, "Transform");
+ transform->Orientation = transform->Orientation * glm::angleAxis(dt, glm::vec3(0, 0, 1));
}
void GameWorld::RegisterComponents()
diff --git a/Escape-the-Dawn/GameWorld.cpp.orig b/Escape-the-Dawn/GameWorld.cpp.orig
new file mode 100644
index 0000000..3cda4eb
--- /dev/null
+++ b/Escape-the-Dawn/GameWorld.cpp.orig
@@ -0,0 +1,146 @@
+#include "GameWorld.h"
+
+
+void GameWorld::Initialize()
+{
+ World::Initialize();
+
+ AddSystem("LevelGenerationSystem");
+ AddSystem("InputSystem");
+ //AddSystem("CollisionSystem");
+ //AddSystem("ParticleSystem");
+ AddSystem("PlayerSystem");
+ AddSystem("SoundSystem");
+ AddSystem("RenderSystem");
+
+ std::shared_ptr transform;
+ std::shared_ptr model;
+ std::shared_ptr pointLight;
+ std::shared_ptr camera;
+ EntityID ent;
+
+ // Camera
+ ent = CreateEntity();
+ SetProperty(ent, "Name", std::string("Camera"));
+ transform = AddComponent(ent, "Transform");
+ AddComponent(ent, "Input");
+ transform->Position = glm::vec3(0.f, 2.f, 10.f);
+ camera = AddComponent(ent, "Camera");
+ camera->FOV = 45.f;
+ camera->FarClip = 1000.f;
+ camera->NearClip = 0.01f;
+ transform->Orientation = glm::angleAxis(glm::radians(25.0f),glm::vec3(1,0,0));
+
+ // Fucking lights
+ ent = CreateEntity();
+ transform = AddComponent(ent, "Transform");
+ transform->Position = glm::vec3(0.f, 4.f, 0.f);
+ transform->Position = glm::vec3(10.f, 2.f, 5.f);
+ pointLight = AddComponent(ent, "PointLight");
+ pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
+ pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
+ pointLight->Diffuse = glm::vec3(1.0, 1.0, 5.0);
+ pointLight->constantAttenuation = 0.f;
+ pointLight->linearAttenuation = 1.f;
+ pointLight->quadraticAttenuation = 0.f;
+ pointLight->spotExponent = 0.0f;
+ model = AddComponent(ent, "Model");
+ model->ModelFile = "Models/sphere.obj";
+ ent = CreateEntity();
+ transform = AddComponent(ent, "Transform");
+ transform->Position = glm::vec3(10.f, 4.f, 0.f);
+ transform->Position = glm::vec3(0.f, 2.f, 5.f);
+ pointLight = AddComponent(ent, "PointLight");
+ pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
+ pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
+ pointLight->Specular = glm::vec3(3.0, 3.0, 3.0);
+ pointLight->Diffuse = glm::vec3(3.0, 0.0, 0.0);
+ pointLight->constantAttenuation = 0.f;
+ pointLight->linearAttenuation = 1.f;
+ pointLight->quadraticAttenuation = 0.f;
+ pointLight->spotExponent = 0.0f;
+ model = AddComponent(ent, "Model");
+ model->ModelFile = "Models/sphere.obj";
+ ent = CreateEntity();
+ transform = AddComponent(ent, "Transform");
+ transform->Position = glm::vec3(0.f, -4.f, 0.f);
+ transform->Position = glm::vec3(-10.f, 2.f, 5.f);
+ pointLight = AddComponent(ent, "PointLight");
+ pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
+ pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
+ pointLight->Diffuse = glm::vec3(0.0, 3.0, 0.0);
+ pointLight->constantAttenuation = 0.f;
+ pointLight->linearAttenuation = 1.f;
+ pointLight->quadraticAttenuation = 0.f;
+ pointLight->spotExponent = 0.0f;
+ model = AddComponent(ent, "Model");
+ model->ModelFile = "Models/sphere.obj";
+
+ //ground
+ ent = CreateEntity();
+ transform = AddComponent(ent, "Transform");
+ transform->Position = glm::vec3(0.f, 0.f, 0.f);
+ model = AddComponent(ent, "Model");
+ model->ModelFile = "Models/plane.obj";
+
+ // Player
+<<<<<<< HEAD
+ ent = CreateEntity();
+ transform = AddComponent(ent, "Transform");
+ transform->Position = glm::vec3(0.f, 0.f, 0.f);
+ model = AddComponent(ent, "Model");
+ model->ModelFile = "Models/ship.obj";
+=======
+ m_Player = CreateEntity();
+ transform = AddComponent(m_Player, "Transform");
+ transform->Position = glm::vec3(0.f, 4.f, 0.f);
+ model = AddComponent(m_Player, "Model");
+ model->ModelFile = "ship.obj";
+ auto bounds = AddComponent(m_Player, "Bounds");
+ bounds->Origin = glm::vec3(0.f);
+ bounds->VolumeVector = glm::vec3(1.0f, 2.0f, 3.0f);
+>>>>>>> 21b2e3bdc15ac8b21f027a7f531574f46187ae80
+
+ ent = CreateEntity();
+ transform = AddComponent(ent, "Transform");
+ transform->Position = glm::vec3(10.f, 4.f, 0.f);
+ model = AddComponent(ent, "Model");
+ model->ModelFile = "Models/ship.obj";
+}
+
+void GameWorld::Update(double dt)
+{
+ World::Update(dt);
+
+ auto transform = GetComponent(m_Player, "Transform");
+ transform->Orientation = transform->Orientation * glm::angleAxis(dt, glm::vec3(0, 0, 1));
+}
+
+void GameWorld::RegisterComponents()
+{
+ m_ComponentFactory.Register("Bounds", []() { return new Components::Bounds(); });
+ m_ComponentFactory.Register("Camera", []() { return new Components::Camera(); });
+ m_ComponentFactory.Register("Collision", []() { return new Components::Collision(); });
+ m_ComponentFactory.Register("DirectionalLight", []() { return new Components::DirectionalLight(); });
+ m_ComponentFactory.Register("Input", []() { return new Components::Input(); });
+ m_ComponentFactory.Register("Model", []() { return new Components::Model(); });
+ m_ComponentFactory.Register("ParticleEmitter", []() { return new Components::ParticleEmitter(); });
+ m_ComponentFactory.Register("PointLight", []() { return new Components::PointLight(); });
+ m_ComponentFactory.Register("PowerUp", []() { return new Components::PowerUp(); });
+ m_ComponentFactory.Register("SoundEmitter", []() { return new Components::SoundEmitter(); });
+ m_ComponentFactory.Register("Sprite", []() { return new Components::Sprite(); });
+ m_ComponentFactory.Register("Stat", []() { return new Components::Stat(); });
+ m_ComponentFactory.Register("Template", []() { return new Components::Template(); });
+ m_ComponentFactory.Register("Transform", []() { return new Components::Transform(); });
+}
+
+void GameWorld::RegisterSystems()
+{
+ m_SystemFactory.Register("LevelGenerationSystem", [this]() { return new Systems::LevelGenerationSystem(this); });
+ m_SystemFactory.Register("InputSystem", [this]() { return new Systems::InputSystem(this, m_Renderer); });
+ //m_SystemFactory.Register("CollisionSystem", [this]() { return new Systems::CollisionSystem(this); });
+ //m_SystemFactory.Register("ParticleSystem", [this]() { return new Systems::ParticleSystem(this); });
+ m_SystemFactory.Register("PlayerSystem", [this]() { return new Systems::PlayerSystem(this); });
+ m_SystemFactory.Register("SoundSystem", [this]() { return new Systems::SoundSystem(this); });
+ m_SystemFactory.Register("RenderSystem", [this]() { return new Systems::RenderSystem(this, m_Renderer); });
+}
\ No newline at end of file
diff --git a/Escape-the-Dawn/GameWorld.h b/Escape-the-Dawn/GameWorld.h
index 49ff95a..d797ca9 100644
--- a/Escape-the-Dawn/GameWorld.h
+++ b/Escape-the-Dawn/GameWorld.h
@@ -42,6 +42,8 @@ public:
private:
std::shared_ptr m_Renderer;
+
+ EntityID m_Player;
};
#endif // GameWorld_h__
diff --git a/Escape-the-Dawn/Models/obstacle_mountain_3.mtl b/Escape-the-Dawn/Models/obstacle_mountain_3.mtl
deleted file mode 100644
index 5367bd3..0000000
--- a/Escape-the-Dawn/Models/obstacle_mountain_3.mtl
+++ /dev/null
@@ -1,12 +0,0 @@
-# Blender MTL File: 'obstaclesandstuff.blend'
-# Material Count: 1
-
-newmtl Material
-Ns 96.078431
-Ka 0.000000 0.000000 0.000000
-Kd 0.559600 0.559600 0.559600
-Ks 0.500000 0.500000 0.500000
-Ni 1.000000
-d 1.000000
-illum 2
-map_Kd ObstacleTexture.png
diff --git a/Escape-the-Dawn/Models/obstacle_mountain_4.mtl b/Escape-the-Dawn/Models/obstacle_mountain_4.mtl
deleted file mode 100644
index 5367bd3..0000000
--- a/Escape-the-Dawn/Models/obstacle_mountain_4.mtl
+++ /dev/null
@@ -1,12 +0,0 @@
-# Blender MTL File: 'obstaclesandstuff.blend'
-# Material Count: 1
-
-newmtl Material
-Ns 96.078431
-Ka 0.000000 0.000000 0.000000
-Kd 0.559600 0.559600 0.559600
-Ks 0.500000 0.500000 0.500000
-Ni 1.000000
-d 1.000000
-illum 2
-map_Kd ObstacleTexture.png
diff --git a/Escape-the-Dawn/Renderer.cpp b/Escape-the-Dawn/Renderer.cpp
index bffbaae..1c5aa20 100644
--- a/Escape-the-Dawn/Renderer.cpp
+++ b/Escape-the-Dawn/Renderer.cpp
@@ -7,7 +7,7 @@ Renderer::Renderer()
m_DrawWireframe = false;
m_SunPosition = glm::vec3(0, 10, 10);
- m_SunTarget = glm::vec3(0);
+ m_SunTarget = glm::vec3(0, 0, 0);
m_SunProjection = glm::ortho(-20, 20, -20, 20, -10, 20);
}
@@ -85,6 +85,12 @@ void Renderer::LoadContent()
m_ShaderProgramShadowsDrawDepth.Compile();
m_ShaderProgramShadowsDrawDepth.Link();
+ m_ShaderProgramDebugAABB.AddShader(standardVS);
+ m_ShaderProgramDebugAABB.AddShader(std::shared_ptr(new FragmentShader("Shaders/AABB.frag.glsl")));
+ m_ShaderProgramDebugAABB.Compile();
+ m_ShaderProgramDebugAABB.Link();
+
+ m_DebugAABB = CreateAABB();
m_ScreenQuad = CreateQuad();
CreateShadowMap(2048*2);
}
@@ -116,9 +122,25 @@ void Renderer::CreateShadowMap(int resolution)
}
void Renderer::Draw(double dt)
{
+ glDisable(GL_BLEND);
+
DrawShadowMap();
DrawScene();
+#ifdef DEBUG
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
+ m_ShaderProgramDebugAABB.Bind();
+ for (auto aabbModelMatrix : AABBsToRender) {
+ glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
+ glm::mat4 MVP = cameraMatrix * aabbModelMatrix;
+ glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramDebugAABB.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
+ glBindVertexArray(m_DebugAABB);
+ glDrawArrays(GL_LINES, 0, 24);
+ }
+ AABBsToRender.clear();
+#endif
+
DrawDebugShadowMap();
ModelsToRender.clear();
@@ -336,4 +358,63 @@ GLuint Renderer::CreateQuad()
glBindBuffer(GL_ARRAY_BUFFER, 0);
return vao;
-}
\ No newline at end of file
+}
+
+GLuint Renderer::CreateAABB()
+{
+ float vertices[] = {
+ // Bottom
+ -1.0f, -1.0f, 1.0f, // 0
+ 1.0f, -1.0f, 1.0f, // 1
+ 1.0f, -1.0f, 1.0f, // 1
+ 1.0f, -1.0f, -1.0f, // 2
+ 1.0f, -1.0f, -1.0f, // 2
+ -1.0f, -1.0f, -1.0f, // 3
+ -1.0f, -1.0f, -1.0f, // 3
+ -1.0f, -1.0f, 1.0f, // 0
+
+ // Top
+ -1.0f, 1.0f, 1.0f, // 4
+ 1.0f, 1.0f, 1.0f, // 5
+ 1.0f, 1.0f, 1.0f, // 5
+ 1.0f, 1.0f, -1.0f, // 6
+ 1.0f, 1.0f, -1.0f, // 6
+ -1.0f, 1.0f, -1.0f, // 7
+ -1.0f, 1.0f, -1.0f, // 7
+ -1.0f, 1.0f, 1.0f, // 4
+
+ // Connectors
+ -1.0f, -1.0f, 1.0f, // 0
+ -1.0f, 1.0f, 1.0f, // 4
+ 1.0f, -1.0f, 1.0f, // 1
+ 1.0f, 1.0f, 1.0f, // 5
+ 1.0f, -1.0f, -1.0f, // 2
+ 1.0f, 1.0f, -1.0f, // 6
+ -1.0f, -1.0f, -1.0f, // 3
+ -1.0f, 1.0f, -1.0f, // 7
+ };
+
+ GLuint vbo, vao;
+ glGenBuffers(1, &vbo);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
+
+ glGenVertexArrays(1, &vao);
+ glBindVertexArray(vao);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
+ glEnableVertexAttribArray(0);
+
+ glBindVertexArray(0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ return vao;
+}
+
+void Renderer::AddAABBToDraw(glm::vec3 origin, glm::vec3 volumeVector)
+{
+ glm::mat4 model;
+ model *= glm::translate(origin);
+ model *= glm::scale(volumeVector);
+ AABBsToRender.push_back(model);
+}
diff --git a/Escape-the-Dawn/Renderer.h b/Escape-the-Dawn/Renderer.h
index 7fcca0d..7ec2264 100644
--- a/Escape-the-Dawn/Renderer.h
+++ b/Escape-the-Dawn/Renderer.h
@@ -46,6 +46,7 @@ public:
std::vector Light_linearAttenuation;
std::vector Light_quadraticAttenuation;
std::vector Light_spotExponent;
+ std::vector AABBsToRender;
Renderer();
@@ -64,6 +65,7 @@ public:
float _quadraticAttenuation,
float _spotExponent
);
+ void AddAABBToDraw(glm::vec3 origin, glm::vec3 volumeVector);
void LoadContent();
@@ -87,6 +89,7 @@ private:
glm::vec3 m_SunTarget;
glm::mat4 m_SunProjection;
+ GLuint m_DebugAABB;
GLuint m_ScreenQuad;
GLuint m_ShadowFrameBuffer;
GLuint m_ShadowDepthTexture;
@@ -97,6 +100,7 @@ private:
ShaderProgram m_ShaderProgramNormals;
ShaderProgram m_ShaderProgramShadows;
ShaderProgram m_ShaderProgramShadowsDrawDepth;
+ ShaderProgram m_ShaderProgramDebugAABB;
void DrawScene();
void DrawModels(ShaderProgram &shader);
@@ -104,6 +108,7 @@ private:
void CreateShadowMap(int resolution);
GLuint CreateQuad();
void DrawDebugShadowMap();
+ GLuint CreateAABB();
};
diff --git a/Escape-the-Dawn/Shaders/AABB.frag.glsl b/Escape-the-Dawn/Shaders/AABB.frag.glsl
new file mode 100644
index 0000000..00cb7ab
--- /dev/null
+++ b/Escape-the-Dawn/Shaders/AABB.frag.glsl
@@ -0,0 +1,15 @@
+#version 430
+
+in VertexData {
+ vec3 Position;
+ vec3 Normal;
+ vec2 TextureCoord;
+ vec3 ShadowCoord;
+} Input;
+
+out vec4 FragmentColor;
+
+void main() {
+ //FragmentColor = vec4(1.0 - gl_Color.r, 1.0 - gl_Color.g, 1.0 - gl_Color.b, 0.0);
+ FragmentColor = vec4(1.0, 1.0, 1.0, 1.0);
+}
\ No newline at end of file
diff --git a/Escape-the-Dawn/Sounds/Zelda_Gerudo.wav b/Escape-the-Dawn/Sounds/Zelda_Gerudo.wav
new file mode 100644
index 0000000..75ea48b
Binary files /dev/null and b/Escape-the-Dawn/Sounds/Zelda_Gerudo.wav differ
diff --git a/Escape-the-Dawn/Systems/LevelGenerationSystem.cpp b/Escape-the-Dawn/Systems/LevelGenerationSystem.cpp
index 75ea71c..d5e71a9 100644
--- a/Escape-the-Dawn/Systems/LevelGenerationSystem.cpp
+++ b/Escape-the-Dawn/Systems/LevelGenerationSystem.cpp
@@ -4,7 +4,7 @@ Systems::LevelGenerationSystem::LevelGenerationSystem( World* world )
: System(world)
{
elapsedtime = 0;
- startyz = glm::vec2(0, -200);
+ startyz = glm::vec2(0, -1000);
}
void Systems::LevelGenerationSystem::SpawnObstacle()
@@ -12,7 +12,7 @@ void Systems::LevelGenerationSystem::SpawnObstacle()
- typeRandom = 0 + (rand() % 5);
+ typeRandom = 0 + (rand() % 3);
EntityID ent;
@@ -25,45 +25,28 @@ void Systems::LevelGenerationSystem::SpawnObstacle()
collision = m_World->AddComponent(ent, "Collision");
model = m_World->AddComponent(ent, "Model");
+ positionRandom = -500 + (rand() % 1000);
+
switch (typeRandom)
{
case 0:
-
- positionRandom = -500 + (rand() % 1000);
transform->Position = glm::vec3( positionRandom, startyz); // fix position
- bounds->VolumeVector = glm::vec3(4, 4, 4);
+ bounds->VolumeVector = glm::vec3(9, 12, 7);
+ bounds->Origin = glm::vec3(1,11,-1);
model->ModelFile = "Models/obstacle_mountain_1.obj";
break;
case 1:
-
- positionRandom = -100 + (rand() % 200);
transform->Position = glm::vec3( positionRandom, startyz); // fix position
- bounds->VolumeVector = glm::vec3(4, 4, 4);
+ bounds->VolumeVector = glm::vec3(3.5f, 7.5f, 3.5f);
+ bounds->Origin = glm::vec3(0,7.5f,0);
model->ModelFile = "Models/obstacle_mountain_2.obj";
break;
case 2:
-
- positionRandom = -100 + (rand() % 200);
transform->Position = glm::vec3( positionRandom, startyz); // fix position
- bounds->VolumeVector = glm::vec3(4, 4, 4);
- model->ModelFile = "Models/obstacle_mountain_3.obj";
-
- break;
- case 3:
-
- positionRandom = -100 + (rand() % 200);
- transform->Position = glm::vec3( positionRandom, startyz); // fix position
- bounds->VolumeVector = glm::vec3(4, 4, 4);
- model->ModelFile = "Models/obstacle_mountain_4.obj";
-
- break;
- case 4:
-
- positionRandom = -100 + (rand() % 200);
- transform->Position = glm::vec3( positionRandom, startyz); // fix position
- bounds->VolumeVector = glm::vec3(4, 4, 4);
+ bounds->VolumeVector = glm::vec3(1, 1, 1);
+ bounds->Origin = glm::vec3(0,1,0);
model->ModelFile = "Models/obstacle_cube_1.obj";
break;
@@ -78,16 +61,32 @@ void Systems::LevelGenerationSystem::Update( double dt )
elapsedtime += dt;
- if(elapsedtime > 1.0){
+ if(elapsedtime > 0.1){
SpawnObstacle();
elapsedtime = 0;
}
+ std::vector removethis;
+
for(auto ent : obstacles)
{
auto transformComponent = m_World->GetComponent(ent, "Transform");
- transformComponent->Position.z += 15.f * dt;
+ transformComponent->Position.z += 100.f * dt;
+
+ if(transformComponent->Position.z > 100)
+ {
+ removethis.push_back(ent);
+
+ }
}
+
+ for(auto ent : removethis)
+ {
+ m_World->RemoveEntity(ent);
+ obstacles.remove(ent);
+ }
+ removethis.clear();
+
}
diff --git a/Escape-the-Dawn/Systems/LevelGenerationSystem.h b/Escape-the-Dawn/Systems/LevelGenerationSystem.h
index 65ecfe7..5bf91d6 100644
--- a/Escape-the-Dawn/Systems/LevelGenerationSystem.h
+++ b/Escape-the-Dawn/Systems/LevelGenerationSystem.h
@@ -9,7 +9,6 @@
#include "Components/Model.h"
-
namespace Systems
{
class LevelGenerationSystem : public System
@@ -28,7 +27,8 @@ namespace Systems
glm::vec2 startyz;
double elapsedtime;
- std::vector obstacles;
+ std::list obstacles;
+
std::shared_ptr transform;
std::shared_ptr bounds;
diff --git a/Escape-the-Dawn/Systems/PlayerSystem.cpp b/Escape-the-Dawn/Systems/PlayerSystem.cpp
index aeb7ca2..eb0d928 100644
--- a/Escape-the-Dawn/Systems/PlayerSystem.cpp
+++ b/Escape-the-Dawn/Systems/PlayerSystem.cpp
@@ -23,7 +23,7 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
glm::vec3 Camera_Right = glm::vec3(glm::vec4(1, 0, 0, 0) * transform->Orientation);
glm::vec3 Camera_Forward = glm::vec3(glm::vec4(0, 0, 1, 0) * transform->Orientation);
- float speed = 8.0f;
+ float speed = 15.0f;
if(input->KeyState[GLFW_KEY_LEFT_SHIFT]) {
speed *= 2.0f;
}
diff --git a/Escape-the-Dawn/Systems/RenderSystem.cpp b/Escape-the-Dawn/Systems/RenderSystem.cpp
index 8a7681a..1c3fb20 100644
--- a/Escape-the-Dawn/Systems/RenderSystem.cpp
+++ b/Escape-the-Dawn/Systems/RenderSystem.cpp
@@ -27,10 +27,19 @@ void Systems::RenderSystem::UpdateEntity( double dt, EntityID entity, EntityID p
auto model = m_CachedModels[modelComponent->ModelFile];
m_Renderer->AddModelToDraw(model, transformComponent->Position, transformComponent->Orientation);
}
+
+ // Debug draw bounds
+#ifdef DEBUG
+ auto bounds = m_World->GetComponent(entity, "Bounds");
+ if (bounds != nullptr) {
+ glm::vec3 origin = transformComponent->Position + bounds->Origin;
+ m_Renderer->AddAABBToDraw(origin, bounds->VolumeVector);
+ }
+#endif
+
auto pointLightComponent = m_World->GetComponent(entity, "PointLight");
if (pointLightComponent != nullptr)
{
-
m_Renderer->AddPointLightToDraw(
transformComponent->Position,
pointLightComponent->Specular,
diff --git a/Escape-the-Dawn/Systems/RenderSystem.h b/Escape-the-Dawn/Systems/RenderSystem.h
index fbec504..85ac40e 100644
--- a/Escape-the-Dawn/Systems/RenderSystem.h
+++ b/Escape-the-Dawn/Systems/RenderSystem.h
@@ -9,6 +9,7 @@
#include "Components/Model.h"
#include "Components/Transform.h"
#include "Components/Camera.h"
+#include "Components/Bounds.h"
#include "Renderer.h"
namespace Systems
diff --git a/Escape-the-Dawn/World.cpp b/Escape-the-Dawn/World.cpp
index cda58ae..4c03697 100644
--- a/Escape-the-Dawn/World.cpp
+++ b/Escape-the-Dawn/World.cpp
@@ -61,6 +61,12 @@ bool World::ValidEntity(EntityID entity)
void World::RemoveEntity(EntityID entity)
{
m_EntityParents.erase(entity);
+ m_EntityComponents.erase(entity);
+ for (auto pair : m_EntityComponents[entity]) {
+ auto type = pair.first;
+ auto component = pair.second;
+ m_ComponentsOfType[type].erase(std::remove(m_ComponentsOfType[type].begin(), m_ComponentsOfType[type].end(), component));
+ }
RecycleEntityID(entity);
}