Merge branch 'master' of github.com:sippeangelo/Escape-the-Dawn
Conflicts: Escape-the-Dawn/Escape-the-Dawn.vcxproj.filters Escape-the-Dawn/GameWorld.cpp
This commit is contained in:
@@ -85,8 +85,8 @@ void Systems::CollisionSystem::Intersects(EntityID aEntity, EntityID bEntity)
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if (aMin.x <= bMax.x && bMin.x <= aMax.x) {
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if (aMin.y <= bMax.y && bMin.y <= aMax.y) {
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if (aMin.z <= bMax.z && bMin.z <= aMax.z) {
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aCollisionComponent->CollidingEntities.push_back(aEntity);
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bCollisionComponent->CollidingEntities.push_back(bEntity);
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aCollisionComponent->CollidingEntities.push_back(bEntity);
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bCollisionComponent->CollidingEntities.push_back(aEntity);
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return;
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}
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}
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@@ -8,6 +8,7 @@ Systems::LevelGenerationSystem::LevelGenerationSystem( World* world )
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velocity = 0;
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startx = 0;
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startyz = glm::vec2(0, -1000);
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spawnFrequency = 0.1f;
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}
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void Systems::LevelGenerationSystem::SpawnObstacle()
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@@ -17,18 +18,17 @@ void Systems::LevelGenerationSystem::SpawnObstacle()
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EntityID ent;
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ent = m_World->CreateEntity();
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obstacles.push_back(ent);
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m_World->SetProperty(ent, "Name", std::string("Obstacle"));
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transform = m_World->AddComponent<Components::Transform>(ent, "Transform");
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bounds = m_World->AddComponent<Components::Bounds>(ent, "Bounds");
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collision = m_World->AddComponent<Components::Collision>(ent, "Collision");
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model = m_World->AddComponent<Components::Model>(ent, "Model");
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auto transform = m_World->AddComponent<Components::Transform>(ent, "Transform");
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auto bounds = m_World->AddComponent<Components::Bounds>(ent, "Bounds");
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auto collision = m_World->AddComponent<Components::Collision>(ent, "Collision");
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auto model = m_World->AddComponent<Components::Model>(ent, "Model");
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auto sound = m_World->AddComponent<Components::SoundEmitter>(ent, "SoundEmitter");
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positionRandom = -500 + startx + (rand() % 1000);
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transform->Position = glm::vec3(positionRandom, startyz);
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//transform->Velocity = glm::vec3(0.f, 10.f, 100.f);
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transform->Velocity = glm::vec3(0.f, 10.f, 0);
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sound->Loop = true;
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sound->Gain = 1.f;
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@@ -37,7 +37,8 @@ void Systems::LevelGenerationSystem::SpawnObstacle()
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if(typeRandom >= 0 && typeRandom < 2) // Mountain stuff :D
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{
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float scale = (float)(rand() % 1000) / 250;
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m_World->SetProperty(ent, "Name", std::string("Obstacle"));
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float scale = 1.0f + (float)(rand() % 1000) / 250;
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transform->Scale = glm::vec3(scale);
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bounds->VolumeVector = glm::vec3(9, 12, 7);
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bounds->Origin = glm::vec3(1,11,-1);
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@@ -45,7 +46,8 @@ void Systems::LevelGenerationSystem::SpawnObstacle()
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}
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else if(typeRandom >= 2 && typeRandom < 5) // Single Mountain :D
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{
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float scale = (float)(rand() % 1000) / 200;
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m_World->SetProperty(ent, "Name", std::string("Obstacle"));
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float scale = 1.0f + (float)(rand() % 1000) / 200;
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transform->Scale = glm::vec3(scale);
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bounds->VolumeVector = glm::vec3(3.5f, 7.5f, 3.5f);
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bounds->Origin = glm::vec3(0,7.5f,0);
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@@ -53,7 +55,8 @@ void Systems::LevelGenerationSystem::SpawnObstacle()
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}
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else if(typeRandom >= 5 && typeRandom < 8)
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{
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float scale = (float)(rand() % 1000) / 100;
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m_World->SetProperty(ent, "Name", std::string("Obstacle"));
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float scale = 1.f + (float)(rand() % 1000) / 100;
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transform->Scale = glm::vec3(scale);
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bounds->VolumeVector = glm::vec3(1, 1, 1);
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bounds->Origin = glm::vec3(0,1,0);
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@@ -61,20 +64,20 @@ void Systems::LevelGenerationSystem::SpawnObstacle()
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}
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if(typeRandom >= 8 && typeRandom < 10)
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{
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float scale = (float)(rand() % 1000) / 100;
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m_World->SetProperty(ent, "Name", std::string("PowerUp"));
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bounds->VolumeVector = glm::vec3(4, 4, 4);
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bounds->Origin = glm::vec3(0,4,0);
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powerUp = m_World->AddComponent<Components::PowerUp>(ent, "PowerUp");
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powerUp->Speed = 10.f;
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auto powerUp = m_World->AddComponent<Components::PowerUp>(ent, "PowerUp");
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powerUp->Speed = 200.f;
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model->ModelFile = "Models/powerup.obj";
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}
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// Put it below ground level
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//transform->Position.y -= bounds->VolumeVector.y * 2.f;
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transform->Position.y -= bounds->VolumeVector.y * 2.f;
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}
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@@ -82,47 +85,47 @@ void Systems::LevelGenerationSystem::Update( double dt )
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{
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elapsedtime += dt;
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spawnFrequency = 10/velocity;
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if(elapsedtime > 0.1){
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if(elapsedtime > spawnFrequency){
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SpawnObstacle();
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elapsedtime = 0;
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}
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std::list<EntityID> removethis;
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for(auto ent : obstacles)
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{
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auto transform = m_World->GetComponent<Components::Transform>(ent, "Transform");
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transform->Velocity.z = velocity;
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transform->Position += transform->Velocity * (float)dt;
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// Stop raising obstacles when they reach ground level
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if (transform->Velocity.y > 0 && transform->Position.y >= 0) {
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transform->Position.y = 0;
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transform->Velocity.y = 0;
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}
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if(transform->Position.z > 800)
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{
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removethis.push_back(ent);
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}
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}
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for(auto ent : removethis)
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{
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m_World->RemoveEntity(ent);
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obstacles.remove(ent);
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}
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removethis.clear();
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}
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void Systems::LevelGenerationSystem::UpdateEntity( double dt, EntityID entity, EntityID parent )
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{
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if( m_World->GetProperty<std::string>(entity, "Name") == "Obstacle" || m_World->GetProperty<std::string>(entity, "Name") == "PowerUp")
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{
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auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
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transform->Velocity.z = velocity;
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transform->Position += transform->Velocity * (float)dt;
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// Stop raising obstacles when they reach ground level
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if (transform->Velocity.y > 0 && transform->Position.y >= 0)
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{
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transform->Position.y = 0;
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transform->Velocity.y = 0;
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}
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auto model = m_World->GetComponent<Components::Model>(entity, "Model");
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if (transform->Position.z > 10 && model->Visible)
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{
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model->Visible = false;
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}
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if(transform->Position.z > 800) {
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m_World->RemoveEntity(entity);
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}
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}
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if( m_World->GetProperty<std::string>(entity, "Name") == "Player")
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{
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auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
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startyz = glm::vec2(0, transformComponent->Position.z - 1000);
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startx = transformComponent->Position.x;
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velocity = transformComponent->Velocity.z;
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@@ -31,18 +31,9 @@ namespace Systems
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int positionRandom;
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glm::vec2 startyz;
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float startx;
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double elapsedtime;
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std::list<EntityID> obstacles;
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float velocity;
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std::shared_ptr<Components::Transform> transform;
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std::shared_ptr<Components::Bounds> bounds;
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std::shared_ptr<Components::Collision> collision;
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std::shared_ptr<Components::Model> model;
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std::shared_ptr<Components::PointLight> pointLight;
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std::shared_ptr<Components::PowerUp> powerUp;
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float spawnFrequency;
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};
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}
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@@ -10,11 +10,14 @@ Systems::PlayerSystem::PlayerSystem( World* world ) : System(world)
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m_CameraOrientation = glm::angleAxis<float>(glm::radians(15.0f),glm::vec3(1,0,0));
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freecamEnabled = false;
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m_poweruptimeleft = 0;
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m_basespeed = 100.f;
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m_maxspeed = 100.f;
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}
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void Systems::PlayerSystem::Update(double dt)
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{
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m_poweruptimeleft -= (float)dt;
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}
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void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
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@@ -26,48 +29,74 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
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if (input == nullptr)
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return;
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auto collision = m_World->GetComponent<Components::Collision>(entity, "Collision");
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auto name = m_World->GetProperty<std::string>(entity, "Name");
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if (name == "Camera" && freecamEnabled) {
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glm::vec3 Camera_Right = glm::vec3(glm::vec4(1, 0, 0, 0) * transform->Orientation);
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glm::vec3 Camera_Forward = glm::vec3(glm::vec4(0, 0, 1, 0) * transform->Orientation);
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float speed = m_PlayerSpeed;
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if(input->KeyState[GLFW_KEY_LEFT_SHIFT]) {
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speed *= 4.0f;
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}
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if(input->KeyState[GLFW_KEY_LEFT_ALT]) {
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speed /= 4.0f;
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}
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if(input->KeyState[GLFW_KEY_A]) {
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transform->Position -= Camera_Right * (float)dt * speed;
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}
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else if(input->KeyState[GLFW_KEY_D]) {
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transform->Position += Camera_Right * (float)dt * speed;
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}
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if(input->KeyState[GLFW_KEY_W]) {
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transform->Position -= Camera_Forward * (float)dt * speed;
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}
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if(input->KeyState[GLFW_KEY_S]) {
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transform->Position += Camera_Forward * (float)dt * speed;
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}
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if(input->KeyState[GLFW_KEY_SPACE]) {
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transform->Position += glm::vec3(0, 1, 0) * (float)dt * speed;
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}
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if(input->KeyState[GLFW_KEY_LEFT_CONTROL]) {
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transform->Position -= glm::vec3(0, 1, 0) * (float)dt * speed;
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}
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if (input->MouseState[GLFW_MOUSE_BUTTON_LEFT]) {
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// TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
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//---------------------------------------------------------------------
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transform->Orientation = glm::angleAxis<float>(input->dY/300.f,glm::vec3(1,0,0)) * transform->Orientation;
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transform->Orientation = transform->Orientation * glm::angleAxis<float>(input->dX/300.f,glm::vec3(0,1,0));
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//---------------------------------------------------------------------
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// TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
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if(collision != nullptr)
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{
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for(auto ent : collision->CollidingEntities)
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{
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if(m_World->GetProperty<std::string>(ent, "Name") == "Obstacle")
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{
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m_World->RemoveEntity(entity);
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}
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}
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}
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if (name == "Camera") {
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if(input->KeyState[GLFW_KEY_F4] && !input->LastKeyState[GLFW_KEY_F4]) {
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if(freecamEnabled)
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freecamEnabled = false;
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else
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freecamEnabled = true;
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}
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if(freecamEnabled)
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{
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glm::vec3 Camera_Right = glm::vec3(glm::vec4(1, 0, 0, 0) * transform->Orientation);
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glm::vec3 Camera_Forward = glm::vec3(glm::vec4(0, 0, 1, 0) * transform->Orientation);
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float speed = m_PlayerSpeed;
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if(input->KeyState[GLFW_KEY_LEFT_SHIFT]) {
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speed *= 4.0f;
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}
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if(input->KeyState[GLFW_KEY_LEFT_ALT]) {
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speed /= 4.0f;
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}
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if(input->KeyState[GLFW_KEY_A]) {
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transform->Position -= Camera_Right * (float)dt * speed;
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}
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else if(input->KeyState[GLFW_KEY_D]) {
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transform->Position += Camera_Right * (float)dt * speed;
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}
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if(input->KeyState[GLFW_KEY_W]) {
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transform->Position -= Camera_Forward * (float)dt * speed;
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}
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if(input->KeyState[GLFW_KEY_S]) {
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transform->Position += Camera_Forward * (float)dt * speed;
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}
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if(input->KeyState[GLFW_KEY_SPACE]) {
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transform->Position += glm::vec3(0, 1, 0) * (float)dt * speed;
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}
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if(input->KeyState[GLFW_KEY_LEFT_CONTROL]) {
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transform->Position -= glm::vec3(0, 1, 0) * (float)dt * speed;
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}
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if (input->MouseState[GLFW_MOUSE_BUTTON_LEFT]) {
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// TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
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//---------------------------------------------------------------------
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transform->Orientation = glm::angleAxis<float>(input->dY/300.f,glm::vec3(1,0,0)) * transform->Orientation;
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transform->Orientation = transform->Orientation * glm::angleAxis<float>(input->dX/300.f,glm::vec3(0,1,0));
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//---------------------------------------------------------------------
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// TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
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}
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}
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}
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if (name == "Player")
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{
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auto bounds = m_World->GetComponent<Components::Bounds>(entity, "Bounds");
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@@ -79,7 +108,7 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
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glm::vec3 Ship_Forward = glm::vec3(glm::vec4(0, 0, 1, 0));
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float TurnSpeed = 1.0f;
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glm::vec3 Euler = glm::eulerAngles(transform->Orientation);
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glm::vec3 Euler = glm::degrees(glm::eulerAngles(transform->Orientation));
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if(input->KeyState[GLFW_KEY_LEFT]) {
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transform->Position -= Ship_Right * (float)dt * (m_PlayerSpeed + Euler.z);
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@@ -115,6 +144,7 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
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}
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else
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{
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transform->Position -= Ship_Right * (float)dt * Euler.z;
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if(Euler.z < 1.5f && Euler.z > -1.5f)
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transform->Orientation = glm::angleAxis<float>(0,glm::vec3(0,0,1));
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else if(Euler.z < 0.f)
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@@ -130,23 +160,55 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
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}
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if(input->KeyState[GLFW_KEY_F4] && !input->LastKeyState[GLFW_KEY_F4]) {
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if(freecamEnabled)
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freecamEnabled = false;
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else
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freecamEnabled = true;
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//powerup
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auto cameraEntity = m_World->GetProperty<EntityID>(entity, "Camera");
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auto cameracamera = m_World->GetComponent<Components::Camera>(cameraEntity, "Camera");
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cameracamera->FOV = glm::radians(20.f + transform->Velocity.z/3 );
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auto collisionComponent = m_World->GetComponent<Components::Collision>(entity, "Collision");
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for(auto ent : collisionComponent->CollidingEntities)
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{
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std::string name = m_World->GetProperty<std::string>(ent, "Name");
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if(name == "PowerUp")
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{
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auto powerupComp = m_World->GetComponent<Components::PowerUp>(ent, "PowerUp");
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m_maxspeed = powerupComp->Speed;
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m_poweruptimeleft = 5.f;
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m_World->RemoveEntity(ent);
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}
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}
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if(m_poweruptimeleft <= 0)
|
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{
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m_maxspeed = m_basespeed;
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}
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if(transform->Velocity.z < m_maxspeed)
|
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{
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transform->Velocity.z += 100.f*dt;
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if(transform->Velocity.z >= m_maxspeed)
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transform->Velocity.z = m_maxspeed;
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}
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else if(transform->Velocity.z > m_maxspeed)
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||||
{
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transform->Velocity.z -= 50.f*dt;
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if(transform->Velocity.z <= m_maxspeed)
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transform->Velocity.z = m_maxspeed;
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}
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||||
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||||
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||||
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||||
// Update camera
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if(! freecamEnabled)
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{
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auto cameraEntity = m_World->GetProperty<EntityID>(entity, "Camera");
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auto cameraTransform = m_World->GetComponent<Components::Transform>(cameraEntity, "Transform");
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if (cameraTransform) {
|
||||
cameraTransform->Position = transform->Position + m_CameraOffset;
|
||||
cameraTransform->Orientation = m_CameraOrientation;
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||||
}
|
||||
|
||||
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||||
}
|
||||
}
|
||||
}
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||||
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||||
@@ -9,6 +9,8 @@
|
||||
#include "Components/Collision.h"
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#include "Components/Camera.h"
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#include "Components/Bounds.h"
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#include "Components/PowerUp.h"
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||||
#include "logging.h"
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||||
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||||
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||||
@@ -32,6 +34,11 @@ namespace Systems
|
||||
glm::quat m_CameraOrientation;
|
||||
|
||||
bool freecamEnabled;
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||||
|
||||
float m_basespeed;
|
||||
float m_maxspeed;
|
||||
|
||||
float m_poweruptimeleft;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -25,7 +25,9 @@ void Systems::RenderSystem::UpdateEntity( double dt, EntityID entity, EntityID p
|
||||
}
|
||||
|
||||
auto model = m_CachedModels[modelComponent->ModelFile];
|
||||
m_Renderer->AddModelToDraw(model, transformComponent->Position, transformComponent->Orientation, transformComponent->Scale);
|
||||
glm::vec3 position = m_TransformSystem->AbsolutePosition(entity);
|
||||
glm::quat orientation = m_TransformSystem->AbsoluteOrientation(entity);
|
||||
m_Renderer->AddModelToDraw(model, position, orientation, transformComponent->Scale, modelComponent->Visible);
|
||||
}
|
||||
|
||||
// Debug draw bounds
|
||||
@@ -33,7 +35,7 @@ void Systems::RenderSystem::UpdateEntity( double dt, EntityID entity, EntityID p
|
||||
auto collision = m_World->GetComponent<Components::Collision>(entity, "Collision");
|
||||
auto bounds = m_World->GetComponent<Components::Bounds>(entity, "Bounds");
|
||||
if (bounds != nullptr) {
|
||||
glm::vec3 origin = transformComponent->Position + (transformComponent->Scale * bounds->Origin);
|
||||
glm::vec3 origin = m_TransformSystem->AbsolutePosition(entity) + (transformComponent->Scale * bounds->Origin);
|
||||
glm::vec3 volumeVector = transformComponent->Scale * bounds->VolumeVector;
|
||||
m_Renderer->AddAABBToDraw(origin, volumeVector, (collision != nullptr && collision->CollidingEntities.size() > 0));
|
||||
}
|
||||
@@ -42,8 +44,9 @@ void Systems::RenderSystem::UpdateEntity( double dt, EntityID entity, EntityID p
|
||||
auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity, "PointLight");
|
||||
if (pointLightComponent != nullptr)
|
||||
{
|
||||
glm::vec3 position = m_TransformSystem->AbsolutePosition(entity);
|
||||
m_Renderer->AddPointLightToDraw(
|
||||
transformComponent->Position,
|
||||
position,
|
||||
pointLightComponent->Specular,
|
||||
pointLightComponent->Diffuse,
|
||||
pointLightComponent->constantAttenuation,
|
||||
@@ -51,6 +54,7 @@ void Systems::RenderSystem::UpdateEntity( double dt, EntityID entity, EntityID p
|
||||
pointLightComponent->quadraticAttenuation,
|
||||
pointLightComponent->spotExponent);
|
||||
}
|
||||
|
||||
auto cameraComponent = m_World->GetComponent<Components::Camera>(entity, "Camera");
|
||||
if (cameraComponent != nullptr)
|
||||
{
|
||||
@@ -63,6 +67,12 @@ void Systems::RenderSystem::UpdateEntity( double dt, EntityID entity, EntityID p
|
||||
}
|
||||
}
|
||||
|
||||
void Systems::RenderSystem::Initialize()
|
||||
{
|
||||
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>("TransformSystem");
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
#include <unordered_map>
|
||||
|
||||
#include "System.h"
|
||||
#include "Systems/TransformSystem.h"
|
||||
#include "Model.h"
|
||||
#include "Texture.h"
|
||||
#include "Components/Model.h"
|
||||
@@ -22,6 +23,8 @@ namespace Systems
|
||||
RenderSystem(World* world, std::shared_ptr<Renderer> renderer)
|
||||
: System(world), m_Renderer(renderer){ }
|
||||
|
||||
void Initialize() override;
|
||||
|
||||
std::unordered_map<std::string, std::shared_ptr<Model>> m_CachedModels;
|
||||
|
||||
void OnComponentCreated(std::string type, std:: shared_ptr<Component> component) override;
|
||||
@@ -29,7 +32,7 @@ namespace Systems
|
||||
|
||||
private:
|
||||
std::shared_ptr<Renderer> m_Renderer;
|
||||
|
||||
std::shared_ptr<Systems::TransformSystem> m_TransformSystem;
|
||||
};
|
||||
|
||||
|
||||
|
||||
@@ -7,7 +7,6 @@
|
||||
#include <AL/al.h>
|
||||
#include <AL/alc.h>
|
||||
#include <vector>
|
||||
#include <glm/gtx/quaternion.hpp>
|
||||
|
||||
namespace Systems
|
||||
{
|
||||
|
||||
@@ -0,0 +1,47 @@
|
||||
#include "TransformSystem.h"
|
||||
#include "World.h"
|
||||
|
||||
//void Systems::TransformSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
//{
|
||||
// if (parent == 0)
|
||||
// return;
|
||||
//
|
||||
// auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
// auto parentTransform = m_World->GetComponent<Components::Transform>(parent, "Transform");
|
||||
//
|
||||
// transform->Position = parentTransform->Position + transform->RelativePosition;
|
||||
//}
|
||||
|
||||
glm::vec3 Systems::TransformSystem::AbsolutePosition(EntityID entity)
|
||||
{
|
||||
glm::vec3 absPosition;
|
||||
glm::quat accumulativeOrientation;
|
||||
|
||||
do
|
||||
{
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
//absPosition += transform->Position;
|
||||
entity = m_World->GetEntityParent(entity);
|
||||
auto transform2 = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
if (entity != 0)
|
||||
absPosition += transform2->Orientation * transform->Position;
|
||||
else
|
||||
absPosition += transform->Position;
|
||||
} while (entity != 0);
|
||||
|
||||
return absPosition * accumulativeOrientation;
|
||||
}
|
||||
|
||||
glm::quat Systems::TransformSystem::AbsoluteOrientation(EntityID entity)
|
||||
{
|
||||
glm::quat absOrientation;
|
||||
|
||||
do
|
||||
{
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
absOrientation *= transform->Orientation;
|
||||
entity = m_World->GetEntityParent(entity);
|
||||
} while (entity != 0);
|
||||
|
||||
return absOrientation;
|
||||
}
|
||||
@@ -0,0 +1,25 @@
|
||||
#ifndef TransformSystem_h__
|
||||
#define TransformSystem_h__
|
||||
|
||||
#include "System.h"
|
||||
#include "Components/Transform.h"
|
||||
|
||||
namespace Systems
|
||||
{
|
||||
|
||||
class TransformSystem : public System
|
||||
{
|
||||
public:
|
||||
TransformSystem(World* world)
|
||||
: System(world) { }
|
||||
|
||||
//void Update(double dt) override;
|
||||
//void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
|
||||
glm::vec3 AbsolutePosition(EntityID entity);
|
||||
glm::quat AbsoluteOrientation(EntityID entity);
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // TransformSystem_h__
|
||||
Reference in New Issue
Block a user