Merge branch 'master' of github.com:sippeangelo/Escape-the-Dawn
Conflicts: Escape-the-Dawn/GameWorld.cpp Escape-the-Dawn/Systems/PlayerSystem.cpp
This commit is contained in:
@@ -9,9 +9,13 @@ namespace Components
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struct Transform : Component
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{
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Transform()
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: Scale(glm::vec3(1.f)) { }
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glm::vec3 Position;
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glm::quat Orientation;
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glm::vec3 Velocity;
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glm::vec3 Scale;
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};
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}
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@@ -85,12 +85,14 @@ void GameWorld::Initialize()
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// Player
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m_Player = CreateEntity();
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SetProperty(m_Player, "Name", std::string("PlayerShip"));
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transform = AddComponent<Components::Transform>(m_Player, "Transform");
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transform->Position = glm::vec3(0.f, 4.f, 0.f);
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transform->Scale = glm::vec3(2.0f);
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model = AddComponent<Components::Model>(m_Player, "Model");
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model->ModelFile = "Models/ship.obj";
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AddComponent<Components::Input>(m_Player, "Input");
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auto bounds = AddComponent<Components::Bounds>(m_Player, "Bounds");
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bounds->Origin = glm::vec3(0.f);
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bounds->VolumeVector = glm::vec3(1.0f, 2.0f, 3.0f);
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ent = CreateEntity();
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@@ -103,9 +105,6 @@ void GameWorld::Initialize()
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void GameWorld::Update(double dt)
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{
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World::Update(dt);
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auto transform = GetComponent<Components::Transform>(m_Player, "Transform");
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transform->Orientation = transform->Orientation * glm::angleAxis<float>(dt, glm::vec3(0, 0, 1));
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}
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void GameWorld::RegisterComponents()
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@@ -1,146 +0,0 @@
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#include "GameWorld.h"
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void GameWorld::Initialize()
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{
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World::Initialize();
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AddSystem("LevelGenerationSystem");
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AddSystem("InputSystem");
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//AddSystem("CollisionSystem");
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//AddSystem("ParticleSystem");
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AddSystem("PlayerSystem");
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AddSystem("SoundSystem");
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AddSystem("RenderSystem");
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std::shared_ptr<Components::Transform> transform;
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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::Camera> camera;
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EntityID ent;
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// Camera
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ent = CreateEntity();
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SetProperty(ent, "Name", std::string("Camera"));
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transform = AddComponent<Components::Transform>(ent, "Transform");
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AddComponent<Components::Input>(ent, "Input");
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transform->Position = glm::vec3(0.f, 2.f, 10.f);
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camera = AddComponent<Components::Camera>(ent, "Camera");
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camera->FOV = 45.f;
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camera->FarClip = 1000.f;
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camera->NearClip = 0.01f;
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transform->Orientation = glm::angleAxis<float>(glm::radians(25.0f),glm::vec3(1,0,0));
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// Fucking lights
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ent = CreateEntity();
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transform = AddComponent<Components::Transform>(ent, "Transform");
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transform->Position = glm::vec3(0.f, 4.f, 0.f);
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transform->Position = glm::vec3(10.f, 2.f, 5.f);
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pointLight = AddComponent<Components::PointLight>(ent, "PointLight");
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pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
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pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
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pointLight->Diffuse = glm::vec3(1.0, 1.0, 5.0);
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pointLight->constantAttenuation = 0.f;
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pointLight->linearAttenuation = 1.f;
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pointLight->quadraticAttenuation = 0.f;
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pointLight->spotExponent = 0.0f;
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model = AddComponent<Components::Model>(ent, "Model");
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model->ModelFile = "Models/sphere.obj";
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ent = CreateEntity();
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transform = AddComponent<Components::Transform>(ent, "Transform");
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transform->Position = glm::vec3(10.f, 4.f, 0.f);
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transform->Position = glm::vec3(0.f, 2.f, 5.f);
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pointLight = AddComponent<Components::PointLight>(ent, "PointLight");
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pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
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pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
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pointLight->Specular = glm::vec3(3.0, 3.0, 3.0);
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pointLight->Diffuse = glm::vec3(3.0, 0.0, 0.0);
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pointLight->constantAttenuation = 0.f;
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pointLight->linearAttenuation = 1.f;
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pointLight->quadraticAttenuation = 0.f;
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pointLight->spotExponent = 0.0f;
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model = AddComponent<Components::Model>(ent, "Model");
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model->ModelFile = "Models/sphere.obj";
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ent = CreateEntity();
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transform = AddComponent<Components::Transform>(ent, "Transform");
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transform->Position = glm::vec3(0.f, -4.f, 0.f);
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transform->Position = glm::vec3(-10.f, 2.f, 5.f);
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pointLight = AddComponent<Components::PointLight>(ent, "PointLight");
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pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
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pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
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pointLight->Diffuse = glm::vec3(0.0, 3.0, 0.0);
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pointLight->constantAttenuation = 0.f;
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pointLight->linearAttenuation = 1.f;
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pointLight->quadraticAttenuation = 0.f;
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pointLight->spotExponent = 0.0f;
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model = AddComponent<Components::Model>(ent, "Model");
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model->ModelFile = "Models/sphere.obj";
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//ground
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ent = CreateEntity();
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transform = AddComponent<Components::Transform>(ent, "Transform");
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transform->Position = glm::vec3(0.f, 0.f, 0.f);
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model = AddComponent<Components::Model>(ent, "Model");
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model->ModelFile = "Models/plane.obj";
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// Player
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<<<<<<< HEAD
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ent = CreateEntity();
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transform = AddComponent<Components::Transform>(ent, "Transform");
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transform->Position = glm::vec3(0.f, 0.f, 0.f);
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model = AddComponent<Components::Model>(ent, "Model");
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model->ModelFile = "Models/ship.obj";
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=======
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m_Player = CreateEntity();
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transform = AddComponent<Components::Transform>(m_Player, "Transform");
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transform->Position = glm::vec3(0.f, 4.f, 0.f);
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model = AddComponent<Components::Model>(m_Player, "Model");
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model->ModelFile = "ship.obj";
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auto bounds = AddComponent<Components::Bounds>(m_Player, "Bounds");
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bounds->Origin = glm::vec3(0.f);
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bounds->VolumeVector = glm::vec3(1.0f, 2.0f, 3.0f);
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>>>>>>> 21b2e3bdc15ac8b21f027a7f531574f46187ae80
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ent = CreateEntity();
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transform = AddComponent<Components::Transform>(ent, "Transform");
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transform->Position = glm::vec3(10.f, 4.f, 0.f);
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model = AddComponent<Components::Model>(ent, "Model");
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model->ModelFile = "Models/ship.obj";
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}
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void GameWorld::Update(double dt)
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{
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World::Update(dt);
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auto transform = GetComponent<Components::Transform>(m_Player, "Transform");
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transform->Orientation = transform->Orientation * glm::angleAxis<float>(dt, glm::vec3(0, 0, 1));
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}
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void GameWorld::RegisterComponents()
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{
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m_ComponentFactory.Register("Bounds", []() { return new Components::Bounds(); });
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m_ComponentFactory.Register("Camera", []() { return new Components::Camera(); });
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m_ComponentFactory.Register("Collision", []() { return new Components::Collision(); });
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m_ComponentFactory.Register("DirectionalLight", []() { return new Components::DirectionalLight(); });
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m_ComponentFactory.Register("Input", []() { return new Components::Input(); });
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m_ComponentFactory.Register("Model", []() { return new Components::Model(); });
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m_ComponentFactory.Register("ParticleEmitter", []() { return new Components::ParticleEmitter(); });
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m_ComponentFactory.Register("PointLight", []() { return new Components::PointLight(); });
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m_ComponentFactory.Register("PowerUp", []() { return new Components::PowerUp(); });
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m_ComponentFactory.Register("SoundEmitter", []() { return new Components::SoundEmitter(); });
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m_ComponentFactory.Register("Sprite", []() { return new Components::Sprite(); });
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m_ComponentFactory.Register("Stat", []() { return new Components::Stat(); });
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m_ComponentFactory.Register("Template", []() { return new Components::Template(); });
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m_ComponentFactory.Register("Transform", []() { return new Components::Transform(); });
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}
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void GameWorld::RegisterSystems()
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{
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m_SystemFactory.Register("LevelGenerationSystem", [this]() { return new Systems::LevelGenerationSystem(this); });
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m_SystemFactory.Register("InputSystem", [this]() { return new Systems::InputSystem(this, m_Renderer); });
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//m_SystemFactory.Register("CollisionSystem", [this]() { return new Systems::CollisionSystem(this); });
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//m_SystemFactory.Register("ParticleSystem", [this]() { return new Systems::ParticleSystem(this); });
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m_SystemFactory.Register("PlayerSystem", [this]() { return new Systems::PlayerSystem(this); });
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m_SystemFactory.Register("SoundSystem", [this]() { return new Systems::SoundSystem(this); });
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m_SystemFactory.Register("RenderSystem", [this]() { return new Systems::RenderSystem(this, m_Renderer); });
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}
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@@ -285,12 +285,11 @@ void Renderer::AddTextToDraw()
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//Add to draw shit vector
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}
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void Renderer::AddModelToDraw(std::shared_ptr<Model> _model, glm::vec3 _position, glm::quat _orientation)
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void Renderer::AddModelToDraw(std::shared_ptr<Model> model, glm::vec3 position, glm::quat orientation, glm::vec3 scale)
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{
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glm::mat4 RotationMatrix = glm::toMat4(_orientation);
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glm::mat4 ModelMatrix = glm::translate(glm::mat4(), _position) * RotationMatrix ;
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glm::mat4 ModelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale);
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// You can now use ModelMatrix to build the MVP matrix
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ModelsToRender.push_back(new ModelData(_model, ModelMatrix));
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ModelsToRender.push_back(new ModelData(model, ModelMatrix));
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}
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void Renderer::AddPointLightToDraw(
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@@ -54,7 +54,7 @@ public:
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void Draw(double dt);
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void DrawText();
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void AddModelToDraw(std::shared_ptr<Model> model, glm::vec3 position, glm::quat orientation);
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void AddModelToDraw(std::shared_ptr<Model> model, glm::vec3 position, glm::quat orientation, glm::vec3 scale);
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void AddTextToDraw();
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void AddPointLightToDraw(
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glm::vec3 _position,
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@@ -1,11 +1,12 @@
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#include "PlayerSystem.h"
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#include "World.h"
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Systems::PlayerSystem::PlayerSystem( World* world ) : System(world)
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{
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}
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void Systems::PlayerSystem::Update(double dt)
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{
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}
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void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
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@@ -17,23 +18,25 @@ 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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float speed = 10.0f;
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auto name = m_World->GetProperty<std::string>(entity, "Name");
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if (name == "Camera") {
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if (input->MouseState[GLFW_MOUSE_BUTTON_LEFT]) {
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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 = 15.0f;
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if(input->KeyState[GLFW_KEY_LEFT_SHIFT]) {
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speed *= 2.0f;
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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 /= 2.0f;
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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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if(input->KeyState[GLFW_KEY_A] || input->KeyState[GLFW_KEY_LEFT]) {
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transform->Position -= Camera_Right * (float)dt * speed;
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}
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if(input->KeyState[GLFW_KEY_D]) {
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if(input->KeyState[GLFW_KEY_D] || input->KeyState[GLFW_KEY_RIGHT]) {
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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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@@ -48,7 +51,7 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
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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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@@ -57,6 +60,43 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
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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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name = m_World->GetProperty<std::string>(entity, "Name");
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if (name == "PlayerShip")
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{
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glm::vec3 Ship_Right = glm::vec3(glm::vec4(1, 0, 0, 0));
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glm::vec3 Ship_Forward = glm::vec3(glm::vec4(0, 0, 1, 0));
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float TurnSpeed = 2.0f;
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glm::vec3 Euler = glm::eulerAngles(transform->Orientation);
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LOG_DEBUG("Euler: %f", Euler.z);
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if(input->KeyState[GLFW_KEY_LEFT]) {
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transform->Position -= Ship_Right * (float)dt * speed;
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if(Euler.z < 25.f)
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{
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transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt * TurnSpeed,glm::vec3(0,0,1));
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}
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}
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else if(input->KeyState[GLFW_KEY_RIGHT]) {
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transform->Position += Ship_Right * (float)dt * speed;
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if(Euler.z > -25.f)
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{
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transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt * TurnSpeed,glm::vec3(0,0,-1));
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}
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}
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else
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{
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if(Euler.z < 0.5f && Euler.z > -0.5f)
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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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transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt,glm::vec3(0,0,1));
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else if(Euler.z > 0.f)
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transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt,glm::vec3(0,0,-1));
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}
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}
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}
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@@ -14,8 +14,7 @@ namespace Systems
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class PlayerSystem : public System
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{
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public:
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PlayerSystem(World* world)
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: System(world) { }
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PlayerSystem(World* world);
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void Update(double dt) override;
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void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
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@@ -25,7 +25,7 @@ void Systems::RenderSystem::UpdateEntity( double dt, EntityID entity, EntityID p
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}
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auto model = m_CachedModels[modelComponent->ModelFile];
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m_Renderer->AddModelToDraw(model, transformComponent->Position, transformComponent->Orientation);
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m_Renderer->AddModelToDraw(model, transformComponent->Position, transformComponent->Orientation, transformComponent->Scale);
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}
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// Debug draw bounds
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@@ -33,7 +33,8 @@ void Systems::RenderSystem::UpdateEntity( double dt, EntityID entity, EntityID p
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auto bounds = m_World->GetComponent<Components::Bounds>(entity, "Bounds");
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if (bounds != nullptr) {
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glm::vec3 origin = transformComponent->Position + bounds->Origin;
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m_Renderer->AddAABBToDraw(origin, bounds->VolumeVector);
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glm::vec3 volumeVector = transformComponent->Scale * bounds->VolumeVector;
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m_Renderer->AddAABBToDraw(origin, volumeVector);
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}
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#endif
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Reference in New Issue
Block a user