Merge branch 'master' of github.com:sippeangelo/Escape-the-Dawn

Conflicts:
	Escape-the-Dawn/GameWorld.cpp
This commit is contained in:
Adam
2014-03-13 01:49:08 +01:00
7 changed files with 65 additions and 22 deletions
+4
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@@ -9,9 +9,13 @@ namespace Components
struct Transform : Component
{
Transform()
: Scale(glm::vec3(1.f)) { }
glm::vec3 Position;
glm::quat Orientation;
glm::vec3 Velocity;
glm::vec3 Scale;
};
}
+3 -3
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@@ -91,10 +91,13 @@ void GameWorld::Initialize()
// Player
m_Player = CreateEntity();
SetProperty(m_Player, "Name", std::string("PlayerShip"));
transform = AddComponent<Components::Transform>(m_Player, "Transform");
transform->Position = glm::vec3(0.f, 4.f, 0.f);
transform->Scale = glm::vec3(2.0f);
model = AddComponent<Components::Model>(m_Player, "Model");
model->ModelFile = "ship.obj";
AddComponent<Components::Input>(m_Player, "Input");
collision = AddComponent<Components::Collision>(m_Player, "Collision");
collision->Phantom = false;
bounds = AddComponent<Components::Bounds>(m_Player, "Bounds");
@@ -120,9 +123,6 @@ void GameWorld::Update(double dt)
World::Update(dt);
if(GetSystem<Systems::CollisionSystem>("CollisionSystem")->Intersects(m_Player, entcamera))
assert(false);
auto transform = GetComponent<Components::Transform>(m_Player, "Transform");
transform->Orientation = transform->Orientation * glm::angleAxis<float>(dt, glm::vec3(0, 0, 1));
}
void GameWorld::RegisterComponents()
+3 -4
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@@ -285,12 +285,11 @@ void Renderer::AddTextToDraw()
//Add to draw shit vector
}
void Renderer::AddModelToDraw(std::shared_ptr<Model> _model, glm::vec3 _position, glm::quat _orientation)
void Renderer::AddModelToDraw(std::shared_ptr<Model> model, glm::vec3 position, glm::quat orientation, glm::vec3 scale)
{
glm::mat4 RotationMatrix = glm::toMat4(_orientation);
glm::mat4 ModelMatrix = glm::translate(glm::mat4(), _position) * RotationMatrix ;
glm::mat4 ModelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale);
// You can now use ModelMatrix to build the MVP matrix
ModelsToRender.push_back(new ModelData(_model, ModelMatrix));
ModelsToRender.push_back(new ModelData(model, ModelMatrix));
}
void Renderer::AddPointLightToDraw(
+1 -1
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@@ -54,7 +54,7 @@ public:
void Draw(double dt);
void DrawText();
void AddModelToDraw(std::shared_ptr<Model> model, glm::vec3 position, glm::quat orientation);
void AddModelToDraw(std::shared_ptr<Model> model, glm::vec3 position, glm::quat orientation, glm::vec3 scale);
void AddTextToDraw();
void AddPointLightToDraw(
glm::vec3 _position,
+50 -10
View File
@@ -1,11 +1,12 @@
#include "PlayerSystem.h"
#include "World.h"
Systems::PlayerSystem::PlayerSystem( World* world ) : System(world)
{
}
void Systems::PlayerSystem::Update(double dt)
{
}
void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
@@ -17,23 +18,25 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
if (input == nullptr)
return;
float speed = 10.0f;
auto name = m_World->GetProperty<std::string>(entity, "Name");
if (name == "Camera") {
if (input->MouseState[GLFW_MOUSE_BUTTON_LEFT]) {
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;
if(input->KeyState[GLFW_KEY_LEFT_SHIFT]) {
speed *= 2.0f;
speed *= 4.0f;
}
if(input->KeyState[GLFW_KEY_LEFT_ALT]) {
speed /= 2.0f;
speed /= 4.0f;
}
if(input->KeyState[GLFW_KEY_A]) {
if(input->KeyState[GLFW_KEY_A] || input->KeyState[GLFW_KEY_LEFT]) {
transform->Position -= Camera_Right * (float)dt * speed;
}
if(input->KeyState[GLFW_KEY_D]) {
if(input->KeyState[GLFW_KEY_D] || input->KeyState[GLFW_KEY_RIGHT]) {
transform->Position += Camera_Right * (float)dt * speed;
}
if(input->KeyState[GLFW_KEY_W]) {
@@ -48,7 +51,7 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
if(input->KeyState[GLFW_KEY_LEFT_CONTROL]) {
transform->Position -= glm::vec3(0, 1, 0) * (float)dt * speed;
}
if (input->MouseState[GLFW_MOUSE_BUTTON_LEFT]) {
// TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
//---------------------------------------------------------------------
transform->Orientation = glm::angleAxis<float>(input->dY/300.f,glm::vec3(1,0,0)) * transform->Orientation;
@@ -57,6 +60,43 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
//---------------------------------------------------------------------
// TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
}
}
name = m_World->GetProperty<std::string>(entity, "Name");
if (name == "PlayerShip")
{
glm::vec3 Ship_Right = glm::vec3(glm::vec4(1, 0, 0, 0));
glm::vec3 Ship_Forward = glm::vec3(glm::vec4(0, 0, 1, 0));
float TurnSpeed = 2.0f;
glm::vec3 Euler = glm::eulerAngles(transform->Orientation);
LOG_DEBUG("Euler: %f", Euler.z);
if(input->KeyState[GLFW_KEY_LEFT]) {
transform->Position -= Ship_Right * (float)dt * speed;
if(Euler.z < 25.f)
{
transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt * TurnSpeed,glm::vec3(0,0,1));
}
}
else if(input->KeyState[GLFW_KEY_RIGHT]) {
transform->Position += Ship_Right * (float)dt * speed;
if(Euler.z > -25.f)
{
transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt * TurnSpeed,glm::vec3(0,0,-1));
}
}
else
{
if(Euler.z < 0.5f && Euler.z > -0.5f)
transform->Orientation = glm::angleAxis<float>(0,glm::vec3(0,0,1));
else if(Euler.z < 0.f)
transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt,glm::vec3(0,0,1));
else if(Euler.z > 0.f)
transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt,glm::vec3(0,0,-1));
}
}
}
+1 -2
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@@ -14,8 +14,7 @@ namespace Systems
class PlayerSystem : public System
{
public:
PlayerSystem(World* world)
: System(world) { }
PlayerSystem(World* world);
void Update(double dt) override;
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
+3 -2
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@@ -25,7 +25,7 @@ void Systems::RenderSystem::UpdateEntity( double dt, EntityID entity, EntityID p
}
auto model = m_CachedModels[modelComponent->ModelFile];
m_Renderer->AddModelToDraw(model, transformComponent->Position, transformComponent->Orientation);
m_Renderer->AddModelToDraw(model, transformComponent->Position, transformComponent->Orientation, transformComponent->Scale);
}
// Debug draw bounds
@@ -33,7 +33,8 @@ void Systems::RenderSystem::UpdateEntity( double dt, EntityID entity, EntityID p
auto bounds = m_World->GetComponent<Components::Bounds>(entity, "Bounds");
if (bounds != nullptr) {
glm::vec3 origin = transformComponent->Position + bounds->Origin;
m_Renderer->AddAABBToDraw(origin, bounds->VolumeVector);
glm::vec3 volumeVector = transformComponent->Scale * bounds->VolumeVector;
m_Renderer->AddAABBToDraw(origin, volumeVector);
}
#endif