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 struct Transform : Component
{ {
Transform()
: Scale(glm::vec3(1.f)) { }
glm::vec3 Position; glm::vec3 Position;
glm::quat Orientation; glm::quat Orientation;
glm::vec3 Velocity; glm::vec3 Velocity;
glm::vec3 Scale;
}; };
} }
+3 -3
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@@ -91,10 +91,13 @@ void GameWorld::Initialize()
// Player // Player
m_Player = CreateEntity(); m_Player = CreateEntity();
SetProperty(m_Player, "Name", std::string("PlayerShip"));
transform = AddComponent<Components::Transform>(m_Player, "Transform"); transform = AddComponent<Components::Transform>(m_Player, "Transform");
transform->Position = glm::vec3(0.f, 4.f, 0.f); transform->Position = glm::vec3(0.f, 4.f, 0.f);
transform->Scale = glm::vec3(2.0f);
model = AddComponent<Components::Model>(m_Player, "Model"); model = AddComponent<Components::Model>(m_Player, "Model");
model->ModelFile = "ship.obj"; model->ModelFile = "ship.obj";
AddComponent<Components::Input>(m_Player, "Input");
collision = AddComponent<Components::Collision>(m_Player, "Collision"); collision = AddComponent<Components::Collision>(m_Player, "Collision");
collision->Phantom = false; collision->Phantom = false;
bounds = AddComponent<Components::Bounds>(m_Player, "Bounds"); bounds = AddComponent<Components::Bounds>(m_Player, "Bounds");
@@ -120,9 +123,6 @@ void GameWorld::Update(double dt)
World::Update(dt); World::Update(dt);
if(GetSystem<Systems::CollisionSystem>("CollisionSystem")->Intersects(m_Player, entcamera)) if(GetSystem<Systems::CollisionSystem>("CollisionSystem")->Intersects(m_Player, entcamera))
assert(false); 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() void GameWorld::RegisterComponents()
+3 -4
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@@ -285,12 +285,11 @@ void Renderer::AddTextToDraw()
//Add to draw shit vector //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) * glm::toMat4(orientation) * glm::scale(scale);
glm::mat4 ModelMatrix = glm::translate(glm::mat4(), _position) * RotationMatrix ;
// You can now use ModelMatrix to build the MVP matrix // 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( void Renderer::AddPointLightToDraw(
+1 -1
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@@ -54,7 +54,7 @@ public:
void Draw(double dt); void Draw(double dt);
void DrawText(); 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 AddTextToDraw();
void AddPointLightToDraw( void AddPointLightToDraw(
glm::vec3 _position, glm::vec3 _position,
+50 -10
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@@ -1,11 +1,12 @@
#include "PlayerSystem.h" #include "PlayerSystem.h"
#include "World.h" #include "World.h"
Systems::PlayerSystem::PlayerSystem( World* world ) : System(world)
{
}
void Systems::PlayerSystem::Update(double dt) void Systems::PlayerSystem::Update(double dt)
{ {
} }
void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID parent) 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) if (input == nullptr)
return; return;
float speed = 10.0f;
auto name = m_World->GetProperty<std::string>(entity, "Name"); auto name = m_World->GetProperty<std::string>(entity, "Name");
if (name == "Camera") { 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_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); 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]) { if(input->KeyState[GLFW_KEY_LEFT_SHIFT]) {
speed *= 2.0f; speed *= 4.0f;
} }
if(input->KeyState[GLFW_KEY_LEFT_ALT]) { 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; 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; transform->Position += Camera_Right * (float)dt * speed;
} }
if(input->KeyState[GLFW_KEY_W]) { 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]) { if(input->KeyState[GLFW_KEY_LEFT_CONTROL]) {
transform->Position -= glm::vec3(0, 1, 0) * (float)dt * speed; 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 // 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; 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 // 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 class PlayerSystem : public System
{ {
public: public:
PlayerSystem(World* world) PlayerSystem(World* world);
: System(world) { }
void Update(double dt) override; void Update(double dt) override;
void UpdateEntity(double dt, EntityID entity, EntityID parent) 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]; 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 // 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"); auto bounds = m_World->GetComponent<Components::Bounds>(entity, "Bounds");
if (bounds != nullptr) { if (bounds != nullptr) {
glm::vec3 origin = transformComponent->Position + bounds->Origin; 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 #endif