Merge branch 'master' of github.com:sippeangelo/Escape-the-Dawn
Conflicts: Escape-the-Dawn/GameWorld.cpp Escape-the-Dawn/Systems/CollisionSystem.cpp Escape-the-Dawn/Systems/SoundSystem.h Escape-the-Dawn/Systems/SoundsSystem.cpp
This commit is contained in:
@@ -5,7 +5,7 @@ void GameWorld::Initialize()
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{
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World::Initialize();
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//AddSystem("LevelGenerationSystem");
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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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@@ -19,129 +19,124 @@ void GameWorld::Initialize()
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std::shared_ptr<Components::Camera> camera;
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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::SoundEmitter> soundEmitter;
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EntityID ent;
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// Camera
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entcamera = CreateEntity();
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SetProperty(entcamera, "Name", std::string("Camera"));
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transform = AddComponent<Components::Transform>(entcamera, "Transform");
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AddComponent<Components::Input>(entcamera, "Input");
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transform->Position = glm::vec3(0.f, 2.f, 10.f);
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camera = AddComponent<Components::Camera>(entcamera, "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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collision = AddComponent<Components::Collision>(entcamera, "Collision");
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collision->Phantom = false;
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bounds = AddComponent<Components::Bounds>(entcamera, "Bounds");
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bounds->Origin = transform->Position;
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bounds->VolumeVector = glm::vec3(4.f,2.f,2.f);
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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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transform->Position = glm::vec3(0.f, 7.f, 0.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->Diffuse = glm::vec3(0.0, 0.0, 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 = "sphere.obj";
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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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transform->Position = glm::vec3(10.f, 7.f, 0.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->Diffuse = glm::vec3(0.0, 5.0, 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 = "sphere.obj";
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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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transform->Position = glm::vec3(-10.f, 7.f, 0.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->Diffuse = glm::vec3(5.0, 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 = "sphere.obj";
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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 = "plane.obj";
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model->ModelFile = "Models/plane.obj";
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// Player
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<<<<<<< HEAD
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player1 = CreateEntity();
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transform = AddComponent<Components::Transform>(player1, "Transform");
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transform->Position = glm::vec3(0.f, 0.f, 0.f);
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model = AddComponent<Components::Model>(player1, "Model");
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model->ModelFile = "ship.obj";
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collision = AddComponent<Components::Collision>(player1, "Collision");
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collision->Phantom = false;
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bounds = AddComponent<Components::Bounds>(player1, "Bounds");
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bounds->Origin = transform->Position;
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bounds->VolumeVector = glm::vec3(10.f,10.f,5.f);
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player2 = CreateEntity();
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transform = AddComponent<Components::Transform>(player2, "Transform");
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transform->Position = glm::vec3(10.f, 0.f, 0.f);
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model = AddComponent<Components::Model>(player2, "Model");
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=======
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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->Position = glm::vec3(0.f, 2.f, -5.f);
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transform->Scale = glm::vec3(1.0f);
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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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model->ModelFile = "Models/ship.obj";
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pointLight = AddComponent<Components::PointLight>(m_Player, "PointLight");
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pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
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pointLight->Diffuse = glm::vec3(0.4, 0.4, 1.0);
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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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AddComponent<Components::Input>(m_Player, "Input");
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collision = AddComponent<Components::Collision>(m_Player, "Collision");
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collision->Phantom = false;
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collision->Interested = true;
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bounds = AddComponent<Components::Bounds>(m_Player, "Bounds");
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<<<<<<< HEAD
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bounds->Origin = glm::vec3(transform->Position.x, transform->Position.y - 4, transform->Position.z + 3);
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bounds->VolumeVector = glm::vec3(4.f,0.7f,4);
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soundEmitter = AddComponent<Components::SoundEmitter>(m_Player, "SoundEmitter");
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soundEmitter->Loop = true;
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soundEmitter->MaxDistance = FLT_MAX;
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soundEmitter->ReferenceDistance = 10;
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soundEmitter->Gain = 1;
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soundEmitter->Pitch = 1;
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soundEmitter->Path = "Sounds/hallelujah.wav";
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GetSystem<Systems::SoundSystem>("SoundSystem")->PlaySound(soundEmitter);
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=======
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bounds->Origin = glm::vec3(0, 0, 2.f);
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bounds->VolumeVector = glm::vec3(4.f, 0.7f, 1);
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>>>>>>> f76c0b336f87a259a7eabf3c532fc885f155a605
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ent = CreateEntity();
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// Camera
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entcamera = CreateEntity(m_Player);
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SetProperty(entcamera, "Name", std::string("Camera"));
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transform = AddComponent<Components::Transform>(entcamera, "Transform");
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AddComponent<Components::Input>(entcamera, "Input");
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transform->Position = glm::vec3(0.f, 10.f, 14.f);
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camera = AddComponent<Components::Camera>(entcamera, "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(15.0f),glm::vec3(1,0,0));
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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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>>>>>>> 21b2e3bdc15ac8b21f027a7f531574f46187ae80
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model->ModelFile = "ship.obj";
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model->ModelFile = "Models/ship.obj";
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collision = AddComponent<Components::Collision>(player2, "Collision");
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collision->Phantom = false;
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bounds = AddComponent<Components::Bounds>(player2, "Bounds");
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bounds->Origin = transform->Position;
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bounds->VolumeVector = glm::vec3(2.f,2.f,2.f);
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bounds->VolumeVector = glm::vec3(2.f,2.f,2.f);*/
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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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<<<<<<< HEAD
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if(GetSystem<Systems::CollisionSystem>("CollisionSystem")->Intersects(player1, entcamera))
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assert(false);
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=======
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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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>>>>>>> 21b2e3bdc15ac8b21f027a7f531574f46187ae80
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}
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void GameWorld::RegisterComponents()
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@@ -164,7 +159,7 @@ void GameWorld::RegisterComponents()
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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("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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