Merge remote-tracking branch 'origin/master' into FMOD
Conflicts: src/GameWorld.cpp src/Systems/SoundSystem.h vs11/Returngeance/Returngeance.vcxproj.filters
This commit is contained in:
+1
-1
Submodule assets updated: 8514fb17f3...6cc38589ed
@@ -2,6 +2,7 @@
|
||||
#define Components_Camera_h__
|
||||
|
||||
#include "Component.h"
|
||||
#include "Entity.h"
|
||||
|
||||
namespace Components
|
||||
{
|
||||
@@ -13,7 +14,6 @@ struct Camera : Component
|
||||
, NearClip(0.1f)
|
||||
, FarClip(100.f) { }
|
||||
|
||||
std::string Viewport;
|
||||
float FOV;
|
||||
float NearClip;
|
||||
float FarClip;
|
||||
|
||||
@@ -0,0 +1,21 @@
|
||||
#ifndef Components_Health_h__
|
||||
#define Components_Health_h__
|
||||
|
||||
#include "Component.h"
|
||||
|
||||
namespace Components
|
||||
{
|
||||
|
||||
struct Health : Component
|
||||
{
|
||||
Health()
|
||||
: health(1.0f){ }
|
||||
|
||||
float health;
|
||||
|
||||
virtual Health* Clone() const override { return new Health(*this); }
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // Components_Health_h__
|
||||
@@ -0,0 +1,16 @@
|
||||
#ifndef HelicopterSteering_h__
|
||||
#define HelicopterSteering_h__
|
||||
|
||||
#include "Component.h"
|
||||
|
||||
namespace Components
|
||||
{
|
||||
|
||||
struct HelicopterSteering : Component
|
||||
{
|
||||
HelicopterSteering* Clone() const override { return new HelicopterSteering(*this); }
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // HelicopterSteering_h__
|
||||
+8
-10
@@ -1,10 +1,6 @@
|
||||
#ifndef Components_Input_h__
|
||||
#define Components_Input_h__
|
||||
|
||||
#include <array>
|
||||
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
#include "Component.h"
|
||||
|
||||
namespace Components
|
||||
@@ -12,12 +8,14 @@ namespace Components
|
||||
|
||||
struct Input : Component
|
||||
{
|
||||
std::array<int, GLFW_KEY_LAST+1> KeyState;
|
||||
std::array<int, GLFW_KEY_LAST+1> LastKeyState;
|
||||
std::array<int, GLFW_MOUSE_BUTTON_LAST+1> MouseState;
|
||||
std::array<int, GLFW_MOUSE_BUTTON_LAST+1> LastMouseState;
|
||||
float dX, dY;
|
||||
float WheelDelta;
|
||||
/*Input()
|
||||
: Keyboard(false)
|
||||
, Mouse(false)
|
||||
, GamepadID(0) { }
|
||||
|
||||
bool Keyboard;
|
||||
bool Mouse;
|
||||
int GamepadID;*/
|
||||
|
||||
virtual Input* Clone() const override { return new Input(*this); }
|
||||
};
|
||||
|
||||
@@ -0,0 +1,21 @@
|
||||
#ifndef Player_h__
|
||||
#define Player_h__
|
||||
|
||||
#include "Component.h"
|
||||
|
||||
namespace Components
|
||||
{
|
||||
|
||||
struct Player : Component
|
||||
{
|
||||
Player()
|
||||
: ID(0) { }
|
||||
|
||||
int ID;
|
||||
|
||||
virtual Player* Clone() const override { return new Player(*this); }
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // Player_h__
|
||||
@@ -7,6 +7,9 @@ namespace Components
|
||||
{
|
||||
struct TankSteering : Component
|
||||
{
|
||||
EntityID Player;
|
||||
EntityID Turret;
|
||||
EntityID Barrel;
|
||||
TankSteering* Clone() const override { return new TankSteering(*this); }
|
||||
};
|
||||
}
|
||||
|
||||
@@ -10,7 +10,6 @@ struct TowerSteering : Component
|
||||
{
|
||||
TowerSteering()
|
||||
: TurnSpeed(1.f), Axis(glm::vec3(0,1,0)){ }
|
||||
|
||||
float TurnSpeed;
|
||||
glm::vec3 Axis;
|
||||
virtual TowerSteering* Clone() const override { return new TowerSteering(*this); }
|
||||
|
||||
@@ -0,0 +1,29 @@
|
||||
#ifndef Components_Viewport_h__
|
||||
#define Components_Viewport_h__
|
||||
|
||||
#include "Component.h"
|
||||
|
||||
namespace Components
|
||||
{
|
||||
|
||||
struct Viewport : Component
|
||||
{
|
||||
Viewport()
|
||||
: Left(0.f)
|
||||
, Top(0.f)
|
||||
, Right(1.f)
|
||||
, Bottom(1.f)
|
||||
, Camera(0) { }
|
||||
|
||||
float Left;
|
||||
float Top;
|
||||
float Right;
|
||||
float Bottom;
|
||||
|
||||
EntityID Camera;
|
||||
|
||||
virtual Viewport* Clone() const override { return new Viewport(*this); }
|
||||
};
|
||||
|
||||
}
|
||||
#endif // Components_Viewport_h__
|
||||
@@ -14,7 +14,7 @@ struct Wheel : Component
|
||||
|
||||
Wheel()
|
||||
: AxleID(0), Radius(0), Width(0), Mass(0), Steering(false), DownDirection(glm::vec3(0, -1, 0)), Friction(1.5f), SlipAngle(0.0f),
|
||||
MaxBreakingTorque(1500.0f), ConnectedToHandbrake(false), SuspensionStrength(50.0f), TorqueRatio(0.25f) { }
|
||||
MaxBreakingTorque(50000.f), ConnectedToHandbrake(false), SuspensionStrength(50.0f), TorqueRatio(0.25f) { }
|
||||
|
||||
// The Hardpoint MUST be positioned INSIDE the chassis.
|
||||
glm::vec3 Hardpoint;
|
||||
|
||||
@@ -38,6 +38,7 @@ public:
|
||||
m_InputManager->Update(dt);
|
||||
m_World->Update(dt);
|
||||
m_Renderer->Draw(dt);
|
||||
m_EventBroker->Clear();
|
||||
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
+43
-4
@@ -1,5 +1,6 @@
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "EventBroker.h"
|
||||
#include "Events/BindKey.h"
|
||||
|
||||
BaseEventRelay::~BaseEventRelay()
|
||||
{
|
||||
@@ -11,12 +12,18 @@ BaseEventRelay::~BaseEventRelay()
|
||||
|
||||
void EventBroker::Unsubscribe(BaseEventRelay &relay) // ?
|
||||
{
|
||||
auto itpair = m_Subscribers.equal_range(relay.m_TypeName);
|
||||
auto contextIt = m_ContextRelays.find(relay.m_ContextTypeName);
|
||||
if (contextIt == m_ContextRelays.end())
|
||||
return;
|
||||
|
||||
auto eventRelays = contextIt->second;
|
||||
|
||||
auto itpair = eventRelays.equal_range(relay.m_EventTypeName);
|
||||
for (auto it = itpair.first; it != itpair.second; ++it)
|
||||
{
|
||||
if (it->second == &relay)
|
||||
{
|
||||
m_Subscribers.erase(it);
|
||||
eventRelays.erase(it);
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -25,5 +32,37 @@ void EventBroker::Unsubscribe(BaseEventRelay &relay) // ?
|
||||
void EventBroker::Subscribe(BaseEventRelay &relay)
|
||||
{
|
||||
relay.m_Broker = this;
|
||||
m_Subscribers.insert(std::make_pair(relay.m_TypeName, &relay));
|
||||
}
|
||||
m_ContextRelays[relay.m_ContextTypeName].insert(std::make_pair(relay.m_EventTypeName, &relay));
|
||||
}
|
||||
|
||||
int EventBroker::Process(std::string contextTypeName)
|
||||
{
|
||||
auto it = m_ContextRelays.find(contextTypeName);
|
||||
if (it == m_ContextRelays.end())
|
||||
return 0;
|
||||
|
||||
EventRelays_t &relays = it->second;
|
||||
|
||||
int eventsProcessed = 0;
|
||||
for (auto &pair : *m_EventQueueRead)
|
||||
{
|
||||
std::string &eventTypeName = pair.first;
|
||||
std::shared_ptr<Event> event = pair.second;
|
||||
|
||||
auto itpair = relays.equal_range(eventTypeName);
|
||||
for (auto it2 = itpair.first; it2 != itpair.second; ++it2)
|
||||
{
|
||||
auto relay = it2->second;
|
||||
relay->Receive(event);
|
||||
eventsProcessed++;
|
||||
}
|
||||
}
|
||||
|
||||
return eventsProcessed;
|
||||
}
|
||||
|
||||
void EventBroker::Clear()
|
||||
{
|
||||
std::swap(m_EventQueueRead, m_EventQueueWrite);
|
||||
m_EventQueueWrite->clear();
|
||||
}
|
||||
|
||||
+69
-16
@@ -3,6 +3,7 @@
|
||||
|
||||
#include <typeinfo>
|
||||
#include <functional>
|
||||
#include <map>
|
||||
#include <unordered_map>
|
||||
#include <list>
|
||||
|
||||
@@ -23,19 +24,22 @@ class BaseEventRelay
|
||||
friend class EventBroker;
|
||||
|
||||
protected:
|
||||
BaseEventRelay(std::string typeName)
|
||||
: m_TypeName(typeName), m_Broker(nullptr) { }
|
||||
BaseEventRelay(std::string contextTypeName, std::string eventTypeName)
|
||||
: m_ContextTypeName(contextTypeName)
|
||||
, m_EventTypeName(eventTypeName)
|
||||
, m_Broker(nullptr) { }
|
||||
~BaseEventRelay();
|
||||
|
||||
public:
|
||||
virtual bool Receive(const Event &event) = 0;
|
||||
virtual bool Receive(const std::shared_ptr<Event> event) = 0;
|
||||
|
||||
protected:
|
||||
std::string m_TypeName;
|
||||
std::string m_ContextTypeName;
|
||||
std::string m_EventTypeName;
|
||||
EventBroker* m_Broker;
|
||||
};
|
||||
|
||||
template <typename EventType>
|
||||
template <typename ContextType, typename EventType>
|
||||
class EventRelay : public BaseEventRelay
|
||||
{
|
||||
public:
|
||||
@@ -43,24 +47,24 @@ public:
|
||||
|
||||
EventRelay()
|
||||
: m_Callback(nullptr)
|
||||
, BaseEventRelay(typeid(EventType).name()) { }
|
||||
, BaseEventRelay(typeid(ContextType).name(), typeid(EventType).name()) { }
|
||||
EventRelay(CallbackType callback)
|
||||
: m_Callback(callback)
|
||||
, BaseEventRelay(typeid(EventType).name()) { }
|
||||
, BaseEventRelay(typeid(ContextType).name(), typeid(EventType).name()) { }
|
||||
|
||||
protected:
|
||||
bool Receive(const Event &event) override;
|
||||
bool Receive(const std::shared_ptr<Event> event) override;
|
||||
|
||||
private:
|
||||
CallbackType m_Callback;
|
||||
};
|
||||
|
||||
template <typename EventType>
|
||||
bool EventRelay<EventType>::Receive(const Event &event)
|
||||
template <typename ContextType, typename EventType>
|
||||
bool EventRelay<ContextType, EventType>::Receive(const std::shared_ptr<Event> event)
|
||||
{
|
||||
if (m_Callback != nullptr)
|
||||
{
|
||||
return m_Callback(static_cast<const EventType&>(event));
|
||||
return m_Callback(*static_cast<const EventType*>(event.get()));
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -70,26 +74,75 @@ bool EventRelay<EventType>::Receive(const Event &event)
|
||||
|
||||
class EventBroker
|
||||
{
|
||||
template <typename EventType> friend class EventRelay;
|
||||
template <typename ContextType, typename EventType> friend class EventRelay;
|
||||
|
||||
public:
|
||||
EventBroker()
|
||||
{
|
||||
m_EventQueueRead = std::make_shared<EventQueue_t>();
|
||||
m_EventQueueWrite = std::make_shared<EventQueue_t>();
|
||||
}
|
||||
|
||||
void Subscribe(BaseEventRelay &relay);
|
||||
template <typename EventType>
|
||||
void Publish(const EventType &event);
|
||||
void Subscribe(BaseEventRelay &relay);
|
||||
// Process all events no matter the context.
|
||||
/*void Process()
|
||||
{
|
||||
|
||||
}*/
|
||||
/*
|
||||
Process all events in a given context.
|
||||
Returns: Number of events processed
|
||||
*/
|
||||
template <typename ContextType>
|
||||
int Process();
|
||||
int Process(std::string contextTypeName);
|
||||
void Clear();
|
||||
void Unsubscribe(BaseEventRelay &relay);
|
||||
template <typename ContextType>
|
||||
void UnsubscribeAll();
|
||||
|
||||
private:
|
||||
std::unordered_multimap<std::string, BaseEventRelay*> m_Subscribers;
|
||||
};
|
||||
typedef std::string ContextTypeName_t; // typeid(ContextType).name()
|
||||
typedef std::string EventTypeName_t; // typeid(EventType).name()
|
||||
|
||||
typedef std::unordered_multimap<EventTypeName_t, BaseEventRelay*> EventRelays_t;
|
||||
typedef std::unordered_map<ContextTypeName_t, EventRelays_t> ContextRelays_t;
|
||||
ContextRelays_t m_ContextRelays;
|
||||
|
||||
typedef std::list<std::pair<EventTypeName_t, std::shared_ptr<Event>>> EventQueue_t;
|
||||
std::shared_ptr<EventQueue_t> m_EventQueueRead;
|
||||
std::shared_ptr<EventQueue_t> m_EventQueueWrite;
|
||||
};
|
||||
|
||||
template <typename EventType>
|
||||
void EventBroker::Publish(const EventType &event)
|
||||
{
|
||||
auto itpair = m_Subscribers.equal_range(typeid(EventType).name());
|
||||
/*auto itpair = m_Subscribers.equal_range(typeid(EventType).name());
|
||||
for (auto it = itpair.first; it != itpair.second; ++it)
|
||||
{
|
||||
it->second->Receive(event);
|
||||
}*/
|
||||
|
||||
m_EventQueueWrite->push_back(std::make_pair(typeid(EventType).name(), std::shared_ptr<EventType>(new EventType(event))));
|
||||
}
|
||||
|
||||
template <typename ContextType>
|
||||
int EventBroker::Process()
|
||||
{
|
||||
const std::string contextTypeName = typeid(ContextType).name();
|
||||
return Process(contextTypeName);
|
||||
}
|
||||
|
||||
template <typename ContextType>
|
||||
void EventBroker::UnsubscribeAll()
|
||||
{
|
||||
const std::string contextTypeName = typeid(ContextType).name();
|
||||
auto contextIt = m_ContextRelays.find(contextTypeName);
|
||||
if (contextIt != m_ContextRelays.end())
|
||||
{
|
||||
m_ContextRelays.erase(contextIt);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,18 @@
|
||||
#ifndef Events_ApplyForce_h__
|
||||
#define Events_ApplyForce_h__
|
||||
#include "Entity.h"
|
||||
#include "EventBroker.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct ApplyForce : Event
|
||||
{
|
||||
EntityID Entity;
|
||||
double DeltaTime;
|
||||
glm::vec3 Force;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // Events_ApplyForce_h__
|
||||
@@ -0,0 +1,18 @@
|
||||
#ifndef Events_ApplyPointImpulse_h__
|
||||
#define Events_ApplyPointImpulse_h__
|
||||
#include "Entity.h"
|
||||
#include "EventBroker.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct ApplyPointImpulse : Event
|
||||
{
|
||||
EntityID Entity;
|
||||
glm::vec3 Position;
|
||||
glm::vec3 Impulse;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // Events_ApplyPointImpulse_h__
|
||||
@@ -0,0 +1,16 @@
|
||||
#ifndef Events_CastRay_h__
|
||||
#define Events_CastRay_h__
|
||||
|
||||
#include "EventBroker.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct CastRay : Event
|
||||
{
|
||||
glm::vec3 Direction;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // Events_CastRay_h__
|
||||
@@ -9,6 +9,7 @@ namespace Events
|
||||
struct MousePress : Event
|
||||
{
|
||||
int Button;
|
||||
double X, Y;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -9,6 +9,7 @@ namespace Events
|
||||
struct MouseRelease : Event
|
||||
{
|
||||
int Button;
|
||||
double X, Y;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -0,0 +1,17 @@
|
||||
#ifndef Events_RayIntersection_h__
|
||||
#define Events_RayIntersection_h__
|
||||
|
||||
#include "EventBroker.h"
|
||||
#include "Entity.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct RayIntersection : Event
|
||||
{
|
||||
EntityID Entity;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // Events_RayIntersection_h__
|
||||
+61
-35
@@ -6,43 +6,69 @@
|
||||
#include "Util/Rectangle.h"
|
||||
#include "EventBroker.h"
|
||||
|
||||
// HACK: Decouple renderer plz
|
||||
#include "Renderer.h"
|
||||
|
||||
namespace GUI
|
||||
{
|
||||
//
|
||||
//class Frame : public Rectangle
|
||||
//{
|
||||
//public:
|
||||
// enum class Anchor
|
||||
// {
|
||||
// Left,
|
||||
// Right,
|
||||
// Top,
|
||||
// Bottom
|
||||
// };
|
||||
//
|
||||
// // Set up a base frame with an event broker
|
||||
// Frame(std::shared_ptr<::EventBroker> eventBroker)
|
||||
// : EventBroker(eventBroker)
|
||||
// , Rectangle()
|
||||
// { Initialize(); }
|
||||
// // Create a frame as a child
|
||||
// Frame(std::shared_ptr<Frame> parent)
|
||||
// : Rectangle(static_cast<Rectangle>(*parent)) // Clone parent rectangle using copy constructor
|
||||
// { SetParent(parent); Initialize(); }
|
||||
//
|
||||
// virtual void Initialize() { }
|
||||
// std::shared_ptr<Frame> Parent() const { return m_Parent; }
|
||||
// void SetParent(std::shared_ptr<Frame> parent)
|
||||
// {
|
||||
// m_Parent = parent;
|
||||
// EventBroker = parent->EventBroker;
|
||||
// }
|
||||
// virtual void Update(double dt) { }
|
||||
//
|
||||
//protected:
|
||||
// std::shared_ptr<::EventBroker> EventBroker;
|
||||
// std::shared_ptr<Frame> m_Parent;
|
||||
//};
|
||||
|
||||
class Frame : public Rectangle
|
||||
{
|
||||
public:
|
||||
enum class Anchor
|
||||
{
|
||||
Left,
|
||||
Right,
|
||||
Top,
|
||||
Bottom
|
||||
};
|
||||
|
||||
// Set up a base frame with an event broker
|
||||
Frame(std::shared_ptr<::EventBroker> eventBroker)
|
||||
: EventBroker(eventBroker)
|
||||
, Rectangle()
|
||||
{ Initialize(); }
|
||||
// Create a frame as a child
|
||||
Frame(std::shared_ptr<Frame> parent)
|
||||
: Rectangle(static_cast<Rectangle>(*parent)) // Clone parent rectangle using copy constructor
|
||||
{ SetParent(parent); Initialize(); }
|
||||
|
||||
virtual void Initialize() { }
|
||||
std::shared_ptr<Frame> Parent() const { return m_Parent; }
|
||||
void SetParent(std::shared_ptr<Frame> parent)
|
||||
{
|
||||
parent->AddChild(std::shared_ptr<Frame>(this));
|
||||
m_Parent = parent;
|
||||
EventBroker = parent->EventBroker;
|
||||
}
|
||||
|
||||
void AddChild(std::shared_ptr<Frame> child)
|
||||
{
|
||||
m_Children.push_back(child);
|
||||
if (m_Parent != nullptr)
|
||||
{
|
||||
m_Parent->AddChild(child);
|
||||
}
|
||||
}
|
||||
|
||||
typedef std::list<std::shared_ptr<Frame>>::const_iterator FrameChildrenIterator;
|
||||
FrameChildrenIterator begin()
|
||||
{
|
||||
return m_Children.begin();
|
||||
}
|
||||
FrameChildrenIterator end()
|
||||
{
|
||||
return m_Children.end();
|
||||
}
|
||||
|
||||
virtual void Update(double dt) { }
|
||||
virtual void Draw(Renderer* renderer) { }
|
||||
|
||||
protected:
|
||||
std::shared_ptr<::EventBroker> EventBroker;
|
||||
std::shared_ptr<Frame> m_Parent;
|
||||
std::list<std::shared_ptr<Frame>> m_Children;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
|
||||
+496
-46
@@ -45,28 +45,55 @@ void GameWorld::Initialize()
|
||||
|
||||
RegisterComponents();
|
||||
|
||||
//{
|
||||
// auto camera = CreateEntity();
|
||||
// auto transform = AddComponent<Components::Transform>(camera);
|
||||
// transform->Position.z = 20.f;
|
||||
// transform->Position.y = 20.f;
|
||||
// //transform->Orientation = glm::quat(glm::vec3(glm::pi<float>() / 8.f, 0.f, 0.f));
|
||||
// auto cameraComp = AddComponent<Components::Camera>(camera);
|
||||
// cameraComp->FarClip = 2000.f;
|
||||
// auto freeSteering = AddComponent<Components::FreeSteering>(camera);
|
||||
// CommitEntity(camera);
|
||||
//}
|
||||
auto camera = CreateEntity();
|
||||
{
|
||||
auto transform = AddComponent<Components::Transform>(camera);
|
||||
transform->Position.z = 20.f;
|
||||
transform->Position.y = 20.f;
|
||||
//transform->Orientation = glm::quat(glm::vec3(glm::pi<float>() / 8.f, 0.f, 0.f));
|
||||
auto cameraComp = AddComponent<Components::Camera>(camera);
|
||||
cameraComp->FarClip = 2000.f;
|
||||
auto freeSteering = AddComponent<Components::FreeSteering>(camera);
|
||||
}
|
||||
CommitEntity(camera);
|
||||
|
||||
auto viewport1 = CreateEntity();
|
||||
{
|
||||
auto viewport = AddComponent<Components::Viewport>(viewport1);
|
||||
viewport->Right = 0.5f;
|
||||
viewport->Camera = camera;
|
||||
}
|
||||
CommitEntity(viewport1);
|
||||
|
||||
auto viewport2 = CreateEntity();
|
||||
{
|
||||
auto viewport = AddComponent<Components::Viewport>(viewport2);
|
||||
viewport->Left = 0.5f;
|
||||
}
|
||||
CommitEntity(viewport2);
|
||||
|
||||
auto player1 = CreateEntity();
|
||||
{
|
||||
auto player = AddComponent<Components::Player>(player1);
|
||||
player->ID = 1;
|
||||
}
|
||||
|
||||
auto player2 = CreateEntity();
|
||||
{
|
||||
auto player = AddComponent<Components::Player>(player2);
|
||||
player->ID = 2;
|
||||
}
|
||||
|
||||
|
||||
{
|
||||
auto ground = CreateEntity();
|
||||
auto transform = AddComponent<Components::Transform>(ground);
|
||||
transform->Position = glm::vec3(0, 0, 0);
|
||||
transform->Position = glm::vec3(0, -50, 0);
|
||||
//transform->Scale = glm::vec3(400.0f, 10.0f, 400.0f);
|
||||
transform->Orientation = glm::quat(glm::vec3(0.0f, 0.0f, 0.0f));
|
||||
auto model = AddComponent<Components::Model>(ground);
|
||||
//model->ModelFile = "Models/TestScene/testScene.obj";
|
||||
model->ModelFile = "Models/Placeholders/Terrain/Terrain2.obj";
|
||||
model->ModelFile = "Models/TestScene3/testScene.obj";
|
||||
//model->ModelFile = "Models/Placeholders/Terrain/Terrain2.obj";
|
||||
|
||||
auto physics = AddComponent<Components::Physics>(ground);
|
||||
physics->Mass = 10;
|
||||
@@ -75,8 +102,8 @@ void GameWorld::Initialize()
|
||||
auto groundshape = CreateEntity(ground);
|
||||
auto transformshape = AddComponent<Components::Transform>(groundshape);
|
||||
auto meshShape = AddComponent<Components::MeshShape>(groundshape);
|
||||
meshShape->ResourceName = "Models/Placeholders/Terrain/Terrain2.obj";
|
||||
//meshShape->ResourceName = "Models/TestScene/testScene.obj";
|
||||
//meshShape->ResourceName = "Models/Placeholders/Terrain/Terrain2.obj";
|
||||
meshShape->ResourceName = "Models/TestScene3/testScene.obj";
|
||||
|
||||
|
||||
CommitEntity(groundshape);
|
||||
@@ -223,11 +250,14 @@ void GameWorld::Initialize()
|
||||
transform->Position = glm::vec3(0, 5, 0);
|
||||
//transform->Orientation = glm::angleAxis(0.f, glm::vec3(0, 1, 0));
|
||||
auto physics = AddComponent<Components::Physics>(tank);
|
||||
physics->Mass = 45000;
|
||||
physics->Mass = 63000 - 16000;
|
||||
physics->Static = false;
|
||||
auto vehicle = AddComponent<Components::Vehicle>(tank);
|
||||
vehicle->MaxTorque = 5200.f;
|
||||
AddComponent<Components::TankSteering>(tank);
|
||||
vehicle->MaxTorque = 36000.f;
|
||||
vehicle->MaxSteeringAngle = 90.f;
|
||||
vehicle->MaxSpeedFullSteeringAngle = 4.f;
|
||||
auto tankSteering = AddComponent<Components::TankSteering>(tank);
|
||||
tankSteering->Player = player1;
|
||||
AddComponent<Components::Input>(tank);
|
||||
|
||||
{
|
||||
@@ -249,24 +279,24 @@ void GameWorld::Initialize()
|
||||
auto transform = AddComponent<Components::Transform>(chassis);
|
||||
transform->Position = glm::vec3(0, 0, 0);
|
||||
auto model = AddComponent<Components::Model>(chassis);
|
||||
model->ModelFile = "Models/Tank/Fix/Chassi.obj";
|
||||
model->ModelFile = "Models/Tank/tankBody.obj";
|
||||
}
|
||||
{
|
||||
auto tower = CreateEntity(tank);
|
||||
SetProperty(tower, "Name", "tower");
|
||||
auto transform = AddComponent<Components::Transform>(tower);
|
||||
transform->Position = glm::vec3(0.f, 1.2f, 1.8f);
|
||||
transform->Position = glm::vec3(0.f, 0.68f, 0.9f);
|
||||
auto model = AddComponent<Components::Model>(tower);
|
||||
model->ModelFile = "Models/Tank/Fix/Top.obj";
|
||||
model->ModelFile = "Models/Tank/tankTop.obj";
|
||||
auto towerSteering = AddComponent<Components::TowerSteering>(tower);
|
||||
towerSteering->Axis = glm::vec3(0.f, 1.f, 0.f);
|
||||
towerSteering->TurnSpeed = glm::pi<float>()/4.f;
|
||||
{
|
||||
auto barrel = CreateEntity(tower);
|
||||
auto transform = AddComponent<Components::Transform>(barrel);
|
||||
transform->Position = glm::vec3(-0.018f, -0.2, -1.3f);
|
||||
transform->Position = glm::vec3(-0.012f, 0.4f, -0.75);
|
||||
auto model = AddComponent<Components::Model>(barrel);
|
||||
model->ModelFile = "Models/Tank/Fix/Barrel.obj";
|
||||
model->ModelFile = "Models/Tank/tankBarrel.obj";
|
||||
auto barrelSteering = AddComponent<Components::BarrelSteering>(barrel);
|
||||
barrelSteering->Axis = glm::vec3(1.f, 0.f, 0.f);
|
||||
barrelSteering->TurnSpeed = glm::pi<float>()/4.f;
|
||||
@@ -279,7 +309,7 @@ void GameWorld::Initialize()
|
||||
transform->Scale = glm::vec3(3.f);
|
||||
AddComponent<Components::Template>(shot);
|
||||
auto physics = AddComponent<Components::Physics>(shot);
|
||||
physics->Mass = 10.f;
|
||||
physics->Mass = 25.f;
|
||||
physics->Static = false;
|
||||
auto modelComponent = AddComponent<Components::Model>(shot);
|
||||
modelComponent->ModelFile = "Models/Placeholders/rocket/Rocket.obj";
|
||||
@@ -297,22 +327,25 @@ void GameWorld::Initialize()
|
||||
barrelSteering->ShotTemplate = shot;
|
||||
}
|
||||
CommitEntity(barrel);
|
||||
tankSteering->Barrel = barrel;
|
||||
}
|
||||
CommitEntity(tower);
|
||||
tankSteering->Turret = tower;
|
||||
|
||||
|
||||
auto cameraTower = CreateEntity(tower);
|
||||
{
|
||||
auto camera = CreateEntity(tower);
|
||||
auto transform = AddComponent<Components::Transform>(camera);
|
||||
transform->Position.z = 30.f;
|
||||
transform->Position.y = 5.f;
|
||||
//transform->Orientation = glm::quat(glm::vec3(-glm::pi<float>() / 8.f, 0.f, 0.f));
|
||||
transform->Orientation = glm::angleAxis(glm::pi<float>() / 100, glm::vec3(1, 0, 0));
|
||||
auto cameraComp = AddComponent<Components::Camera>(camera);
|
||||
auto transform = AddComponent<Components::Transform>(cameraTower);
|
||||
transform->Position.z = 11.f;
|
||||
transform->Position.y = 4.f;
|
||||
//transform->Orientation = glm::quat(glm::vec3(glm::pi<float>() / 8.f, 0.f, 0.f));
|
||||
auto cameraComp = AddComponent<Components::Camera>(cameraTower);
|
||||
cameraComp->FarClip = 2000.f;
|
||||
AddComponent<Components::Input>(camera);
|
||||
//auto freeSteering = AddComponent<Components::FreeSteering>(cameraTower);
|
||||
AddComponent<Components::Listener>(tank);
|
||||
//auto freeSteering = AddComponent<Components::FreeSteering>(camera);
|
||||
CommitEntity(camera);
|
||||
}
|
||||
CommitEntity(cameraTower);
|
||||
GetComponent<Components::Viewport>(viewport1)->Camera = cameraTower;
|
||||
}
|
||||
|
||||
{
|
||||
@@ -334,7 +367,7 @@ void GameWorld::Initialize()
|
||||
//Create wheels
|
||||
float wheelOffset = 0.4f;
|
||||
float springLength = 0.3f;
|
||||
float suspensionStrength = 25.f;
|
||||
float suspensionStrength = 15.f;
|
||||
|
||||
{
|
||||
auto wheel = CreateEntity(tank);
|
||||
@@ -350,7 +383,7 @@ void GameWorld::Initialize()
|
||||
Wheel->Radius = 0.6f;
|
||||
Wheel->Steering = true;
|
||||
Wheel->SuspensionStrength = suspensionStrength;
|
||||
Wheel->Friction = 4.f;
|
||||
Wheel->Friction = 3.f;
|
||||
Wheel->ConnectedToHandbrake = true;
|
||||
Wheel->TorqueRatio = 0.125f;
|
||||
Wheel->Width = 0.6f;
|
||||
@@ -380,7 +413,7 @@ void GameWorld::Initialize()
|
||||
Wheel->Radius = 0.6f;
|
||||
Wheel->Steering = false;
|
||||
Wheel->SuspensionStrength = suspensionStrength;
|
||||
Wheel->Friction = 4.f;
|
||||
Wheel->Friction = 3.f;
|
||||
Wheel->ConnectedToHandbrake = true;
|
||||
Wheel->TorqueRatio = 0.125f;
|
||||
Wheel->Width = 0.6f;
|
||||
@@ -411,7 +444,7 @@ void GameWorld::Initialize()
|
||||
Wheel->Radius = 0.6f;
|
||||
Wheel->Steering = true;
|
||||
Wheel->SuspensionStrength = suspensionStrength;
|
||||
Wheel->Friction = 4.f;
|
||||
Wheel->Friction = 3.f;
|
||||
Wheel->ConnectedToHandbrake = true;
|
||||
Wheel->TorqueRatio = 0.125f;
|
||||
Wheel->Width = 0.6f;
|
||||
@@ -439,9 +472,9 @@ void GameWorld::Initialize()
|
||||
Wheel->AxleID = 0;
|
||||
Wheel->Mass = 2000;
|
||||
Wheel->Radius = 0.6f;
|
||||
Wheel->Steering = false;
|
||||
Wheel->Steering = true;
|
||||
Wheel->SuspensionStrength = suspensionStrength;
|
||||
Wheel->Friction = 4.f;
|
||||
Wheel->Friction = 3.f;
|
||||
Wheel->ConnectedToHandbrake = true;
|
||||
Wheel->TorqueRatio = 0.125f;
|
||||
Wheel->Width = 0.6f;
|
||||
@@ -473,7 +506,7 @@ void GameWorld::Initialize()
|
||||
Wheel->Radius = 0.6f;
|
||||
Wheel->Steering = false;
|
||||
Wheel->SuspensionStrength = suspensionStrength;
|
||||
Wheel->Friction = 4.f;
|
||||
Wheel->Friction = 3.f;
|
||||
Wheel->ConnectedToHandbrake = true;
|
||||
Wheel->TorqueRatio = 0.125f;
|
||||
Wheel->Width = 0.6f;
|
||||
@@ -502,7 +535,7 @@ void GameWorld::Initialize()
|
||||
Wheel->Radius = 0.6f;
|
||||
Wheel->Steering = false;
|
||||
Wheel->SuspensionStrength = suspensionStrength;
|
||||
Wheel->Friction = 4.f;
|
||||
Wheel->Friction = 3.f;
|
||||
Wheel->ConnectedToHandbrake = true;
|
||||
Wheel->TorqueRatio = 0.125f;
|
||||
Wheel->Width = 0.6f;
|
||||
@@ -557,7 +590,7 @@ void GameWorld::Initialize()
|
||||
Wheel->Radius = 0.6f;
|
||||
Wheel->Steering = false;
|
||||
Wheel->SuspensionStrength = suspensionStrength;
|
||||
Wheel->Friction = 4.f;
|
||||
Wheel->Friction = 3.f;
|
||||
Wheel->ConnectedToHandbrake = true;
|
||||
Wheel->TorqueRatio = 0.125f;
|
||||
Wheel->Width = 0.6f;
|
||||
@@ -586,7 +619,7 @@ void GameWorld::Initialize()
|
||||
Wheel->Radius = 0.6f;
|
||||
Wheel->Steering = false;
|
||||
Wheel->SuspensionStrength = suspensionStrength;
|
||||
Wheel->Friction = 4.f;
|
||||
Wheel->Friction = 3.f;
|
||||
Wheel->ConnectedToHandbrake = true;
|
||||
Wheel->TorqueRatio = 0.125f;
|
||||
Wheel->Width = 0.6f;
|
||||
@@ -630,7 +663,423 @@ void GameWorld::Initialize()
|
||||
CommitEntity(tank);
|
||||
}
|
||||
|
||||
|
||||
{
|
||||
auto tank = CreateEntity();
|
||||
auto transform = AddComponent<Components::Transform>(tank);
|
||||
transform->Position = glm::vec3(20, 5, 0);
|
||||
//transform->Orientation = glm::angleAxis(0.f, glm::vec3(0, 1, 0));
|
||||
auto physics = AddComponent<Components::Physics>(tank);
|
||||
physics->Mass = 63000 - 16000;
|
||||
physics->Static = false;
|
||||
auto vehicle = AddComponent<Components::Vehicle>(tank);
|
||||
vehicle->MaxTorque = 36000.f;
|
||||
vehicle->MaxSteeringAngle = 90.f;
|
||||
vehicle->MaxSpeedFullSteeringAngle = 4.f;
|
||||
auto tankSteering = AddComponent<Components::TankSteering>(tank);
|
||||
tankSteering->Player = player2;
|
||||
AddComponent<Components::Input>(tank);
|
||||
|
||||
{
|
||||
auto shape = CreateEntity(tank);
|
||||
auto transform = AddComponent<Components::Transform>(shape);
|
||||
auto meshShape = AddComponent<Components::MeshShape>(shape);
|
||||
meshShape->ResourceName = "Models/Tank/Fix/ChassiCollision.obj";
|
||||
CommitEntity(shape);
|
||||
|
||||
// auto box = AddComponent<Components::Box>(jeep);
|
||||
// box->Width = 1.487f;
|
||||
// box->Height = 0.727f;
|
||||
// box->Depth = 2.594f;
|
||||
|
||||
}
|
||||
|
||||
{
|
||||
auto chassis = CreateEntity(tank);
|
||||
auto transform = AddComponent<Components::Transform>(chassis);
|
||||
transform->Position = glm::vec3(0, 0, 0);
|
||||
auto model = AddComponent<Components::Model>(chassis);
|
||||
model->ModelFile = "Models/Tank/tankBody.obj";
|
||||
}
|
||||
{
|
||||
auto tower = CreateEntity(tank);
|
||||
SetProperty(tower, "Name", "tower");
|
||||
auto transform = AddComponent<Components::Transform>(tower);
|
||||
transform->Position = glm::vec3(0.f, 0.68f, 0.9f);
|
||||
auto model = AddComponent<Components::Model>(tower);
|
||||
model->ModelFile = "Models/Tank/tankTop.obj";
|
||||
auto towerSteering = AddComponent<Components::TowerSteering>(tower);
|
||||
towerSteering->Axis = glm::vec3(0.f, 1.f, 0.f);
|
||||
towerSteering->TurnSpeed = glm::pi<float>()/4.f;
|
||||
{
|
||||
auto barrel = CreateEntity(tower);
|
||||
auto transform = AddComponent<Components::Transform>(barrel);
|
||||
transform->Position = glm::vec3(-0.012f, 0.4f, -0.75);
|
||||
auto model = AddComponent<Components::Model>(barrel);
|
||||
model->ModelFile = "Models/Tank/tankBarrel.obj";
|
||||
auto barrelSteering = AddComponent<Components::BarrelSteering>(barrel);
|
||||
barrelSteering->Axis = glm::vec3(1.f, 0.f, 0.f);
|
||||
barrelSteering->TurnSpeed = glm::pi<float>()/4.f;
|
||||
barrelSteering->ShotSpeed = 70.f;
|
||||
{
|
||||
auto shot = CreateEntity(barrel);
|
||||
auto transform = AddComponent<Components::Transform>(shot);
|
||||
transform->Position = glm::vec3(0.35f, 0.f, -2.f);
|
||||
transform->Orientation = glm::angleAxis(-glm::pi<float>()/2.f, glm::vec3(1, 0, 0));
|
||||
transform->Scale = glm::vec3(3.f);
|
||||
AddComponent<Components::Template>(shot);
|
||||
auto physics = AddComponent<Components::Physics>(shot);
|
||||
physics->Mass = 25.f;
|
||||
physics->Static = false;
|
||||
auto modelComponent = AddComponent<Components::Model>(shot);
|
||||
modelComponent->ModelFile = "Models/Placeholders/rocket/Rocket.obj";
|
||||
|
||||
{
|
||||
auto shape = CreateEntity(shot);
|
||||
auto transform = AddComponent<Components::Transform>(shape);
|
||||
auto boxShape = AddComponent<Components::BoxShape>(shape);
|
||||
boxShape->Width = 0.5f;
|
||||
boxShape->Height = 0.5f;
|
||||
boxShape->Depth = 0.5f;
|
||||
CommitEntity(shape);
|
||||
}
|
||||
CommitEntity(shot);
|
||||
barrelSteering->ShotTemplate = shot;
|
||||
}
|
||||
CommitEntity(barrel);
|
||||
tankSteering->Barrel = barrel;
|
||||
}
|
||||
CommitEntity(tower);
|
||||
tankSteering->Turret = tower;
|
||||
|
||||
|
||||
auto cameraTower = CreateEntity(tower);
|
||||
{
|
||||
auto transform = AddComponent<Components::Transform>(cameraTower);
|
||||
transform->Position.z = 11.f;
|
||||
transform->Position.y = 4.f;
|
||||
//transform->Orientation = glm::quat(glm::vec3(glm::pi<float>() / 8.f, 0.f, 0.f));
|
||||
auto cameraComp = AddComponent<Components::Camera>(cameraTower);
|
||||
cameraComp->FarClip = 2000.f;
|
||||
//auto freeSteering = AddComponent<Components::FreeSteering>(cameraTower);
|
||||
}
|
||||
CommitEntity(cameraTower);
|
||||
GetComponent<Components::Viewport>(viewport2)->Camera = cameraTower;
|
||||
}
|
||||
|
||||
{
|
||||
auto lightentity = CreateEntity(tank);
|
||||
auto transform = AddComponent<Components::Transform>(lightentity);
|
||||
transform->Position = glm::vec3(0, 0, 0);
|
||||
auto light = AddComponent<Components::PointLight>(lightentity);
|
||||
//light->Diffuse = glm::vec3(128.f/255.f, 172.f/255.f, 242.f/255.f);
|
||||
//light->Specular = glm::vec3(1.f);
|
||||
/*light->ConstantAttenuation = 0.3f;
|
||||
light->LinearAttenuation = 0.003f;
|
||||
light->QuadraticAttenuation = 0.002f;*/
|
||||
}
|
||||
|
||||
// auto wheelpair = CreateEntity(tank);
|
||||
// SetProperty(wheelpair, "Name", "WheelPair");
|
||||
// AddComponent(wheelpair, "WheelPairThingy");
|
||||
|
||||
//Create wheels
|
||||
float wheelOffset = 0.4f;
|
||||
float springLength = 0.3f;
|
||||
float suspensionStrength = 15.f;
|
||||
|
||||
{
|
||||
auto wheel = CreateEntity(tank);
|
||||
auto transform = AddComponent<Components::Transform>(wheel);
|
||||
transform->Position = glm::vec3(1.68f, -0.83f - wheelOffset, -2.6f);
|
||||
transform->Orientation = glm::angleAxis(glm::pi<float>(), glm::vec3(0, 1, 0));
|
||||
auto model = AddComponent<Components::Model>(wheel);
|
||||
model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj";
|
||||
auto Wheel = AddComponent<Components::Wheel>(wheel);
|
||||
Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f);
|
||||
Wheel->AxleID = 0;
|
||||
Wheel->Mass = 2000;
|
||||
Wheel->Radius = 0.6f;
|
||||
Wheel->Steering = true;
|
||||
Wheel->SuspensionStrength = suspensionStrength;
|
||||
Wheel->Friction = 3.f;
|
||||
Wheel->ConnectedToHandbrake = true;
|
||||
Wheel->TorqueRatio = 0.125f;
|
||||
Wheel->Width = 0.6f;
|
||||
{
|
||||
auto shape = CreateEntity(wheel);
|
||||
auto shapetransform = AddComponent<Components::Transform>(shape);
|
||||
shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position;
|
||||
auto boxShape = AddComponent<Components::BoxShape>(shape);
|
||||
boxShape->Width = 0.7f;
|
||||
boxShape->Height = 0.34f;
|
||||
boxShape->Depth = 0.7f;
|
||||
CommitEntity(shape);
|
||||
}
|
||||
CommitEntity(wheel);
|
||||
}
|
||||
{
|
||||
auto wheel = CreateEntity(tank);
|
||||
auto transform = AddComponent<Components::Transform>(wheel);
|
||||
transform->Position = glm::vec3(1.68f, -0.83f - wheelOffset, -0.83f);
|
||||
transform->Orientation = glm::angleAxis(glm::pi<float>(), glm::vec3(0, 1, 0));
|
||||
auto model = AddComponent<Components::Model>(wheel);
|
||||
model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj";
|
||||
auto Wheel = AddComponent<Components::Wheel>(wheel);
|
||||
Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f);
|
||||
Wheel->AxleID = 0;
|
||||
Wheel->Mass = 2000;
|
||||
Wheel->Radius = 0.6f;
|
||||
Wheel->Steering = false;
|
||||
Wheel->SuspensionStrength = suspensionStrength;
|
||||
Wheel->Friction = 3.f;
|
||||
Wheel->ConnectedToHandbrake = true;
|
||||
Wheel->TorqueRatio = 0.125f;
|
||||
Wheel->Width = 0.6f;
|
||||
{
|
||||
auto shape = CreateEntity(wheel);
|
||||
auto shapetransform = AddComponent<Components::Transform>(shape);
|
||||
shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position;
|
||||
auto boxShape = AddComponent<Components::BoxShape>(shape);
|
||||
boxShape->Width = 0.7f;
|
||||
boxShape->Height = 0.34f;
|
||||
boxShape->Depth = 0.7f;
|
||||
CommitEntity(shape);
|
||||
}
|
||||
CommitEntity(wheel);
|
||||
}
|
||||
|
||||
{
|
||||
auto wheel = CreateEntity(tank);
|
||||
auto transform = AddComponent<Components::Transform>(wheel);
|
||||
transform->Position = glm::vec3(-1.68f, -0.83f - wheelOffset, -2.6f);
|
||||
transform->Orientation = glm::angleAxis(glm::pi<float>(), glm::vec3(0, 1, 0));
|
||||
auto model = AddComponent<Components::Model>(wheel);
|
||||
model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj";
|
||||
auto Wheel = AddComponent<Components::Wheel>(wheel);
|
||||
Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f);
|
||||
Wheel->AxleID = 0;
|
||||
Wheel->Mass = 2000;
|
||||
Wheel->Radius = 0.6f;
|
||||
Wheel->Steering = true;
|
||||
Wheel->SuspensionStrength = suspensionStrength;
|
||||
Wheel->Friction = 3.f;
|
||||
Wheel->ConnectedToHandbrake = true;
|
||||
Wheel->TorqueRatio = 0.125f;
|
||||
Wheel->Width = 0.6f;
|
||||
{
|
||||
auto shape = CreateEntity(wheel);
|
||||
auto shapetransform = AddComponent<Components::Transform>(shape);
|
||||
shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position;
|
||||
auto boxShape = AddComponent<Components::BoxShape>(shape);
|
||||
boxShape->Width = 0.7f;
|
||||
boxShape->Height = 0.34f;
|
||||
boxShape->Depth = 0.7f;
|
||||
CommitEntity(shape);
|
||||
}
|
||||
CommitEntity(wheel);
|
||||
}
|
||||
{
|
||||
auto wheel = CreateEntity(tank);
|
||||
auto transform = AddComponent<Components::Transform>(wheel);
|
||||
transform->Position = glm::vec3(-1.68f, -0.83f - wheelOffset, -0.83f);
|
||||
transform->Orientation = glm::angleAxis(glm::pi<float>(), glm::vec3(0, 1, 0));
|
||||
auto model = AddComponent<Components::Model>(wheel);
|
||||
model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj";
|
||||
auto Wheel = AddComponent<Components::Wheel>(wheel);
|
||||
Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f);
|
||||
Wheel->AxleID = 0;
|
||||
Wheel->Mass = 2000;
|
||||
Wheel->Radius = 0.6f;
|
||||
Wheel->Steering = true;
|
||||
Wheel->SuspensionStrength = suspensionStrength;
|
||||
Wheel->Friction = 3.f;
|
||||
Wheel->ConnectedToHandbrake = true;
|
||||
Wheel->TorqueRatio = 0.125f;
|
||||
Wheel->Width = 0.6f;
|
||||
{
|
||||
auto shape = CreateEntity(wheel);
|
||||
auto shapetransform = AddComponent<Components::Transform>(shape);
|
||||
shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position;
|
||||
auto boxShape = AddComponent<Components::BoxShape>(shape);
|
||||
boxShape->Width = 0.7f;
|
||||
boxShape->Height = 0.34f;
|
||||
boxShape->Depth = 0.7f;
|
||||
CommitEntity(shape);
|
||||
}
|
||||
CommitEntity(wheel);
|
||||
}
|
||||
|
||||
|
||||
//Back
|
||||
{
|
||||
auto wheel = CreateEntity(tank);
|
||||
auto transform = AddComponent<Components::Transform>(wheel);
|
||||
transform->Position = glm::vec3(1.68f, -0.83f - wheelOffset, 1.f);
|
||||
auto model = AddComponent<Components::Model>(wheel);
|
||||
model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj";
|
||||
auto Wheel = AddComponent<Components::Wheel>(wheel);
|
||||
Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f);
|
||||
Wheel->AxleID = 1;
|
||||
Wheel->Mass = 2000;
|
||||
Wheel->Radius = 0.6f;
|
||||
Wheel->Steering = false;
|
||||
Wheel->SuspensionStrength = suspensionStrength;
|
||||
Wheel->Friction = 3.f;
|
||||
Wheel->ConnectedToHandbrake = true;
|
||||
Wheel->TorqueRatio = 0.125f;
|
||||
Wheel->Width = 0.6f;
|
||||
{
|
||||
auto shape = CreateEntity(wheel);
|
||||
auto shapetransform = AddComponent<Components::Transform>(shape);
|
||||
shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position;
|
||||
auto boxShape = AddComponent<Components::BoxShape>(shape);
|
||||
boxShape->Width = 0.7f;
|
||||
boxShape->Height = 0.34f;
|
||||
boxShape->Depth = 0.7f;
|
||||
CommitEntity(shape);
|
||||
}
|
||||
CommitEntity(wheel);
|
||||
}
|
||||
{
|
||||
auto wheel = CreateEntity(tank);
|
||||
auto transform = AddComponent<Components::Transform>(wheel);
|
||||
transform->Position = glm::vec3(1.68f, -0.83f - wheelOffset, 2.95f);
|
||||
auto model = AddComponent<Components::Model>(wheel);
|
||||
model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj";
|
||||
auto Wheel = AddComponent<Components::Wheel>(wheel);
|
||||
Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f);
|
||||
Wheel->AxleID = 1;
|
||||
Wheel->Mass = 2000;
|
||||
Wheel->Radius = 0.6f;
|
||||
Wheel->Steering = false;
|
||||
Wheel->SuspensionStrength = suspensionStrength;
|
||||
Wheel->Friction = 3.f;
|
||||
Wheel->ConnectedToHandbrake = true;
|
||||
Wheel->TorqueRatio = 0.125f;
|
||||
Wheel->Width = 0.6f;
|
||||
{
|
||||
auto shape = CreateEntity(wheel);
|
||||
auto shapetransform = AddComponent<Components::Transform>(shape);
|
||||
shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position;
|
||||
auto boxShape = AddComponent<Components::BoxShape>(shape);
|
||||
boxShape->Width = 0.7f;
|
||||
boxShape->Height = 0.34f;
|
||||
boxShape->Depth = 0.7f;
|
||||
CommitEntity(shape);
|
||||
}
|
||||
CommitEntity(wheel);
|
||||
|
||||
auto entity = CreateEntity(tank);
|
||||
auto transformComponent = AddComponent<Components::Transform>(entity);
|
||||
transformComponent->Position = glm::vec3(2,-1.7,2.0);
|
||||
transformComponent->Scale = glm::vec3(3,3,3);
|
||||
transformComponent->Orientation = glm::angleAxis(glm::pi<float>()/2, glm::vec3(1,0,0));
|
||||
auto emitterComponent = AddComponent<Components::ParticleEmitter>(entity);
|
||||
emitterComponent->SpawnCount = 2;
|
||||
emitterComponent->SpawnFrequency = 0.005;
|
||||
emitterComponent->SpreadAngle = glm::pi<float>();
|
||||
emitterComponent->UseGoalVelocity = false;
|
||||
emitterComponent->LifeTime = 0.5;
|
||||
//emitterComponent->AngularVelocitySpectrum.push_back(glm::pi<float>() / 100);
|
||||
emitterComponent->ScaleSpectrum.push_back(glm::vec3(0.05));
|
||||
CommitEntity(entity);
|
||||
|
||||
auto particleEntity = CreateEntity(entity);
|
||||
auto TEMP = AddComponent<Components::Transform>(particleEntity);
|
||||
TEMP->Scale = glm::vec3(0);
|
||||
auto spriteComponent = AddComponent<Components::Sprite>(particleEntity);
|
||||
spriteComponent->SpriteFile = "Models/Textures/Sprites/Dust.png";
|
||||
emitterComponent->ParticleTemplate = particleEntity;
|
||||
|
||||
CommitEntity(particleEntity);
|
||||
}
|
||||
|
||||
{
|
||||
auto wheel = CreateEntity(tank);
|
||||
auto transform = AddComponent<Components::Transform>(wheel);
|
||||
transform->Position = glm::vec3(-1.68f, -0.83f - wheelOffset, 1.f);
|
||||
transform->Orientation = glm::angleAxis(glm::pi<float>(), glm::vec3(0, 1, 0));
|
||||
auto model = AddComponent<Components::Model>(wheel);
|
||||
model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj";
|
||||
auto Wheel = AddComponent<Components::Wheel>(wheel);
|
||||
Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f);
|
||||
Wheel->AxleID = 1;
|
||||
Wheel->Mass = 2000;
|
||||
Wheel->Radius = 0.6f;
|
||||
Wheel->Steering = false;
|
||||
Wheel->SuspensionStrength = suspensionStrength;
|
||||
Wheel->Friction = 3.f;
|
||||
Wheel->ConnectedToHandbrake = true;
|
||||
Wheel->TorqueRatio = 0.125f;
|
||||
Wheel->Width = 0.6f;
|
||||
{
|
||||
auto shape = CreateEntity(wheel);
|
||||
auto shapetransform = AddComponent<Components::Transform>(shape);
|
||||
shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position;
|
||||
auto boxShape = AddComponent<Components::BoxShape>(shape);
|
||||
boxShape->Width = 0.7f;
|
||||
boxShape->Height = 0.34f;
|
||||
boxShape->Depth = 0.7f;
|
||||
CommitEntity(shape);
|
||||
}
|
||||
CommitEntity(wheel);
|
||||
}
|
||||
{
|
||||
auto wheel = CreateEntity(tank);
|
||||
auto transform = AddComponent<Components::Transform>(wheel);
|
||||
transform->Position = glm::vec3(-1.68f, -0.83f - wheelOffset, 2.95f);
|
||||
auto model = AddComponent<Components::Model>(wheel);
|
||||
model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj";
|
||||
auto Wheel = AddComponent<Components::Wheel>(wheel);
|
||||
Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f);
|
||||
Wheel->AxleID = 1;
|
||||
Wheel->Mass = 2000;
|
||||
Wheel->Radius = 0.6f;
|
||||
Wheel->Steering = false;
|
||||
Wheel->SuspensionStrength = suspensionStrength;
|
||||
Wheel->Friction = 3.f;
|
||||
Wheel->ConnectedToHandbrake = true;
|
||||
Wheel->TorqueRatio = 0.125f;
|
||||
Wheel->Width = 0.6f;
|
||||
{
|
||||
auto shape = CreateEntity(wheel);
|
||||
auto shapetransform = AddComponent<Components::Transform>(shape);
|
||||
shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position;
|
||||
auto boxShape = AddComponent<Components::BoxShape>(shape);
|
||||
boxShape->Width = 0.7f;
|
||||
boxShape->Height = 0.34f;
|
||||
boxShape->Depth = 0.7f;
|
||||
CommitEntity(shape);
|
||||
}
|
||||
CommitEntity(wheel);
|
||||
|
||||
auto entity = CreateEntity(tank);
|
||||
auto transformComponent = AddComponent<Components::Transform>(entity);
|
||||
transformComponent->Position = glm::vec3(-2,-1.7,2.0);
|
||||
transformComponent->Scale = glm::vec3(3,3,3);
|
||||
transformComponent->Orientation = glm::angleAxis(glm::pi<float>()/2, glm::vec3(1,0,0));
|
||||
auto emitterComponent = AddComponent<Components::ParticleEmitter>(entity);
|
||||
emitterComponent->SpawnCount = 2;
|
||||
emitterComponent->SpawnFrequency = 0.005;
|
||||
emitterComponent->SpreadAngle = glm::pi<float>();
|
||||
emitterComponent->UseGoalVelocity = false;
|
||||
emitterComponent->LifeTime = 0.5;
|
||||
//emitterComponent->AngularVelocitySpectrum.push_back(glm::pi<float>() / 100);
|
||||
emitterComponent->ScaleSpectrum.push_back(glm::vec3(0.05));
|
||||
CommitEntity(entity);
|
||||
|
||||
auto particleEntity = CreateEntity(entity);
|
||||
auto TEMP = AddComponent<Components::Transform>(particleEntity);
|
||||
TEMP->Scale = glm::vec3(0);
|
||||
auto spriteComponent = AddComponent<Components::Sprite>(particleEntity);
|
||||
spriteComponent->SpriteFile = "Models/Textures/Sprites/Dust.png";
|
||||
emitterComponent->ParticleTemplate = particleEntity;
|
||||
|
||||
CommitEntity(particleEntity);
|
||||
}
|
||||
|
||||
CommitEntity(tank);
|
||||
}
|
||||
|
||||
/*
|
||||
for(int i = 0; i < 10; i++)
|
||||
@@ -763,6 +1212,7 @@ void GameWorld::RegisterComponents()
|
||||
{
|
||||
m_ComponentFactory.Register<Components::Transform>([]() { return new Components::Transform(); });
|
||||
m_ComponentFactory.Register<Components::Template>([]() { return new Components::Template(); });
|
||||
m_ComponentFactory.Register<Components::Player>([]() { return new Components::Player(); });
|
||||
}
|
||||
|
||||
void GameWorld::RegisterSystems()
|
||||
|
||||
@@ -13,6 +13,7 @@
|
||||
//#include "Systems/PlayerSystem.h"
|
||||
#include "Systems/FreeSteeringSystem.h"
|
||||
#include "Systems/TankSteeringSystem.h"
|
||||
#include "Systems/HelicopterSteeringSystem.h"
|
||||
#include "Systems/RenderSystem.h"
|
||||
#include "Systems/SoundSystem.h"
|
||||
#include "Systems/PhysicsSystem.h"
|
||||
@@ -28,6 +29,7 @@
|
||||
#include "Components/Sprite.h"
|
||||
#include "Components/Template.h"
|
||||
#include "Components/Transform.h"
|
||||
#include "Components/Viewport.h"
|
||||
|
||||
#include "Components/Physics.h"
|
||||
#include "Components/SphereShape.h"
|
||||
@@ -38,6 +40,7 @@
|
||||
#include "Components/TankSteering.h"
|
||||
#include "Components/TowerSteering.h"
|
||||
#include "Components/BarrelSteering.h"
|
||||
#include "Components/Player.h"
|
||||
|
||||
class GameWorld : public World
|
||||
{
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
#include "Events/InputCommand.h"
|
||||
#include "Events/MouseMove.h"
|
||||
|
||||
template <typename EventContext>
|
||||
class InputController
|
||||
{
|
||||
public:
|
||||
@@ -26,8 +27,8 @@ protected:
|
||||
std::shared_ptr<::EventBroker> EventBroker;
|
||||
|
||||
private:
|
||||
EventRelay<Events::InputCommand> m_EInputCommand;
|
||||
EventRelay<Events::MouseMove> m_EMouseMove;
|
||||
EventRelay<EventContext, Events::InputCommand> m_EInputCommand;
|
||||
EventRelay<EventContext, Events::MouseMove> m_EMouseMove;
|
||||
};
|
||||
|
||||
#endif // InputController_h__
|
||||
|
||||
+29
-1
@@ -1,5 +1,6 @@
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "InputManager.h"
|
||||
#include <XInput.h>
|
||||
|
||||
void InputManager::Initialize()
|
||||
{
|
||||
@@ -12,6 +13,13 @@ void InputManager::Initialize()
|
||||
|
||||
void InputManager::Update(double dt)
|
||||
{
|
||||
EventBroker->Process<InputManager>();
|
||||
|
||||
m_LastKeyState = m_CurrentKeyState;
|
||||
m_LastMouseState = m_CurrentMouseState;
|
||||
m_LastMouseX = m_CurrentMouseX;
|
||||
m_LastMouseY = m_CurrentMouseY;
|
||||
|
||||
// Keyboard input
|
||||
for (int i = 0; i <= GLFW_KEY_LAST; ++i)
|
||||
{
|
||||
@@ -40,17 +48,23 @@ void InputManager::Update(double dt)
|
||||
m_CurrentMouseState[i] = glfwGetMouseButton(m_GLFWWindow, i);
|
||||
if (m_CurrentMouseState[i] != m_LastMouseState[i])
|
||||
{
|
||||
double x, y;
|
||||
glfwGetCursorPos(m_GLFWWindow, &x, &y);
|
||||
// Publish mouse button events
|
||||
if (m_CurrentMouseState[i])
|
||||
{
|
||||
Events::MousePress e;
|
||||
e.Button = i;
|
||||
e.X = x;
|
||||
e.Y = y;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
else
|
||||
{
|
||||
Events::MouseRelease e;
|
||||
e.Button = i;
|
||||
e.X = x;
|
||||
e.Y = y;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
@@ -89,14 +103,28 @@ void InputManager::Update(double dt)
|
||||
// }
|
||||
|
||||
// Xbox360 controller
|
||||
//using namespace ;
|
||||
DWORD dwResult;
|
||||
for (int i = 0; i < XUSER_MAX_COUNT; i++)
|
||||
for (int i = 0; i < MAX_GAMEPADS; i++)
|
||||
{
|
||||
XINPUT_STATE state = { 0 };
|
||||
// Simply get the state of the controller from XInput.
|
||||
dwResult = XInputGetState(i, &state);
|
||||
if (dwResult == 0)
|
||||
{
|
||||
if(std::abs(state.Gamepad.sThumbLX) <= XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE)
|
||||
state.Gamepad.sThumbLX = 0;
|
||||
if(std::abs(state.Gamepad.sThumbLY) <= XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE)
|
||||
state.Gamepad.sThumbLY = 0;
|
||||
if(std::abs(state.Gamepad.sThumbRX) <= XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE)
|
||||
state.Gamepad.sThumbRX = 0;
|
||||
if(std::abs(state.Gamepad.sThumbRY) <= XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE)
|
||||
state.Gamepad.sThumbRY = 0;
|
||||
if(std::abs(state.Gamepad.bLeftTrigger) <= XINPUT_GAMEPAD_TRIGGER_THRESHOLD)
|
||||
state.Gamepad.bLeftTrigger = 0;
|
||||
if(std::abs(state.Gamepad.bRightTrigger) <= XINPUT_GAMEPAD_TRIGGER_THRESHOLD)
|
||||
state.Gamepad.bRightTrigger = 0;
|
||||
|
||||
m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::LeftX)] = state.Gamepad.sThumbLX / 32767.f;
|
||||
m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::LeftY)] = state.Gamepad.sThumbLY / 32767.f;
|
||||
m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::RightX)] = state.Gamepad.sThumbRX / 32767.f;
|
||||
|
||||
+8
-8
@@ -3,8 +3,6 @@
|
||||
|
||||
#include <array>
|
||||
|
||||
#include <Xinput.h>
|
||||
|
||||
#include "EventBroker.h"
|
||||
#include "Events/KeyDown.h"
|
||||
#include "Events/KeyUp.h"
|
||||
@@ -33,15 +31,17 @@ public:
|
||||
|
||||
void Initialize();
|
||||
|
||||
static const short MAX_GAMEPADS = 4;
|
||||
|
||||
void Update(double dt);
|
||||
|
||||
private:
|
||||
GLFWwindow* m_GLFWWindow;
|
||||
std::shared_ptr<::EventBroker> EventBroker;
|
||||
|
||||
EventRelay<Events::LockMouse> m_ELockMouse;
|
||||
EventRelay<InputManager, Events::LockMouse> m_ELockMouse;
|
||||
bool OnLockMouse(const Events::LockMouse &event);
|
||||
EventRelay<Events::UnlockMouse> m_EUnlockMouse;
|
||||
EventRelay<InputManager, Events::UnlockMouse> m_EUnlockMouse;
|
||||
bool OnUnlockMouse(const Events::UnlockMouse &event);
|
||||
|
||||
std::array<int, GLFW_KEY_LAST+1> m_CurrentKeyState;
|
||||
@@ -49,11 +49,11 @@ private:
|
||||
std::array<int, GLFW_MOUSE_BUTTON_LAST+1> m_CurrentMouseState;
|
||||
std::array<int, GLFW_MOUSE_BUTTON_LAST+1> m_LastMouseState;
|
||||
typedef std::array<float, static_cast<int>(Gamepad::Axis::LAST) + 1> GamepadAxisState;
|
||||
std::array<GamepadAxisState, XUSER_MAX_COUNT> m_CurrentGamepadAxisState;
|
||||
std::array<GamepadAxisState, XUSER_MAX_COUNT> m_LastGamepadAxisState;
|
||||
std::array<GamepadAxisState, MAX_GAMEPADS> m_CurrentGamepadAxisState;
|
||||
std::array<GamepadAxisState, MAX_GAMEPADS> m_LastGamepadAxisState;
|
||||
typedef std::array<bool, static_cast<int>(Gamepad::Button::LAST) + 1> GamepadButtonState;
|
||||
std::array<GamepadButtonState, XUSER_MAX_COUNT> m_CurrentGamepadButtonState;
|
||||
std::array<GamepadButtonState, XUSER_MAX_COUNT> m_LastGamepadButtonState;
|
||||
std::array<GamepadButtonState, MAX_GAMEPADS> m_CurrentGamepadButtonState;
|
||||
std::array<GamepadButtonState, MAX_GAMEPADS> m_LastGamepadButtonState;
|
||||
|
||||
double m_CurrentMouseX, m_CurrentMouseY;
|
||||
double m_LastMouseX, m_LastMouseY;
|
||||
|
||||
+116
-2
@@ -22,6 +22,8 @@ Model::Model(ResourceManager* rm, OBJ &obj)
|
||||
auto texture = std::shared_ptr<Texture>(rm->Load<Texture>("Texture", currentMaterial->DiffuseTexture.FileName));
|
||||
// TODO: Load normal map
|
||||
std::shared_ptr<Texture> normalMap = nullptr;
|
||||
if (!currentMaterial->NormalMap.FileName.empty())
|
||||
normalMap = std::shared_ptr<Texture>(rm->Load<Texture>("Texture", currentMaterial->NormalMap.FileName));
|
||||
// Load specular map
|
||||
std::shared_ptr<Texture> specularMap = nullptr;
|
||||
if (!currentMaterial->SpecularMap.FileName.empty())
|
||||
@@ -63,7 +65,9 @@ Model::Model(ResourceManager* rm, OBJ &obj)
|
||||
|
||||
if (Vertices.size() > 0)
|
||||
{
|
||||
CreateBuffers(Vertices, Normals, TextureCoords);
|
||||
CreateTangents();
|
||||
//getSimilarVertexIndex();
|
||||
CreateBuffers(Vertices, Normals, TangentNormals, BiTangentNormals, TextureCoords);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -71,7 +75,7 @@ Model::Model(ResourceManager* rm, OBJ &obj)
|
||||
}
|
||||
}
|
||||
|
||||
void Model::CreateBuffers( std::vector<glm::vec3> vertices, std::vector<glm::vec3> normals, std::vector<glm::vec2>textureCoords)
|
||||
void Model::CreateBuffers( std::vector<glm::vec3> vertices, std::vector<glm::vec3> normals, std::vector<glm::vec3> tangents, std::vector<glm::vec3> biTangents, std::vector<glm::vec2>textureCoords)
|
||||
{
|
||||
|
||||
LOG_INFO("Generating VertexBuffer");
|
||||
@@ -100,6 +104,32 @@ void Model::CreateBuffers( std::vector<glm::vec3> vertices, std::vector<glm::vec
|
||||
LOG_WARNING("Created empty normal buffer!");
|
||||
}
|
||||
|
||||
LOG_INFO("Generating TangentNormalsBuffer");
|
||||
glGenBuffers(1, &TangentNormalsBuffer);
|
||||
if (tangents.size() > 0)
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, TangentNormalsBuffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, tangents.size() * sizeof(glm::vec3), &tangents[0], GL_STATIC_DRAW);
|
||||
GLERROR("GLEW: BufferFail, TangentNormalsBuffer");
|
||||
}
|
||||
else
|
||||
{
|
||||
LOG_WARNING("Created empty tangent buffer!");
|
||||
}
|
||||
|
||||
LOG_INFO("Generating BiTangentNormalsBuffer");
|
||||
glGenBuffers(1, &BiTangentNormalsBuffer);
|
||||
if (biTangents.size() > 0)
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, BiTangentNormalsBuffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, biTangents.size() * sizeof(glm::vec3), &biTangents[0], GL_STATIC_DRAW);
|
||||
GLERROR("GLEW: BufferFail, BiTangentNormalsBuffer");
|
||||
}
|
||||
else
|
||||
{
|
||||
LOG_WARNING("Created empty biTangent buffer!");
|
||||
}
|
||||
|
||||
|
||||
LOG_INFO("Generating textureCoordBuffer");
|
||||
glGenBuffers(1, &TextureCoordBuffer);
|
||||
@@ -130,10 +160,94 @@ void Model::CreateBuffers( std::vector<glm::vec3> vertices, std::vector<glm::vec
|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
GLERROR("GLEW: BufferFail5");
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, TangentNormalsBuffer);
|
||||
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
GLERROR("GLEW: BufferFail5");
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, BiTangentNormalsBuffer);
|
||||
glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
GLERROR("GLEW: BufferFail5");
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glEnableVertexAttribArray(2);
|
||||
glEnableVertexAttribArray(3);
|
||||
glEnableVertexAttribArray(4);
|
||||
GLERROR("GLEW: BufferFail5");
|
||||
}
|
||||
|
||||
bool Model::IsNear( float v1, float v2 )
|
||||
{
|
||||
return fabs(v1 - v2) < 0.01f;
|
||||
}
|
||||
|
||||
void Model::getSimilarVertexIndex()
|
||||
{
|
||||
for(int i = 0; i < Vertices.size(); i++)
|
||||
{
|
||||
for(int t = 0; t < Vertices.size(); t++)
|
||||
{
|
||||
if(i != t)
|
||||
{
|
||||
if(IsNear(Vertices[i].x, Vertices[t].x)
|
||||
& IsNear(Vertices[i].y, Vertices[t].y)
|
||||
& IsNear(Vertices[i].z, Vertices[t].z)
|
||||
)
|
||||
{
|
||||
glm::vec3 tempNormal, tempTangent, tempBiTangent;
|
||||
|
||||
tempNormal = glm::normalize(Normals[i] + Normals[t]);
|
||||
tempTangent = glm::normalize(TangentNormals[i] + TangentNormals[t]);
|
||||
tempBiTangent = glm::normalize(BiTangentNormals[i] + BiTangentNormals[t]);
|
||||
|
||||
Normals[i] = tempNormal;
|
||||
Normals[t] = tempNormal;
|
||||
|
||||
TangentNormals[i] = tempTangent;
|
||||
TangentNormals[t] = tempTangent;
|
||||
|
||||
BiTangentNormals[i] = tempBiTangent;
|
||||
BiTangentNormals[t] = tempBiTangent;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Model::CreateTangents()
|
||||
{
|
||||
for(int i = 0; i < Vertices.size(); i += 3)
|
||||
{
|
||||
glm::vec3 v0 = Vertices[i];
|
||||
glm::vec3 v1 = Vertices[i+1];
|
||||
glm::vec3 v2 = Vertices[i+2];
|
||||
|
||||
glm::vec2 uv0 = TextureCoords[i];
|
||||
glm::vec2 uv1 = TextureCoords[i+1];
|
||||
glm::vec2 uv2 = TextureCoords[i+2];
|
||||
|
||||
//Calculate the edge of the triangle
|
||||
glm::vec3 edge1 = v1-v0;
|
||||
glm::vec3 edge2 = v2-v0;
|
||||
|
||||
glm::vec2 deltaUV1 = uv1 - uv0;
|
||||
glm::vec2 deltaUV2 = uv2 - uv0;
|
||||
|
||||
float r = 1.0f / (deltaUV1.x * deltaUV2.y - deltaUV1.y * deltaUV2.x);
|
||||
glm::vec3 tangent, biTangent;
|
||||
|
||||
tangent = (edge1 * deltaUV2.y - edge2 * deltaUV1.y) * r;
|
||||
biTangent = (edge2 * deltaUV1.x - edge1 * deltaUV2.x) * r;
|
||||
|
||||
TangentNormals.push_back(tangent);
|
||||
TangentNormals.push_back(tangent);
|
||||
TangentNormals.push_back(tangent);
|
||||
|
||||
BiTangentNormals.push_back(biTangent);
|
||||
BiTangentNormals.push_back(biTangent);
|
||||
BiTangentNormals.push_back(biTangent);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
+11
-1
@@ -38,10 +38,14 @@ public:
|
||||
private:
|
||||
|
||||
std::vector<glm::vec3> Normals;
|
||||
std::vector<glm::vec3> TangentNormals;
|
||||
std::vector<glm::vec3> BiTangentNormals;
|
||||
std::vector<glm::vec2> TextureCoords;
|
||||
|
||||
GLuint VertexBuffer;
|
||||
GLuint NormalBuffer;
|
||||
GLuint TangentNormalsBuffer;
|
||||
GLuint BiTangentNormalsBuffer;
|
||||
GLuint TextureCoordBuffer;
|
||||
|
||||
bool Loadobj(
|
||||
@@ -53,9 +57,15 @@ private:
|
||||
|
||||
void CreateBuffers(
|
||||
std::vector<glm::vec3> _Vertices,
|
||||
std::vector<glm::vec3> _Normals,
|
||||
std::vector<glm::vec3> _Normals,
|
||||
std::vector<glm::vec3> _Tangents,
|
||||
std::vector<glm::vec3> _BiTangents,
|
||||
std::vector<glm::vec2>_TextureCoords
|
||||
);
|
||||
|
||||
void CreateTangents();
|
||||
bool IsNear(float v1, float v2);
|
||||
void getSimilarVertexIndex();
|
||||
|
||||
};
|
||||
#endif // Model_h__
|
||||
@@ -22,7 +22,7 @@ void VehicleSetup::buildVehicle(World *world, const hkpWorld* physicsWorld, hkpV
|
||||
//
|
||||
vehicle.m_data = new hkpVehicleData;
|
||||
vehicle.m_driverInput = new hkpVehicleDefaultAnalogDriverInput;
|
||||
vehicle.m_steering = new hkpVehicleDefaultSteering;
|
||||
vehicle.m_steering = new TankSteering;
|
||||
vehicle.m_engine = new hkpVehicleDefaultEngine;
|
||||
vehicle.m_transmission = new hkpVehicleDefaultTransmission;
|
||||
vehicle.m_brake = new hkpVehicleDefaultBrake;
|
||||
@@ -201,7 +201,7 @@ void VehicleSetup::setupComponent(const hkpVehicleData& data, hkpVehicleDefaultT
|
||||
transmission.m_upshiftRPM = 7000.0f;
|
||||
|
||||
transmission.m_clutchDelayTime = 0.0f;
|
||||
transmission.m_reverseGearRatio = 1.2f;
|
||||
transmission.m_reverseGearRatio = 1.0f;
|
||||
transmission.m_gearsRatio[0] = 3.0f;
|
||||
transmission.m_gearsRatio[1] = 2.25f;
|
||||
transmission.m_gearsRatio[2] = 1.5f;
|
||||
|
||||
@@ -33,6 +33,32 @@
|
||||
#include "Components/Wheel.h"
|
||||
#include "Components/Transform.h"
|
||||
|
||||
|
||||
/// Tank specific steering implementation. Rear wheels steer in opposite direction
|
||||
/// to front wheels.
|
||||
class TankSteering: public hkpVehicleDefaultSteering
|
||||
{
|
||||
public:
|
||||
virtual void calcSteering(const hkReal deltaTime, const hkpVehicleInstance* vehicle, const hkpVehicleDriverInput::FilteredDriverInputOutput& filteredInfoOutput, SteeringAnglesOutput& steeringOutput )
|
||||
{
|
||||
hkpVehicleDefaultSteering::calcMainSteeringAngle( deltaTime, vehicle, filteredInfoOutput, steeringOutput );
|
||||
|
||||
// Wheels.
|
||||
for (int w_it = 0; w_it < m_doesWheelSteer.getSize(); w_it++)
|
||||
{
|
||||
if ( m_doesWheelSteer[w_it] )
|
||||
{
|
||||
steeringOutput.m_wheelsSteeringAngle [w_it] = steeringOutput.m_mainSteeringAngle;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Steer with front and back wheels to simulate a tank.
|
||||
steeringOutput.m_wheelsSteeringAngle [w_it] = -steeringOutput.m_mainSteeringAngle;
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
class VehicleSetup
|
||||
{
|
||||
public:
|
||||
|
||||
+145
-58
@@ -20,7 +20,7 @@ Renderer::Renderer()
|
||||
m_ShadowMapRes = 2048*6;
|
||||
m_SunPosition = glm::vec3(0, 3.5f, 10);
|
||||
m_SunTarget = glm::vec3(0, 0, 0);
|
||||
m_SunProjection = glm::ortho<float>(-200.f, 200.f, -200.f, 200.f, -100, 200);
|
||||
m_SunProjection = glm::ortho<float>(10.f, -10.f, 10.f, -10.f, 10.f, -10.f);
|
||||
/* Lights = 0;*/
|
||||
}
|
||||
|
||||
@@ -572,6 +572,15 @@ void Renderer::FrameBufferTextures()
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
|
||||
//Generate and bind normal texture
|
||||
glGenTextures(1, &m_fSpecularTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, m_fSpecularTexture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, m_Width, m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
|
||||
/*glGenTextures(1, &m_fShadowTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, m_fShadowTexture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, m_Width, m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
@@ -588,6 +597,7 @@ void Renderer::FrameBufferTextures()
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_fDiffuseTexture, 0);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, m_fPositionTexture, 0);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, m_fNormalsTexture, 0);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, m_fSpecularTexture, 0);
|
||||
//glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, m_fShadowTexture, 0);
|
||||
|
||||
GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||||
@@ -626,77 +636,90 @@ void Renderer::DrawFBO()
|
||||
{
|
||||
DrawShadowMap();
|
||||
|
||||
/*
|
||||
for (auto &pair : m_Viewports)
|
||||
{
|
||||
Viewport &viewport = pair.second;
|
||||
if (!viewport.Camera)
|
||||
continue;
|
||||
|
||||
int x = viewport.Left * m_Width;
|
||||
int y = viewport.Top * m_Height;
|
||||
int width = (viewport.Right - viewport.Left) * m_Width;
|
||||
int height = (viewport.Bottom - viewport.Top) * m_Height;
|
||||
|
||||
/*
|
||||
Base pass
|
||||
*/
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbBasePass);
|
||||
*/
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbBasePass);
|
||||
glViewport(0, 0, m_Width, m_Height);
|
||||
|
||||
// Clear G-buffer
|
||||
GLenum windowBuffClear[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
|
||||
glDrawBuffers(3, windowBuffClear);
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
// Clear G-buffer
|
||||
GLenum windowBuffClear[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
|
||||
glDrawBuffers(3, windowBuffClear);
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// Execute the first render stage which will fill out the internal buffers with data(??)
|
||||
m_FirstPassProgram.Bind();
|
||||
GLenum windowBuffOpaque[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
|
||||
glDrawBuffers(3, windowBuffOpaque);
|
||||
// Execute the first render stage which will fill out the internal buffers with data(??)
|
||||
m_FirstPassProgram.Bind();
|
||||
GLenum windowBuffOpaque[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
|
||||
glDrawBuffers(3, windowBuffOpaque);
|
||||
|
||||
glCullFace(GL_BACK);
|
||||
glCullFace(GL_BACK);
|
||||
|
||||
DrawFBOScene(viewport);
|
||||
|
||||
glViewport(0, 0, m_Width, m_Height);
|
||||
DrawFBOScene();
|
||||
|
||||
/*
|
||||
/*
|
||||
Lighting pass
|
||||
*/
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbLightingPass);
|
||||
GLenum lightingPassAttachments[] = { GL_COLOR_ATTACHMENT0 };
|
||||
glDrawBuffers(1, lightingPassAttachments);
|
||||
*/
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbLightingPass);
|
||||
GLenum lightingPassAttachments[] = { GL_COLOR_ATTACHMENT0 };
|
||||
glDrawBuffers(1, lightingPassAttachments);
|
||||
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
m_SecondPassProgram.Bind();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_fPositionTexture);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture);
|
||||
m_SecondPassProgram.Bind();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_fPositionTexture);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture);
|
||||
|
||||
glCullFace(GL_FRONT);
|
||||
DrawLightScene();
|
||||
glCullFace(GL_FRONT);
|
||||
DrawLightScene(viewport);
|
||||
|
||||
/*
|
||||
/*
|
||||
Final pass
|
||||
*/
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
*/
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
glViewport(x, y, width, height);
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
m_FinalPassProgram.Bind();
|
||||
m_FinalPassProgram.Bind();
|
||||
|
||||
// Ambient light
|
||||
glUniform3fv(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "La"), 1, glm::value_ptr(glm::vec3(0.1f, 0.1f, 0.1f)));
|
||||
glUniform1f(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "Gamma"), Gamma);
|
||||
// Ambient light
|
||||
glUniform3fv(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "La"), 1, glm::value_ptr(glm::vec3(0.1f, 0.1f, 0.1f)));
|
||||
glUniform1f(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "Gamma"), Gamma);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, m_fLightingTexture);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, m_fLightingTexture);
|
||||
|
||||
glCullFace(GL_BACK);
|
||||
glBindVertexArray(m_ScreenQuad);
|
||||
glEnableVertexAttribArray(0);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
glCullFace(GL_BACK);
|
||||
glBindVertexArray(m_ScreenQuad);
|
||||
glEnableVertexAttribArray(0);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::DrawFBOScene()
|
||||
void Renderer::DrawFBOScene(Viewport &viewport)
|
||||
{
|
||||
// glEnable(GL_DEPTH_TEST);//Tests where objects are and display them correctly
|
||||
// glEnable(GL_CULL_FACE); //removes triangles on the wrong side of the object
|
||||
// glCullFace(GL_BACK); //Make it so that only the back faces are rendered
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); //Draws filled polygons
|
||||
|
||||
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
|
||||
glm::mat4 cameraMatrix = viewport.Camera->ProjectionMatrix() * viewport.Camera->ViewMatrix();
|
||||
glm::mat4 MVP;
|
||||
glm::mat4 biasMatrix(
|
||||
0.5, 0.0, 0.0, 0.0,
|
||||
@@ -727,13 +750,18 @@ void Renderer::DrawFBOScene()
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(viewport.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(viewport.Camera->ProjectionMatrix()));
|
||||
glBindVertexArray(model->VAO);
|
||||
for (auto texGroup : model->TextureGroups)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, *texGroup.Texture);
|
||||
if (texGroup.NormalMap)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, *texGroup.NormalMap);
|
||||
}
|
||||
glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
|
||||
}
|
||||
}
|
||||
@@ -752,8 +780,8 @@ void Renderer::DrawFBOScene()
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(viewport.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(viewport.Camera->ProjectionMatrix()));
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, *texture);
|
||||
@@ -764,7 +792,7 @@ void Renderer::DrawFBOScene()
|
||||
|
||||
|
||||
|
||||
void Renderer::DrawLightScene()
|
||||
void Renderer::DrawLightScene(Viewport &viewport)
|
||||
{
|
||||
glEnable(GL_BLEND);
|
||||
glBlendEquation (GL_FUNC_ADD);
|
||||
@@ -774,7 +802,7 @@ void Renderer::DrawLightScene()
|
||||
glDepthMask (GL_FALSE);
|
||||
glBindVertexArray(m_sphereModel->VAO);
|
||||
|
||||
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
|
||||
glm::mat4 cameraMatrix = viewport.Camera->ProjectionMatrix() * viewport.Camera->ViewMatrix();
|
||||
glm::mat4 MVP;
|
||||
|
||||
for (auto &light : Lights)
|
||||
@@ -783,13 +811,13 @@ void Renderer::DrawLightScene()
|
||||
|
||||
glUniform2fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ViewportSize"), 1,glm::value_ptr(glm::vec2(m_Width, m_Height)));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(viewport.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(viewport.Camera->ProjectionMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(light.SphereModelMatrix));
|
||||
glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ls"), 1, glm::value_ptr(light.Specular));
|
||||
glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ld"), 1, glm::value_ptr(light.Diffuse));
|
||||
glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "lp"), 1, glm::value_ptr(light.Position));
|
||||
glUniform3f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "CameraPosition"), m_Camera->Position().x, m_Camera->Position().y, m_Camera->Position().z);
|
||||
glUniform3f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "CameraPosition"), viewport.Camera->Position().x, viewport.Camera->Position().y, viewport.Camera->Position().z);
|
||||
glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "specularExponent"), light.SpecularExponent);
|
||||
// glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ConstantAttenuation"), light.ConstantAttenuation);
|
||||
// glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "LinearAttenuation"), light.LinearAttenuation);
|
||||
@@ -826,3 +854,62 @@ glm::mat4 Renderer::CreateLightMatrix(Light &_light)
|
||||
return model;
|
||||
}
|
||||
|
||||
void Renderer::UpdateSunProjection()
|
||||
{
|
||||
glm::vec3 NDCCube[] =
|
||||
{
|
||||
glm::vec3(-1.f, -1.f, -1.f),
|
||||
glm::vec3(1.f, -1.f, -1.f),
|
||||
glm::vec3(-1.f, 1.f, -1.f),
|
||||
glm::vec3(1.f, 1.f, -1.f),
|
||||
glm::vec3(-1.f, -1.f, 1.f),
|
||||
glm::vec3(1.f, -1.f, 1.f),
|
||||
glm::vec3(-1.f, 1.f, 1.f),
|
||||
glm::vec3(1.f, 1.f, 1.f)
|
||||
};
|
||||
|
||||
glm::mat4 inverseProjectionViewMatrix = glm::inverse(m_Camera->ViewMatrix()) * glm::inverse(m_Camera->ProjectionMatrix());
|
||||
//Also * with world matrix for light
|
||||
|
||||
for(auto corner : NDCCube)
|
||||
{
|
||||
//corner *= inverseProjectionViewMatrix;
|
||||
}
|
||||
|
||||
//Calculate the bounding box of the transformed frustum corners. This will be the view frustum for the shadow map.
|
||||
|
||||
//Pass the bounding box's extents to glOrtho or similar to set up the orthographic projection matrix for the shadow map.
|
||||
}
|
||||
|
||||
void Renderer::RegisterViewport(int identifier, float left, float top, float right, float bottom)
|
||||
{
|
||||
Viewport v;
|
||||
v.Left = left;
|
||||
v.Top = top;
|
||||
v.Right = right;
|
||||
v.Bottom = bottom;
|
||||
v.Camera = nullptr;
|
||||
m_Viewports[identifier] = v;
|
||||
}
|
||||
|
||||
void Renderer::RegisterCamera(int identifier, float FOV, float nearClip, float farClip)
|
||||
{
|
||||
m_Cameras[identifier] = std::make_shared<Camera>(FOV, (float)m_Width / m_Height, nearClip, farClip);
|
||||
}
|
||||
|
||||
void Renderer::UpdateViewport(int viewportIdentifier, int cameraIdentifier)
|
||||
{
|
||||
auto &viewport = m_Viewports[viewportIdentifier];
|
||||
auto camera = m_Cameras[cameraIdentifier];
|
||||
camera->AspectRatio(((viewport.Right - viewport.Left) * m_Width) / ((viewport.Bottom - viewport.Top) * m_Height));
|
||||
viewport.Camera = camera;
|
||||
}
|
||||
|
||||
void Renderer::UpdateCamera(int cameraIdentifier, glm::vec3 position, glm::quat orientation, float FOV, float nearClip, float farClip)
|
||||
{
|
||||
m_Cameras[cameraIdentifier]->Position(position);
|
||||
m_Cameras[cameraIdentifier]->Orientation(orientation);
|
||||
m_Cameras[cameraIdentifier]->FOV(FOV);
|
||||
m_Cameras[cameraIdentifier]->NearClip(nearClip);
|
||||
m_Cameras[cameraIdentifier]->FarClip(farClip);
|
||||
}
|
||||
|
||||
+23
-2
@@ -35,6 +35,11 @@ public:
|
||||
void Draw(double dt);
|
||||
void DrawText();
|
||||
|
||||
void RegisterViewport(int identifier, float left, float top, float right, float bottom);
|
||||
void RegisterCamera(int identifier, float FOV, float nearClip, float farClip);
|
||||
void UpdateViewport(int viewportIdentifier, int cameraIdentifier);
|
||||
void UpdateCamera(int cameraIdentifier, glm::vec3 position, glm::quat orientation, float FOV, float nearClip, float farClip);
|
||||
|
||||
void AddModelToDraw(Model* model, glm::vec3 position, glm::quat orientation, glm::vec3 scale, bool visible, bool shadowCaster);
|
||||
void AddTextureToDraw(Texture* texture, glm::vec3 position, glm::quat orientation, glm::vec3 scale);
|
||||
void AddTextToDraw();
|
||||
@@ -67,6 +72,18 @@ public:
|
||||
private:
|
||||
int m_Width, m_Height;
|
||||
|
||||
struct Viewport
|
||||
{
|
||||
float Left;
|
||||
float Top;
|
||||
float Right;
|
||||
float Bottom;
|
||||
std::shared_ptr<Camera> Camera;
|
||||
};
|
||||
|
||||
std::unordered_map<int, Viewport> m_Viewports;
|
||||
std::unordered_map<int, std::shared_ptr<Camera>> m_Cameras;
|
||||
|
||||
struct Light
|
||||
{
|
||||
glm::vec3 Position;
|
||||
@@ -105,6 +122,7 @@ private:
|
||||
GLuint m_fDiffuseTexture;
|
||||
GLuint m_fPositionTexture;
|
||||
GLuint m_fNormalsTexture;
|
||||
GLuint m_fSpecularTexture;
|
||||
GLuint m_fBlendTexture;
|
||||
GLuint m_fbLightingPass;
|
||||
GLuint m_fLightingTexture;
|
||||
@@ -140,10 +158,13 @@ private:
|
||||
void CreateShadowMap(int resolution);
|
||||
void FrameBufferTextures();
|
||||
void DrawFBO();
|
||||
void DrawFBOScene();
|
||||
void DrawLightScene();
|
||||
void DrawFBOScene(Viewport &viewport);
|
||||
void DrawLightScene(Viewport &viewport);
|
||||
void BindFragDataLocation();
|
||||
glm::mat4 CreateLightMatrix(Light &_light);
|
||||
void UpdateSunProjection();
|
||||
void CreateNormalMapTangent();
|
||||
|
||||
|
||||
GLuint CreateQuad();
|
||||
void DrawDebugShadowMap();
|
||||
|
||||
@@ -24,6 +24,6 @@ void main()
|
||||
|
||||
vec4 _FragmentColor = DiffuseTexel * vec4(La, 1.0) + LightingTexel;
|
||||
FragmentColor = vec4(pow(_FragmentColor.rgb, vec3(1.0 / Gamma)), _FragmentColor.a);
|
||||
//FragmentColor = ShadowTexel;
|
||||
//FragmentColor = DiffuseTexel;
|
||||
|
||||
}
|
||||
@@ -2,6 +2,9 @@
|
||||
|
||||
layout (binding=0) uniform sampler2D DiffuseTexture;
|
||||
layout (binding=1) uniform sampler2D ShadowTexture;
|
||||
layout (binding=2) uniform sampler2D NormalMapTexture;
|
||||
layout (binding=3) uniform sampler2D SpecularMapTexture;
|
||||
|
||||
|
||||
in VertexData
|
||||
{
|
||||
@@ -9,11 +12,14 @@ in VertexData
|
||||
vec3 Normal;
|
||||
vec2 TextureCoord;
|
||||
vec4 ShadowCoord;
|
||||
vec3 Tangent;
|
||||
vec3 BiTangent;
|
||||
} Input;
|
||||
|
||||
out vec4 frag_Diffuse;
|
||||
out vec4 frag_Position;
|
||||
out vec4 frag_Normal;
|
||||
out vec4 frag_specular;
|
||||
|
||||
float Shadow(vec4 ShadowCoord)
|
||||
{
|
||||
@@ -32,6 +38,7 @@ float Shadow(vec4 ShadowCoord)
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
// Diffuse Texture
|
||||
frag_Diffuse = texture(DiffuseTexture, Input.TextureCoord) * Shadow(Input.ShadowCoord);
|
||||
|
||||
@@ -39,5 +46,10 @@ void main()
|
||||
frag_Position = vec4(Input.Position.xyz, 1.0);
|
||||
|
||||
// G-buffer Normal
|
||||
frag_Normal = vec4(Input.Normal, 0.0);
|
||||
mat3 TBN = transpose(mat3(Input.Tangent, Input.BiTangent, Input.Normal));
|
||||
frag_Normal = normalize(vec4(TBN * vec3(texture(NormalMapTexture, Input.TextureCoord)), 0.0));
|
||||
//frag_Normal = vec4(Input.Normal, 0.0);
|
||||
|
||||
//G-buffer Specular
|
||||
frag_specular = texture(SpecularMapTexture, Input.TextureCoord);
|
||||
}
|
||||
@@ -81,4 +81,5 @@ void main()
|
||||
vec4 NormalTexel = texture(NormalsTexture, TextureCoord);
|
||||
|
||||
FragColor = phong(vec3(PositionTexel), vec3(NormalTexel));
|
||||
//FragColor = NormalTexel;
|
||||
}
|
||||
@@ -9,6 +9,8 @@ uniform mat4 DepthMVP;
|
||||
layout (location = 0) in vec3 Position;
|
||||
layout (location = 1) in vec3 Normal;
|
||||
layout (location = 2) in vec2 TextureCoord;
|
||||
layout (location = 3) in vec3 Tangent;
|
||||
layout (location = 4) in vec3 BiTangent;
|
||||
|
||||
out VertexData
|
||||
{
|
||||
@@ -16,6 +18,8 @@ out VertexData
|
||||
vec3 Normal;
|
||||
vec2 TextureCoord;
|
||||
vec4 ShadowCoord;
|
||||
vec3 Tangent;
|
||||
vec3 BiTangent;
|
||||
} Output;
|
||||
|
||||
void main()
|
||||
@@ -26,4 +30,6 @@ void main()
|
||||
Output.Normal = normalize(vec3(inverse(transpose(V * M)) * vec4(Normal, 0.0)));
|
||||
Output.TextureCoord = TextureCoord;
|
||||
Output.ShadowCoord = DepthMVP * vec4(Position, 1.0);
|
||||
Output.Tangent = normalize(vec3(inverse(transpose(V * M)) * vec4(Tangent, 0.0)));
|
||||
Output.BiTangent = normalize(vec3(inverse(transpose(V * M)) * vec4(BiTangent, 0.0)));
|
||||
}
|
||||
@@ -19,7 +19,7 @@ public:
|
||||
|
||||
void Update(double dt) override;
|
||||
|
||||
EventRelay<Events::KeyDown> m_EKeyDown;
|
||||
EventRelay<DebugSystem, Events::KeyDown> m_EKeyDown;
|
||||
bool OnKeyDown(const Events::KeyDown &event);
|
||||
|
||||
//void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
|
||||
@@ -60,27 +60,27 @@ void Systems::FreeSteeringSystem::UpdateEntity(double dt, EntityID entity, Entit
|
||||
bool Systems::FreeSteeringSystem::FreeSteeringInputController::OnCommand(const Events::InputCommand &event)
|
||||
{
|
||||
// Movement
|
||||
if (event.Command == "vertical")
|
||||
if (event.Command == "cam_vertical")
|
||||
{
|
||||
Movement.z = -event.Value;
|
||||
}
|
||||
else if (event.Command == "horizontal")
|
||||
else if (event.Command == "cam_horizontal")
|
||||
{
|
||||
Movement.x = event.Value;
|
||||
}
|
||||
else if (event.Command == "normal")
|
||||
else if (event.Command == "cam_normal")
|
||||
{
|
||||
Movement.y = event.Value;
|
||||
}
|
||||
|
||||
// Speed
|
||||
else if (event.Command == "speed")
|
||||
else if (event.Command == "cam_speed")
|
||||
{
|
||||
SpeedMultiplier = event.Value;
|
||||
}
|
||||
|
||||
// Mouse click
|
||||
else if (event.Command == "attack")
|
||||
else if (event.Command == "cam_attack")
|
||||
{
|
||||
OrientationActive = event.Value > 0;
|
||||
|
||||
@@ -96,11 +96,11 @@ bool Systems::FreeSteeringSystem::FreeSteeringInputController::OnCommand(const E
|
||||
}
|
||||
}
|
||||
|
||||
else if (event.Command == "vertical2")
|
||||
else if (event.Command == "cam_vertical2")
|
||||
{
|
||||
ControllerOrientation.x = event.Value;
|
||||
}
|
||||
else if (event.Command == "horizontal2")
|
||||
else if (event.Command == "cam_horizontal2")
|
||||
{
|
||||
ControllerOrientation.y = -event.Value;
|
||||
}
|
||||
|
||||
@@ -27,7 +27,7 @@ private:
|
||||
std::unique_ptr<FreeSteeringInputController> m_InputController;
|
||||
};
|
||||
|
||||
class FreeSteeringSystem::FreeSteeringInputController : InputController
|
||||
class FreeSteeringSystem::FreeSteeringInputController : InputController<FreeSteeringSystem>
|
||||
{
|
||||
public:
|
||||
FreeSteeringInputController(std::shared_ptr<::EventBroker> eventBroker)
|
||||
|
||||
@@ -0,0 +1,67 @@
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "HelicopterSteeringSystem.h"
|
||||
#include "World.h"
|
||||
|
||||
void Systems::HelicopterSteeringSystem::RegisterComponents(ComponentFactory* cf)
|
||||
{
|
||||
cf->Register<Components::HelicopterSteering>([]() { return new Components::HelicopterSteering(); });
|
||||
}
|
||||
|
||||
void Systems::HelicopterSteeringSystem::Initialize()
|
||||
{
|
||||
m_InputController = std::unique_ptr<HelicopterSteeringInputController>(new HelicopterSteeringInputController(EventBroker));
|
||||
}
|
||||
|
||||
void Systems::HelicopterSteeringSystem::Update(double dt)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void Systems::HelicopterSteeringSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (!transform)
|
||||
return;
|
||||
|
||||
auto helicopterComponent = m_World->GetComponent<Components::HelicopterSteering>(entity);
|
||||
if (helicopterComponent)
|
||||
{
|
||||
glm::vec3 controllerRotationEuler = m_InputController->Rotation * (float)dt;
|
||||
transform->Orientation *= glm::quat(controllerRotationEuler);
|
||||
|
||||
Events::ApplyForce e;
|
||||
e.Entity = entity;
|
||||
e.DeltaTime = dt;
|
||||
e.Force = glm::normalize(transform->Orientation * glm::vec3(0, 1, 0)) * (m_InputController->Power * 3000.f * 9.82f * 8.f);
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
|
||||
bool Systems::HelicopterSteeringSystem::HelicopterSteeringInputController::OnCommand(const Events::InputCommand &event)
|
||||
{
|
||||
if (event.Command == "horizontal")
|
||||
{
|
||||
Rotation.z = -event.Value;
|
||||
}
|
||||
else if (event.Command == "vertical")
|
||||
{
|
||||
Rotation.x = -event.Value;
|
||||
}
|
||||
|
||||
else if (event.Command == "normal")
|
||||
{
|
||||
Power = event.Value;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::HelicopterSteeringSystem::HelicopterSteeringInputController::OnMouseMove(const Events::MouseMove &event)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
void Systems::HelicopterSteeringSystem::HelicopterSteeringInputController::Update(double dt)
|
||||
{
|
||||
|
||||
}
|
||||
@@ -0,0 +1,54 @@
|
||||
#include "System.h"
|
||||
#include "Components/Transform.h"
|
||||
#include "Components/HelicopterSteering.h"
|
||||
#include "Events/SetVelocity.h"
|
||||
#include "Events/ApplyForce.h"
|
||||
#include "InputController.h"
|
||||
|
||||
namespace Systems
|
||||
{
|
||||
|
||||
class HelicopterSteeringSystem : public System
|
||||
{
|
||||
public:
|
||||
HelicopterSteeringSystem(World* world, std::shared_ptr<::EventBroker> eventBroker)
|
||||
: System(world, eventBroker) { }
|
||||
|
||||
void RegisterComponents(ComponentFactory* cf) override;
|
||||
void Initialize() override;
|
||||
|
||||
void Update(double dt) override;
|
||||
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
|
||||
private:
|
||||
class HelicopterSteeringInputController;
|
||||
std::unique_ptr<HelicopterSteeringInputController> m_InputController;
|
||||
|
||||
std::map<EntityID, double> m_TimeSinceLastShot;
|
||||
};
|
||||
|
||||
class HelicopterSteeringSystem::HelicopterSteeringInputController : InputController<HelicopterSteeringSystem>
|
||||
{
|
||||
public:
|
||||
HelicopterSteeringInputController(std::shared_ptr<::EventBroker> eventBroker)
|
||||
: InputController(eventBroker)
|
||||
, Power(0.f)
|
||||
{ }
|
||||
|
||||
float Power;
|
||||
glm::vec3 Rotation;
|
||||
|
||||
void Update(double dt);
|
||||
|
||||
protected:
|
||||
bool OnCommand(const Events::InputCommand &event) override;
|
||||
bool OnMouseMove(const Events::MouseMove &event) override;
|
||||
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
@@ -53,7 +53,7 @@ bool Systems::InputSystem::OnKeyDown(const Events::KeyDown &event)
|
||||
float value;
|
||||
std::tie(command, value) = bindingIt->second;
|
||||
m_CommandKeyboardValues[command][event.KeyCode] = value;
|
||||
PublishCommand(0, command, GetCommandTotalValue(command));
|
||||
PublishCommand(1, command, GetCommandTotalValue(command));
|
||||
}
|
||||
|
||||
return true;
|
||||
@@ -68,7 +68,7 @@ bool Systems::InputSystem::OnKeyUp(const Events::KeyUp &event)
|
||||
float value;
|
||||
std::tie(command, value) = bindingIt->second;
|
||||
m_CommandKeyboardValues[command][event.KeyCode] = 0;
|
||||
PublishCommand(0, command, GetCommandTotalValue(command));;
|
||||
PublishCommand(1, command, GetCommandTotalValue(command));;
|
||||
}
|
||||
|
||||
return true;
|
||||
@@ -83,7 +83,7 @@ bool Systems::InputSystem::OnMousePress(const Events::MousePress &event)
|
||||
float value;
|
||||
std::tie(command, value) = bindingIt->second;
|
||||
m_CommandMouseButtonValues[command][event.Button] = value;
|
||||
PublishCommand(0, command, GetCommandTotalValue(command));
|
||||
PublishCommand(1, command, GetCommandTotalValue(command));
|
||||
}
|
||||
|
||||
return true;
|
||||
@@ -98,7 +98,7 @@ bool Systems::InputSystem::OnMouseRelease(const Events::MouseRelease &event)
|
||||
float value;
|
||||
std::tie(command, value) = bindingIt->second;
|
||||
m_CommandMouseButtonValues[command][event.Button] = 0;
|
||||
PublishCommand(0, command, GetCommandTotalValue(command));
|
||||
PublishCommand(1, command, GetCommandTotalValue(command));
|
||||
}
|
||||
|
||||
return true;
|
||||
|
||||
+11
-11
@@ -45,28 +45,28 @@ private:
|
||||
std::unordered_map<Gamepad::Button, std::tuple<std::string, float>> m_GamepadButtonBindings; // Gamepad::Button -> command string
|
||||
|
||||
// Input events
|
||||
EventRelay<Events::KeyDown> m_EKeyDown;
|
||||
EventRelay<InputSystem, Events::KeyDown> m_EKeyDown;
|
||||
bool OnKeyDown(const Events::KeyDown &event);
|
||||
EventRelay<Events::KeyUp> m_EKeyUp;
|
||||
EventRelay<InputSystem, Events::KeyUp> m_EKeyUp;
|
||||
bool OnKeyUp(const Events::KeyUp &event);
|
||||
EventRelay<Events::MousePress> m_EMousePress;
|
||||
EventRelay<InputSystem, Events::MousePress> m_EMousePress;
|
||||
bool OnMousePress(const Events::MousePress &event);
|
||||
EventRelay<Events::MouseRelease> m_EMouseRelease;
|
||||
EventRelay<InputSystem, Events::MouseRelease> m_EMouseRelease;
|
||||
bool OnMouseRelease(const Events::MouseRelease &event);
|
||||
EventRelay<Events::GamepadAxis> m_EGamepadAxis;
|
||||
EventRelay<InputSystem, Events::GamepadAxis> m_EGamepadAxis;
|
||||
bool OnGamepadAxis(const Events::GamepadAxis &event);
|
||||
EventRelay<Events::GamepadButtonDown> m_EGamepadButtonDown;
|
||||
EventRelay<InputSystem, Events::GamepadButtonDown> m_EGamepadButtonDown;
|
||||
bool OnGamepadButtonDown(const Events::GamepadButtonDown &event);
|
||||
EventRelay<Events::GamepadButtonUp> m_EGamepadButtonUp;
|
||||
EventRelay<InputSystem, Events::GamepadButtonUp> m_EGamepadButtonUp;
|
||||
bool OnGamepadButtonUp(const Events::GamepadButtonUp &event);
|
||||
// Input binding events
|
||||
EventRelay<Events::BindKey> m_EBindKey;
|
||||
EventRelay<InputSystem, Events::BindKey> m_EBindKey;
|
||||
bool OnBindKey(const Events::BindKey &event);
|
||||
EventRelay<Events::BindMouseButton> m_EBindMouseButton;
|
||||
EventRelay<InputSystem, Events::BindMouseButton> m_EBindMouseButton;
|
||||
bool OnBindMouseButton(const Events::BindMouseButton &event);
|
||||
EventRelay<Events::BindGamepadAxis> m_EBindGamepadAxis;
|
||||
EventRelay<InputSystem, Events::BindGamepadAxis> m_EBindGamepadAxis;
|
||||
bool OnBindGamepadAxis(const Events::BindGamepadAxis &event);
|
||||
EventRelay<Events::BindGamepadButton> m_EBindGamepadButton;
|
||||
EventRelay<InputSystem, Events::BindGamepadButton> m_EBindGamepadButton;
|
||||
bool OnBindGamepadButton(const Events::BindGamepadButton &event);
|
||||
|
||||
float GetCommandTotalValue(std::string command);
|
||||
|
||||
@@ -27,12 +27,16 @@
|
||||
|
||||
void Systems::PhysicsSystem::Initialize()
|
||||
{
|
||||
|
||||
|
||||
m_Accumulator = 0;
|
||||
|
||||
// Events
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ETankSteer, &Systems::PhysicsSystem::OnTankSteer);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ESetVelocity, &Systems::PhysicsSystem::OnSetVelocity);
|
||||
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EApplyForce, &Systems::PhysicsSystem::OnApplyForce);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EApplyPointImpulse, &Systems::PhysicsSystem::OnApplyPointImpulse);
|
||||
|
||||
hkMemorySystem::FrameInfo finfo(6000 * 1024); // Allocate 6MB of Physics solver buffer
|
||||
hkMemoryRouter* memoryRouter = hkMemoryInitUtil::initDefault(hkMallocAllocator::m_defaultMallocAllocator, finfo);
|
||||
hkBaseSystem::init(memoryRouter, HavokErrorReport);
|
||||
@@ -71,7 +75,7 @@ void Systems::PhysicsSystem::Initialize()
|
||||
|
||||
worldInfo.setupSolverInfo(hkpWorldCinfo::SOLVER_TYPE_4ITERS_MEDIUM);
|
||||
worldInfo.m_gravity = hkVector4(0.0f, -9.82f, 0.0f);
|
||||
worldInfo.m_broadPhaseBorderBehaviour = hkpWorldCinfo::BROADPHASE_BORDER_FIX_ENTITY; // just fix the entity if the object falls off too far
|
||||
worldInfo.m_broadPhaseBorderBehaviour = hkpWorldCinfo::BROADPHASE_BORDER_DO_NOTHING;
|
||||
|
||||
// You must specify the size of the broad phase - objects should not be simulated outside this region
|
||||
worldInfo.setBroadPhaseWorldSize(1000.0f);
|
||||
@@ -102,6 +106,8 @@ void Systems::PhysicsSystem::Initialize()
|
||||
SetupVisualDebugger(m_Context);
|
||||
|
||||
m_PhysicsWorld->unmarkForWrite();
|
||||
|
||||
m_collisionResolution = new MyCollisionResolution;
|
||||
}
|
||||
|
||||
}
|
||||
@@ -140,13 +146,13 @@ void Systems::PhysicsSystem::Update(double dt)
|
||||
if (parent)
|
||||
{
|
||||
auto absoluteTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(entity);
|
||||
position = ConvertPosition(absoluteTransform.Position);
|
||||
rotation = ConvertRotation(absoluteTransform.Orientation);
|
||||
position = GLMVEC3_TO_HKVECTOR4(absoluteTransform.Position);
|
||||
rotation = GLMQUAT_TO_HKQUATERNION(absoluteTransform.Orientation);
|
||||
}
|
||||
else
|
||||
{
|
||||
position = ConvertPosition(transformComponent->Position);
|
||||
rotation = ConvertRotation(transformComponent->Orientation);
|
||||
position = GLMVEC3_TO_HKVECTOR4(transformComponent->Position);
|
||||
rotation = GLMQUAT_TO_HKQUATERNION(transformComponent->Orientation);
|
||||
}
|
||||
m_PhysicsWorld->markForWrite();
|
||||
m_RigidBodies[entity]->setPositionAndRotation(position, rotation);
|
||||
@@ -172,10 +178,7 @@ void Systems::PhysicsSystem::Update(double dt)
|
||||
// Clear accumulated timer data in this thread and all slave threads
|
||||
hkMonitorStream::getInstance().reset();
|
||||
m_ThreadPool->clearTimerData();
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
void Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
@@ -201,7 +204,7 @@ void Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID p
|
||||
|
||||
hkQuaternion steeringOrientation = m_Vehicles[car]->m_wheelsInfo[wheelComponent->ID].m_steeringOrientationChassisSpace;
|
||||
hkReal spinAngle = -m_Vehicles[car]->m_wheelsInfo[wheelComponent->ID].m_spinAngle;
|
||||
glm::quat orientation = ConvertRotation(steeringOrientation) * glm::angleAxis<float>(spinAngle, glm::vec3(1, 0, 0));
|
||||
glm::quat orientation = HKQUATERNION_TO_GLMQUAT(steeringOrientation) * glm::angleAxis<float>(spinAngle, glm::vec3(1, 0, 0));
|
||||
transformComponent->Orientation = orientation * wheelComponent->OriginalOrientation;
|
||||
m_PhysicsWorld->unmarkForWrite();
|
||||
}
|
||||
@@ -210,8 +213,8 @@ void Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID p
|
||||
{
|
||||
auto transformComponentParent = m_World->GetComponent<Components::Transform>(parent);
|
||||
|
||||
transformComponent->Position = ConvertPosition(m_RigidBodies[entity]->getPosition());
|
||||
transformComponent->Orientation = ConvertRotation(m_RigidBodies[entity]->getRotation());
|
||||
transformComponent->Position = HKVECTOR4_TO_GLMVEC3(m_RigidBodies[entity]->getPosition());
|
||||
transformComponent->Orientation = HKQUATERNION_TO_GLMQUAT(m_RigidBodies[entity]->getRotation());
|
||||
// TODO: No support for Scale, MIGHT be possible
|
||||
|
||||
if (transformComponentParent)
|
||||
@@ -274,13 +277,9 @@ void Systems::PhysicsSystem::OnEntityCommit( EntityID entity )
|
||||
hkpListShape* listShape = new hkpListShape(shapeArray.begin(), shapeArray.getSize(), hkpShapeContainer::REFERENCE_POLICY_INCREMENT);
|
||||
// Save the listShape for further use
|
||||
m_ListShapes[entity] = listShape;
|
||||
shape = listShape;
|
||||
|
||||
//////////////////////////////////
|
||||
//******************************//
|
||||
// Add a hkpBvShape //
|
||||
//******************************//
|
||||
//////////////////////////////////
|
||||
//shape = listShape;
|
||||
hkpBoxShape* box = new hkpBoxShape(listShape->m_aabbHalfExtents, 0.0f);
|
||||
shape = new hkpBvShape(listShape, box);
|
||||
|
||||
// Clean up for less memory usage
|
||||
m_Shapes.erase(entity);
|
||||
@@ -293,8 +292,8 @@ void Systems::PhysicsSystem::OnEntityCommit( EntityID entity )
|
||||
rigidBodyInfo.m_shape = shape;
|
||||
rigidBodyInfo.m_motionType = hkpMotion::MOTION_DYNAMIC;
|
||||
auto absoluteTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(entity);
|
||||
hkVector4 position = ConvertPosition(absoluteTransform.Position);
|
||||
hkQuaternion rotation = ConvertRotation(absoluteTransform.Orientation);
|
||||
hkVector4 position = GLMVEC3_TO_HKVECTOR4(absoluteTransform.Position);
|
||||
hkQuaternion rotation = GLMQUAT_TO_HKQUATERNION(absoluteTransform.Orientation);
|
||||
rigidBodyInfo.m_position.set(position(0), position(1), position(2), position(3));
|
||||
rigidBodyInfo.m_rotation.set(rotation(0), rotation(1), rotation(2), rotation(3));
|
||||
|
||||
@@ -324,9 +323,11 @@ void Systems::PhysicsSystem::OnEntityCommit( EntityID entity )
|
||||
m_PhysicsWorld->markForWrite();
|
||||
vehicleSetup.buildVehicle(m_World, m_PhysicsWorld, *m_Vehicles[entity], entity, m_Wheels);
|
||||
// Add the vehicle's entities and phantoms to the world
|
||||
rigidBody->addContactListener( m_collisionResolution );
|
||||
m_Vehicles[entity]->addToWorld(m_PhysicsWorld);
|
||||
|
||||
m_RigidBodies[entity] = rigidBody;
|
||||
m_collisionResolution->m_RigidBodies[rigidBody] = entity;
|
||||
|
||||
|
||||
// The vehicle is an action
|
||||
m_PhysicsWorld->addAction(m_Vehicles[entity]);
|
||||
@@ -340,8 +341,10 @@ void Systems::PhysicsSystem::OnEntityCommit( EntityID entity )
|
||||
else
|
||||
{
|
||||
m_PhysicsWorld->markForWrite();
|
||||
rigidBody->addContactListener( m_collisionResolution );
|
||||
m_PhysicsWorld->addEntity(rigidBody);
|
||||
m_RigidBodies[entity] = rigidBody;
|
||||
m_collisionResolution->m_RigidBodies[rigidBody] = entity;
|
||||
m_PhysicsWorld->unmarkForWrite();
|
||||
|
||||
shape->removeReference();
|
||||
@@ -359,9 +362,9 @@ void Systems::PhysicsSystem::OnEntityCommit( EntityID entity )
|
||||
|
||||
auto childTransformComponent = m_World->GetComponent<Components::Transform>(shapeData.Entity);
|
||||
|
||||
hkVector4 position = ConvertPosition(childTransformComponent->Position);
|
||||
hkQuaternion rotation = ConvertRotation(childTransformComponent->Orientation);
|
||||
hkVector4 scale = ConvertScale(childTransformComponent->Scale);
|
||||
hkVector4 position = GLMVEC3_TO_HKVECTOR4(childTransformComponent->Position);
|
||||
hkQuaternion rotation = GLMQUAT_TO_HKQUATERNION(childTransformComponent->Orientation);
|
||||
hkVector4 scale = GLMVEC3_TO_HKVECTOR4(childTransformComponent->Scale);
|
||||
hkQsTransform transform(position, rotation, scale);
|
||||
|
||||
staticCompoundShape->addInstance(shapeData.Shape, transform);
|
||||
@@ -379,8 +382,8 @@ void Systems::PhysicsSystem::OnEntityCommit( EntityID entity )
|
||||
rigidBodyInfo.m_shape = shape;
|
||||
rigidBodyInfo.m_motionType = hkpMotion::MOTION_FIXED;
|
||||
auto absoluteTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(entity);
|
||||
hkVector4 position = ConvertPosition(absoluteTransform.Position);
|
||||
hkQuaternion rotation = ConvertRotation(absoluteTransform.Orientation);
|
||||
hkVector4 position = GLMVEC3_TO_HKVECTOR4(absoluteTransform.Position);
|
||||
hkQuaternion rotation = GLMQUAT_TO_HKQUATERNION(absoluteTransform.Orientation);
|
||||
rigidBodyInfo.m_position.set(position(0), position(1), position(2), position(3));
|
||||
rigidBodyInfo.m_rotation.set(rotation(0), rotation(1), rotation(2), rotation(3));
|
||||
|
||||
@@ -394,6 +397,7 @@ void Systems::PhysicsSystem::OnEntityCommit( EntityID entity )
|
||||
m_PhysicsWorld->markForWrite();
|
||||
m_PhysicsWorld->addEntity(rigidBody);
|
||||
m_RigidBodies[entity] = rigidBody;
|
||||
m_collisionResolution->m_RigidBodies[rigidBody] = entity;
|
||||
m_PhysicsWorld->unmarkForWrite();
|
||||
|
||||
shape->removeReference();
|
||||
@@ -411,7 +415,7 @@ void Systems::PhysicsSystem::OnEntityCommit( EntityID entity )
|
||||
{
|
||||
hkpSphereShape* sphereShape = new hkpSphereShape(sphereComponent->Radius);
|
||||
|
||||
hkQsTransform transform( ConvertPosition(transformComponent->Position), ConvertRotation(transformComponent->Orientation), ConvertScale(transformComponent->Scale));
|
||||
hkQsTransform transform( GLMVEC3_TO_HKVECTOR4(transformComponent->Position), GLMQUAT_TO_HKQUATERNION(transformComponent->Orientation), GLMVEC3_TO_HKVECTOR4(transformComponent->Scale));
|
||||
hkpConvexTransformShape* transformedSphereShape = new hkpConvexTransformShape( sphereShape, transform );
|
||||
|
||||
m_Shapes[entityParent].push_back(ShapeArrayData(entity, transformedSphereShape));
|
||||
@@ -424,7 +428,7 @@ void Systems::PhysicsSystem::OnEntityCommit( EntityID entity )
|
||||
hkReal thickness = 0.05;
|
||||
hkpBoxShape* boxShape = new hkpBoxShape(hkVector4(boxComponent->Width- thickness, boxComponent->Height -thickness, boxComponent->Depth - thickness), thickness);
|
||||
|
||||
hkQsTransform transform( ConvertPosition(transformComponent->Position), ConvertRotation(transformComponent->Orientation), ConvertScale(transformComponent->Scale));
|
||||
hkQsTransform transform( GLMVEC3_TO_HKVECTOR4(transformComponent->Position), GLMQUAT_TO_HKQUATERNION(transformComponent->Orientation), GLMVEC3_TO_HKVECTOR4(transformComponent->Scale));
|
||||
hkpConvexTransformShape* transformedBoxShape = new hkpConvexTransformShape( boxShape, transform );
|
||||
m_Shapes[entityParent].push_back(ShapeArrayData(entity, transformedBoxShape));
|
||||
boxShape->removeReference();
|
||||
@@ -532,50 +536,19 @@ void HK_CALL Systems::PhysicsSystem::HavokErrorReport(const char* msg, void*)
|
||||
LOG_INFO("%s", msg);
|
||||
}
|
||||
|
||||
|
||||
glm::vec3 Systems::PhysicsSystem::ConvertPosition(const hkVector4 &hkPosition)
|
||||
{
|
||||
return glm::vec3(hkPosition(0), hkPosition(1), hkPosition(2));
|
||||
}
|
||||
|
||||
const hkVector4& Systems::PhysicsSystem::ConvertPosition(glm::vec3 glmPosition)
|
||||
{
|
||||
return hkVector4( glmPosition.x, glmPosition.y, glmPosition.z);
|
||||
}
|
||||
|
||||
glm::quat Systems::PhysicsSystem::ConvertRotation(const hkQuaternion &hkRotation)
|
||||
{
|
||||
return glm::quat(hkRotation(3), hkRotation(0), hkRotation(1), hkRotation(2));
|
||||
}
|
||||
|
||||
const hkQuaternion& Systems::PhysicsSystem::ConvertRotation(glm::quat glmRotation)
|
||||
{
|
||||
hkQuaternion quat = hkQuaternion(glmRotation.x, glmRotation.y, glmRotation.z, glmRotation.w);
|
||||
quat.normalize();
|
||||
return quat;
|
||||
}
|
||||
|
||||
glm::vec3 Systems::PhysicsSystem::ConvertScale(const hkVector4 &hkScale)
|
||||
{
|
||||
return glm::vec3(hkScale(0), hkScale(1), hkScale(2));
|
||||
}
|
||||
|
||||
const hkVector4& Systems::PhysicsSystem::ConvertScale(glm::vec3 glmScale)
|
||||
{
|
||||
return hkVector4(glmScale.x, glmScale.y, glmScale.z);
|
||||
}
|
||||
|
||||
bool Systems::PhysicsSystem::OnTankSteer(const Events::TankSteer &event)
|
||||
{
|
||||
auto vehicleComponent = m_World->GetComponent<Components::Vehicle>(event.Entity);
|
||||
if (vehicleComponent && m_Vehicles.find(event.Entity) != m_Vehicles.end() && m_RigidBodies.find(event.Entity) != m_RigidBodies.end())
|
||||
{
|
||||
m_PhysicsWorld->markForWrite();
|
||||
hkpVehicleDriverInputAnalogStatus* deviceStatus = (hkpVehicleDriverInputAnalogStatus*)m_Vehicles[event.Entity]->m_deviceStatus;
|
||||
deviceStatus->m_positionX = event.PositionX;
|
||||
deviceStatus->m_positionY = event.PositionY;
|
||||
if(event.PositionY > 0)
|
||||
{
|
||||
deviceStatus->m_reverseButtonPressed = true;
|
||||
}
|
||||
deviceStatus->m_handbrakeButtonPressed = event.Handbrake;
|
||||
m_PhysicsWorld->unmarkForWrite();
|
||||
}
|
||||
|
||||
return true;
|
||||
@@ -584,7 +557,23 @@ bool Systems::PhysicsSystem::OnTankSteer(const Events::TankSteer &event)
|
||||
bool Systems::PhysicsSystem::OnSetVelocity( const Events::SetVelocity &event )
|
||||
{
|
||||
m_PhysicsWorld->markForWrite();
|
||||
m_RigidBodies[event.Entity]->setLinearVelocity(ConvertPosition(event.Velocity));
|
||||
m_RigidBodies[event.Entity]->setLinearVelocity(GLMVEC3_TO_HKVECTOR4(event.Velocity));
|
||||
m_PhysicsWorld->unmarkForWrite();
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::PhysicsSystem::OnApplyForce(const Events::ApplyForce &event)
|
||||
{
|
||||
m_PhysicsWorld->markForWrite();
|
||||
m_RigidBodies[event.Entity]->applyForce(event.DeltaTime, GLMVEC3_TO_HKVECTOR4(event.Force));
|
||||
m_PhysicsWorld->unmarkForWrite();
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::PhysicsSystem::OnApplyPointImpulse( const Events::ApplyPointImpulse &event )
|
||||
{
|
||||
m_PhysicsWorld->markForWrite();
|
||||
m_RigidBodies[event.Entity]->applyPointImpulse(GLMVEC3_TO_HKVECTOR4(event.Impulse), GLMVEC3_TO_HKVECTOR4(event.Position));
|
||||
m_PhysicsWorld->unmarkForWrite();
|
||||
return true;
|
||||
}
|
||||
|
||||
+40
-16
@@ -1,6 +1,16 @@
|
||||
#ifndef PhysicsSystem_h__
|
||||
#define PhysicsSystem_h__
|
||||
|
||||
#define HKVECTOR4_TO_GLMVEC3(hkvec) \
|
||||
glm::vec3(hkvec(0), hkvec(1), hkvec(2))
|
||||
#define GLMVEC3_TO_HKVECTOR4(glmvec) \
|
||||
hkVector4(glmvec.x, glmvec.y, glmvec.z)
|
||||
|
||||
#define HKQUATERNION_TO_GLMQUAT(gkquat) \
|
||||
glm::quat(gkquat(3), gkquat(0), gkquat(1), gkquat(2))
|
||||
#define GLMQUAT_TO_HKQUATERNION(glmquat) \
|
||||
hkQuaternion(glmquat.x, glmquat.y, glmquat.z, glmquat.w)
|
||||
|
||||
#include "System.h"
|
||||
#include "Systems/TransformSystem.h"
|
||||
#include "Components/Transform.h"
|
||||
@@ -15,6 +25,8 @@
|
||||
#include "Components/TowerSteering.h"
|
||||
#include "Events/TankSteer.h"
|
||||
#include "Events/SetVelocity.h"
|
||||
#include "Events/ApplyForce.h"
|
||||
#include "Events/ApplyPointImpulse.h"
|
||||
#include "OBJ.h"
|
||||
|
||||
// Math and base include
|
||||
@@ -60,9 +72,27 @@
|
||||
#include "Physics/VehicleSetup.h"
|
||||
|
||||
#include <unordered_map>
|
||||
|
||||
#include <Physics2012/Dynamics/Collide/ContactListener/hkpContactListener.h>
|
||||
|
||||
class MyCollisionResolution: public hkReferencedObject, public hkpContactListener
|
||||
{
|
||||
public:
|
||||
std::unordered_map<hkpRigidBody*, EntityID> m_RigidBodies;
|
||||
|
||||
virtual void contactPointCallback( const hkpContactPointEvent& event )
|
||||
{
|
||||
|
||||
EntityID entity1 = m_RigidBodies[event.getBody(0)];
|
||||
EntityID entity2 = m_RigidBodies[event.getBody(1)];
|
||||
//LOG_INFO("Entities colliding: %i, %i ", entity1, entity2);
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
namespace Systems
|
||||
{
|
||||
|
||||
class PhysicsSystem : public System
|
||||
{
|
||||
public:
|
||||
@@ -77,17 +107,20 @@ public:
|
||||
void OnComponentCreated(std::string type, std::shared_ptr<Component> component) override;
|
||||
void OnComponentRemoved(std::string type, Component* component) override;
|
||||
void OnEntityCommit(EntityID entity) override;
|
||||
|
||||
|
||||
private:
|
||||
double m_Accumulator;
|
||||
hkpWorld* m_PhysicsWorld;
|
||||
|
||||
// Events
|
||||
EventRelay<Events::TankSteer> m_ETankSteer;
|
||||
EventRelay<PhysicsSystem, Events::TankSteer> m_ETankSteer;
|
||||
bool OnTankSteer(const Events::TankSteer &event);
|
||||
|
||||
EventRelay<Events::SetVelocity> m_ESetVelocity;
|
||||
EventRelay<PhysicsSystem, Events::SetVelocity> m_ESetVelocity;
|
||||
bool OnSetVelocity(const Events::SetVelocity &event);
|
||||
EventRelay<PhysicsSystem, Events::ApplyForce> m_EApplyForce;
|
||||
bool OnApplyForce(const Events::ApplyForce &event);
|
||||
EventRelay<PhysicsSystem, Events::ApplyPointImpulse> m_EApplyPointImpulse;
|
||||
bool OnApplyPointImpulse(const Events::ApplyPointImpulse &event);
|
||||
|
||||
void SetUpPhysicsState(EntityID entity, EntityID parent);
|
||||
void TearDownPhysicsState(EntityID entity, EntityID parent);
|
||||
@@ -98,16 +131,6 @@ private:
|
||||
static void HK_CALL HavokErrorReport(const char* msg, void*);
|
||||
void SetupPhysics(hkpWorld* physicsWorld);
|
||||
|
||||
// Converterfunctions
|
||||
glm::vec3 ConvertPosition(const hkVector4 &hkPosition);
|
||||
const hkVector4& ConvertPosition(glm::vec3 glmPosition);
|
||||
|
||||
glm::quat ConvertRotation(const hkQuaternion &hkRotation);
|
||||
const hkQuaternion& ConvertRotation(glm::quat glmRotation);
|
||||
|
||||
glm::vec3 ConvertScale(const hkVector4 &hkScale);
|
||||
const hkVector4&ConvertScale(glm::vec3 glmScale);
|
||||
|
||||
std::unordered_map<EntityID, hkpRigidBody*> m_RigidBodies;
|
||||
|
||||
hkJobThreadPool* m_ThreadPool;
|
||||
@@ -145,8 +168,9 @@ private:
|
||||
hkpMoppBvTreeShape* MoppShape;
|
||||
};
|
||||
std::unordered_map<EntityID, ExtendedShapeData > m_ExtendedMeshShapes;
|
||||
|
||||
MyCollisionResolution* m_collisionResolution;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // PhysicsSystem_h__
|
||||
|
||||
@@ -0,0 +1,25 @@
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "RaySystem.h"
|
||||
#include "World.h"
|
||||
|
||||
void Systems::RaySystem::Initialize()
|
||||
{
|
||||
// Subscribe to events
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ECastRay, &Systems::RaySystem::OnCastRay);
|
||||
}
|
||||
|
||||
void Systems::RaySystem::Update(double dt)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void Systems::RaySystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
bool Systems::RaySystem::OnCastRay(const Events::CastRay &event)
|
||||
{
|
||||
Ray r;
|
||||
return true;
|
||||
}
|
||||
@@ -0,0 +1,35 @@
|
||||
#ifndef DebugSystem_h__
|
||||
#define DebugSystem_h__
|
||||
|
||||
#include "System.h"
|
||||
#include "Events/CastRay.h"
|
||||
|
||||
namespace Systems
|
||||
{
|
||||
|
||||
class RaySystem : public System
|
||||
{
|
||||
public:
|
||||
RaySystem(World* world, std::shared_ptr<::EventBroker> eventBroker)
|
||||
: System(world, eventBroker) { }
|
||||
|
||||
void Initialize() override;
|
||||
|
||||
void Update(double dt) override;
|
||||
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
|
||||
private:
|
||||
struct Ray
|
||||
{
|
||||
glm::vec3 Direction;
|
||||
};
|
||||
|
||||
EventRelay<Events::CastRay> m_ECastRay;
|
||||
bool OnCastRay(const Events::CastRay &event);
|
||||
|
||||
std::list<Ray> m_UnresolvedRays;
|
||||
//void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
};
|
||||
|
||||
}
|
||||
#endif // DebugSystem_h__
|
||||
@@ -2,26 +2,59 @@
|
||||
#include "RenderSystem.h"
|
||||
#include "World.h"
|
||||
|
||||
void Systems::RenderSystem::OnComponentCreated(std::string type, std::shared_ptr<Component> component)
|
||||
void Systems::RenderSystem::RegisterResourceTypes(ResourceManager* rm)
|
||||
{
|
||||
if(type == "Model")
|
||||
rm->RegisterType("Model", [rm](std::string resourceName) { return new Model(rm, *rm->Load<OBJ>("OBJ", resourceName)); });
|
||||
rm->RegisterType("OBJ", [](std::string resourceName) { return new OBJ(resourceName); });
|
||||
rm->RegisterType("Texture", [](std::string resourceName) { return new Texture(resourceName); });
|
||||
}
|
||||
|
||||
void Systems::RenderSystem::RegisterComponents(ComponentFactory* cf)
|
||||
{
|
||||
cf->Register<Components::Camera>([]() { return new Components::Camera(); });
|
||||
cf->Register<Components::Model>([]() { return new Components::Model(); });
|
||||
cf->Register<Components::Sprite>([]() { return new Components::Sprite(); });
|
||||
cf->Register<Components::PointLight>([]() { return new Components::PointLight(); });
|
||||
cf->Register<Components::DirectionalLight>([]() { return new Components::DirectionalLight(); });
|
||||
cf->Register<Components::Viewport>([]() { return new Components::Viewport(); });
|
||||
}
|
||||
|
||||
void Systems::RenderSystem::OnEntityCommit(EntityID entity)
|
||||
{
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
|
||||
auto camera = m_World->GetComponent<Components::Camera>(entity);
|
||||
if (transform && camera)
|
||||
{
|
||||
auto modelComponent = std::static_pointer_cast<Components::Model>(component);
|
||||
m_Renderer->RegisterCamera(entity, camera->FOV, camera->NearClip, camera->FarClip);
|
||||
m_Renderer->UpdateCamera(entity, m_TransformSystem->AbsolutePosition(entity), m_TransformSystem->AbsoluteOrientation(entity), camera->FOV, camera->NearClip, camera->FarClip);
|
||||
}
|
||||
|
||||
auto viewport = m_World->GetComponent<Components::Viewport>(entity);
|
||||
if (viewport)
|
||||
{
|
||||
m_Renderer->RegisterViewport(entity, viewport->Left, viewport->Top, viewport->Right, viewport->Bottom);
|
||||
if (viewport->Camera != 0)
|
||||
{
|
||||
m_Renderer->UpdateViewport(entity, viewport->Camera);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Systems::RenderSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (transformComponent == nullptr)
|
||||
auto templateComponent = m_World->GetComponent<Components::Template>(entity);
|
||||
if (templateComponent)
|
||||
return;
|
||||
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
|
||||
// Draw models
|
||||
auto modelComponent = m_World->GetComponent<Components::Model>(entity);
|
||||
if (modelComponent != nullptr)
|
||||
if (transformComponent && modelComponent)
|
||||
{
|
||||
auto model = m_World->GetResourceManager()->Load<Model>("Model", modelComponent->ModelFile);
|
||||
if (model != nullptr)
|
||||
if (model)
|
||||
{
|
||||
/*glm::vec3 position = m_TransformSystem->AbsolutePosition(entity);
|
||||
glm::quat orientation = m_TransformSystem->AbsoluteOrientation(entity);
|
||||
@@ -32,7 +65,7 @@ void Systems::RenderSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
|
||||
}
|
||||
|
||||
auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity);
|
||||
if (pointLightComponent != nullptr)
|
||||
if (transformComponent && pointLightComponent)
|
||||
{
|
||||
glm::vec3 position = m_TransformSystem->AbsolutePosition(entity);
|
||||
m_Renderer->AddPointLightToDraw(
|
||||
@@ -47,18 +80,27 @@ void Systems::RenderSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
|
||||
}
|
||||
|
||||
auto cameraComponent = m_World->GetComponent<Components::Camera>(entity);
|
||||
if (cameraComponent != nullptr)
|
||||
if (transformComponent && cameraComponent)
|
||||
{
|
||||
m_Renderer->GetCamera()->Position(m_TransformSystem->AbsolutePosition(entity));
|
||||
m_Renderer->GetCamera()->Orientation(m_TransformSystem->AbsoluteOrientation(entity));
|
||||
m_Renderer->UpdateCamera(entity
|
||||
, m_TransformSystem->AbsolutePosition(entity)
|
||||
, m_TransformSystem->AbsoluteOrientation(entity)
|
||||
, cameraComponent->FOV
|
||||
, cameraComponent->NearClip
|
||||
, cameraComponent->FarClip);
|
||||
}
|
||||
|
||||
m_Renderer->GetCamera()->FOV(cameraComponent->FOV);
|
||||
m_Renderer->GetCamera()->NearClip(cameraComponent->NearClip);
|
||||
m_Renderer->GetCamera()->FarClip(cameraComponent->FarClip);
|
||||
auto viewportComponent = m_World->GetComponent<Components::Viewport>(entity);
|
||||
if (viewportComponent)
|
||||
{
|
||||
if (viewportComponent->Camera != 0)
|
||||
{
|
||||
m_Renderer->UpdateViewport(entity, viewportComponent->Camera);
|
||||
}
|
||||
}
|
||||
|
||||
auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity);
|
||||
if(spriteComponent != nullptr)
|
||||
if (transformComponent && spriteComponent)
|
||||
{
|
||||
//TEMP
|
||||
Texture* texture = m_World->GetResourceManager()->Load<Texture>("Texture", spriteComponent->SpriteFile);
|
||||
@@ -76,23 +118,3 @@ void Systems::RenderSystem::Initialize()
|
||||
m_Renderer->SetSphereModel(m_World->GetResourceManager()->Load<Model>("Model", "Models/Placeholders/PhysicsTest/Sphere.obj"));
|
||||
}
|
||||
|
||||
void Systems::RenderSystem::RegisterComponents(ComponentFactory* cf)
|
||||
{
|
||||
cf->Register<Components::Camera>([]() { return new Components::Camera(); });
|
||||
cf->Register<Components::Model>([]() { return new Components::Model(); });
|
||||
cf->Register<Components::Sprite>([]() { return new Components::Sprite(); });
|
||||
cf->Register<Components::PointLight>([]() { return new Components::PointLight(); });
|
||||
cf->Register<Components::DirectionalLight>([]() { return new Components::DirectionalLight(); });
|
||||
}
|
||||
|
||||
void Systems::RenderSystem::RegisterResourceTypes(ResourceManager* rm)
|
||||
{
|
||||
rm->RegisterType("Model", [rm](std::string resourceName) { return new Model(rm, *rm->Load<OBJ>("OBJ", resourceName)); });
|
||||
rm->RegisterType("OBJ", [](std::string resourceName) { return new OBJ(resourceName); });
|
||||
rm->RegisterType("Texture", [](std::string resourceName) { return new Texture(resourceName); });
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -13,6 +13,7 @@
|
||||
#include "Components/Sprite.h"
|
||||
#include "Components/PointLight.h"
|
||||
#include "Components/DirectionalLight.h"
|
||||
#include "Components/Viewport.h"
|
||||
|
||||
#include "Components/Template.h"
|
||||
#include "Components/Transform.h"
|
||||
@@ -34,7 +35,7 @@ public:
|
||||
|
||||
std::unordered_map<std::string, std::shared_ptr<Model>> m_CachedModels;
|
||||
|
||||
void OnComponentCreated(std::string type, std:: shared_ptr<Component> component) override;
|
||||
void OnEntityCommit(EntityID entity) override;
|
||||
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
|
||||
|
||||
|
||||
@@ -32,7 +32,7 @@ public:
|
||||
|
||||
private:
|
||||
// Events
|
||||
EventRelay<Events::PlaySound> m_EPlaySound;
|
||||
EventRelay<SoundSystem, Events::PlaySound> m_EPlaySound;
|
||||
|
||||
FMOD_RESULT LoadSound(FMOD_SOUND*&, std::string, float, float, bool, float, float);
|
||||
void PlaySound(FMOD_CHANNEL*, FMOD_SOUND*, float volume, bool loop);
|
||||
|
||||
@@ -11,60 +11,85 @@ void Systems::TankSteeringSystem::RegisterComponents( ComponentFactory* cf )
|
||||
|
||||
void Systems::TankSteeringSystem::Initialize()
|
||||
{
|
||||
m_TankInputController = std::unique_ptr<TankSteeringInputController>(new TankSteeringInputController(EventBroker));
|
||||
m_TowerInputController = std::unique_ptr<TowerSteeringInputController>(new TowerSteeringInputController(EventBroker));
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
m_TankInputControllers[i] = std::shared_ptr<TankSteeringInputController>(new TankSteeringInputController(EventBroker, i + 1));
|
||||
}
|
||||
}
|
||||
|
||||
void Systems::TankSteeringSystem::Update(double dt)
|
||||
{
|
||||
m_TankInputController->Update(dt);
|
||||
m_TowerInputController->Update(dt);
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
m_TankInputControllers[i]->Update(dt);
|
||||
}
|
||||
}
|
||||
|
||||
void Systems::TankSteeringSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
auto tankSteeringComponent = m_World->GetComponent<Components::TankSteering>(entity);
|
||||
if(tankSteeringComponent)
|
||||
{
|
||||
Events::TankSteer e;
|
||||
e.Entity = entity;
|
||||
e.PositionX = m_TankInputController->PositionX;
|
||||
e.PositionY = m_TankInputController->PositionY;
|
||||
e.Handbrake = m_TankInputController->Handbrake;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
if(!tankSteeringComponent)
|
||||
return;
|
||||
|
||||
auto playerComponent = m_World->GetComponent<Components::Player>(tankSteeringComponent->Player);
|
||||
if (!playerComponent)
|
||||
return;
|
||||
|
||||
if (playerComponent->ID == 0)
|
||||
return;
|
||||
|
||||
auto inputController = m_TankInputControllers[playerComponent->ID - 1];
|
||||
|
||||
Events::TankSteer eSteering;
|
||||
eSteering.Entity = entity;
|
||||
eSteering.PositionX = inputController->PositionX;
|
||||
eSteering.PositionY = inputController->PositionY;
|
||||
eSteering.Handbrake = inputController->Handbrake;
|
||||
EventBroker->Publish(eSteering);
|
||||
|
||||
|
||||
auto towerSteeringComponent = m_World->GetComponent<Components::TowerSteering>(tankSteeringComponent->Turret);
|
||||
auto barrelSteeringComponent = m_World->GetComponent<Components::BarrelSteering>(tankSteeringComponent->Barrel);
|
||||
|
||||
auto towerSteeringComponent = m_World->GetComponent<Components::TowerSteering>(entity);
|
||||
if(towerSteeringComponent)
|
||||
{
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
glm::quat orientation = glm::angleAxis(towerSteeringComponent->TurnSpeed * m_TowerInputController->TowerDirection * (float)dt, towerSteeringComponent->Axis);
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(tankSteeringComponent->Turret);
|
||||
glm::quat orientation = glm::angleAxis(towerSteeringComponent->TurnSpeed * inputController->TowerDirection * (float)dt, towerSteeringComponent->Axis);
|
||||
transformComponent->Orientation *= orientation;
|
||||
}
|
||||
|
||||
auto barrelSteeringComponent = m_World->GetComponent<Components::BarrelSteering>(entity);
|
||||
|
||||
if(barrelSteeringComponent)
|
||||
{
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
auto absoluteTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(entity);
|
||||
glm::quat orientation = glm::angleAxis(barrelSteeringComponent->TurnSpeed * m_TowerInputController->BarrelDirection * (float)dt, barrelSteeringComponent->Axis);
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(tankSteeringComponent->Barrel);
|
||||
auto absoluteTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(tankSteeringComponent->Barrel);
|
||||
glm::quat orientation = glm::angleAxis(barrelSteeringComponent->TurnSpeed * inputController->BarrelDirection * (float)dt, barrelSteeringComponent->Axis);
|
||||
transformComponent->Orientation *= orientation;
|
||||
|
||||
if(m_TowerInputController->Shoot && m_TimeSinceLastShot[entity] > 1.0)
|
||||
if(inputController->Shoot && m_TimeSinceLastShot[tankSteeringComponent->Barrel] > 0.5)
|
||||
{
|
||||
EntityID clone = m_World->CloneEntity(barrelSteeringComponent->ShotTemplate);
|
||||
auto templateAbsoluteTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(barrelSteeringComponent->ShotTemplate);
|
||||
auto cloneTransform = m_World->GetComponent<Components::Transform>(clone);
|
||||
cloneTransform->Position = templateAbsoluteTransform.Position;
|
||||
cloneTransform->Orientation = absoluteTransform.Orientation * cloneTransform->Orientation;
|
||||
Events::SetVelocity e;
|
||||
e.Entity = clone;
|
||||
e.Velocity = absoluteTransform.Orientation * (glm::vec3(0.f, 0.f, -1.f) * barrelSteeringComponent->ShotSpeed);
|
||||
EventBroker->Publish(e);
|
||||
m_TimeSinceLastShot[entity] = 0;
|
||||
Events::SetVelocity eSetVelocity;
|
||||
eSetVelocity.Entity = clone;
|
||||
eSetVelocity.Velocity = absoluteTransform.Orientation * (glm::vec3(0.f, 0.f, -1.f) * barrelSteeringComponent->ShotSpeed);
|
||||
EventBroker->Publish(eSetVelocity);
|
||||
m_TimeSinceLastShot[tankSteeringComponent->Barrel] = 0;
|
||||
|
||||
|
||||
auto clonePhysicsComponent = m_World->GetComponent<Components::Physics>(clone);
|
||||
//1,670m/s
|
||||
//25kg
|
||||
Events::ApplyPointImpulse ePointImpulse ;
|
||||
ePointImpulse.Entity = entity;
|
||||
ePointImpulse.Position = absoluteTransform.Position;
|
||||
ePointImpulse.Impulse = glm::normalize(absoluteTransform.Orientation * glm::vec3(0, 0, 1)) * clonePhysicsComponent->Mass * 1670.f;
|
||||
EventBroker->Publish(ePointImpulse);
|
||||
}
|
||||
|
||||
m_TimeSinceLastShot[entity] += dt;
|
||||
m_TimeSinceLastShot[tankSteeringComponent->Barrel] += dt;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -72,10 +97,7 @@ void Systems::TankSteeringSystem::TankSteeringInputController::Update( double dt
|
||||
{
|
||||
PositionX = m_Horizontal;
|
||||
PositionY = m_Vertical;
|
||||
}
|
||||
|
||||
void Systems::TankSteeringSystem::TowerSteeringInputController::Update( double dt )
|
||||
{
|
||||
TowerDirection = m_TowerDirection;
|
||||
BarrelDirection = m_BarrelDirection;
|
||||
Shoot = m_Shoot;
|
||||
@@ -83,10 +105,16 @@ void Systems::TankSteeringSystem::TowerSteeringInputController::Update( double d
|
||||
|
||||
bool Systems::TankSteeringSystem::TankSteeringInputController::OnCommand(const Events::InputCommand &event)
|
||||
{
|
||||
if (event.PlayerID != this->PlayerID)
|
||||
return false;
|
||||
|
||||
float val = event.Value;
|
||||
|
||||
// Tank
|
||||
if (event.Command == "horizontal")
|
||||
{
|
||||
m_Horizontal = val;
|
||||
m_Vertical = -0.4f;
|
||||
}
|
||||
else if (event.Command == "vertical")
|
||||
{
|
||||
@@ -98,12 +126,7 @@ bool Systems::TankSteeringSystem::TankSteeringInputController::OnCommand(const E
|
||||
Handbrake = val > 0;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::TankSteeringSystem::TowerSteeringInputController::OnCommand( const Events::InputCommand &event )
|
||||
{
|
||||
float val = event.Value;
|
||||
// Turret
|
||||
if(event.Command == "tower_rotation")
|
||||
{
|
||||
m_TowerDirection = -val;
|
||||
@@ -117,19 +140,9 @@ bool Systems::TankSteeringSystem::TowerSteeringInputController::OnCommand( const
|
||||
{
|
||||
m_Shoot = val > 0;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::TankSteeringSystem::TowerSteeringInputController::OnMouseMove( const Events::MouseMove &event )
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
bool Systems::TankSteeringSystem::TankSteeringInputController::OnMouseMove( const Events::MouseMove &event )
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -3,11 +3,15 @@
|
||||
#include "System.h"
|
||||
#include "Events/TankSteer.h"
|
||||
#include "Events/SetVelocity.h"
|
||||
#include "Events/ApplyForce.h"
|
||||
#include "Events/ApplyPointImpulse.h"
|
||||
#include "Components/Transform.h"
|
||||
#include "Components/TankSteering.h"
|
||||
#include "Components/TowerSteering.h"
|
||||
#include "Components/BarrelSteering.h"
|
||||
#include "Components/Physics.h"
|
||||
#include "Components/Vehicle.h"
|
||||
#include "Components/Player.h"
|
||||
#include "Systems/TransformSystem.h"
|
||||
#include "InputController.h"
|
||||
|
||||
@@ -28,45 +32,25 @@ namespace Systems
|
||||
|
||||
private:
|
||||
class TankSteeringInputController;
|
||||
std::unique_ptr<TankSteeringInputController> m_TankInputController;
|
||||
class TowerSteeringInputController;
|
||||
std::unique_ptr<TowerSteeringInputController> m_TowerInputController;
|
||||
std::array<std::shared_ptr<TankSteeringInputController>, 4> m_TankInputControllers;
|
||||
|
||||
std::map<EntityID, double> m_TimeSinceLastShot;
|
||||
};
|
||||
|
||||
class TankSteeringSystem::TankSteeringInputController : InputController
|
||||
class TankSteeringSystem::TankSteeringInputController : InputController<TankSteeringSystem>
|
||||
{
|
||||
public:
|
||||
TankSteeringInputController(std::shared_ptr<::EventBroker> eventBroker)
|
||||
TankSteeringInputController(std::shared_ptr<::EventBroker> eventBroker, int playerID)
|
||||
: InputController(eventBroker)
|
||||
{
|
||||
PlayerID = playerID;
|
||||
|
||||
m_Horizontal = 0.f;
|
||||
m_Vertical = 0.f;
|
||||
PositionX = 0;
|
||||
PositionY = 0;
|
||||
Handbrake = false;
|
||||
}
|
||||
|
||||
float PositionY;
|
||||
float PositionX;
|
||||
bool Handbrake;
|
||||
void Update(double dt);
|
||||
protected:
|
||||
virtual bool OnCommand(const Events::InputCommand &event);
|
||||
virtual bool OnMouseMove(const Events::MouseMove &event);
|
||||
|
||||
private:
|
||||
float m_Horizontal;
|
||||
float m_Vertical;
|
||||
};
|
||||
|
||||
class TankSteeringSystem::TowerSteeringInputController : InputController
|
||||
{
|
||||
public:
|
||||
TowerSteeringInputController(std::shared_ptr<::EventBroker> eventBroker)
|
||||
: InputController(eventBroker)
|
||||
{
|
||||
m_TowerDirection = 0.f;
|
||||
m_BarrelDirection = 0.f;
|
||||
TowerDirection = 0.f;
|
||||
@@ -75,18 +59,28 @@ namespace Systems
|
||||
m_Shoot = false;
|
||||
}
|
||||
|
||||
int PlayerID;
|
||||
|
||||
float PositionY;
|
||||
float PositionX;
|
||||
bool Handbrake;
|
||||
|
||||
float TowerDirection;
|
||||
float BarrelDirection;
|
||||
bool Shoot;
|
||||
|
||||
void Update(double dt);
|
||||
protected:
|
||||
virtual bool OnCommand(const Events::InputCommand &event);
|
||||
virtual bool OnMouseMove(const Events::MouseMove &event);
|
||||
//virtual bool OnMouseMove(const Events::MouseMove &event);
|
||||
|
||||
private:
|
||||
float m_TowerDirection;
|
||||
float m_BarrelDirection;
|
||||
bool m_Shoot;
|
||||
};
|
||||
float m_Horizontal;
|
||||
float m_Vertical;
|
||||
|
||||
float m_TowerDirection;
|
||||
float m_BarrelDirection;
|
||||
|
||||
bool m_Shoot;
|
||||
};
|
||||
}
|
||||
@@ -24,4 +24,5 @@ private:
|
||||
std::unordered_map<std::string, GLuint> m_TextureCache;
|
||||
};
|
||||
|
||||
|
||||
#endif // Texture_h__
|
||||
|
||||
+88
-88
@@ -3,93 +3,93 @@
|
||||
|
||||
#include <algorithm>
|
||||
|
||||
//struct Rectangle
|
||||
//{
|
||||
// Rectangle()
|
||||
// : X(0), Y(0), Width(0), Height(0) { }
|
||||
//
|
||||
// Rectangle(int x, int y, int width = 0, int height = 0)
|
||||
// : X(x), Y(y), Width(width), Height(height) { }
|
||||
//
|
||||
// /*Rectangle(const Rectangle &rect)
|
||||
// : X(rect.X), Y(rect.Y), Width(rect.Width), Height(rect.Height) { }*/
|
||||
//
|
||||
// int X;
|
||||
// int Y;
|
||||
// int Width;
|
||||
// int Height;
|
||||
//
|
||||
// const int& GetLeft() const { return X; }
|
||||
// void SetLeft(int left)
|
||||
// {
|
||||
// Width += X - left;
|
||||
// X = left;
|
||||
// }
|
||||
// int GetRight() const { return X + Width; }
|
||||
// void SetRight(int right)
|
||||
// {
|
||||
// Width = right - X;
|
||||
// }
|
||||
// const int& GetTop() const { return Y; }
|
||||
// void SetTop(int top)
|
||||
// {
|
||||
// Height += Y - top;
|
||||
// Y = top;
|
||||
// }
|
||||
// int GetBottom() const { return Y + Height; }
|
||||
// int SetBottom(int bottom)
|
||||
// {
|
||||
// Height = bottom - Y;
|
||||
// }
|
||||
//
|
||||
// Rectangle& operator+=(const Rectangle &rhs)
|
||||
// {
|
||||
// SetLeft(std::min(GetLeft(), rhs.GetLeft()));
|
||||
// SetRight(std::max(GetRight(), rhs.GetRight()));
|
||||
// SetTop(std::min(GetTop(), rhs.GetTop()));
|
||||
// SetBottom(std::max(GetBottom(), rhs.GetBottom()));
|
||||
// }
|
||||
//
|
||||
// static bool Intersects(const Rectangle &r1, const Rectangle &r2)
|
||||
// {
|
||||
// return !(r2.GetLeft() > r1.GetRight() || r2.GetRight() < r1.GetLeft() || r2.GetTop() > r1.GetBottom() || r2.GetBottom() < r1.GetTop());
|
||||
// }
|
||||
//};
|
||||
//
|
||||
//inline bool operator==(const Rectangle &r1, const Rectangle &r2)
|
||||
//{
|
||||
// return (r1.X == r2.X) && (r1.Y == r2.Y) && (r1.Width == r2.Width) && (r1.Height == r2.Height);
|
||||
//}
|
||||
//
|
||||
//inline bool operator!=(const Rectangle &lhs, const Rectangle &rhs)
|
||||
//{
|
||||
// return !(lhs == rhs);
|
||||
//}
|
||||
//
|
||||
//inline bool operator<(const Rectangle &lhs, const Rectangle &rhs)
|
||||
//{
|
||||
// return (lhs.Width < rhs.Width) && (lhs.Height < rhs.Height);
|
||||
//}
|
||||
//
|
||||
//inline bool operator>(const Rectangle &lhs, const Rectangle &rhs)
|
||||
//{
|
||||
// return rhs < lhs;
|
||||
//}
|
||||
//
|
||||
//inline bool operator<=(const Rectangle &lhs, const Rectangle &rhs)
|
||||
//{
|
||||
// return !(lhs > rhs);
|
||||
//}
|
||||
//
|
||||
//inline bool operator>=(const Rectangle &lhs, const Rectangle &rhs)
|
||||
//{
|
||||
// return !(lhs < rhs);
|
||||
//}
|
||||
//
|
||||
//inline Rectangle operator+(Rectangle lhs, const Rectangle &rhs)
|
||||
//{
|
||||
// lhs += rhs;
|
||||
// return lhs;
|
||||
//}
|
||||
struct Rectangle
|
||||
{
|
||||
Rectangle()
|
||||
: X(0), Y(0), Width(0), Height(0) { }
|
||||
|
||||
Rectangle(int x, int y, int width = 0, int height = 0)
|
||||
: X(x), Y(y), Width(width), Height(height) { }
|
||||
|
||||
/*Rectangle(const Rectangle &rect)
|
||||
: X(rect.X), Y(rect.Y), Width(rect.Width), Height(rect.Height) { }*/
|
||||
|
||||
int X;
|
||||
int Y;
|
||||
int Width;
|
||||
int Height;
|
||||
|
||||
const int& GetLeft() const { return X; }
|
||||
void SetLeft(int left)
|
||||
{
|
||||
Width += X - left;
|
||||
X = left;
|
||||
}
|
||||
int GetRight() const { return X + Width; }
|
||||
void SetRight(int right)
|
||||
{
|
||||
Width = right - X;
|
||||
}
|
||||
const int& GetTop() const { return Y; }
|
||||
void SetTop(int top)
|
||||
{
|
||||
Height += Y - top;
|
||||
Y = top;
|
||||
}
|
||||
int GetBottom() const { return Y + Height; }
|
||||
int SetBottom(int bottom)
|
||||
{
|
||||
Height = bottom - Y;
|
||||
}
|
||||
|
||||
Rectangle& operator+=(const Rectangle &rhs)
|
||||
{
|
||||
SetLeft(std::min(GetLeft(), rhs.GetLeft()));
|
||||
SetRight(std::max(GetRight(), rhs.GetRight()));
|
||||
SetTop(std::min(GetTop(), rhs.GetTop()));
|
||||
SetBottom(std::max(GetBottom(), rhs.GetBottom()));
|
||||
}
|
||||
|
||||
static bool Intersects(const Rectangle &r1, const Rectangle &r2)
|
||||
{
|
||||
return !(r2.GetLeft() > r1.GetRight() || r2.GetRight() < r1.GetLeft() || r2.GetTop() > r1.GetBottom() || r2.GetBottom() < r1.GetTop());
|
||||
}
|
||||
};
|
||||
|
||||
inline bool operator==(const Rectangle &r1, const Rectangle &r2)
|
||||
{
|
||||
return (r1.X == r2.X) && (r1.Y == r2.Y) && (r1.Width == r2.Width) && (r1.Height == r2.Height);
|
||||
}
|
||||
|
||||
inline bool operator!=(const Rectangle &lhs, const Rectangle &rhs)
|
||||
{
|
||||
return !(lhs == rhs);
|
||||
}
|
||||
|
||||
inline bool operator<(const Rectangle &lhs, const Rectangle &rhs)
|
||||
{
|
||||
return (lhs.Width < rhs.Width) && (lhs.Height < rhs.Height);
|
||||
}
|
||||
|
||||
inline bool operator>(const Rectangle &lhs, const Rectangle &rhs)
|
||||
{
|
||||
return rhs < lhs;
|
||||
}
|
||||
|
||||
inline bool operator<=(const Rectangle &lhs, const Rectangle &rhs)
|
||||
{
|
||||
return !(lhs > rhs);
|
||||
}
|
||||
|
||||
inline bool operator>=(const Rectangle &lhs, const Rectangle &rhs)
|
||||
{
|
||||
return !(lhs < rhs);
|
||||
}
|
||||
|
||||
inline Rectangle operator+(Rectangle lhs, const Rectangle &rhs)
|
||||
{
|
||||
lhs += rhs;
|
||||
return lhs;
|
||||
}
|
||||
|
||||
#endif // Util_Rectangle_h__
|
||||
|
||||
@@ -1,28 +0,0 @@
|
||||
#ifndef UTIL_H
|
||||
#define UTIL_H
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
|
||||
#define ZERO_MEM(a) memset(a, 0, sizeof(a))
|
||||
|
||||
#define ARRAY_SIZE_IN_ELEMENTS(a) (sizeof(a)/sizeof(a[0]))
|
||||
|
||||
#define INVALID_OGL_VALUE 0xFFFFFFFF
|
||||
|
||||
#define SAFE_DELETE(p) if (p) { delete p; p = NULL; }
|
||||
|
||||
#define GLExitIfError() \
|
||||
{ \
|
||||
GLenum Error = glGetError(); \
|
||||
\
|
||||
if (Error != GL_NO_ERROR) { \
|
||||
printf("OpenGL error in %s:%d: 0x%x\n", __FILE__, __LINE__, Error); \
|
||||
exit(0); \
|
||||
} \
|
||||
}
|
||||
|
||||
#define GLCheckError() (glGetError() == GL_NO_ERROR)
|
||||
|
||||
#endif /* UTIL_H */
|
||||
@@ -36,7 +36,9 @@ void World::Update(double dt)
|
||||
{
|
||||
for (auto pair : m_Systems)
|
||||
{
|
||||
const std::string &type = pair.first;
|
||||
auto system = pair.second;
|
||||
m_EventBroker->Process(type);
|
||||
system->Update(dt);
|
||||
RecursiveUpdate(system, dt, 0);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,44 @@
|
||||
#include <boost/any.hpp>
|
||||
|
||||
#include "Entity.h"
|
||||
#include "World.h"
|
||||
#include "EventBroker.h"
|
||||
|
||||
// A slower wrapper class for EntityID to make
|
||||
// creation of pre-defined entity hierarchies easier
|
||||
class EntityGroup
|
||||
{
|
||||
public:
|
||||
EntityGroup(World* world, EntityID parent = 0)
|
||||
: World(world)
|
||||
, EventBroker(world->EventBroker())
|
||||
{
|
||||
m_ID = World->CreateEntity(parent);
|
||||
Initialize();
|
||||
World->CommitEntity(m_ID);
|
||||
}
|
||||
|
||||
~EntityGroup()
|
||||
{
|
||||
World->RemoveEntity(m_ID);
|
||||
}
|
||||
|
||||
virtual void Initialize() { }
|
||||
|
||||
template <class T>
|
||||
std::shared_ptr<T> AddComponent(std::string componentType)
|
||||
{
|
||||
return World->AddComponent<T>(m_ID, componentType);
|
||||
}
|
||||
std::shared_ptr<Component> AddComponent(std::string componentType)
|
||||
{
|
||||
return World->AddComponent(m_ID, componentType);
|
||||
}
|
||||
|
||||
operator EntityID () const { return m_ID; }
|
||||
|
||||
private:
|
||||
EntityID m_ID;
|
||||
::World* World;
|
||||
std::shared_ptr<::EventBroker> EventBroker;
|
||||
};
|
||||
@@ -60,7 +60,7 @@
|
||||
<CompileAsManaged>false</CompileAsManaged>
|
||||
<BasicRuntimeChecks>Default</BasicRuntimeChecks>
|
||||
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
@@ -111,6 +111,7 @@
|
||||
<ClCompile Include="..\..\src\Sound.cpp" />
|
||||
<ClCompile Include="..\..\src\Systems\DebugSystem.cpp" />
|
||||
<ClCompile Include="..\..\src\Systems\FreeSteeringSystem.cpp" />
|
||||
<ClCompile Include="..\..\src\Systems\HelicopterSteeringSystem.cpp" />
|
||||
<ClCompile Include="..\..\src\Systems\InputSystem.cpp" />
|
||||
<ClCompile Include="..\..\src\Systems\ParticleSystem.cpp" />
|
||||
<ClCompile Include="..\..\src\Systems\PhysicsSystem.cpp" />
|
||||
@@ -131,6 +132,8 @@
|
||||
<ClInclude Include="..\..\src\Components\DirectionalLight.h" />
|
||||
<ClInclude Include="..\..\src\Components\ExtendedMeshShape.h" />
|
||||
<ClInclude Include="..\..\src\Components\FreeSteering.h" />
|
||||
<ClInclude Include="..\..\src\Components\Health.h" />
|
||||
<ClInclude Include="..\..\src\Components\HelicopterSteering.h" />
|
||||
<ClInclude Include="..\..\src\Components\HingeConstraint.h" />
|
||||
<ClInclude Include="..\..\src\Components\Input.h" />
|
||||
<ClInclude Include="..\..\src\Components\Listener.h" />
|
||||
@@ -139,6 +142,7 @@
|
||||
<ClInclude Include="..\..\src\Components\Particle.h" />
|
||||
<ClInclude Include="..\..\src\Components\ParticleEmitter.h" />
|
||||
<ClInclude Include="..\..\src\Components\Physics.h" />
|
||||
<ClInclude Include="..\..\src\Components\Player.h" />
|
||||
<ClInclude Include="..\..\src\Components\PointLight.h" />
|
||||
<ClInclude Include="..\..\src\Components\SoundEmitter.h" />
|
||||
<ClInclude Include="..\..\src\Components\SphereShape.h" />
|
||||
@@ -148,11 +152,14 @@
|
||||
<ClInclude Include="..\..\src\Components\TowerSteering.h" />
|
||||
<ClInclude Include="..\..\src\Components\Transform.h" />
|
||||
<ClInclude Include="..\..\src\Components\Vehicle.h" />
|
||||
<ClInclude Include="..\..\src\Components\Viewport.h" />
|
||||
<ClInclude Include="..\..\src\Components\Wheel.h" />
|
||||
<ClInclude Include="..\..\src\Components\WheelPair.h" />
|
||||
<ClInclude Include="..\..\src\CubemapTexture.h" />
|
||||
<ClInclude Include="..\..\src\Engine.h" />
|
||||
<ClInclude Include="..\..\src\Entity.h" />
|
||||
<ClInclude Include="..\..\src\Events\ApplyForce.h" />
|
||||
<ClInclude Include="..\..\src\Events\ApplyPointImpulse.h" />
|
||||
<ClInclude Include="..\..\src\Events\BindGamepadAxis.h" />
|
||||
<ClInclude Include="..\..\src\Events\BindGamepadButton.h" />
|
||||
<ClInclude Include="..\..\src\Events\BindKey.h" />
|
||||
@@ -189,6 +196,7 @@
|
||||
<ClInclude Include="..\..\src\System.h" />
|
||||
<ClInclude Include="..\..\src\Systems\DebugSystem.h" />
|
||||
<ClInclude Include="..\..\src\Systems\FreeSteeringSystem.h" />
|
||||
<ClInclude Include="..\..\src\Systems\HelicopterSteeringSystem.h" />
|
||||
<ClInclude Include="..\..\src\Systems\InputSystem.h" />
|
||||
<ClInclude Include="..\..\src\Systems\ParticleSystem.h" />
|
||||
<ClInclude Include="..\..\src\Systems\PhysicsSystem.h" />
|
||||
@@ -197,7 +205,6 @@
|
||||
<ClInclude Include="..\..\src\Systems\TankSteeringSystem.h" />
|
||||
<ClInclude Include="..\..\src\Systems\TransformSystem.h" />
|
||||
<ClInclude Include="..\..\src\Texture.h" />
|
||||
<ClInclude Include="..\..\src\Util\defferedUtil.h" />
|
||||
<ClInclude Include="..\..\src\Util\GLError.h" />
|
||||
<ClInclude Include="..\..\src\Util\Rectangle.h" />
|
||||
<ClInclude Include="..\..\src\Util\Logging.h" />
|
||||
|
||||
@@ -63,6 +63,9 @@
|
||||
<ClCompile Include="..\..\src\Systems\TankSteeringSystem.cpp">
|
||||
<Filter>Physics\Systems</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\src\Systems\HelicopterSteeringSystem.cpp">
|
||||
<Filter>Gameplay\Vehicles\Helicopter\Systems</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Filter Include="Util">
|
||||
@@ -137,6 +140,24 @@
|
||||
<Filter Include="Physics\Events">
|
||||
<UniqueIdentifier>{42ae084f-ade8-402c-87ba-f03f6b846bc8}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="Gameplay">
|
||||
<UniqueIdentifier>{5b992473-73e6-485e-8f13-17e0801fb2ca}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="Gameplay\Vehicles">
|
||||
<UniqueIdentifier>{8a78be3a-a3c5-4054-a2f1-1456f3fcbab0}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="Gameplay\Vehicles\Helicopter">
|
||||
<UniqueIdentifier>{8ccc0abe-5bdd-4656-ab11-5708a39c71ae}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="Gameplay\Vehicles\Helicopter\Components">
|
||||
<UniqueIdentifier>{b2416d05-a49e-4fef-a5c4-cd03d8cc2efd}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="Gameplay\Vehicles\Helicopter\Systems">
|
||||
<UniqueIdentifier>{b34c0c95-a887-4cf4-af24-cf7c1f459aa8}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="Gameplay\Components">
|
||||
<UniqueIdentifier>{cb06b441-90b8-46ed-b347-4190dac7185b}</UniqueIdentifier>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\src\World.h" />
|
||||
@@ -352,10 +373,30 @@
|
||||
<ClInclude Include="..\..\src\Events\BindGamepadButton.h">
|
||||
<Filter>Input\Events</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\src\Util\defferedUtil.h" />
|
||||
<ClInclude Include="..\..\src\Components\Viewport.h">
|
||||
<Filter>Physics\Components</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\src\Components\Health.h">
|
||||
<Filter>Physics\Components</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\src\Events\LockMouse.h">
|
||||
<Filter>Input\Events</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\src\Components\HelicopterSteering.h">
|
||||
<Filter>Gameplay\Vehicles\Helicopter\Components</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\src\Systems\HelicopterSteeringSystem.h">
|
||||
<Filter>Gameplay\Vehicles\Helicopter\Systems</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\src\Events\ApplyForce.h">
|
||||
<Filter>Physics\Events</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\src\Events\ApplyPointImpulse.h">
|
||||
<Filter>Physics\Events</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\src\Components\Player.h">
|
||||
<Filter>Gameplay\Components</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\src\Components\Listener.h">
|
||||
<Filter>Audio\Components</Filter>
|
||||
</ClInclude>
|
||||
|
||||
Reference in New Issue
Block a user