Merge branch 'deffered_rendering'

Conflicts:
	assets
	src/Components/Physics.h
	src/GameWorld.cpp
	src/GameWorld.h
	src/Systems/PhysicsSystem.cpp
	vs11/Returngeance/Returngeance.vcxproj
	vs11/Returngeance/Returngeance.vcxproj.filters
This commit is contained in:
2014-06-03 17:39:54 +02:00
17 changed files with 1017 additions and 238 deletions
+1 -1
Submodule assets updated: 3c4d81137f...75977fd865
+29 -4
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@@ -16,13 +16,38 @@ struct Physics : Component
EXPLOSION = 4,
};
enum class MotionTypeEnum
{
Dynamic,
Fixed,
Keyframed
};
Physics()
: Mass(1.f), Static(false), Phantom(false), CalculateCenterOfMass(true), CenterOfMass(glm::vec3(0)), InitialLinearVelocity(glm::vec3(0)), InitialAngularVelocity(glm::vec3(0)),
LinearDamping(0.f), AngularDamping(0.05f), GravityFactor(1.f), Friction(0.5f), Restitution(0.4f), MaxLinearVelocity(200.f), MaxAngularVelocity(200.f),
CollisionLayer(0), CollisionSystemGroup(0), CollisionSubSystemId(0), CollisionSubSystemDontCollideWith(0), CollisionEvent(false){}
: Mass(1.f)
//, Static(false)
, MotionType(MotionTypeEnum::Fixed)
, Phantom(false)
, CalculateCenterOfMass(true)
, CenterOfMass(glm::vec3(0))
, InitialLinearVelocity(glm::vec3(0))
, InitialAngularVelocity(glm::vec3(0))
, LinearDamping(0.f)
, AngularDamping(0.05f)
, GravityFactor(1.f)
, Friction(0.5f)
, Restitution(0.4f)
, MaxLinearVelocity(200.f)
, MaxAngularVelocity(200.f)
, CollisionLayer(0)
, CollisionSystemGroup(0)
, CollisionSubSystemId(0)
, CollisionSubSystemDontCollideWith(0)
, CollisionEvent(false)
{ }
float Mass;
bool Static;
MotionTypeEnum MotionType;
bool Phantom;
bool CalculateCenterOfMass;
+20
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@@ -0,0 +1,20 @@
#ifndef Components_Wall_h__
#define Components_Wall_h__
#include "Component.h"
#include <string>
#include <vector>
namespace Components
{
struct Wall : Component
{
std::vector<EntityID> Walldebris;
virtual Wall* Clone() const override { return new Wall(*this); }
};
}
#endif // Components_TankShell_h__
+16
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@@ -0,0 +1,16 @@
#ifndef Events_OnDead_h__
#define Events_OnDead_h__
#include "Entity.h"
#include "EventBroker.h"
namespace Events
{
struct OnDead : Event
{
EntityID Entity;
};
}
#endif // Events_OnDead_h__
+771 -195
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File diff suppressed because it is too large Load Diff
+4 -1
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@@ -22,6 +22,7 @@
#include "Systems/DamageSystem.h"
#include "Systems/WheelPairSystem.h"
#include "Systems/FollowSystem.h"
#include "Systems/WallSystem.h"
#include "Systems/GarageSystem.h"
#include "Components/Camera.h"
@@ -77,10 +78,12 @@ private:
void BindGamepadAxis(Gamepad::Axis axis, std::string command, float value);
void BindGamepadButton(Gamepad::Button button, std::string command, float value);
EntityID CreateTank(int playerID);
void CreateGate(glm::vec3 Position);
void AddTankWheelPair(EntityID tankEntity, glm::vec3 position, int axleID, bool steering);
EntityID CreateJeep(int playerID);
EntityID CreateWall(glm::vec3 pos, glm::quat orientation);
EntityID CreateGarage(glm::vec3 Position, int playerID);
std::vector<EntityID> m_WallDebrisTemplates;
};
#endif // GameWorld_h__
+1 -1
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@@ -93,7 +93,7 @@ Model::Model(std::shared_ptr<ResourceManager> rm, OBJ &obj)
if (Vertices.size() > 0)
{
CreateTangents();
getSimilarVertexIndex();
//getSimilarVertexIndex();
CreateBuffers(Vertices, Normals, TangentNormals, BiTangentNormals, TextureCoords);
}
else
+10 -12
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@@ -377,9 +377,9 @@ void Renderer::DrawWorld(RenderQueuePair &rq)
for(auto job : rq.Forward)
{
glm::mat4 cameraProjection = m_Camera->ProjectionMatrix((float)m_Viewport.Width / m_Viewport.Height);
glm::mat4 cameraMatrix = cameraProjection * m_Camera->ViewMatrix();
glm::mat4 cameraMatrix = m_Camera->ViewMatrix();
glm::vec3 spritePos = glm::vec3(cameraMatrix * job->ModelMatrix * glm::vec4(1, 1, 1, 0));
glm::vec3 spritePos = glm::vec3((cameraMatrix * job->ModelMatrix) * glm::vec4(1, 1, 1, 1));
job->Depth = spritePos.z;
}
rq.Forward.Jobs.sort(Renderer::DepthSort);
@@ -475,10 +475,10 @@ void Renderer::ForwardRendering(RenderQueue &rq)
glScissor(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
// Clear G-buffer
GLenum attachments[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
GLenum attachments[] = { GL_COLOR_ATTACHMENT0, GL_NONE , GL_NONE , GL_NONE };
glDrawBuffers(4, attachments);
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
//glClearColor(0.f, 0.f, 0.f, 1.f);
//glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@@ -512,7 +512,7 @@ void Renderer::ForwardRendering(RenderQueue &rq)
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture);
if (modelJob->NormalTexture != 0)
/*if (modelJob->NormalTexture != 0)
{
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, modelJob->NormalTexture);
@@ -521,14 +521,12 @@ void Renderer::ForwardRendering(RenderQueue &rq)
{
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, modelJob->SpecularTexture);
}
}*/
glDrawArrays(GL_TRIANGLES, modelJob->StartIndex, modelJob->EndIndex - modelJob->StartIndex + 1);
continue;
}
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
if (spriteJob)
{
@@ -559,9 +557,9 @@ void Renderer::ForwardRendering(RenderQueue &rq)
glViewport(0, 0, m_Width, m_Height);
glScissor(0, 0, m_Width, m_Height);
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_BLEND);
m_FinalForwardPassProgram.Bind();
//ShaderProgramHandle = m_FinalForwardPassProgram.GetHandle();
@@ -947,7 +945,7 @@ void Renderer::FrameBufferTextures()
//Generate and bind diffuse texture
glGenTextures(1, &m_fDiffuseTexture);
glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, m_Width, m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 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);
+1 -1
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@@ -219,7 +219,7 @@ private:
void CreateNormalMapTangent();
void ForwardRendering(RenderQueue &rq);
static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j) { return (i->Depth > j->Depth); }
static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j) { return (i->Depth < j->Depth); }
GLuint CreateQuad();
void DrawDebugShadowMap();
+8 -1
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@@ -1,7 +1,6 @@
#include "PrecompiledHeader.h"
#include "DamageSystem.h"
#include "World.h"
void Systems::DamageSystem::RegisterComponents( ComponentFactory* cf )
{
cf->Register<Components::Health>([]() { return new Components::Health(); });
@@ -15,8 +14,16 @@ void Systems::DamageSystem::Initialize()
bool Systems::DamageSystem::OnDamage( const Events::Damage &event )
{
if(!m_World->ValidEntity(event.Entity))
return false;
auto health = m_World->GetComponent<Components::Health>(event.Entity);
health->Amount -= event.Amount;
if(health->Amount <= 0)
{
Events::OnDead e;
e.Entity = event.Entity;
EventBroker->Publish(e);
}
LOG_INFO("Damaged entity %i, Health left: %f", event.Entity, health->Amount);
return true;
}
+1
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@@ -5,6 +5,7 @@
#include "System.h"
#include "Components/Health.h"
#include "Events/Damage.h"
#include "Events/OnDead.h"
namespace Systems
{
+24 -7
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@@ -80,7 +80,7 @@ void Systems::PhysicsSystem::Initialize()
worldInfo.m_broadPhaseBorderBehaviour = hkpWorldCinfo::BROADPHASE_BORDER_FIX_ENTITY;
// You must specify the size of the broad phase - objects should not be simulated outside this region
worldInfo.setBroadPhaseWorldSize(1500.0f);
worldInfo.setBroadPhaseWorldSize(500.0f);
m_PhysicsWorld = new hkpWorld(worldInfo);
// When the simulation type is SIMULATION_TYPE_MULTITHREADED, in the debug build, the sdk performs checks
@@ -151,6 +151,10 @@ void Systems::PhysicsSystem::Update(double dt)
EntityID entity = pair.first;
EntityID parent = pair.second;
auto templateComponent = m_World->GetComponent<Components::Template>(entity);
if(templateComponent)
continue;
if (m_RigidBodies.find(entity) == m_RigidBodies.end())
continue;
@@ -218,6 +222,10 @@ void Systems::PhysicsSystem::Update(double dt)
void Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
{
auto templateComponent = m_World->GetComponent<Components::Template>(entity);
if(templateComponent)
return;
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
if (!transformComponent)
return;
@@ -297,14 +305,14 @@ void Systems::PhysicsSystem::OnEntityCommit( EntityID entity )
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
if (physicsComponent && m_Shapes[entity].size() > 0)
{
if(entityParent != 0 && !physicsComponent->Static)
if(entityParent != 0 && physicsComponent->MotionType == Components::Physics::MotionTypeEnum::Dynamic)
{
LOG_ERROR("Entity: %i, Only the baseparent can have a dynamic PhysicsComponent", entity);
return;
}
hkpShape* shape;
if(! physicsComponent->Static) // Not static
if(physicsComponent->MotionType == Components::Physics::MotionTypeEnum::Dynamic)
{
hkArray<hkpShape*> shapeArray;
for (auto &shapeData : m_Shapes[entity])
@@ -368,6 +376,7 @@ void Systems::PhysicsSystem::OnEntityCommit( EntityID entity )
rigidBodyInfo.m_inertiaTensor = massProperties.m_inertiaTensor;
if(physicsComponent->CalculateCenterOfMass)
physicsComponent->CenterOfMass = HKVECTOR4_TO_GLMVEC3(massProperties.m_centerOfMass);
rigidBodyInfo.m_centerOfMass = GLMVEC3_TO_HKVECTOR4(physicsComponent->CenterOfMass);
rigidBodyInfo.m_mass = massProperties.m_mass;
rigidBodyInfo.m_linearVelocity = GLMVEC3_TO_HKVECTOR4(physicsComponent->InitialLinearVelocity);
@@ -381,7 +390,7 @@ void Systems::PhysicsSystem::OnEntityCommit( EntityID entity )
rigidBodyInfo.m_maxLinearVelocity = physicsComponent->MaxLinearVelocity;
rigidBodyInfo.m_maxAngularVelocity = physicsComponent->MaxAngularVelocity;
rigidBodyInfo.m_collisionFilterInfo = hkpGroupFilter::calcFilterInfo(physicsComponent->CollisionLayer, physicsComponent->CollisionSystemGroup, physicsComponent->CollisionSubSystemId, physicsComponent->CollisionSubSystemDontCollideWith);
rigidBodyInfo.m_enableDeactivation = false;
rigidBodyInfo.m_enableDeactivation = true;;
}
// Create RigidBody
hkpRigidBody* rigidBody = new hkpRigidBody(rigidBodyInfo);
@@ -438,7 +447,7 @@ void Systems::PhysicsSystem::OnEntityCommit( EntityID entity )
rigidBody->removeReference();
}
}
else // Static
else if(physicsComponent->MotionType == Components::Physics::MotionTypeEnum::Fixed || physicsComponent->MotionType == Components::Physics::MotionTypeEnum::Keyframed)
{
// Create the hkpStaticCompoundShape and add the instances.
// "meshShape" should not be modified by the user in any way after adding it as an instance.
@@ -490,7 +499,15 @@ void Systems::PhysicsSystem::OnEntityCommit( EntityID entity )
hkpRigidBodyCinfo rigidBodyInfo;
{
rigidBodyInfo.m_shape = shape;
if(physicsComponent->MotionType == Components::Physics::MotionTypeEnum::Fixed)
{
rigidBodyInfo.m_motionType = hkpMotion::MOTION_FIXED;
}
else if(physicsComponent->MotionType == Components::Physics::MotionTypeEnum::Keyframed)
{
rigidBodyInfo.m_motionType = hkpMotion::MOTION_KEYFRAMED;
}
auto absoluteTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(entity);
hkVector4 position = GLMVEC3_TO_HKVECTOR4(absoluteTransform.Position);
hkQuaternion rotation = GLMQUAT_TO_HKQUATERNION(absoluteTransform.Orientation);
@@ -513,7 +530,7 @@ void Systems::PhysicsSystem::OnEntityCommit( EntityID entity )
rigidBodyInfo.m_maxLinearVelocity = physicsComponent->MaxLinearVelocity;
rigidBodyInfo.m_maxAngularVelocity = physicsComponent->MaxAngularVelocity;
rigidBodyInfo.m_collisionFilterInfo = hkpGroupFilter::calcFilterInfo(physicsComponent->CollisionLayer, physicsComponent->CollisionSystemGroup, physicsComponent->CollisionSubSystemId, physicsComponent->CollisionSubSystemDontCollideWith);
rigidBodyInfo.m_enableDeactivation = false;
rigidBodyInfo.m_enableDeactivation = true;
}
// Create RigidBody
hkpRigidBody* rigidBody = new hkpRigidBody(rigidBodyInfo);
@@ -752,6 +769,7 @@ bool Systems::PhysicsSystem::OnSetVelocity( const Events::SetVelocity &event )
{
m_PhysicsWorld->markForWrite();
m_RigidBodies[event.Entity]->activate();
m_RigidBodies[event.Entity]->setLinearVelocity(GLMVEC3_TO_HKVECTOR4(event.Velocity));
auto transformComponent = m_World->GetComponent<Components::Transform>(event.Entity);
transformComponent->Velocity = event.Velocity;
@@ -795,7 +813,6 @@ void Systems::PhysicsSystem::OnComponentRemoved(EntityID entity, std::string typ
m_RigidBodies.erase(entity);
m_PhysicsWorld->unmarkForWrite();
}
}
+5 -4
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@@ -139,6 +139,9 @@ bool Systems::TankSteeringSystem::OnCollision(const Events::Collision &e)
return false;
}
if(m_World->GetComponent<Components::Template>(shellEntity))
return false;
auto physicsComponents = m_World->GetComponentsOfType<Components::Physics>();
auto shellTransform = m_World->GetComponent<Components::Transform>(shellEntity);
//auto otherTransform = m_World->GetComponent<Components::Transform>(otherEntity);
@@ -205,8 +208,6 @@ bool Systems::TankSteeringSystem::OnCollision(const Events::Collision &e)
EventBroker->Publish(d);
}
m_World->RemoveEntity(shellEntity);
}
}
@@ -329,7 +330,7 @@ EntityID Systems::TankSteeringSystem::CreateTank(int playerID)
//transform->Orientation = glm::angleAxis(0.f, glm::vec3(0, 1, 0));
auto physics = m_World->AddComponent<Components::Physics>(tank);
physics->Mass = 63000 - 16000;
physics->Static = false;
physics->MotionType = Components::Physics::MotionTypeEnum::Dynamic;
auto vehicle = m_World->AddComponent<Components::Vehicle>(tank);
vehicle->MaxTorque = 8000.f;
vehicle->MaxSteeringAngle = 90.f;
@@ -397,7 +398,7 @@ EntityID Systems::TankSteeringSystem::CreateTank(int playerID)
m_World->AddComponent<Components::Template>(shot);
auto physics = m_World->AddComponent<Components::Physics>(shot);
physics->Mass = 25.f;
physics->Static = false;
physics->MotionType = Components::Physics::MotionTypeEnum::Dynamic;
physics->CollisionEvent = true;
auto modelComponent = m_World->AddComponent<Components::Model>(shot);
modelComponent->ModelFile = "Models/Placeholders/rocket/Rocket.obj";
+56
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@@ -0,0 +1,56 @@
#include "PrecompiledHeader.h"
#include "WallSystem.h"
#include "World.h"
void Systems::WallSystem::RegisterComponents( ComponentFactory* cf )
{
cf->Register<Components::Wall>([]() { return new Components::Wall(); });
}
void Systems::WallSystem::Initialize()
{
EVENT_SUBSCRIBE_MEMBER(m_eDamage, &Systems::WallSystem::Damage);
}
bool Systems::WallSystem::Damage( const Events::Damage &event )
{
auto wallComponent = m_World->GetComponent<Components::Wall>(event.Entity);
if(!wallComponent)
{
return false;
}
LOG_INFO("WallSystem::Damage");
auto wallhealthcomponent = m_World->GetComponent<Components::Health>(event.Entity);
if(wallhealthcomponent->Amount > 0)
{
return false;
}
LOG_INFO("You are dead");
auto transformComponent = m_World->GetComponent<Components::Transform>(event.Entity);
for(auto d : wallComponent->Walldebris)
{
auto debris = m_World->CloneEntity(d);
auto transform = m_World->GetComponent<Components::Transform>(debris);
transform->Position += transformComponent->Position;
// DO STUFF! :D
float distance = glm::distance(transform->Position, transformComponent->Position);
float radius = 5.f;
float strength = (1.f - pow(distance / radius, 2)) * 500.f;
glm::vec3 direction = glm::normalize(transformComponent->Position - transform->Position);
Events::ApplyPointImpulse e;
e.Entity = debris;
e.Impulse = direction * strength;
e.Position = transformComponent->Position;
EventBroker->Publish(e);
}
m_World->RemoveEntity(event.Entity);
return true;
}
+42
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@@ -0,0 +1,42 @@
#ifndef WallSystem_h__
#define WallSystem_h__
#include "System.h"
#include "Events/OnDead.h"
#include "Events/Damage.h"
#include "Events/ApplyPointImpulse.h"
#include "Components/Model.h"
#include "Components/Wall.h"
#include "Components/Transform.h"
#include "Components/Physics.h"
#include "Components/MeshShape.h"
#include "Components/Tankshell.h"
#include "Components/Health.h"
namespace Systems
{
class WallSystem : public System
{
public:
WallSystem(World* world, std::shared_ptr<::EventBroker> eventBroker, std::shared_ptr<::ResourceManager> resourceManager)
: System(world, eventBroker, resourceManager) { }
void Initialize() override;
void RegisterComponents(ComponentFactory* cf) override;
EventRelay<WallSystem, Events::Damage> m_eDamage;
bool Damage(const Events::Damage &event);
private:
};
}
#endif // WallSystem_h__
+4
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@@ -124,6 +124,7 @@
<ClCompile Include="..\..\src\Systems\TimerSystem.cpp" />
<ClCompile Include="..\..\src\Systems\TransformSystem.cpp" />
<ClCompile Include="..\..\src\Systems\TriggerSystem.cpp" />
<ClCompile Include="..\..\src\Systems\WallSystem.cpp" />
<ClCompile Include="..\..\src\Systems\WheelPairSystem.cpp" />
<ClCompile Include="..\..\src\Texture.cpp" />
<ClCompile Include="..\..\src\World.cpp" />
@@ -173,6 +174,7 @@
<ClInclude Include="..\..\src\Components\Vehicle.h" />
<ClInclude Include="..\..\src\Components\SpawnPoint.h" />
<ClInclude Include="..\..\src\Components\Viewport.h" />
<ClInclude Include="..\..\src\Components\Wall.h" />
<ClInclude Include="..\..\src\Components\Wheel.h" />
<ClInclude Include="..\..\src\Components\WheelPair.h" />
<ClInclude Include="..\..\src\CubemapTexture.h" />
@@ -200,6 +202,7 @@
<ClInclude Include="..\..\src\Events\MouseMove.h" />
<ClInclude Include="..\..\src\Events\MousePress.h" />
<ClInclude Include="..\..\src\Events\MouseRelease.h" />
<ClInclude Include="..\..\src\Events\OnDead.h" />
<ClInclude Include="..\..\src\Events\Move.h" />
<ClInclude Include="..\..\src\Events\PlayBGM.h" />
<ClInclude Include="..\..\src\Events\PlaySFX.h" />
@@ -249,6 +252,7 @@
<ClInclude Include="..\..\src\Systems\TimerSystem.h" />
<ClInclude Include="..\..\src\Systems\TransformSystem.h" />
<ClInclude Include="..\..\src\Systems\TriggerSystem.h" />
<ClInclude Include="..\..\src\Systems\WallSystem.h" />
<ClInclude Include="..\..\src\Systems\WheelPairSystem.h" />
<ClInclude Include="..\..\src\Texture.h" />
<ClInclude Include="..\..\src\Util\GLError.h" />
@@ -78,6 +78,10 @@
<ClCompile Include="..\..\src\Systems\FollowSystem.cpp">
<Filter>Game\Systems</Filter>
</ClCompile>
<ClCompile Include="..\..\src\Systems\WallSystem.cpp">
<Filter>Gameplay\Systems</Filter>
</ClCompile>
<ClCompile Include="..\..\src\Systems\GarageSystem.cpp">
<Filter>Game\Systems</Filter>
</ClCompile>
@@ -521,6 +525,10 @@
<ClInclude Include="..\..\src\Components\BlendMap.h">
<Filter>Rendering\Components</Filter>
</ClInclude>
<ClInclude Include="..\..\src\Systems\WallSystem.h">
<Filter>Gameplay\Systems</Filter>
</ClInclude>
<ClInclude Include="..\..\src\Events\LeaveTrigger.h">
<Filter>Physics\Events</Filter>
</ClInclude>
@@ -554,9 +562,14 @@
<ClInclude Include="..\..\src\GUI\VehicleSelection.h">
<Filter>GUI</Filter>
</ClInclude>
<ClInclude Include="..\..\src\Events\OnDead.h">
<Filter>Gameplay\Events</Filter>
</ClInclude>
<ClInclude Include="..\..\src\Events\SpawnVehicle.h">
<Filter>Game\Events</Filter>
</ClInclude>
<ClInclude Include="..\..\src\Components\Wall.h">
<Filter>Game\Components</Filter>
<ClInclude Include="..\..\src\Components\SpawnPoint.h">
<Filter>Game\Components</Filter>
</ClInclude>