210 lines
5.2 KiB
C++
Executable File
210 lines
5.2 KiB
C++
Executable File
#include "PrecompiledHeader.h"
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#include "TransformSystem.h"
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#include "World.h"
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//void Systems::TransformSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
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//{
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// if (parent == 0)
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// return;
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//
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// auto transform = m_World->GetComponent<Components::Transform>(entity);
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// auto parentTransform = m_World->GetComponent<Components::Transform>(parent);
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//
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// transform->Position = parentTransform->Position + transform->RelativePosition;
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//}
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void Systems::TransformSystem::Initialize()
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{
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EVENT_SUBSCRIBE_MEMBER(m_EMove, &Systems::TransformSystem::OnMove);
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EVENT_SUBSCRIBE_MEMBER(m_ERotate, &Systems::TransformSystem::OnRotate);
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}
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void Systems::TransformSystem::UpdateEntity( double dt, EntityID entity, EntityID parent )
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{
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if(m_MoveItems.find(entity) != m_MoveItems.end())
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{
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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glm::vec3 direction = glm::normalize(m_MoveItems[entity].GoalPosition - transform->Position);
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glm::vec3 movement = direction * m_MoveItems[entity].Speed * (float)dt;
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glm::vec3 v1 = m_MoveItems[entity].GoalPosition - transform->Position;
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glm::vec3 v2 = movement;
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if(glm::length(v2) >= glm::length(v1))
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{
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transform->Position = m_MoveItems[entity].GoalPosition;
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m_MoveItems.erase(entity);
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if(m_QueuedMoveItems.find(entity) != m_QueuedMoveItems.end())
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{
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auto it = m_QueuedMoveItems.find(entity);
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m_MoveItems[entity] = it->second;
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m_QueuedMoveItems.erase(it->first);
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}
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}
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else
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{
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transform->Position += movement;
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}
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}
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if(m_RotationItems.find(entity) != m_RotationItems.end())
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{
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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auto absolutetransform = AbsoluteTransform(entity);
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float percentage = dt/m_RotationItems[entity].Time;
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m_RotationItems[entity].Time -= dt;
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glm::clamp(percentage, 0.f, 1.0f);
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transform->Orientation = glm::slerp(transform->Orientation, m_RotationItems[entity].GoalRotation, percentage);
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if(m_RotationItems[entity].Time <= 0)
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{
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m_RotationItems.erase(entity);
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if(m_QueuedRotationItems.find(entity) != m_QueuedRotationItems.end())
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{
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auto it = m_QueuedRotationItems.find(entity);
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m_RotationItems[entity] = it->second;
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m_QueuedRotationItems.erase(it->first);
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}
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}
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}
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}
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bool Systems::TransformSystem::OnRotate( const Events::Rotate &event )
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{
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RotationItems item;
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item.Entity = event.Entity;
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item.GoalRotation = event.GoalRotation;
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item.Time = event.Time;
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if(event.Queue)
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{
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if(m_RotationItems.find(event.Entity) != m_RotationItems.end())
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{
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m_QueuedRotationItems.insert(std::make_pair(event.Entity, item));
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}
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else
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{
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m_RotationItems[event.Entity] = item;
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}
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}
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else
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{
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m_RotationItems[event.Entity] = item;
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}
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return true;
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}
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bool Systems::TransformSystem::OnMove( const Events::Move &event )
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{
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MoveItems item;
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item.Entity = event.Entity;
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item.GoalPosition = event.GoalPosition;
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item.Speed = event.Speed;
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if(event.Queue)
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{
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if(m_MoveItems.find(event.Entity) != m_MoveItems.end())
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{
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m_QueuedMoveItems.insert(std::make_pair(event.Entity, item));
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}
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else
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{
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m_MoveItems[event.Entity] = item;
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}
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}
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else
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{
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m_MoveItems[event.Entity] = item;
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}
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return true;
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}
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glm::vec3 Systems::TransformSystem::AbsolutePosition(EntityID entity)
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{
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glm::vec3 absPosition;
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glm::quat accumulativeOrientation;
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do
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{
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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//absPosition += transform->Position;
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entity = m_World->GetEntityParent(entity);
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auto transform2 = m_World->GetComponent<Components::Transform>(entity);
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if (entity == 0)
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absPosition += transform->Position;
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else
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absPosition = transform2->Orientation * (absPosition + transform->Position);
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} while (entity != 0);
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return absPosition * accumulativeOrientation;
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}
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glm::quat Systems::TransformSystem::AbsoluteOrientation(EntityID entity)
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{
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glm::quat absOrientation;
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do
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{
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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absOrientation = transform->Orientation * absOrientation;
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entity = m_World->GetEntityParent(entity);
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} while (entity != 0);
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return absOrientation;
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}
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glm::vec3 Systems::TransformSystem::AbsoluteScale(EntityID entity)
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{
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glm::vec3 absScale(1);
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do
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{
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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absScale *= transform->Scale;
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entity = m_World->GetEntityParent(entity);
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} while (entity != 0);
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return absScale;
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}
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Components::Transform Systems::TransformSystem::AbsoluteTransform(EntityID entity)
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{
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glm::vec3 absPosition;
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glm::quat absOrientation;
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glm::vec3 absScale(1);
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do
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{
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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entity = m_World->GetEntityParent(entity);
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auto transform2 = m_World->GetComponent<Components::Transform>(entity);
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// Position
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if (entity == 0)
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absPosition += transform->Position;
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else
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absPosition = transform2->Orientation * (absPosition + transform->Position);
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// Orientation
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absOrientation = transform->Orientation * absOrientation;
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// Scale
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absScale *= transform->Scale;
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} while (entity != 0);
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Components::Transform transform;
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transform.Position = absPosition;
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transform.Orientation = absOrientation;
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transform.Scale = absScale;
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return transform;
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}
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