Continued work on water, can now get 1 particle? maybe? Gotta get rendering to work so i can test it.
This commit is contained in:
+25
-28
@@ -100,34 +100,28 @@ public:
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m_World->Initialize();
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//TODO: Remove tobias light-test code.
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/*{
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}*/
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//OctoBall
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{
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auto ent = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
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transform->Position = glm::vec3(0.5f, 0.f, -9.9f);
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transform->Scale = glm::vec3(1.f, 1.f, 1.f);
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transform->Velocity = glm::vec3(1.0f, -5.f, 0.f);
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auto model = m_World->AddComponent<Components::Model>(ent);
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model->ModelFile = "Models/Test/Ball/Ballopus.obj";
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std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
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std::shared_ptr<Components::Ball> ball = m_World->AddComponent<Components::Ball>(ent);
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
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physics->Static = false;
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auto plight = m_World->AddComponent<Components::PointLight>(ent);
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plight->Radius = 2.f;
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m_World->CommitEntity(ent);
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}
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// {
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// auto ent = m_World->CreateEntity();
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// std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
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// transform->Position = glm::vec3(0.5f, 0.f, -9.9f);
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// transform->Scale = glm::vec3(1.f, 1.f, 1.f);
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// transform->Velocity = glm::vec3(1.0f, -5.f, 0.f);
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//
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// auto model = m_World->AddComponent<Components::Model>(ent);
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// model->ModelFile = "Models/Test/Ball/Ballopus.obj";
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//
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// std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
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// std::shared_ptr<Components::Ball> ball = m_World->AddComponent<Components::Ball>(ent);
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//
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// std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
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// physics->Static = false;
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//
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// auto plight = m_World->AddComponent<Components::PointLight>(ent);
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// plight->Radius = 2.f;
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//
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// m_World->CommitEntity(ent);
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// }
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//PointLightTest
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{
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@@ -136,6 +130,7 @@ public:
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transform->Position = glm::vec3(2.f, 1.5f, -9.f);
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auto pl = m_World->AddComponent<Components::PointLight>(t_Light);
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pl->Radius = 8.f;
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m_World->CommitEntity(t_Light);
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}
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//Halfpipe background test model.
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@@ -146,17 +141,19 @@ public:
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transform->Scale = glm::vec3(15.f);
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auto model = m_World->AddComponent<Components::Model>(t_halfPipe);
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model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj";
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m_World->CommitEntity(t_halfPipe);
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}
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//Water test
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{
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auto t_waterBody = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_waterBody);
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transform->Position = glm::vec3(0.f, 0.f, -10.f);
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transform->Position = glm::vec3(1.5f, 1.5f, -10.f);
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auto water = m_World->AddComponent<Components::WaterVolume>(t_waterBody);
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auto sprite = m_World->AddComponent<Components::Sprite>(t_waterBody);
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sprite->SpriteFile = "Textures/Test/Brick_Diffuse.png";
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auto body = m_World->AddComponent<Components::RectangleShape>(t_waterBody);
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m_World->CommitEntity(t_waterBody);
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}
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{
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Executable
+421
@@ -0,0 +1,421 @@
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/*
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This file is part of Daydream Engine.
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Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
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Daydream Engine is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Daydream Engine is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License
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along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <string>
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#include <sstream>
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#include "ResourceManager.h"
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#include "OBJ.h"
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#include "Model.h"
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#include "Texture.h"
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#include "EventBroker.h"
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#include "RenderQueue.h"
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#include "Renderer.h"
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#include "InputManager.h"
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//TODO: Remove includes that are only here for the temporary draw solution.
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#include "World.h"
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#include "CTransform.h"
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#include "Core/EventBroker.h"
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#include "Rendering/CModel.h"
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#include "Rendering/CSprite.h"
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#include "CTemplate.h"
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#include "Rendering/CPointLight.h"
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#include "Transform/TransformSystem.h"
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#include "Game/LevelSystem.h"
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#include "Game/PadSystem.h"
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#include "Game/CBall.h"
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#include "Game/CBrick.h"
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#include "Game/CPad.h"
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#include "Game/BallSystem.h"
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#include "Physics/PhysicsSystem.h"
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#include "Physics/CPhysics.h"
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#include "Physics/CRectangleShape.h"
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#include "Physics/ESetImpulse.h"
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#include "Physics/CWaterVolume.h"
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namespace dd
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{
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class Engine
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{
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public:
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Engine(int argc, char* argv[]) {
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m_EventBroker = std::make_shared<EventBroker>();
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m_Renderer = std::make_shared<Renderer>();
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m_Renderer->SetFullscreen(false);
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m_Renderer->SetResolution(Rectangle(0, 0, 1920, 1080));
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m_Renderer->Initialize();
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m_InputManager = std::make_shared<InputManager>(m_Renderer->Window(), m_EventBroker);
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m_World = std::make_shared<World>(m_EventBroker);
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//TODO: Move this out of engine.h
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m_World->ComponentFactory.Register<Components::Transform>();
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m_World->SystemFactory.Register<Systems::TransformSystem>(
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[this]() { return new Systems::TransformSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::TransformSystem>();
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m_World->ComponentFactory.Register<Components::Sprite>();
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m_World->ComponentFactory.Register<Components::RectangleShape>();
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m_World->ComponentFactory.Register<Components::Physics>();
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m_World->ComponentFactory.Register<Components::Ball>();
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m_World->ComponentFactory.Register<Components::Brick>();
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m_World->ComponentFactory.Register<Components::Pad>();
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m_World->ComponentFactory.Register<Components::Life>();
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m_World->SystemFactory.Register<Systems::PhysicsSystem>(
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[this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::PhysicsSystem>();
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m_World->SystemFactory.Register<Systems::LevelSystem>([this]() { return new Systems::LevelSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::LevelSystem>();
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m_World->SystemFactory.Register<Systems::PadSystem>([this]() { return new Systems::PadSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::PadSystem>();
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m_World->SystemFactory.Register<Systems::BallSystem>([this]() { return new Systems::BallSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::BallSystem>();
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m_World->ComponentFactory.Register<Components::Model>();
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m_World->ComponentFactory.Register<Components::Template>();
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m_World->ComponentFactory.Register<Components::PointLight>();
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m_World->ComponentFactory.Register<Components::WaterVolume>();
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m_World->Initialize();
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//TODO: Remove tobias light-test code.
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/*{
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}*/
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//OctoBall
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{
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auto ent = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
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transform->Position = glm::vec3(0.5f, 0.f, -9.9f);
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transform->Scale = glm::vec3(1.f, 1.f, 1.f);
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<<<<<<< HEAD
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=======
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transform->Velocity = glm::vec3(1.0f, -5.f, 0.f);
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>>>>>>> origin/physics
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auto model = m_World->AddComponent<Components::Model>(ent);
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model->ModelFile = "Models/Test/Ball/Ballopus.obj";
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std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
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std::shared_ptr<Components::Ball> ball = m_World->AddComponent<Components::Ball>(ent);
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
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physics->Static = false;
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auto plight = m_World->AddComponent<Components::PointLight>(ent);
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plight->Radius = 2.f;
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m_World->CommitEntity(ent);
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}
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//PointLightTest
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{
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auto t_Light = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_Light);
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transform->Position = glm::vec3(2.f, 1.5f, -9.f);
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auto pl = m_World->AddComponent<Components::PointLight>(t_Light);
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pl->Radius = 8.f;
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}
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//Halfpipe background test model.
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{
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auto t_halfPipe = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_halfPipe);
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transform->Position = glm::vec3(0.f, 0.f, -15.f);
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transform->Scale = glm::vec3(15.f);
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auto model = m_World->AddComponent<Components::Model>(t_halfPipe);
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model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj";
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}
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//Water test
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{
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auto t_waterBody = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_waterBody);
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transform->Position = glm::vec3(0.f, 0.f, -10.f);
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auto water = m_World->AddComponent<Components::WaterVolume>(t_waterBody);
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auto sprite = m_World->AddComponent<Components::Sprite>(t_waterBody);
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sprite->SpriteFile = "Textures/Test/Brick_Diffuse.png";
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auto body = m_World->AddComponent<Components::RectangleShape>(t_waterBody);
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}
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{
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auto topWall = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(topWall);
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transform->Position = glm::vec3(0.f, 6.f, -10.f);
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transform->Scale = glm::vec3(18.f, 0.5f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(topWall);
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
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physics->Static = true;
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m_World->CommitEntity(topWall);
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}
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{
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auto leftWall = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(leftWall);
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transform->Position = glm::vec3(-9.f, 1.f, -10.f);
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transform->Scale = glm::vec3(0.5f, 10.f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(leftWall);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(leftWall);
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(leftWall);
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physics->Static = true;
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m_World->CommitEntity(leftWall);
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}
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{
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auto rightWall = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(rightWall);
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transform->Position = glm::vec3(9.f, 1.f, -10.f);
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transform->Scale = glm::vec3(0.5f, 10.f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(rightWall);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(rightWall);
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(rightWall);
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physics->Static = true;
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m_World->CommitEntity(rightWall);
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}
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{
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auto ent = m_World->CreateEntity();
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m_World->SetProperty(ent, "Name", "Pad");
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auto ctransform = m_World->AddComponent<Components::Transform>(ent);
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ctransform->Position = glm::vec3(0.f, -5.f, -10.f);
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ctransform->Scale = glm::vec3(3.2, 0.8, 0.);
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auto rectangle = m_World->AddComponent<Components::RectangleShape>(ent);
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auto physics = m_World->AddComponent<Components::Physics>(ent);
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physics->Static = false;
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auto csprite = m_World->AddComponent<Components::Sprite>(ent);
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auto pad = m_World->AddComponent<Components::Pad>(ent);
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csprite->SpriteFile = "Textures/Pad.png";
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m_World->CommitEntity(ent);
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}
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m_LastTime = glfwGetTime();
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}
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bool Running() const { return !glfwWindowShouldClose(m_Renderer->Window()); }
|
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|
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void Tick()
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{
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double currentTime = glfwGetTime();
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double dt = currentTime - m_LastTime;
|
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m_LastTime = currentTime;
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|
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ResourceManager::Update();
|
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|
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// Update input
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m_InputManager->Update(dt);
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m_World->Update(dt);
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|
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|
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//
|
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// if (glfwGetKey(m_Renderer->Window(), GLFW_KEY_R)) {
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// ResourceManager::Reload("Shaders/Deferred/3/Fragment.glsl");
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// }
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//
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//TODO Fill up the renderQueue with models (Temp fix)
|
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// TEMPAddToRenderQueue();
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|
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// Render scene
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//TODO send renderqueue to draw.
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// m_Renderer->Draw(m_RendererQueue);
|
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|
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if (glfwGetKey(m_Renderer->Window(), GLFW_KEY_R)) {
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ResourceManager::Reload("Shaders/Deferred/3/Fragment.glsl");
|
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}
|
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|
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//TODO Fill up the renderQueue with models (Temp fix)
|
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TEMPAddToRenderQueue();
|
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|
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// Render scene
|
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//TODO send renderqueue to draw.
|
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m_Renderer->Draw(m_RendererQueue);
|
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|
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// Swap event queues
|
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m_EventBroker->Clear();
|
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|
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glfwPollEvents();
|
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}
|
||||
|
||||
std::shared_ptr<Systems::TransformSystem> m_TransformSystem;
|
||||
std::shared_ptr<Systems::LevelSystem> m_LevelSystem;
|
||||
|
||||
//TODO: Get this out of engine.h
|
||||
void TEMPAddToRenderQueue()
|
||||
{
|
||||
|
||||
if (!m_TransformSystem)
|
||||
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
|
||||
|
||||
m_RendererQueue.Clear();
|
||||
|
||||
for (auto &pair : *m_World->GetEntities())
|
||||
{
|
||||
EntityID entity = pair.first;
|
||||
|
||||
auto templateComponent = m_World->GetComponent<Components::Template>(entity);
|
||||
if (templateComponent)
|
||||
continue;
|
||||
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (!transform)
|
||||
continue;
|
||||
|
||||
auto modelComponent = m_World->GetComponent<Components::Model>(entity);
|
||||
if (modelComponent)
|
||||
{
|
||||
Model* modelAsset = nullptr;
|
||||
modelAsset = ResourceManager::Load<Model>(modelComponent->ModelFile);
|
||||
|
||||
if (modelAsset)
|
||||
{
|
||||
Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
|
||||
glm::mat4 modelMatrix = glm::translate(glm::mat4(), absoluteTransform.Position)
|
||||
* glm::toMat4(absoluteTransform.Orientation)
|
||||
* glm::scale(absoluteTransform.Scale);
|
||||
EnqueueModel(modelAsset, modelMatrix, modelComponent->Transparent, modelComponent->Color, modelComponent->ModelFile);
|
||||
}
|
||||
}
|
||||
|
||||
//TODO: Add LightLoadShit
|
||||
|
||||
auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity);
|
||||
if (pointLightComponent)
|
||||
{
|
||||
Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
|
||||
EnqueuePointLight(absoluteTransform.Position,
|
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pointLightComponent->Diffuse,
|
||||
pointLightComponent->Specular,
|
||||
pointLightComponent->Radius);
|
||||
}
|
||||
|
||||
|
||||
auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity);
|
||||
if (spriteComponent)
|
||||
{
|
||||
|
||||
std::string normal = spriteComponent->NormalTexture;
|
||||
std::string spec = spriteComponent->SpecularTexture;
|
||||
|
||||
if (normal.empty()) {
|
||||
normal = "Textures/Core/NeutralNormalMap.png";
|
||||
}
|
||||
if (spec.empty()) {
|
||||
spec = "Textures/Core/NeutralSpecularMap.png";
|
||||
}
|
||||
auto texturediff = ResourceManager::Load<Texture>(spriteComponent->SpriteFile);
|
||||
auto texturenorm = ResourceManager::Load<Texture>(normal);
|
||||
auto texturespec = ResourceManager::Load<Texture>(spec);
|
||||
|
||||
|
||||
Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
|
||||
glm::quat orientation2D = glm::angleAxis(glm::eulerAngles(absoluteTransform.Orientation).z, glm::vec3(0, 0, -1));
|
||||
glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position)
|
||||
* glm::toMat4(orientation2D)
|
||||
* glm::scale(absoluteTransform.Scale);
|
||||
EnqueueSprite(texturediff, texturenorm, texturespec, modelMatrix, spriteComponent->Color, absoluteTransform.Position.z);
|
||||
}
|
||||
}
|
||||
|
||||
m_RendererQueue.Sort();
|
||||
}
|
||||
|
||||
//TODO: Get this out of engine.h
|
||||
void EnqueueModel(Model* model, glm::mat4 modelMatrix, float transparent, glm::vec4 color, std::string fileName)
|
||||
{
|
||||
for (auto texGroup : model->TextureGroups)
|
||||
{
|
||||
ModelJob job;
|
||||
job.TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
|
||||
job.DiffuseTexture = (texGroup.Texture) ? *texGroup.Texture : 0;
|
||||
job.NormalTexture = (texGroup.NormalMap) ? *texGroup.NormalMap : 0;
|
||||
job.SpecularTexture = (texGroup.SpecularMap) ? *texGroup.SpecularMap : 0;
|
||||
job.VAO = model->VAO;
|
||||
job.ElementBuffer = model->ElementBuffer;
|
||||
job.StartIndex = texGroup.StartIndex;
|
||||
job.EndIndex = texGroup.EndIndex;
|
||||
job.ModelMatrix = modelMatrix;
|
||||
job.Color = color;
|
||||
job.fileName = fileName;
|
||||
|
||||
m_RendererQueue.Deferred.Add(job);
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: Get this out of engine.h
|
||||
void EnqueueSprite(Texture* texture, Texture* normalTexture, Texture* specularTexture, glm::mat4 modelMatrix, glm::vec4 color, float depth)
|
||||
{
|
||||
SpriteJob job;
|
||||
job.TextureID = texture->ResourceID;
|
||||
job.DiffuseTexture = *texture;
|
||||
job.NormalTexture = *normalTexture;
|
||||
job.SpecularTexture = *specularTexture;
|
||||
job.ModelMatrix = modelMatrix;
|
||||
job.Color = color;
|
||||
job.Depth = depth;
|
||||
|
||||
|
||||
m_RendererQueue.Forward.Add(job);
|
||||
}
|
||||
|
||||
void EnqueuePointLight(glm::vec3 position, glm::vec3 diffuseColor, glm::vec3 specularColor, float radius)
|
||||
{
|
||||
PointLightJob job;
|
||||
job.Position = position;
|
||||
job.DiffuseColor = diffuseColor;
|
||||
job.SpecularColor = specularColor;
|
||||
job.Radius = radius;
|
||||
|
||||
m_RendererQueue.Lights.Add(job);
|
||||
|
||||
}
|
||||
|
||||
private:
|
||||
std::shared_ptr<ResourceManager> m_ResourceManager;
|
||||
std::shared_ptr<EventBroker> m_EventBroker;
|
||||
std::shared_ptr<Renderer> m_Renderer;
|
||||
RenderQueueCollection m_RendererQueue;
|
||||
std::shared_ptr<InputManager> m_InputManager;
|
||||
std::shared_ptr<World> m_World;
|
||||
|
||||
double m_LastTime;
|
||||
};
|
||||
|
||||
}
|
||||
@@ -67,6 +67,7 @@ private:
|
||||
|
||||
const b2ParticleSystemDef m_ParticleSystemDef;
|
||||
b2ParticleSystem *m_ParticleSystem;
|
||||
b2ParticleGroup* t_watergroup;
|
||||
|
||||
|
||||
void InitializeWater();
|
||||
|
||||
Executable
+136
@@ -0,0 +1,136 @@
|
||||
#ifndef DAYDREAM_PHYSICSSYSTEM_H
|
||||
#define DAYDREAM_PHYSICSSYSTEM_H
|
||||
|
||||
#include <unordered_map>
|
||||
|
||||
#include "Core/System.h"
|
||||
#include "Core/World.h"
|
||||
#include "CRectangleShape.h"
|
||||
#include "Physics/CPhysics.h"
|
||||
#include <Box2D/Box2D.h>
|
||||
#include "Core/CTransform.h"
|
||||
#include "Transform/TransformSystem.h"
|
||||
#include "Physics/EContact.h"
|
||||
#include "Physics/ESetImpulse.h"
|
||||
#include "Physics/CCircleShape.h"
|
||||
#include "Core/EventBroker.h"
|
||||
<<<<<<< HEAD
|
||||
#include "Physics/CWaterVolume.h"
|
||||
=======
|
||||
#include "Game/CPad.h"
|
||||
>>>>>>> origin/physics
|
||||
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace Systems
|
||||
{
|
||||
|
||||
|
||||
class PhysicsSystem : public System
|
||||
{
|
||||
friend class ContractListener;
|
||||
|
||||
public:
|
||||
PhysicsSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
|
||||
: System(world, eventBroker) {}
|
||||
|
||||
~PhysicsSystem();
|
||||
|
||||
EventRelay<PhysicsSystem, Events::SetImpulse> m_SetImpulse;
|
||||
bool SetImpulse(const Events::SetImpulse &event);
|
||||
|
||||
void RegisterComponents(ComponentFactory* cf) override;
|
||||
void Initialize() override;
|
||||
|
||||
// Called once per system every tick
|
||||
void Update(double dt) override;
|
||||
// Called once for every entity in the world every tick
|
||||
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
|
||||
// Called when components are committed to an entity
|
||||
void OnEntityCommit(EntityID entity) override;
|
||||
|
||||
// Called when an entity is removed
|
||||
void OnEntityRemoved(EntityID entity) override;
|
||||
|
||||
private:
|
||||
b2Vec2 m_Gravity;
|
||||
b2World* m_PhysicsWorld;
|
||||
float m_TimeStep;
|
||||
float m_Accumulator;
|
||||
|
||||
int m_VelocityIterations, m_PositionIterations;
|
||||
|
||||
std::unordered_map<EntityID, b2Body*> m_EntitiesToBodies;
|
||||
std::unordered_map<b2Body*, EntityID> m_BodiesToEntities;
|
||||
|
||||
void CreateBody(EntityID entity);
|
||||
|
||||
const b2ParticleSystemDef m_ParticleSystemDef;
|
||||
b2ParticleSystem *m_ParticleSystem;
|
||||
|
||||
|
||||
void InitializeWater();
|
||||
void SyncWater(); //TODO: Probably remove this
|
||||
void CreateParticleGroup(EntityID entity);
|
||||
|
||||
|
||||
|
||||
class ContactListener : public b2ContactListener
|
||||
{
|
||||
public:
|
||||
ContactListener(PhysicsSystem* physicsSystem)
|
||||
: m_PhysicsSystem(physicsSystem) { }
|
||||
|
||||
void BeginContact(b2Contact* contact)
|
||||
{
|
||||
b2WorldManifold worldManifold;
|
||||
|
||||
contact->GetWorldManifold(&worldManifold);
|
||||
|
||||
Events::Contact e;
|
||||
e.Entity1 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
|
||||
e.Entity2 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureB()->GetBody()];
|
||||
e.Normal = glm::normalize(glm::vec2(worldManifold.normal.x, worldManifold.normal.y));
|
||||
|
||||
|
||||
m_PhysicsSystem->EventBroker->Publish(e);
|
||||
|
||||
LOG_INFO("Entity1 = %i, Entity2 = %i\n", e.Entity1, e.Entity2);
|
||||
}
|
||||
void EndContact(b2Contact* contact)
|
||||
{
|
||||
|
||||
}
|
||||
void PreSolve(b2Contact* contact, const b2Manifold* oldManifold)
|
||||
{
|
||||
EntityID entityA = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
|
||||
EntityID entityB = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
|
||||
|
||||
auto physicsComponentA = m_PhysicsSystem->m_World->GetComponent<Components::Physics>(entityA);
|
||||
auto physicsComponentB = m_PhysicsSystem->m_World->GetComponent<Components::Physics>(entityB);
|
||||
|
||||
if (physicsComponentA != nullptr || physicsComponentB != nullptr) {
|
||||
// Turn of collisions
|
||||
contact->SetEnabled(false);
|
||||
}
|
||||
|
||||
}
|
||||
void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
private:
|
||||
PhysicsSystem* m_PhysicsSystem;
|
||||
};
|
||||
|
||||
ContactListener* m_ContactListener;
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
#endif //DAYDREAM_PHYSICSSYSTEM_H
|
||||
@@ -104,7 +104,8 @@ void dd::Systems::PadSystem::Update(double dt)
|
||||
transform->Velocity -= transform->Velocity * pad->SlowdownModifier * (float)dt;
|
||||
|
||||
|
||||
|
||||
if (Left()) {
|
||||
acceleration.x = -pad->AccelerationSpeed;
|
||||
}
|
||||
else if (Right()) {
|
||||
acceleration.x = pad->AccelerationSpeed;
|
||||
|
||||
Executable
+262
@@ -0,0 +1,262 @@
|
||||
//
|
||||
// Created by Adniklastrator on 2015-09-10.
|
||||
//
|
||||
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "Game/PadSystem.h"
|
||||
#include "Core/World.h"
|
||||
#include <iostream>
|
||||
#include <Game/CPad.h>
|
||||
#include <Rendering/CPointLight.h>
|
||||
|
||||
|
||||
void dd::Systems::PadSystem::Initialize()
|
||||
{
|
||||
Events::BindKey r;
|
||||
r.KeyCode = GLFW_KEY_RIGHT;
|
||||
r.Command = "right";
|
||||
EventBroker->Publish(r);
|
||||
|
||||
Events::BindKey l;
|
||||
l.KeyCode = GLFW_KEY_LEFT;
|
||||
l.Command = "left";
|
||||
EventBroker->Publish(l);
|
||||
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, PadSystem::OnKeyDown);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, PadSystem::OnKeyUp);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EContact, PadSystem::OnContact);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EResetBall, PadSystem::ResetBall);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
void dd::Systems::PadSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
auto ball = m_World->GetComponent<Components::Ball>(entity);
|
||||
if (ball != NULL) {
|
||||
if (ReplaceBall() == true) {
|
||||
SetReplaceBall(false);
|
||||
|
||||
auto transformEntity = m_World->GetComponent<Components::Transform>(entity);
|
||||
transformEntity->Position = glm::vec3(20, 20, -10);
|
||||
|
||||
//Temporary. Create new ball.
|
||||
/*auto ent = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
|
||||
transform->Position = glm::vec3(0.5f, 0.f, -10.f);
|
||||
transform->Scale = glm::vec3(1.f, 1.f, 1.f);
|
||||
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(ent);
|
||||
sprite->SpriteFile = "Textures/Ball.png";
|
||||
std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
|
||||
std::shared_ptr<Components::Ball> cball = m_World->AddComponent<Components::Ball>(ent);
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
|
||||
physics->Static = false;*/
|
||||
|
||||
auto ent = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
|
||||
transform->Position = glm::vec3(0.5f, 0.f, -10.f);
|
||||
transform->Scale = glm::vec3(1.f, 1.f, 1.f);
|
||||
auto model = m_World->AddComponent<Components::Model>(ent);
|
||||
model->ModelFile = "Models/Test/Ball/Ballopus.obj";
|
||||
//auto pointlight = m_World->AddComponent<Components::PointLight>(ent);
|
||||
std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
|
||||
std::shared_ptr<Components::Ball> cball = m_World->AddComponent<Components::Ball>(ent);
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
|
||||
physics->Static = false;
|
||||
|
||||
m_World->RemoveEntity(entity);
|
||||
m_World->CommitEntity(ent);
|
||||
|
||||
Events::SetImpulse e;
|
||||
e.Entity = ent;
|
||||
e.Impulse = glm::vec2(0.f, -7.f);
|
||||
e.Point = glm::vec2(transform->Position.x, transform->Position.y);
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void dd::Systems::PadSystem::Update(double dt)
|
||||
{
|
||||
if (Entity() == 0) {
|
||||
for (auto it = m_World->GetEntities()->begin(); it != m_World->GetEntities()->end(); it++) {
|
||||
if (m_World->GetProperty<std::string>(it->first, "Name") == "Pad") {
|
||||
SetEntity(it->first);
|
||||
SetTransform(m_World->GetComponent<Components::Transform>(Entity()));
|
||||
SetPad(m_World->GetComponent<Components::Pad>(Entity()));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
auto transform = Transform();
|
||||
auto pad = Pad();
|
||||
auto acceleration = Acceleration();
|
||||
|
||||
if (transform->Velocity.x < -pad->MaxSpeed) {
|
||||
transform->Velocity.x = -pad->MaxSpeed;
|
||||
}
|
||||
else if (transform->Velocity.x > pad->MaxSpeed) {
|
||||
transform->Velocity.x = pad->MaxSpeed;
|
||||
}
|
||||
transform->Position += transform->Velocity * (float)dt;
|
||||
<<<<<<< HEAD
|
||||
transform->Velocity += acceleration * (float)dt;
|
||||
transform->Velocity -= transform->Velocity * pad->SlowdownModifier * (float)dt;
|
||||
|
||||
if (Left()) {
|
||||
acceleration.x = -pad->AccelerationSpeed;
|
||||
=======
|
||||
transform->Velocity += acceleration * (float)dt;
|
||||
transform->Velocity -= transform->Velocity * (0.9f * (float)dt);
|
||||
|
||||
|
||||
|
||||
if (left)
|
||||
{
|
||||
acceleration.x = -20.f;
|
||||
>>>>>>> origin/physics
|
||||
}
|
||||
else if (Right()) {
|
||||
acceleration.x = pad->AccelerationSpeed;
|
||||
}
|
||||
else {
|
||||
acceleration.x = 0.f;
|
||||
}
|
||||
|
||||
SetTransform(transform);
|
||||
SetPad(pad);
|
||||
SetAcceleration(acceleration);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::OnKeyDown(const dd::Events::KeyDown &event)
|
||||
{
|
||||
int val = event.KeyCode;
|
||||
if (val == GLFW_KEY_UP) {
|
||||
//std::cout << "Up!" << std::endl;
|
||||
} else if (val == GLFW_KEY_DOWN) {
|
||||
//std::cout << "Down!" << std::endl;
|
||||
} else if (val == GLFW_KEY_LEFT) {
|
||||
//std::cout << "Left!" << std::endl;
|
||||
//acceleration.x = -0.01f;
|
||||
SetLeft(true);
|
||||
} else if (val == GLFW_KEY_RIGHT) {
|
||||
//std::cout << "Right!" << std::endl;
|
||||
//acceleration.x = 0.01f;
|
||||
SetRight(true);
|
||||
} else if (val == GLFW_KEY_R) {
|
||||
SetReplaceBall(true);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::OnKeyUp(const dd::Events::KeyUp &event)
|
||||
{
|
||||
int val = event.KeyCode;
|
||||
if (val == GLFW_KEY_UP) {
|
||||
|
||||
} else if (val == GLFW_KEY_DOWN) {
|
||||
|
||||
} else if (val == GLFW_KEY_LEFT) {
|
||||
SetLeft(false);
|
||||
} else if (val == GLFW_KEY_RIGHT) {
|
||||
SetRight(false);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::OnContact(const dd::Events::Contact &event)
|
||||
{
|
||||
/*
|
||||
EntityID entityBall = event.Entity2;
|
||||
auto ball = m_World->GetComponent<Components::Ball>(entityBall);
|
||||
if (ball == NULL) {
|
||||
return false;
|
||||
}
|
||||
EntityID entityPad = event.Entity1;
|
||||
auto pad = m_World->GetComponent<Components::Pad>(entityPad);
|
||||
if (pad == NULL) {
|
||||
return false;
|
||||
}
|
||||
auto transformBall = m_World->GetComponent<Components::Transform>(entityBall);
|
||||
auto transformPad = m_World->GetComponent<Components::Transform>(entityPad);
|
||||
|
||||
float movementMultiplier = 4.f;
|
||||
|
||||
float whatX = transformBall->Position.x - transformPad->Position.x;
|
||||
float movementX;
|
||||
if (whatX > 0) {
|
||||
movementX = movementMultiplier * whatX;
|
||||
//std::cout << "Right!" << std::endl;
|
||||
} else {
|
||||
movementX = movementMultiplier * whatX;
|
||||
//std::cout << "Left!" << std::endl;
|
||||
}
|
||||
|
||||
//float movementY = 1;
|
||||
|
||||
//float movementX = (event.ContactPoint.x - transformPad->Position.x) * movementMultiplier;
|
||||
<<<<<<< HEAD
|
||||
float movementY = glm::cos((abs(movementX) / ((1.6f) * movementMultiplier)) * 3.14159265359f / 2) + 1;
|
||||
|
||||
//std::cout << movementX << " " << movementY << std::endl;
|
||||
|
||||
//Temporary solution. Add a new ball and delete the old one.
|
||||
auto ent = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
|
||||
transform->Position = glm::vec3(transformBall->Position.x, transformBall->Position.y + 0.01f, -10.f);
|
||||
transform->Scale = glm::vec3(1.f, 1.f, 1.f);
|
||||
auto model = m_World->AddComponent<Components::Model>(ent);
|
||||
model->ModelFile = "Models/Test/Ball/Ballopus.obj";
|
||||
//auto pointlight = m_World->AddComponent<Components::PointLight>(ent);
|
||||
std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
|
||||
std::shared_ptr<Components::Ball> cball = m_World->AddComponent<Components::Ball>(ent);
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
|
||||
physics->Static = false;
|
||||
|
||||
m_World->RemoveEntity(entityBall);
|
||||
m_World->CommitEntity(ent);
|
||||
|
||||
Events::SetImpulse e;
|
||||
e.Entity = ent;
|
||||
e.Impulse = glm::vec2(movementX, movementY);
|
||||
e.Point = glm::vec2(transform->Position.x, transform->Position.y);
|
||||
EventBroker->Publish(e);
|
||||
=======
|
||||
//float movementY = glm::cos((abs(movementX) / (3.2f * movementMultiplier)) * 3.14159265359f / 2) * 2.f;
|
||||
|
||||
// std::cout << movementX << " " << movementY << std::endl;
|
||||
|
||||
float len = glm::length<float>(transformBall->Velocity);
|
||||
|
||||
transformBall->Velocity += glm::vec3(transformPad->Velocity.x, 0, 0);
|
||||
transformBall->Velocity = glm::normalize(transformBall->Velocity) * len;
|
||||
|
||||
|
||||
//transform->Velocity = glm::vec3(movementX, movementY, 0.f);
|
||||
*/
|
||||
>>>>>>> origin/physics
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::ResetBall(const dd::Events::ResetBall &event)
|
||||
{
|
||||
SetReplaceBall(true);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::PadSteeringInputController::OnCommand(const Events::InputCommand &event)
|
||||
{
|
||||
std::string command = event.Command;
|
||||
|
||||
std::cout << "Command!" << std::endl;
|
||||
|
||||
if (command == "right") {
|
||||
std::cout << "Right!" << std::endl;
|
||||
} else if (command == "left") {
|
||||
std::cout << "Left!" << std::endl;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -22,6 +22,8 @@ void dd::Systems::PhysicsSystem::Initialize()
|
||||
|
||||
m_PhysicsWorld->SetContactListener(m_ContactListener);
|
||||
|
||||
InitializeWater();
|
||||
|
||||
EVENT_SUBSCRIBE_MEMBER(m_SetImpulse, PhysicsSystem::SetImpulse);
|
||||
}
|
||||
|
||||
@@ -225,15 +227,23 @@ void dd::Systems::PhysicsSystem::CreateParticleGroup(EntityID e)
|
||||
LOG_ERROR("No Transform component in CreateParticleGroup");
|
||||
return;
|
||||
}
|
||||
LOG_INFO("------ CREATING PARTICLE GROUP");
|
||||
|
||||
b2ParticleGroupDef pd;
|
||||
b2PolygonShape shape;
|
||||
|
||||
shape.SetAsBox(transform->Scale.x, transform->Scale.y);
|
||||
pd.shape = &shape;
|
||||
pd.flags = b2_elasticParticle;
|
||||
pd.angle = -0.5f;
|
||||
pd.angularVelocity = 2.0f;
|
||||
pd.position.Set(transform->Position.x, transform->Position.y);
|
||||
//pd.particleCount = 10;
|
||||
//TODO: PUT IN LIST
|
||||
t_watergroup = m_ParticleSystem->CreateParticleGroup(pd);
|
||||
LOG_INFO("ParticleCount: %i", t_watergroup->GetParticleCount());
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
dd::Systems::PhysicsSystem::~PhysicsSystem()
|
||||
|
||||
Executable
+265
@@ -0,0 +1,265 @@
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "Physics/PhysicsSystem.h"
|
||||
|
||||
|
||||
|
||||
void dd::Systems::PhysicsSystem::RegisterComponents(ComponentFactory* cf)
|
||||
{
|
||||
cf->Register<Components::CircleShape>();
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::Initialize()
|
||||
{
|
||||
m_ContactListener = new ContactListener(this);
|
||||
|
||||
m_Gravity = b2Vec2(0.f, 0.f);
|
||||
m_PhysicsWorld = new b2World(m_Gravity);
|
||||
|
||||
m_TimeStep = 1.f/60.f;
|
||||
m_VelocityIterations = 6;
|
||||
m_PositionIterations = 2;
|
||||
m_Accumulator = 0.f;
|
||||
|
||||
m_PhysicsWorld->SetContactListener(m_ContactListener);
|
||||
|
||||
EVENT_SUBSCRIBE_MEMBER(m_SetImpulse, PhysicsSystem::SetImpulse);
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::InitializeWater()
|
||||
{
|
||||
m_ParticleSystem = m_PhysicsWorld->CreateParticleSystem(&m_ParticleSystemDef);
|
||||
}
|
||||
|
||||
bool dd::Systems::PhysicsSystem::SetImpulse(const Events::SetImpulse &event)
|
||||
{
|
||||
b2Body* body = m_EntitiesToBodies[event.Entity];
|
||||
|
||||
b2Vec2 impulse;
|
||||
impulse.x = event.Impulse.x;
|
||||
impulse.y = event.Impulse.y;
|
||||
|
||||
b2Vec2 point;
|
||||
point.x = event.Point.x;
|
||||
point.y = event.Point.y;
|
||||
|
||||
body->ApplyLinearImpulse(impulse, point, true);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::Update(double dt)
|
||||
{
|
||||
for (auto i : m_EntitiesToBodies) {
|
||||
EntityID entity = i.first;
|
||||
b2Body* body = i.second;
|
||||
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (! transformComponent)
|
||||
continue;
|
||||
|
||||
if (body == nullptr) {
|
||||
//LOG_ERROR("This body should not exist");
|
||||
continue;
|
||||
}
|
||||
|
||||
if (m_World->GetEntityParent(entity) == 0) {
|
||||
b2Vec2 position;
|
||||
position.x = transformComponent->Position.x;
|
||||
position.y = transformComponent->Position.y;
|
||||
|
||||
float angle = -glm::eulerAngles(transformComponent->Orientation).z;
|
||||
|
||||
body->SetTransform(position, angle);
|
||||
<<<<<<< HEAD
|
||||
=======
|
||||
|
||||
|
||||
body->SetLinearVelocity(b2Vec2(transformComponent->Velocity.x, transformComponent->Velocity.y));
|
||||
|
||||
|
||||
>>>>>>> origin/physics
|
||||
}
|
||||
}
|
||||
|
||||
m_Accumulator += dt;
|
||||
while(m_Accumulator >= m_TimeStep)
|
||||
{
|
||||
m_PhysicsWorld->Step(m_TimeStep, m_VelocityIterations, m_PositionIterations);
|
||||
m_Accumulator -= dt;
|
||||
}
|
||||
|
||||
<<<<<<< HEAD
|
||||
=======
|
||||
|
||||
>>>>>>> origin/physics
|
||||
for (auto i : m_EntitiesToBodies) {
|
||||
EntityID entity = i.first;
|
||||
b2Body* body = i.second;
|
||||
|
||||
if (body == nullptr) {
|
||||
//LOG_ERROR("This body should not exist");
|
||||
continue;
|
||||
}
|
||||
|
||||
<<<<<<< HEAD
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (! transformComponent)
|
||||
continue;
|
||||
|
||||
=======
|
||||
>>>>>>> origin/physics
|
||||
if (m_World->GetEntityParent(entity) == 0) {
|
||||
b2Vec2 position = body->GetPosition();
|
||||
transformComponent->Position.x = position.x;
|
||||
transformComponent->Position.y = position.y;
|
||||
|
||||
float angle = body->GetAngle();
|
||||
|
||||
//TODO: CHECK IF THIS IS CORRECT
|
||||
transformComponent->Orientation = glm::quat(glm::vec3(0, 0, -angle));
|
||||
<<<<<<< HEAD
|
||||
=======
|
||||
|
||||
b2Vec2 velocity = body->GetLinearVelocity();
|
||||
transformComponent->Velocity.x = velocity.x;
|
||||
transformComponent->Velocity.y = velocity.y;
|
||||
|
||||
>>>>>>> origin/physics
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::OnEntityCommit(EntityID entity)
|
||||
{
|
||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
|
||||
auto waterComponent = m_World->GetComponent<Components::WaterVolume>(entity);
|
||||
|
||||
if (physicsComponent) {
|
||||
CreateBody(entity);
|
||||
}
|
||||
if (waterComponent) {
|
||||
CreateParticleGroup(entity);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void dd::Systems::PhysicsSystem::OnEntityRemoved(EntityID entity)
|
||||
{
|
||||
b2Body* body = m_EntitiesToBodies[entity];
|
||||
|
||||
if (body != nullptr) {
|
||||
m_EntitiesToBodies.erase(entity);
|
||||
m_BodiesToEntities.erase(body);
|
||||
|
||||
m_PhysicsWorld->DestroyBody(body);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
|
||||
{
|
||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
|
||||
if(!physicsComponent){
|
||||
LOG_ERROR("No PhysicsComponent in CreateBody");
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
if(!transformComponent) {
|
||||
LOG_ERROR("No TransformComponent in CreateBody");
|
||||
return;
|
||||
}
|
||||
|
||||
auto absoluteTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(entity);
|
||||
|
||||
b2BodyDef bodyDef;
|
||||
bodyDef.position.Set(absoluteTransform.Position.x, absoluteTransform.Position.y);
|
||||
|
||||
|
||||
bodyDef.angle = -glm::eulerAngles(absoluteTransform.Orientation).z;
|
||||
|
||||
if (physicsComponent->Static) {
|
||||
bodyDef.type = b2_staticBody;
|
||||
} else {
|
||||
bodyDef.type = b2_dynamicBody;
|
||||
|
||||
}
|
||||
|
||||
|
||||
b2Body* body = m_PhysicsWorld->CreateBody(&bodyDef);
|
||||
|
||||
b2Shape* pShape;
|
||||
|
||||
auto boxComponent = m_World->GetComponent<Components::RectangleShape>(entity);
|
||||
if (boxComponent) {
|
||||
b2PolygonShape* bShape = new b2PolygonShape();
|
||||
bShape->SetAsBox(absoluteTransform.Scale.x/2, absoluteTransform.Scale.y/2); //TODO: THIS SUCKS DUDE 4?!?!?!?
|
||||
pShape = bShape;
|
||||
} else {
|
||||
auto circleComponent = m_World->GetComponent<Components::CircleShape>(entity);
|
||||
if (circleComponent) {
|
||||
pShape = new b2CircleShape();
|
||||
pShape->m_radius = absoluteTransform.Scale.x;
|
||||
|
||||
|
||||
if (absoluteTransform.Scale.x != absoluteTransform.Scale.y && absoluteTransform.Scale.y != absoluteTransform.Scale.z) {
|
||||
LOG_WARNING("Circles has to be of uniform scale.");
|
||||
}
|
||||
pShape->m_radius = absoluteTransform.Scale.x/2; //TODO: THIS ALSO SUCKS 4 WTH
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
if(physicsComponent->Static) {
|
||||
body->CreateFixture(pShape, 0); //Density kanske ska vara 0 på statiska kroppar
|
||||
}
|
||||
else {
|
||||
//TODO: FIX THIS SHIT INTO COMPONENTS
|
||||
b2FixtureDef fixtureDef;
|
||||
fixtureDef.shape = pShape;
|
||||
fixtureDef.density = 1.f;
|
||||
fixtureDef.restitution = 1.0f;
|
||||
fixtureDef.friction = 0.0f;
|
||||
body->CreateFixture(&fixtureDef);
|
||||
|
||||
}
|
||||
|
||||
delete pShape;
|
||||
|
||||
m_EntitiesToBodies.insert(std::make_pair(entity, body));
|
||||
m_BodiesToEntities.insert(std::make_pair(body, entity));
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::CreateParticleGroup(EntityID e)
|
||||
{
|
||||
//TODO: Lägg alla pd i en lista
|
||||
auto transform = m_World->GetComponent<Components::Transform>(e);
|
||||
if (!transform) {
|
||||
LOG_ERROR("No Transform component in CreateParticleGroup");
|
||||
return;
|
||||
}
|
||||
LOG_INFO("------ CREATING PARTICLE GROUP");
|
||||
|
||||
b2ParticleGroupDef pd;
|
||||
b2PolygonShape shape;
|
||||
shape.SetAsBox(transform->Scale.x, transform->Scale.y);
|
||||
pd.shape = &shape;
|
||||
pd.flags = b2_elasticParticle;
|
||||
pd.angle = -0.5f;
|
||||
pd.angularVelocity = 2.0f;
|
||||
}
|
||||
|
||||
dd::Systems::PhysicsSystem::~PhysicsSystem()
|
||||
{
|
||||
if (m_ContactListener != nullptr) {
|
||||
delete m_ContactListener;
|
||||
m_ContactListener = nullptr;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user