Merge remote-tracking branch 'origin/master' into Physics

Conflicts:
	include/Core/Engine.h
	src/game/Game/PadSystem.cpp
	src/game/Physics/PhysicsSystem.cpp
This commit is contained in:
viktorljung
2015-09-17 17:11:37 +02:00
48 changed files with 19163 additions and 223 deletions
+1 -2
View File
@@ -75,8 +75,7 @@ set(SOURCE_FILES
${SOURCE_FILES_Rendering}
${SOURCE_FILES_Transform}
${SOURCE_FILES_Physics}
${SOURCE_FILES_Game}
)
${SOURCE_FILES_Game})
if(CMAKE_COMPILER_IS_GNUCXX)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -pthread")
+11 -11
View File
@@ -77,20 +77,20 @@ void dd::Camera::SetOrientation(glm::quat val)
void dd::Camera::UpdateProjectionMatrix()
{
m_ProjectionMatrix = glm::ortho(
-16.f,
16.f,
-9.f,
9.f,
m_NearClip,
m_FarClip
);
// m_ProjectionMatrix = glm::perspective(
// m_FOV,
// m_AspectRatio,
// m_ProjectionMatrix = glm::ortho(
// -16.f,
// 16.f,
// -9.f,
// 9.f,
// m_NearClip,
// m_FarClip
// );
m_ProjectionMatrix = glm::perspective(
m_FOV,
m_AspectRatio,
m_NearClip,
m_FarClip
);
}
void dd::Camera::UpdateViewMatrix()
+1
View File
@@ -40,6 +40,7 @@ void dd::EventBroker::Unsubscribe(BaseEventRelay &relay) // ?
{
if (it->second == &relay)
{
relay.m_Broker = nullptr;
eventRelays.erase(it);
break;
}
+22 -1
View File
@@ -113,6 +113,8 @@ void dd::Renderer::CreateBuffers()
m_ScreenQuad = CreateQuad();
m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
m_StandardNormal = ResourceManager::Load<Texture>("Textures/Core/NeutralNormalMap.png");
m_StandardSpecular = ResourceManager::Load<Texture>("Textures/Core/NeutralSpecularMap.png");
glGenRenderbuffers(1, &m_rbDepthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, m_rbDepthBuffer);
@@ -207,7 +209,9 @@ void dd::Renderer::CreateBuffers()
void dd::Renderer::Draw(RenderQueueCollection& rq)
{
DrawDeferred(rq.Deferred, rq.Lights);
rq.Forward.Jobs.sort(dd::Renderer::DepthSort);
DrawForward(rq.Forward, rq.Lights);
// Finally: Draw the deferred+forward combined texture to the screen
@@ -276,14 +280,20 @@ void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights)
void dd::Renderer::DrawForward(RenderQueue &objects, RenderQueue &lights)
{
// Forward-render semi-transparent objects on top of the current framebuffer
glDisable(GL_CULL_FACE);
glCullFace(GL_BACK);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
//glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
// glClearColor(1, 0.9, 0.8f, 1);
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_spForward->Bind();
DrawScene(objects, *m_spForward);
}
@@ -304,21 +314,32 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
glUniform3fv(glGetUniformLocation(shaderProgramHandle, "LightPosition"), 1, glm::value_ptr(glm::vec3(0.f,0.f,-9.f)));
glUniform3fv(glGetUniformLocation(shaderProgramHandle, "LightSpecular"), 1, glm::value_ptr(glm::vec3(1.f)));
glUniform3fv(glGetUniformLocation(shaderProgramHandle, "LightDiffuse"), 1, glm::value_ptr(glm::vec3(1.f)));
glUniform1f(glGetUniformLocation(shaderProgramHandle, "LightRadius"), 40.0f);
glUniform1f(glGetUniformLocation(shaderProgramHandle, "MaterialShininess"), modelJob->Shininess);
//TODO: Make sure that a normal/specular is loaded in.
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture);
if (modelJob->NormalTexture != 0) {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, modelJob->NormalTexture);
} else {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, *m_StandardNormal);
}
if (modelJob->SpecularTexture != 0) {
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, modelJob->SpecularTexture);
} else {
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, *m_StandardSpecular);
}
glBindVertexArray(modelJob->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
@@ -38,7 +38,8 @@ void main()
//frag_Diffuse = DiffuseTexel * (vec4(La, 0.0) * (vec4(LightingTexel.rgb, 0.0) + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0)));
//frag_Diffuse = DiffuseTexel * (vec4(La, 0.0) + LightingTexel);
frag_Diffuse = DiffuseTexel * (vec4(1.f, 1.f, 1.f, 0.0) + LightingTexel);
//frag_Diffuse = DiffuseTexel * (vec4(1.f, 1.f, 1.f, 0.0) + LightingTexel);
frag_Diffuse = DiffuseTexel + LightingTexel;
//frag_Diffuse = DiffuseTexel;
//frag_Diffuse = vec4(LightingTexel.r, LightingTexel.g, LightingTexel.b, 1.0);
}
+5 -4
View File
@@ -46,7 +46,7 @@ in VertexData
vec4 BoneWeights2;
} Input;
out vec4 FragmentColor;
out vec4 frag_Diffuse;
vec4 phong(vec3 position, vec3 normal, vec3 specular, float specularExponent)
{
@@ -83,7 +83,8 @@ void main()
vec4 specularTexel = texture(SpecularMap, Input.TextureCoord);
vec4 diffuseTexel = texture(DiffuseTexture, Input.TextureCoord);
FragmentColor = phong(Input.Position, normalize(normal), specularTexel.rgb, specularTexel.a);
//FragmentColor = diffuseTexel;
vec4 La = vec4(0.3, 0.3, 0.3, 1.0);
vec4 light = phong(Input.Position, normalize(normal), specularTexel.rgb, specularTexel.a);
//frag_Diffuse = light;
frag_Diffuse = diffuseTexel;
}
+89
View File
@@ -0,0 +1,89 @@
/*
This file is part of Daydream Engine.
Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
Daydream Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Daydream Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
*/
#version 440
layout (binding=0) uniform sampler2D DiffuseTexture;
layout (binding=1) uniform sampler2D NormalMap;
layout (binding=2) uniform sampler2D SpecularMap;
uniform mat4 MVP;
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform vec3 LightPosition;
uniform float LightRadius;
uniform vec3 LightSpecular;
uniform vec3 LightDiffuse;
in VertexData
{
vec3 Position;
vec3 Normal;
vec3 Tangent;
vec3 BiTangent;
vec2 TextureCoord;
vec4 DiffuseColor;
vec4 SpecularColor;
vec4 BoneIndices1;
vec4 BoneIndices2;
vec4 BoneWeights1;
vec4 BoneWeights2;
} Input;
out vec4 frag_Diffuse;
vec4 phong(vec3 position, vec3 normal, vec3 specular, float specularExponent)
{
// Diffuse
vec3 lightPos = vec3(V * vec4(LightPosition, 1.0));
vec3 distanceToLight = lightPos - position;
vec3 directionToLight = normalize(distanceToLight);
float dotProd = dot(directionToLight, normal);
dotProd = max(dotProd, 0.0);
vec3 Idiffuse = LightDiffuse * dotProd;
// Specular
//vec3 reflection = reflect(-directionToLight, normal);
vec3 surfaceToViewer = normalize(-position);
vec3 halfWay = normalize(surfaceToViewer + directionToLight);
float dotSpecular = max(dot(halfWay, normal), 0.0);
float specularFactor = pow(dotSpecular, specularExponent);
vec3 Ispecular = specular * LightSpecular * specularFactor;
//Attenuation
float dist = distance(lightPos, position);
//float attenuation = 1.0 - pow(dist / LightRadius, 2);
float attenuation = pow(max(0.0f, 1.0 - (dist / LightRadius)), 2);
return vec4((Idiffuse + Ispecular) * attenuation, 1.0);
}
void main()
{
vec4 normalTexel = texture(NormalMap, Input.TextureCoord);
mat3 TBN = mat3(Input.Tangent, Input.BiTangent, Input.Normal);
vec3 normal = normalize(vec4(TBN * normalTexel.xyz, 0.0).xyz);
vec4 specularTexel = texture(SpecularMap, Input.TextureCoord);
vec4 diffuseTexel = texture(DiffuseTexture, Input.TextureCoord);
//frag_Diffuse = phong(Input.Position, normalize(normal), specularTexel.rgb, specularTexel.a);
frag_Diffuse = diffuseTexel;
}
+83
View File
@@ -0,0 +1,83 @@
/*
This file is part of Daydream Engine.
Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
Daydream Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Daydream Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
*/
#version 440
uniform mat4 MVP;
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform mat4 Bones[100];
layout (location = 0) in vec3 Position;
layout (location = 1) in vec3 Normal;
layout (location = 2) in vec3 Tangent;
layout (location = 3) in vec3 BiTangent;
layout (location = 4) in vec2 TextureCoord;
layout (location = 5) in vec4 DiffuseColor;
layout (location = 6) in vec4 SpecularColor;
layout (location = 7) in vec4 BoneIndices1;
layout (location = 8) in vec4 BoneIndices2;
layout (location = 9) in vec4 BoneWeights1;
layout (location = 10) in vec4 BoneWeights2;
out VertexData
{
vec3 Position;
vec3 Normal;
vec3 Tangent;
vec3 BiTangent;
vec2 TextureCoord;
vec4 DiffuseColor;
vec4 SpecularColor;
vec4 BoneIndices1;
vec4 BoneIndices2;
vec4 BoneWeights1;
vec4 BoneWeights2;
} Output;
void main()
{
mat4 boneTransform = mat4(1);
if (length(BoneWeights1 + BoneWeights2) > 0) {
boneTransform = BoneWeights1[0] * Bones[int(BoneIndices1[0])]
+ BoneWeights1[1] * Bones[int(BoneIndices1[1])]
+ BoneWeights1[2] * Bones[int(BoneIndices1[2])]
+ BoneWeights1[3] * Bones[int(BoneIndices1[3])]
+ BoneWeights2[0] * Bones[int(BoneIndices2[0])]
+ BoneWeights2[1] * Bones[int(BoneIndices2[1])]
+ BoneWeights2[2] * Bones[int(BoneIndices2[2])]
+ BoneWeights2[3] * Bones[int(BoneIndices2[3])];
}
//gl_Position = MVP * boneTransform * vec4(Position, 1.0);
gl_Position = MVP * vec4(Position, 1.0);
//TODO: Make sure that boneTransform works here.
Output.Position = (V * M * boneTransform * vec4(Position, 1.0)).xyz;
Output.Normal = (inverse(transpose(V * M)) * boneTransform * vec4(Normal, 0.0)).xyz;
Output.Tangent = Tangent;
Output.BiTangent = BiTangent;
Output.TextureCoord = TextureCoord;
Output.DiffuseColor = DiffuseColor;
Output.SpecularColor = SpecularColor;
Output.BoneIndices1 = BoneIndices1;
Output.BoneIndices2 = BoneIndices2;
Output.BoneWeights1 = BoneWeights1;
Output.BoneWeights2 = BoneWeights2;
}
+1 -1
View File
@@ -161,7 +161,7 @@ void dd::World::Initialize()
}
}
void dd::World::CommitEntity(EntityID entity)
int dd::World::CommitEntity(EntityID entity)
{
for (auto pair : m_Systems)
{
Regular → Executable
+98 -58
View File
@@ -10,26 +10,79 @@
void dd::Systems::LevelSystem::Initialize()
{
EVENT_SUBSCRIBE_MEMBER(m_EContact, LevelSystem::OnContact);
EVENT_SUBSCRIBE_MEMBER(m_ELifeLost, LevelSystem::LifeLost);
EVENT_SUBSCRIBE_MEMBER(m_EScoreEvent, LevelSystem::ScoreEvent);
for (int i = 0; i < Lives(); i++) {
CreateLife(i);
}
return;
}
void dd::Systems::LevelSystem::Update(double dt) {
void dd::Systems::LevelSystem::CreateLife(int number)
{
auto life = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(life);
transform->Position = glm::vec3(-4.f + number * 0.5f, -2.f, -5.f);
transform->Scale = glm::vec3(0.25f, 0.25f, 0.25f);
std::shared_ptr<Components::Life> lifeNr = m_World->AddComponent<Components::Life>(life);
lifeNr->Number = number;
auto model = m_World->AddComponent<Components::Model>(life);
model->ModelFile = "Models/Test/Ball/Ballopus.obj";
/*std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(life);
sprite->SpriteFile = "Textures/Ball.png";*/
m_World->CommitEntity(life);
}
void dd::Systems::LevelSystem::Update(double dt)
{
if (!m_Initialized) {
CreateBasicLevel(tRows, tLines, tSpaceBetweenBricks, tSpaceToEdge);
CreateBasicLevel(Rows(), Lines(), SpaceBetweenBricks(), SpaceToEdge());
m_Initialized = true;
}
}
void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
{
auto ball = m_World->GetComponent<Components::Ball>(entity);
if (ball != NULL) {
auto transformBall = m_World->GetComponent<Components::Transform>(entity);
if (transformBall->Position.y < -10) {
if (Lives() == PastLives()) {
Events::LifeLost e;
e.Entity = entity;
EventBroker->Publish(e);
Events::ResetBall be;
EventBroker->Publish(be);
return;
}
}
}
if (Lives() != PastLives()) {
auto life = m_World->GetComponent<Components::Life>(entity);
if (life != NULL) {
if (life->Number + 1 == PastLives()) {
m_World->RemoveEntity(entity);
SetPastLives(Lives());
}
}
}
}
void dd::Systems::LevelSystem::CreateBasicLevel(int rows, int lines, glm::vec2 spacesBetweenBricks, int spaceToEdge)
{
int num = 0;
numberOfBricks = rows * lines;
for (int i = 0; i < rows; i++)
{
SetNumberOfBricks(rows * lines);
for (int i = 0; i < rows; i++) {
num++;
for (int j = 0; j < lines; j++)
{
for (int j = 0; j < Lines(); j++) {
CreateBrick(i, j, spacesBetweenBricks, spaceToEdge, num);
}
if (num == 7)
@@ -43,19 +96,21 @@ void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBe
{
auto brick = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(brick);
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(brick);
//std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(brick);
auto model = m_World->AddComponent<Components::Model>(brick);
std::shared_ptr<Components::Brick> cBrick = m_World->AddComponent<Components::Brick>(brick);
std::shared_ptr<Components::RectangleShape> cRec = m_World->AddComponent<Components::RectangleShape>(brick);
std::shared_ptr<Components::Physics> cPhys = m_World->AddComponent<Components::Physics>(brick);
std::string fileName = "Textures/Bricks/";
fileName.append(std::to_string(num));
fileName.append(".png");
sprite->SpriteFile = fileName;
//sprite->SpriteFile = fileName;
model->ModelFile = "Models/Test/Brick/Brick.obj";
float x = spaceToEdge + line * spacesBetweenBricks.x;
float y = spaceToEdge + row * spacesBetweenBricks.y;
transform->Scale = glm::vec3(1.6, 0.4, 0.);
transform->Scale = glm::vec3(1.6, 0.35, 0.5);
transform->Position = glm::vec3(x - 7, y + 1, -10.f);
//sprite->Color = glm::vec4(1.f, 1.f, 1.f, 1.f);
cBrick->Score = 10 * num;
m_World->CommitEntity(brick);
return;
}
@@ -68,72 +123,57 @@ void dd::Systems::LevelSystem::ProcessCollision()
void dd::Systems::LevelSystem::OnEntityRemoved(EntityID entity)
{
auto brick = m_World->GetComponent<Components::Brick>(entity);
if (brick != NULL)
{
/*auto brick = m_World->GetComponent<Components::Brick>(entity);
if (brick != NULL) {
numberOfBricks--;
if (numberOfBricks < 1)
{
if (numberOfBricks < 1) {
EndLevel();
}
}
}*/
return;
}
bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
{
/*event.Entity1 - Vi vet inte vilken som.
event.Entity2 - */
EntityID entityBrick = event.Entity1;
auto brick = m_World->GetComponent<Components::Brick>(entityBrick);
if (brick == NULL)
{
if (brick == NULL) {
return false;
}
EntityID entityBall = event.Entity2;
//EntityID entity1 = event.Entity1;
//EntityID entity2 = event.Entity2;
//auto brick = m_World->GetComponent<Components::Brick>(entity1);
//auto ball = m_World->GetComponent<Components::Ball>(entity2);
//std::cout << brick << std::endl;
//std::cout << ball << std::endl;
/*if (brick != NULL)
{
std::cout << "Entity1 is a brick!" << std::endl;
entityBrick = entity1;
if (ball != NULL)
{
std::cout << "Entity2 is a ball!" << std::endl;
entityBall = entity2;
}
m_World->RemoveEntity(entityBrick);
SetNumberOfBricks(NumberOfBricks() - 1);
if (NumberOfBricks() == 0) {
Events::ScoreEvent es;
es.Score = 500;
EventBroker->Publish(es);
Events::ResetBall e;
EventBroker->Publish(e);
CreateBasicLevel(Rows(), Lines(), SpaceBetweenBricks(), SpaceToEdge());
}
else
{
brick = m_World->GetComponent<Components::Brick>(entity2);
if (brick != NULL)
{
std::cout << "Entity2 is a brick!" << std::endl;
entityBrick = entity2;
}
Events::ScoreEvent es;
es.Score = brick->Score;
EventBroker->Publish(es);
ball = m_World->GetComponent<Components::Ball>(entity1);
if (ball != NULL)
{
std::cout << "Entity1 is a ball!" << std::endl;
entityBall = entity1;
}
}
std::cout << "Score: " << Score() << std::endl;
if (entityBrick != NULL && entityBall != NULL)
{*/
//std::cout << "We're destroying!" << std::endl;
m_World->RemoveEntity(entityBrick);
return true;
}
return true;
//}
bool dd::Systems::LevelSystem::LifeLost(const dd::Events::LifeLost &event)
{
SetLives(Lives() - 1);
return false;
return true;
}
bool dd::Systems::LevelSystem::ScoreEvent(const dd::Events::ScoreEvent &event)
{
SetScore(Score() += event.Score);
return true;
}
void dd::Systems::LevelSystem::EndLevel()
+108 -56
View File
@@ -7,6 +7,7 @@
#include "Core/World.h"
#include <iostream>
#include <Game/CPad.h>
#include <Rendering/CPointLight.h>
void dd::Systems::PadSystem::Initialize()
@@ -24,74 +25,118 @@ void dd::Systems::PadSystem::Initialize()
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 (ent == 0) {
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") {
ent = it->first;
transform = m_World->GetComponent<Components::Transform>(ent);
SetEntity(it->first);
SetTransform(m_World->GetComponent<Components::Transform>(Entity()));
SetPad(m_World->GetComponent<Components::Pad>(Entity()));
break;
}
}
}
if (transform->Velocity.x < -400.f)
{
transform->Velocity.x = -400.f;
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 > 400.f)
{
transform->Velocity.x = 400.f;
else if (transform->Velocity.x > pad->MaxSpeed) {
transform->Velocity.x = pad->MaxSpeed;
}
transform->Position += transform->Velocity * (float)dt;
transform->Velocity += acceleration * (float)dt;
transform->Velocity -= transform->Velocity * (0.9f * (float)dt);
transform->Velocity -= transform->Velocity * pad->SlowdownModifier * (float)dt;
if (left)
{
acceleration.x = -20.f;
if (Left()) {
acceleration.x = -pad->AccelerationSpeed;
}
else if (right)
{
acceleration.x = 20.f;
else if (Right()) {
acceleration.x = pad->AccelerationSpeed;
}
else
{
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 == 265)
{
if (val == GLFW_KEY_UP) {
//std::cout << "Up!" << std::endl;
}
else if (val == 264)
{
} else if (val == GLFW_KEY_DOWN) {
//std::cout << "Down!" << std::endl;
}
else if (val == 263)
{
} else if (val == GLFW_KEY_LEFT) {
//std::cout << "Left!" << std::endl;
//acceleration.x = -0.01f;
left = true;
}
else if (val = 262)
{
SetLeft(true);
} else if (val == GLFW_KEY_RIGHT) {
//std::cout << "Right!" << std::endl;
//acceleration.x = 0.01f;
right = true;
SetRight(true);
} else if (val == GLFW_KEY_R) {
SetReplaceBall(true);
}
return true;
}
@@ -99,21 +144,14 @@ bool dd::Systems::PadSystem::OnKeyDown(const dd::Events::KeyDown &event)
bool dd::Systems::PadSystem::OnKeyUp(const dd::Events::KeyUp &event)
{
int val = event.KeyCode;
if (val == 265)
{
if (val == GLFW_KEY_UP) {
}
else if (val == 264)
{
} else if (val == GLFW_KEY_DOWN) {
}
else if (val == 263)
{
left = false;
}
else if (val = 262)
{
right = false;
} else if (val == GLFW_KEY_LEFT) {
SetLeft(false);
} else if (val == GLFW_KEY_RIGHT) {
SetRight(false);
}
return true;
}
@@ -123,27 +161,38 @@ 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)
{
if (ball == NULL) {
return false;
}
EntityID entityPad = event.Entity1;
auto pad = m_World->GetComponent<Components::Pad>(entityPad);
if (pad == NULL)
{
if (pad == NULL) {
return false;
}
auto transformBall = m_World->GetComponent<Components::Transform>(entityBall);
auto transformPad = m_World->GetComponent<Components::Transform>(entityPad);
float movementMultiplier = 2.f;
float movementMultiplier = 4.f;
//float movementX = (event.ContactPoint.x - transformPad->Position.x) * movementMultiplier;
//float movementY = glm::cos((abs(movementX) / (3.2f * movementMultiplier)) * 3.14159265359f / 2) * 2.f;
if (whatX > 0) {
movementX = movementMultiplier * whatX;
//std::cout << "Right!" << std::endl;
} else {
movementX = movementMultiplier * whatX;
//std::cout << "Left!" << std::endl;
}
// std::cout << movementX << " " << movementY << std::endl;
//float movementX = (event.ContactPoint.x - transformPad->Position.x) * movementMultiplier;
float movementY = glm::cos((abs(movementX) / ((1.6f) * movementMultiplier)) * 3.14159265359f / 2) + 1;
//std::cout << movementX << " " << movementY << std::endl;
float len = glm::length<float>(transformBall->Velocity);
//auto pointlight = m_World->AddComponent<Components::PointLight>(ent);
transformBall->Velocity += glm::vec3(transformPad->Velocity.x, 0, 0);
transformBall->Velocity = glm::normalize(transformBall->Velocity) * len;
@@ -153,18 +202,21 @@ bool dd::Systems::PadSystem::OnContact(const dd::Events::Contact &event)
*/
}
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")
{
if (command == "right") {
std::cout << "Right!" << std::endl;
}
else if (command == "left")
{
} else if (command == "left") {
std::cout << "Left!" << std::endl;
}
+19 -6
View File
@@ -55,7 +55,13 @@ void dd::Systems::PhysicsSystem::Update(double dt)
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) { //TODO: Make this work with childs too
b2Vec2 position;
@@ -66,7 +72,6 @@ void dd::Systems::PhysicsSystem::Update(double dt)
body->SetTransform(position, angle);
body->SetLinearVelocity(b2Vec2(transformComponent->Velocity.x, transformComponent->Velocity.y));
@@ -91,8 +96,14 @@ void dd::Systems::PhysicsSystem::Update(double dt)
EntityID entity = i.first;
b2Body* body = i.second;
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
if (body == nullptr) {
//LOG_ERROR("This body should not exist");
continue;
}
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
if (! transformComponent)
continue;
if (m_World->GetEntityParent(entity) == 0) {
b2Vec2 position = body->GetPosition();
transformComponent->Position.x = position.x;
@@ -103,7 +114,6 @@ void dd::Systems::PhysicsSystem::Update(double dt)
transformComponent->Orientation = glm::quat(glm::vec3(0, 0, -angle));
//TODO: Fix this back for real bodies
b2Vec2 velocity = body->GetLinearVelocity();
transformComponent->Velocity.x = velocity.x;
transformComponent->Velocity.y = velocity.y;
@@ -131,10 +141,13 @@ void dd::Systems::PhysicsSystem::OnEntityRemoved(EntityID entity)
{
b2Body* body = m_EntitiesToBodies[entity];
m_EntitiesToBodies.erase(entity);
m_BodiesToEntities.erase(body);
if (body != nullptr) {
m_EntitiesToBodies.erase(entity);
m_BodiesToEntities.erase(body);
m_PhysicsWorld->DestroyBody(body);
}
m_PhysicsWorld->DestroyBody(body);
}
+2
View File
@@ -10,7 +10,9 @@ include_directories(
set(SOURCE_FILES
main.cpp
FileWatcherTest.cpp
EventTest.cpp
ComponentCopyTest.cpp
EntityCloneTest.cpp
)
if(CMAKE_COMPILER_IS_GNUCXX)
+46
View File
@@ -0,0 +1,46 @@
#include <boost/test/unit_test.hpp>
#include "Core/EventBroker.h"
#include "Core/World.h"
#include "Core/CTemplate.h"
using namespace dd;
struct TestComponent : public Component
{
int Int = 5;
float Float = 1.33333f;
double Double = 1.33333;
std::string String = "Hello World";
};
BOOST_AUTO_TEST_CASE(EntityCloneTest)
{
// Setup world
std::shared_ptr<EventBroker> eventBroker = std::make_shared<EventBroker>();
World world(eventBroker);
world.ComponentFactory.Register<Components::Template>();
world.ComponentFactory.Register<TestComponent>();
// Create our original entity
EntityID entOriginal = world.CreateEntity();
world.AddComponent<Components::Template>(entOriginal);
world.AddComponent<TestComponent>(entOriginal);
// Clone it
EntityID entClone = world.CloneEntity(entOriginal);
// Check
// EntityID of clone should not be same as original (obviously)
BOOST_CHECK(entOriginal != entClone);
// Template component SHOULD be in clone
auto templateComponentClone = world.GetComponent<Components::Template>(entClone);
BOOST_REQUIRE(templateComponentClone != nullptr);
// Values should be the same across the clone
auto testComponentOriginal = world.GetComponent<TestComponent>(entOriginal);
BOOST_REQUIRE(testComponentOriginal != nullptr);
auto testComponentClone = world.GetComponent<TestComponent>(entClone);
BOOST_REQUIRE(testComponentClone != nullptr);
BOOST_CHECK(testComponentClone->Int == testComponentOriginal->Int);
BOOST_CHECK(testComponentClone->Float == testComponentOriginal->Float);
BOOST_CHECK(testComponentClone->Double == testComponentOriginal->Double);
BOOST_CHECK(testComponentClone->String == testComponentOriginal->String);
}
+54
View File
@@ -0,0 +1,54 @@
#ifndef EVENTFIXTURE_H
#define EVENTFIXTURE_H
#include <boost/test/unit_test.hpp>
#include "Core/EventBroker.h"
template <typename EventType>
struct EventFixture
{
EventFixture()
{
this->EventBroker = new dd::EventBroker();
m_EEventType = decltype(m_EEventType)(std::bind(&OnEvent, this, std::placeholders::_1));
this->EventBroker->Subscribe(m_EEventType);
Run();
Check();
}
~EventFixture()
{
this->EventBroker->Unsubscribe(m_EEventType);
delete this->EventBroker;
}
dd::EventBroker* EventBroker = nullptr;
dd::EventRelay<EventFixture, EventType> m_EEventType;
bool m_EventRecieved = false;
EventType Before;
EventType After;
bool OnEvent(const EventType& event)
{
m_EventRecieved = true;
After = event;
return true;
}
void Run()
{
// Publish the event
this->EventBroker->Publish(Before);
// Clear to swap buffers
this->EventBroker->Clear();
// Process the event
this->EventBroker->template Process<EventFixture>();
}
void Check()
{
BOOST_CHECK(m_EventRecieved);
}
};
#endif
+21
View File
@@ -0,0 +1,21 @@
#include <boost/test/unit_test.hpp>
#include "EventFixture.h"
using namespace dd;
struct ETestEvent : public Event
{
int Int = 5;
float Float = 1.33333f;
double Double = 1.33333;
std::string String = "Hello World";
};
BOOST_AUTO_TEST_CASE(EventBrokerTest)
{
EventFixture<ETestEvent> f;
BOOST_CHECK(f.Before.Int == f.After.Int);
BOOST_CHECK_CLOSE(f.Before.Float, f.After.Float, 0.00001f);
BOOST_CHECK_CLOSE(f.Before.Double, f.After.Double, 0.00001f);
BOOST_CHECK(f.Before.String == f.After.String);
}