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

# Conflicts:
#	include/Core/Engine.h
This commit is contained in:
tleety
2015-09-10 22:16:15 +02:00
191 changed files with 52489 additions and 27 deletions
+20
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@@ -0,0 +1,20 @@
#ifndef DAYDREAM_CRECTANGLESHAPE_H
#define DAYDREAM_CRECTANGLESHAPE_H
#include "Core/Component.h"
namespace dd
{
namespace Components
{
struct RectangleShape : public Component
{
};
}
}
#endif //DAYDREAM_CRECTANGLESHAPE_H
+66 -24
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@@ -36,34 +36,49 @@
#include "Rendering/CPointLight.h"
#include "Transform/TransformSystem.h"
#include "Physics/PhysicsSystem.h"
#include "Physics/CPhysics.h"
#include "CBoxShape.h"
namespace dd
{
class Engine
{
public:
Engine(int argc, char* argv[])
{
m_EventBroker = std::make_shared<EventBroker>();
Engine(int argc, char* argv[]) {
m_EventBroker = std::make_shared<EventBroker>();
m_Renderer = std::make_shared<Renderer>();
m_Renderer->SetFullscreen(false);
m_Renderer->SetResolution(Rectangle(0, 0, 1920, 1080));
m_Renderer->Initialize();
m_Renderer = std::make_shared<Renderer>();
m_Renderer->SetFullscreen(false);
m_Renderer->SetResolution(Rectangle(0, 0, 1920, 1080));
m_Renderer->Initialize();
m_InputManager = std::make_shared<InputManager>(m_Renderer->Window(), m_EventBroker);
m_InputManager = std::make_shared<InputManager>(m_Renderer->Window(), m_EventBroker);
m_World = std::make_shared<World>(m_EventBroker);
m_World = std::make_shared<World>(m_EventBroker);
//TODO: Move this out of engine.h
m_World->ComponentFactory.Register<Components::Transform>();
m_World->SystemFactory.Register<Systems::TransformSystem>([this]() { return new Systems::TransformSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::TransformSystem>();
m_World->ComponentFactory.Register<Components::Model>();
m_World->ComponentFactory.Register<Components::Sprite>();
m_World->ComponentFactory.Register<Components::Template>();
//TODO: Move this out of engine.h
m_World->ComponentFactory.Register<Components::Transform>();
m_World->SystemFactory.Register<Systems::TransformSystem>(
[this]() { return new Systems::TransformSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::TransformSystem>();
// m_World->ComponentFactory.Register<Components::Model>();
// m_World->ComponentFactory.Register<Components::Template>();
m_World->ComponentFactory.Register<Components::Sprite>();
m_World->ComponentFactory.Register<Components::RectangleShape>();
m_World->ComponentFactory.Register<Components::Physics>();
m_World->SystemFactory.Register<Systems::PhysicsSystem>(
[this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::PhysicsSystem>();
m_World->ComponentFactory.Register<Components::Model>();
m_World->ComponentFactory.Register<Components::Template>();
m_World->ComponentFactory.Register<Components::PointLight>();
m_World->Initialize();
m_World->Initialize();
//TODO: Remove tobias light-test code.
@@ -86,13 +101,40 @@ public:
plight->Radius = 10.f;
}
{
auto ent = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
transform->Position = glm::vec3(0.f, 0.f, -10.f);
auto sprite = m_World->AddComponent<Components::Sprite>(ent);
sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
}
{
auto ent = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
transform->Position = glm::vec3(0.f, 0.f, -10.f);
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(ent);
sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(ent);
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
physics->Static = false;
m_World->CommitEntity(ent);
}
{
auto ent = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
transform->Position = glm::vec3(0.f, -3.f, -9.f);
transform->Scale = glm::vec3(2.f, 0.5f, 1.f);
//transform->Orientation = glm::rotate(transform->Orientation, glm::radians(45.f), glm::vec3(0, 0, -1));
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(ent);
sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(ent);
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
physics->Static = true;
m_World->CommitEntity(ent);
}
m_LastTime = glfwGetTime();
}
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#ifndef DAYDREAM_CPHYSICS_H
#define DAYDREAM_CPHYSICS_H
#include "Core/Component.h"
namespace dd
{
namespace Components
{
struct Physics: public Component
{
//idk if anything should be here :)
bool Static = true;
};
}
}
#endif //DAYDREAM_CPHYSICS_H
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//
// Created by Viktor on 10/09/2015.
//
#ifndef Events_ECONTACT_h__
#define Events_ECONTACT_h__
#include <glm/detail/type_vec.hpp>
#include "Core/EventBroker.h"
#include "Core/Entity.h"
namespace dd
{
namespace Events
{
struct Contact : Event
{
EntityID Entity1;
EntityID Entity2;
glm::vec2 ContactPoint;
};
}
}
#endif //Events_ECONTACT_h__
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@@ -0,0 +1,94 @@
#ifndef DAYDREAM_PHYSICSSYSTEM_H
#define DAYDREAM_PHYSICSSYSTEM_H
#include <unordered_map>
#include "Core/System.h"
#include "Core/World.h"
#include "Core/CBoxShape.h"
#include "Physics/CPhysics.h"
#include <Box2D/Box2D.h>
#include "Core/CTransform.h"
#include "Transform/TransformSystem.h"
#include "Physics/EContact.h"
namespace dd
{
namespace Systems
{
//KOLLA http://box2d.org/manual.pdf p52 Pre-Solve Event
class PhysicsSystem : public System
{
friend class ContractListener;
public:
PhysicsSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
: System(world, eventBroker) {}
~PhysicsSystem();
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;
int m_VelocityIterations, m_PositionIterations;
std::unordered_map<EntityID, b2Body*> m_EntitiesToBodies;
std::unordered_map<b2Body*, EntityID> m_BodiesToEntities;
void CreateBody(EntityID entity);
class ContactListener : public b2ContactListener
{
public:
ContactListener(PhysicsSystem* physicsSystem)
: m_PhysicsSystem(physicsSystem) { }
void BeginContact(b2Contact* contact)
{
b2Vec2 contactPoint = contact->GetManifold()->localPoint;
Events::Contact e;
e.ContactPoint = glm::vec2(contactPoint.x, contactPoint.y);
e.Entity1 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
e.Entity2 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureB()->GetBody()];
m_PhysicsSystem->EventBroker->Publish(e);
}
void EndContact(b2Contact* contact)
{ /* handle end event */ }
void PreSolve(b2Contact* contact, const b2Manifold* oldManifold)
{ /* handle pre-solve event */ }
void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse)
{ /* handle post-solve event */ }
private:
PhysicsSystem* m_PhysicsSystem;
};
ContactListener* m_ContactListener;
};
}
}
#endif //DAYDREAM_PHYSICSSYSTEM_H