Merge remote-tracking branch 'origin/master' into LevelSystemAndSuch
This commit is contained in:
+10
-4
@@ -15,11 +15,11 @@ else()
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endif()
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if(CMAKE_COMPILER_IS_GNUCXX)
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++14 -fpermissive")
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if(UNIX)
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# Needed to link with debug version of bgfx on linux
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set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -ldl")
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endif()
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++14")
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endif()
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set(BUILD_SHARED_LIBS FALSE)
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@@ -31,7 +31,7 @@ include_directories(${PROJECT_SOURCE_DIR}/include)
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#set(GLFW_INCLUDE_DIR ${daydream_SOURCE_DIR}/libs/glfw-3.0.4/include)
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#set(GLFW_LIBRARY ${daydream_SOURCE_DIR}/libs/glfw-3.0.4/lib/Release/glfw3dll.lib)
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set(Boost_DEBUG ON)
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#set(Boost_DEBUG ON)
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set(Boost_USE_STATIC_LIBS on)
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add_definitions(-DBOOST_ALL_NO_LIB)
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#set(BOOST_INCLUDEDIR ${BOOST_ROOT}/boost)
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@@ -40,9 +40,15 @@ set(BOOST_LIBRARYDIR $ENV{BOOST_ROOT}/lib64-msvc-12.0)
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#add_definitions(-DGLEW_MX)
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set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${PROJECT_SOURCE_DIR}/lib)
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set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${PROJECT_SOURCE_DIR}/lib)
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set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${PROJECT_SOURCE_DIR}/bin)
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set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${PROJECT_SOURCE_DIR}/lib)
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set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${PROJECT_SOURCE_DIR}/lib)
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foreach(OUTPUTCONFIG ${CMAKE_CONFIGURATION_TYPES})
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string(TOUPPER ${OUTPUTCONFIG} OUTPUTCONFIG)
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set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_${OUTPUTCONFIG} ${CMAKE_RUNTIME_OUTPUT_DIRECTORY} )
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set(CMAKE_LIBRARY_OUTPUT_DIRECTORY_${OUTPUTCONFIG} ${CMAKE_LIBRARY_OUTPUT_DIRECTORY} )
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set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_${OUTPUTCONFIG} ${CMAKE_ARCHIVE_OUTPUT_DIRECTORY} )
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endforeach(OUTPUTCONFIG CMAKE_CONFIGURATION_TYPES)
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add_subdirectory(src/game)
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add_subdirectory(src/tests)
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@@ -200,7 +200,7 @@ public:
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// {
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// auto Pe = m_World->CreateEntity();
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// auto transform = m_World->AddComponent<Components::Transform>(Pe);
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// auto particleEmitter= m_World->AddComponent<Components::ParticleEmitter>(Pe);
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// auto particleEmitter= m_World->AddComponent<Components::Emitter>(Pe);
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//
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// transform->Position = glm::vec3(0.f, -5.f, -10.f);
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// particleEmitter->GravityScale = 0.0f;
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@@ -14,7 +14,7 @@ struct ParticleEmitter : public Component
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double SpawnRate = 1.f;
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double TimeSinceLastSpawn = 0;
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//ParticleSystem variables
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//System variables
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float GravityScale = 1.0f;
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};
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@@ -58,7 +58,7 @@ namespace dd
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struct Impulse
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{
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b2Body* Body;
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b2Vec2 Impulse;
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b2Vec2 Vector;
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b2Vec2 Point;
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};
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bool m_Pause = false;
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@@ -99,9 +99,9 @@ namespace dd
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//TODO: Fill struct with info needed.
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struct ParticleEmitter
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{
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std::vector<b2ParticleSystem*> ParticleSystem;
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std::vector<EntityID> ParticleEmitter;
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std::vector<EntityID> ParticleTemplate;
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std::vector<b2ParticleSystem*> System;
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std::vector<EntityID> Emitter;
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std::vector<EntityID> Template;
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};
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ParticleEmitter m_ParticleEmitters;
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@@ -14,7 +14,7 @@ void dd::Systems::PhysicsSystem::Initialize()
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m_PhysicsWorld = new b2World(m_Gravity);
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m_PhysicsWorld->SetContactListener(m_ContactListener);
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InitializeWater();
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EVENT_SUBSCRIBE_MEMBER(m_SetImpulse, PhysicsSystem::SetImpulse);
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EVENT_SUBSCRIBE_MEMBER(m_SetImpulse, &PhysicsSystem::SetImpulse);
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EVENT_SUBSCRIBE_MEMBER(m_EPause, &PhysicsSystem::OnPause);
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}
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@@ -43,7 +43,7 @@ bool dd::Systems::PhysicsSystem::SetImpulse(const Events::SetImpulse &event)
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Impulse i;
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i.Body = it->second;
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i.Impulse = impulse;
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i.Vector = impulse;
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i.Point = point;
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m_Impulses.push_back(i);
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@@ -155,7 +155,7 @@ void dd::Systems::PhysicsSystem::Update(double dt)
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//Apply Impulses Must be done after SyncEntitiesWithBodies
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for (auto i : m_Impulses) {
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i.Body->ApplyLinearImpulse(i.Impulse, i.Point, true);
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i.Body->ApplyLinearImpulse(i.Vector, i.Point, true);
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}
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m_Impulses.clear();
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@@ -170,7 +170,7 @@ void dd::Systems::PhysicsSystem::Update(double dt)
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b2Vec2 *positionBuffer = m_ParticleSystem[e]->GetPositionBuffer();
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for (auto i : m_EntitiesToParticleHandle[e]) {
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EntityID entity = i.first;
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b2ParticleHandle *particleH = i.second;
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const b2ParticleHandle *particleH = i.second;
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b2Vec2 positionB2 = positionBuffer[particleH->GetIndex()];
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glm::vec2 position = glm::vec2(positionB2.x, positionB2.y);
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@@ -377,10 +377,10 @@ void dd::Systems::PhysicsSystem::CreateParticleGroup(EntityID e)
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void dd::Systems::PhysicsSystem::UpdateParticleEmitters(double dt)
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{
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for (int i = 0; i < m_ParticleEmitters.ParticleSystem.size(); i++) {
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auto e = m_ParticleEmitters.ParticleEmitter[i];
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auto pt = m_ParticleEmitters.ParticleTemplate[i];
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auto ps = m_ParticleEmitters.ParticleSystem[i];
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for (int i = 0; i < m_ParticleEmitters.System.size(); i++) {
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auto e = m_ParticleEmitters.Emitter[i];
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auto pt = m_ParticleEmitters.Template[i];
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auto ps = m_ParticleEmitters.System[i];
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auto emitter = m_World->GetComponent<Components::ParticleEmitter>(e);
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@@ -432,14 +432,14 @@ void dd::Systems::PhysicsSystem::CreateParticleEmitter(EntityID entity)
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auto particleTemplate = m_World->GetComponent<Components::Template>(c);
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if (!p) {
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continue;
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LOG_WARNING("--ParticleEmitter's Child is not a particle.");
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LOG_WARNING("--Emitter's Child is not a particle.");
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}
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if(!particleTemplate) {
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LOG_ERROR("ParticleEmitter's particleChild is not a template.");
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LOG_ERROR("Emitter's particleChild is not a template.");
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continue;
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}
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if (pf != 0) {
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LOG_WARNING("ParticleEmitter has more than one child that is a particleTemplate, only the first one is used.");
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LOG_WARNING("Emitter has more than one child that is a particleTemplate, only the first one is used.");
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break;
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}
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childEntity = c;
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@@ -447,9 +447,9 @@ void dd::Systems::PhysicsSystem::CreateParticleEmitter(EntityID entity)
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pf++;
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}
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//TODO: Skicka med fler flaggor till particlesystemet;
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m_ParticleEmitters.ParticleSystem.push_back(CreateParticleSystem(particle->Radius, 0.f));
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m_ParticleEmitters.ParticleEmitter.push_back(entity);
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m_ParticleEmitters.ParticleTemplate.push_back(childEntity);
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m_ParticleEmitters.System.push_back(CreateParticleSystem(particle->Radius, 0.f));
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m_ParticleEmitters.Emitter.push_back(entity);
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m_ParticleEmitters.Template.push_back(childEntity);
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}
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@@ -35,7 +35,7 @@ BOOST_AUTO_TEST_CASE(FrameTest)
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BOOST_CHECK(f2.X == 100); BOOST_CHECK(f2.X == f1.X + f1.Width);
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BOOST_CHECK(f2.Left() == 200); BOOST_CHECK(f2.Left() == f1.Right());
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BOOST_CHECK(f2.Y == 100); BOOST_CHECK(f2.Y == f1.Y + f1.Height);
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BOOST_CHECK(f2.Top() == 150); BOOST_CHECK(f2.Top() == f1.Bottom());
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BOOST_CHECK(f2.Top() == 200); BOOST_CHECK(f2.Top() == f1.Bottom());
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BOOST_CHECK(f2.Right() == 250); BOOST_CHECK(f2.Right() == f1.Right() + f2.Width);
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BOOST_CHECK(f2.Bottom() == 200); BOOST_CHECK(f2.Bottom() == f1.Bottom() + f2.Height);
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BOOST_CHECK(f2.Bottom() == 250); BOOST_CHECK(f2.Bottom() == f1.Bottom() + f2.Height);
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}
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@@ -1,51 +0,0 @@
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#include "PrecompiledHeader.h"
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#include <boost/test/unit_test.hpp>
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#include "Core/World.h"
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#include "Core/EventBroker.h"
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#include "Physics/PhysicsSystem.h"
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#include "Transform/TransformSystem.h"
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#include "Physics/CPhysics.h"
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#include "Physics/CRectangleShape.h"
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using namespace dd;
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BOOST_AUTO_TEST_CASE(RemovePhysicsSystemTest)
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{
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// Setup world
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std::shared_ptr<EventBroker> eventBroker = std::make_shared<EventBroker>();
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World world(eventBroker);
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world.SystemFactory.Register<Systems::TransformSystem>(
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[this]() { return new Systems::TransformSystem(&world, eventBroker); });
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world.AddSystem<Systems::TransformSystem>();
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world.SystemFactory.Register<Systems::PhysicsSystem>(
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[this]() { return new Systems::PhysicsSystem(&world, eventBroker); });
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world.AddSystem<Systems::PhysicsSystem>();
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world.ComponentFactory.Register<Components::RectangleShape>();
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world.ComponentFactory.Register<Components::Physics>();
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//Create entity
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EntityID ent = world.CreateEntity();
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auto transform = world.AddComponent<Components::Transform>(ent);
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transform->Position = glm::vec3(20.f, 0.f, -10.f);
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transform->Velocity = glm::vec3(1.f, 3.f, 0.f);
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transform->Scale = glm::vec3(2.f, 5.f, 1.f);
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auto physics = world.AddComponent<Components::Physics>(ent);
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physics->Static = false;
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physics->Calculate = true;
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physics->Category = CollisionLayer::Type::Ball;
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physics->Mask = CollisionLayer::Type::Brick | CollisionLayer::Type::Pad | CollisionLayer::Wall;
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physics->GravityScale = 0.f;
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auto rectangle = world.AddComponent<Components::RectangleShape>(ent);
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}
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