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

This commit is contained in:
PlatinumSkink
2015-10-07 17:13:05 +02:00
7 changed files with 32 additions and 77 deletions
+10 -4
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@@ -15,11 +15,11 @@ else()
endif()
if(CMAKE_COMPILER_IS_GNUCXX)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++14 -fpermissive")
if(UNIX)
# Needed to link with debug version of bgfx on linux
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -ldl")
endif()
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++14")
endif()
set(BUILD_SHARED_LIBS FALSE)
@@ -31,7 +31,7 @@ include_directories(${PROJECT_SOURCE_DIR}/include)
#set(GLFW_INCLUDE_DIR ${daydream_SOURCE_DIR}/libs/glfw-3.0.4/include)
#set(GLFW_LIBRARY ${daydream_SOURCE_DIR}/libs/glfw-3.0.4/lib/Release/glfw3dll.lib)
set(Boost_DEBUG ON)
#set(Boost_DEBUG ON)
set(Boost_USE_STATIC_LIBS on)
add_definitions(-DBOOST_ALL_NO_LIB)
#set(BOOST_INCLUDEDIR ${BOOST_ROOT}/boost)
@@ -40,9 +40,15 @@ set(BOOST_LIBRARYDIR $ENV{BOOST_ROOT}/lib64-msvc-12.0)
#add_definitions(-DGLEW_MX)
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${PROJECT_SOURCE_DIR}/lib)
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${PROJECT_SOURCE_DIR}/lib)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${PROJECT_SOURCE_DIR}/bin)
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${PROJECT_SOURCE_DIR}/lib)
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${PROJECT_SOURCE_DIR}/lib)
foreach(OUTPUTCONFIG ${CMAKE_CONFIGURATION_TYPES})
string(TOUPPER ${OUTPUTCONFIG} OUTPUTCONFIG)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_${OUTPUTCONFIG} ${CMAKE_RUNTIME_OUTPUT_DIRECTORY} )
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY_${OUTPUTCONFIG} ${CMAKE_LIBRARY_OUTPUT_DIRECTORY} )
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_${OUTPUTCONFIG} ${CMAKE_ARCHIVE_OUTPUT_DIRECTORY} )
endforeach(OUTPUTCONFIG CMAKE_CONFIGURATION_TYPES)
add_subdirectory(src/game)
add_subdirectory(src/tests)
+1 -1
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@@ -200,7 +200,7 @@ public:
// {
// auto Pe = m_World->CreateEntity();
// auto transform = m_World->AddComponent<Components::Transform>(Pe);
// auto particleEmitter= m_World->AddComponent<Components::ParticleEmitter>(Pe);
// auto particleEmitter= m_World->AddComponent<Components::Emitter>(Pe);
//
// transform->Position = glm::vec3(0.f, -5.f, -10.f);
// particleEmitter->GravityScale = 0.0f;
+1 -1
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@@ -14,7 +14,7 @@ struct ParticleEmitter : public Component
double SpawnRate = 1.f;
double TimeSinceLastSpawn = 0;
//ParticleSystem variables
//System variables
float GravityScale = 1.0f;
};
+4 -4
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@@ -58,7 +58,7 @@ namespace dd
struct Impulse
{
b2Body* Body;
b2Vec2 Impulse;
b2Vec2 Vector;
b2Vec2 Point;
};
bool m_Pause = false;
@@ -99,9 +99,9 @@ namespace dd
//TODO: Fill struct with info needed.
struct ParticleEmitter
{
std::vector<b2ParticleSystem*> ParticleSystem;
std::vector<EntityID> ParticleEmitter;
std::vector<EntityID> ParticleTemplate;
std::vector<b2ParticleSystem*> System;
std::vector<EntityID> Emitter;
std::vector<EntityID> Template;
};
ParticleEmitter m_ParticleEmitters;
+14 -14
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@@ -14,7 +14,7 @@ void dd::Systems::PhysicsSystem::Initialize()
m_PhysicsWorld = new b2World(m_Gravity);
m_PhysicsWorld->SetContactListener(m_ContactListener);
InitializeWater();
EVENT_SUBSCRIBE_MEMBER(m_SetImpulse, PhysicsSystem::SetImpulse);
EVENT_SUBSCRIBE_MEMBER(m_SetImpulse, &PhysicsSystem::SetImpulse);
EVENT_SUBSCRIBE_MEMBER(m_EPause, &PhysicsSystem::OnPause);
}
@@ -43,7 +43,7 @@ bool dd::Systems::PhysicsSystem::SetImpulse(const Events::SetImpulse &event)
Impulse i;
i.Body = it->second;
i.Impulse = impulse;
i.Vector = impulse;
i.Point = point;
m_Impulses.push_back(i);
@@ -155,7 +155,7 @@ void dd::Systems::PhysicsSystem::Update(double dt)
//Apply Impulses Must be done after SyncEntitiesWithBodies
for (auto i : m_Impulses) {
i.Body->ApplyLinearImpulse(i.Impulse, i.Point, true);
i.Body->ApplyLinearImpulse(i.Vector, i.Point, true);
}
m_Impulses.clear();
@@ -170,7 +170,7 @@ void dd::Systems::PhysicsSystem::Update(double dt)
b2Vec2 *positionBuffer = m_ParticleSystem[e]->GetPositionBuffer();
for (auto i : m_EntitiesToParticleHandle[e]) {
EntityID entity = i.first;
b2ParticleHandle *particleH = i.second;
const b2ParticleHandle *particleH = i.second;
b2Vec2 positionB2 = positionBuffer[particleH->GetIndex()];
glm::vec2 position = glm::vec2(positionB2.x, positionB2.y);
@@ -377,10 +377,10 @@ void dd::Systems::PhysicsSystem::CreateParticleGroup(EntityID e)
void dd::Systems::PhysicsSystem::UpdateParticleEmitters(double dt)
{
for (int i = 0; i < m_ParticleEmitters.ParticleSystem.size(); i++) {
auto e = m_ParticleEmitters.ParticleEmitter[i];
auto pt = m_ParticleEmitters.ParticleTemplate[i];
auto ps = m_ParticleEmitters.ParticleSystem[i];
for (int i = 0; i < m_ParticleEmitters.System.size(); i++) {
auto e = m_ParticleEmitters.Emitter[i];
auto pt = m_ParticleEmitters.Template[i];
auto ps = m_ParticleEmitters.System[i];
auto emitter = m_World->GetComponent<Components::ParticleEmitter>(e);
@@ -432,14 +432,14 @@ void dd::Systems::PhysicsSystem::CreateParticleEmitter(EntityID entity)
auto particleTemplate = m_World->GetComponent<Components::Template>(c);
if (!p) {
continue;
LOG_WARNING("--ParticleEmitter's Child is not a particle.");
LOG_WARNING("--Emitter's Child is not a particle.");
}
if(!particleTemplate) {
LOG_ERROR("ParticleEmitter's particleChild is not a template.");
LOG_ERROR("Emitter's particleChild is not a template.");
continue;
}
if (pf != 0) {
LOG_WARNING("ParticleEmitter has more than one child that is a particleTemplate, only the first one is used.");
LOG_WARNING("Emitter has more than one child that is a particleTemplate, only the first one is used.");
break;
}
childEntity = c;
@@ -447,9 +447,9 @@ void dd::Systems::PhysicsSystem::CreateParticleEmitter(EntityID entity)
pf++;
}
//TODO: Skicka med fler flaggor till particlesystemet;
m_ParticleEmitters.ParticleSystem.push_back(CreateParticleSystem(particle->Radius, 0.f));
m_ParticleEmitters.ParticleEmitter.push_back(entity);
m_ParticleEmitters.ParticleTemplate.push_back(childEntity);
m_ParticleEmitters.System.push_back(CreateParticleSystem(particle->Radius, 0.f));
m_ParticleEmitters.Emitter.push_back(entity);
m_ParticleEmitters.Template.push_back(childEntity);
}
+2 -2
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@@ -35,7 +35,7 @@ BOOST_AUTO_TEST_CASE(FrameTest)
BOOST_CHECK(f2.X == 100); BOOST_CHECK(f2.X == f1.X + f1.Width);
BOOST_CHECK(f2.Left() == 200); BOOST_CHECK(f2.Left() == f1.Right());
BOOST_CHECK(f2.Y == 100); BOOST_CHECK(f2.Y == f1.Y + f1.Height);
BOOST_CHECK(f2.Top() == 150); BOOST_CHECK(f2.Top() == f1.Bottom());
BOOST_CHECK(f2.Top() == 200); BOOST_CHECK(f2.Top() == f1.Bottom());
BOOST_CHECK(f2.Right() == 250); BOOST_CHECK(f2.Right() == f1.Right() + f2.Width);
BOOST_CHECK(f2.Bottom() == 200); BOOST_CHECK(f2.Bottom() == f1.Bottom() + f2.Height);
BOOST_CHECK(f2.Bottom() == 250); BOOST_CHECK(f2.Bottom() == f1.Bottom() + f2.Height);
}
-51
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@@ -1,51 +0,0 @@
#include "PrecompiledHeader.h"
#include <boost/test/unit_test.hpp>
#include "Core/World.h"
#include "Core/EventBroker.h"
#include "Physics/PhysicsSystem.h"
#include "Transform/TransformSystem.h"
#include "Physics/CPhysics.h"
#include "Physics/CRectangleShape.h"
using namespace dd;
BOOST_AUTO_TEST_CASE(RemovePhysicsSystemTest)
{
// Setup world
std::shared_ptr<EventBroker> eventBroker = std::make_shared<EventBroker>();
World world(eventBroker);
world.SystemFactory.Register<Systems::TransformSystem>(
[this]() { return new Systems::TransformSystem(&world, eventBroker); });
world.AddSystem<Systems::TransformSystem>();
world.SystemFactory.Register<Systems::PhysicsSystem>(
[this]() { return new Systems::PhysicsSystem(&world, eventBroker); });
world.AddSystem<Systems::PhysicsSystem>();
world.ComponentFactory.Register<Components::RectangleShape>();
world.ComponentFactory.Register<Components::Physics>();
//Create entity
EntityID ent = world.CreateEntity();
auto transform = world.AddComponent<Components::Transform>(ent);
transform->Position = glm::vec3(20.f, 0.f, -10.f);
transform->Velocity = glm::vec3(1.f, 3.f, 0.f);
transform->Scale = glm::vec3(2.f, 5.f, 1.f);
auto physics = world.AddComponent<Components::Physics>(ent);
physics->Static = false;
physics->Calculate = true;
physics->Category = CollisionLayer::Type::Ball;
physics->Mask = CollisionLayer::Type::Brick | CollisionLayer::Type::Pad | CollisionLayer::Wall;
physics->GravityScale = 0.f;
auto rectangle = world.AddComponent<Components::RectangleShape>(ent);
}