Make box on entity commit
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@@ -0,0 +1,21 @@
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#ifndef DAYDREAM_CBOXSHAPE_H
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#define DAYDREAM_CBOXSHAPE_H
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#include "Core/Component.h"
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namespace dd
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{
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namespace Components
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{
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struct BoxShape: public Component
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{
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float x;
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float y;
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};
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}
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}
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#endif //DAYDREAM_CBOXSHAPE_H
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+50
-29
@@ -34,6 +34,11 @@
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#include "CTemplate.h"
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#include "Transform/TransformSystem.h"
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#include "Physics/PhysicsSystem.h"
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#include "Physics/CPhysics.h"
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#include "CBoxShape.h"
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namespace dd
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{
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@@ -42,30 +47,46 @@ class Engine
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public:
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Engine(int argc, char* argv[])
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{
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// m_EventBroker = std::make_shared<EventBroker>();
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m_EventBroker = std::make_shared<EventBroker>();
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m_Renderer = std::make_shared<BGFXRenderer>();
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m_Renderer->SetFullscreen(false);
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m_Renderer->SetResolution(Rectangle(0, 0, 1280, 720));
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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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//
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// m_World = std::make_shared<World>(m_EventBroker);
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//
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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>([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::Model>();
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// m_World->ComponentFactory.Register<Components::Template>();
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// m_World->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>([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::BoxShape>();
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m_World->ComponentFactory.Register<Components::Physics>();
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m_World->SystemFactory.Register<Systems::PhysicsSystem>([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->ComponentFactory.Register<Components::Model>();
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m_World->ComponentFactory.Register<Components::Template>();
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m_World->Initialize();
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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.f, 0.f, -10.f);
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std::shared_ptr<Components::Model> model = m_World->AddComponent<Components::Model>(ent);
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model->ModelFile = "Models/Core/UnitSphere.obj";
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std::shared_ptr<Components::BoxShape> boxShape = m_World->AddComponent<Components::BoxShape>(ent);
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boxShape->x = 5.f;
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boxShape->y = 5.f;
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
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physics->Static = true;
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m_World->CommitEntity(ent);
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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.f, 0.f, -10.f);
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// std::shared_ptr<Components::Model> model = m_World->AddComponent<Components::Model>(ent);
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// model->ModelFile = "Models/Core/UnitSphere.obj";
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m_LastTime = glfwGetTime();
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@@ -79,26 +100,26 @@ public:
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double dt = currentTime - m_LastTime;
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m_LastTime = currentTime;
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// ResourceManager::Update();
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//
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ResourceManager::Update();
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// // Update input
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// m_InputManager->Update(dt);
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//
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// m_World->Update(dt);
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m_InputManager->Update(dt);
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m_World->Update(dt);
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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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//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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// Render scene
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//TODO send renderqueue to draw.
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m_Renderer->Draw(m_RendererQueue);
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// Swap event queues
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// m_EventBroker->Clear();
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m_EventBroker->Clear();
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glfwPollEvents();
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}
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@@ -168,7 +189,7 @@ public:
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}
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private:
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//std::shared_ptr<ResourceManager> m_ResourceManager;
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std::shared_ptr<ResourceManager> m_ResourceManager;
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std::shared_ptr<EventBroker> m_EventBroker;
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std::shared_ptr<BGFXRenderer> m_Renderer;
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RenderQueueCollection m_RendererQueue;
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@@ -0,0 +1,20 @@
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#ifndef DAYDREAM_CPHYSICS_H
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#define DAYDREAM_CPHYSICS_H
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#include "Core/Component.h"
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namespace dd
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{
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namespace Components
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{
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struct Physics: public Component
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{
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//idk if anything should be here :)
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bool Static = true;
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};
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}
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}
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#endif //DAYDREAM_CPHYSICS_H
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@@ -1,39 +1,56 @@
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#ifndef DAYDREAM_PHYSICSSYSTEM_H
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#define DAYDREAM_PHYSICSSYSTEM_H
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#include <unordered_map>
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#include "Core/System.h"
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#include "Core/World.h"
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#include "Core/CBoxShape.h"
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#include "Core/Physics/CPhysics.h"
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#include <Box2D/Box2D.h>
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#include <Core/CTransform.h>
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namespace dd
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{
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namespace Systems {
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namespace Systems
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{
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//KOLLA http://box2d.org/manual.pdf p52 Pre-Solve Event
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class PhysicsSystem : public System {
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class PhysicsSystem : public System
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{
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public:
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PhysicsSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
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: System(world, eventBroker) {}
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~PhysicsSystem();
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void Initialize();
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void RegisterComponents(ComponentFactory* cf) override;
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void Initialize() override;
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// Called once per system every tick
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void Update(double dt);
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void Update(double dt) override;
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// Called once for every entity in the world every tick
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void UpdateEntity(double dt, EntityID entity, EntityID parent);
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void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
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// Called when components are committed to an entity
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void OnEntityCommit(EntityID entity);
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void OnEntityCommit(EntityID entity) override;
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// Called when an entity is removed
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void OnEntityRemoved(EntityID entity);
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void OnEntityRemoved(EntityID entity) override;
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private:
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b2Vec2 m_Gravity;
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b2World* m_PhysicsWorld;
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float m_TimeStep;
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int m_VelocityIterations, m_PositionIterations;
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std::unordered_map<EntityID, b2Body*> m_Bodies;
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void CreateBody(EntityID entity);
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};
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}
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