Merge remote-tracking branch 'origin/master' into Physics
Conflicts: include/Core/Engine.h src/game/Physics/PhysicsSystem.cpp
This commit is contained in:
+170
-35
@@ -30,16 +30,22 @@
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//TODO: Remove includes that are only here for the temporary draw solution.
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#include "World.h"
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#include "CTransform.h"
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#include "Core/EventBroker.h"
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#include "Rendering/CModel.h"
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#include "Rendering/CSprite.h"
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#include "CTemplate.h"
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#include "Rendering/CPointLight.h"
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#include "Transform/TransformSystem.h"
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#include "Game/LevelSystem.h"
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#include "Game/PadSystem.h"
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#include "Game/CBall.h"
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#include "Game/CBrick.h"
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#include "Game/CPad.h"
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#include "Physics/PhysicsSystem.h"
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#include "Physics/CPhysics.h"
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#include "Physics/CBoxShape.h"
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#include "Physics/ESetImpulse.h"
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namespace dd
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{
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@@ -67,40 +73,123 @@ public:
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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->ComponentFactory.Register<Components::Sprite>();
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m_World->ComponentFactory.Register<Components::RectangleShape>();
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m_World->ComponentFactory.Register<Components::Physics>();
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m_World->ComponentFactory.Register<Components::Ball>();
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m_World->ComponentFactory.Register<Components::Brick>();
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m_World->ComponentFactory.Register<Components::Pad>();
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m_World->SystemFactory.Register<Systems::PhysicsSystem>(
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[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->SystemFactory.Register<Systems::LevelSystem>([this]() { return new Systems::LevelSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::LevelSystem>();
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m_World->SystemFactory.Register<Systems::PadSystem>([this]() { return new Systems::PadSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::PadSystem>();
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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->ComponentFactory.Register<Components::PointLight>();
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m_World->Initialize();
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//TODO: Remove tobias light-test code.
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{
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auto t_BrickWall = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_BrickWall);
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transform->Position = glm::vec3(0.f, 0.f, -10.f);
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auto sprite = m_World->AddComponent<Components::Sprite>(t_BrickWall);
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//TODO: Rename SpriteFile to DiffuseTexture or similar.
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sprite->SpriteFile = "Textures/Test/Brick_Diffuse.png";
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sprite->NormalTexture = "Textures/Test/Brick_Normal.png";
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sprite->SpecularTexture = "Textures/Test/Brick_Specular.png";
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}
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{
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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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transform->Position = glm::vec3(0.5f, 0.f, -10.f);
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transform->Scale = glm::vec3(1.f, 1.f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(ent);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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sprite->SpriteFile = "Textures/Ball.png";
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std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
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std::shared_ptr<Components::Ball> ball = m_World->AddComponent<Components::Ball>(ent);
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
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physics->Static = false;
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auto plight = m_World->AddComponent<Components::PointLight>(ent);
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plight->Radius = 2.f;
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m_World->CommitEntity(ent);
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Events::SetImpulse e;
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e.Entity = ent;
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e.Impulse = glm::vec2(0.f, -7.f);
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e.Point = glm::vec2(0.5f, 0.f);
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m_EventBroker->Publish(e);
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}
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{
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auto topWall = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(topWall);
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transform->Position = glm::vec3(0.f, 5.f, -10.f);
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transform->Scale = glm::vec3(15.f, 0.5f, 1.f);
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{
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(topWall);
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
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physics->Static = true;
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m_World->CommitEntity(topWall);
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}
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{
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auto leftWall = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(leftWall);
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transform->Position = glm::vec3(-9.f, 1.f, -10.f);
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transform->Scale = glm::vec3(0.5f, 10.f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(leftWall);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(leftWall);
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(leftWall);
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physics->Static = true;
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m_World->CommitEntity(leftWall);
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}
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{
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auto rightWall = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(rightWall);
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transform->Position = glm::vec3(9.f, 1.f, -10.f);
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transform->Scale = glm::vec3(0.5f, 10.f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(rightWall);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(rightWall);
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(rightWall);
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physics->Static = true;
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m_World->CommitEntity(rightWall);
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}
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/*{
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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, -2.f, -10.f);
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transform->Position = glm::vec3(0.f, -3.f, -10.f);
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transform->Scale = glm::vec3(8.f, 0.5f, 1.f);
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transform->Orientation = glm::rotate(transform->Orientation, glm::radians(25.f), glm::vec3(0, 0, -1));
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@@ -113,28 +202,22 @@ public:
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physics->Static = true;
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m_World->CommitEntity(ent);
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}
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}*/
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{
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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(-2.f, -1.f, -10.f);
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transform->Scale = glm::vec3(0.5f, 8.5f, 1.f);
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//transform->Orientation = glm::rotate(transform->Orientation, glm::radians(25.f), glm::vec3(0, 0, -1));
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(ent);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(ent);
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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->SetProperty(ent, "Name", "Pad");
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auto ctransform = m_World->AddComponent<Components::Transform>(ent);
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ctransform->Position = glm::vec3(0.f, -5.f, -10.f);
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ctransform->Scale = glm::vec3(3.2, 0.8, 0.);
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auto rectangle = m_World->AddComponent<Components::RectangleShape>(ent);
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auto physics = m_World->AddComponent<Components::Physics>(ent);
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auto csprite = m_World->AddComponent<Components::Sprite>(ent);
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auto pad = m_World->AddComponent<Components::Pad>(ent);
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csprite->SpriteFile = "Textures/Pad.png";
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m_World->CommitEntity(ent);
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}
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m_LastTime = glfwGetTime();
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}
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@@ -153,6 +236,19 @@ public:
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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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// TEMPAddToRenderQueue();
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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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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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@@ -171,6 +267,7 @@ public:
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}
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std::shared_ptr<Systems::TransformSystem> m_TransformSystem;
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std::shared_ptr<Systems::LevelSystem> m_LevelSystem;
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//TODO: Get this out of engine.h
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void TEMPAddToRenderQueue()
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@@ -209,19 +306,43 @@ public:
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}
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}
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//TODO: Add LightLoadShit
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auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity);
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if (pointLightComponent)
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{
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Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
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EnqueuePointLight(absoluteTransform.Position,
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pointLightComponent->Diffuse,
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pointLightComponent->Specular,
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pointLightComponent->Radius);
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}
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auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity);
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if (spriteComponent)
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{
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auto textureAsset = ResourceManager::Load<Texture>(spriteComponent->SpriteFile);
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if (textureAsset)
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{
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Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
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glm::quat orientation2D = glm::angleAxis(glm::eulerAngles(absoluteTransform.Orientation).z, glm::vec3(0, 0, -1));
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glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position)
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* glm::toMat4(orientation2D)
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* glm::scale(absoluteTransform.Scale);
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EnqueueSprite(textureAsset, modelMatrix, spriteComponent->Color);
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std::string normal = spriteComponent->NormalTexture;
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std::string spec = spriteComponent->SpecularTexture;
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if (normal.empty()) {
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normal = "Textures/Core/NeutralNormalMap.png";
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}
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if (spec.empty()) {
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spec = "Textures/Core/NeutralSpecularMap.png";
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}
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auto texturediff = ResourceManager::Load<Texture>(spriteComponent->SpriteFile);
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auto texturenorm = ResourceManager::Load<Texture>(normal);
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auto texturespec = ResourceManager::Load<Texture>(spec);
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Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
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glm::quat orientation2D = glm::angleAxis(glm::eulerAngles(absoluteTransform.Orientation).z, glm::vec3(0, 0, -1));
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glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position)
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* glm::toMat4(orientation2D)
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* glm::scale(absoluteTransform.Scale);
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EnqueueSprite(texturediff, texturenorm, texturespec, modelMatrix, spriteComponent->Color);
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}
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}
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@@ -250,15 +371,29 @@ public:
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}
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// TODO: Get this out of engine.h
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void EnqueueSprite(Texture* texture, glm::mat4 modelMatrix, glm::vec4 color)
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void EnqueueSprite(Texture* texture, Texture* normalTexture, Texture* specularTexture, glm::mat4 modelMatrix, glm::vec4 color)
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{
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SpriteJob job;
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job.TextureID = texture->ResourceID;
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job.Texture = *texture;
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job.DiffuseTexture = *texture;
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job.NormalTexture = *normalTexture;
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job.SpecularTexture = *specularTexture;
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job.ModelMatrix = modelMatrix;
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job.Color = color;
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m_RendererQueue.Forward.Add(job);
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m_RendererQueue.Deferred.Add(job);
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}
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void EnqueuePointLight(glm::vec3 position, glm::vec3 diffuseColor, glm::vec3 specularColor, float radius)
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{
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PointLightJob job;
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job.Position = position;
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job.DiffuseColor = diffuseColor;
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job.SpecularColor = specularColor;
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job.Radius = radius;
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m_RendererQueue.Lights.Add(job);
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}
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private:
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@@ -34,54 +34,23 @@ class InputController
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public:
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InputController(std::shared_ptr<dd::EventBroker> eventBroker)
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: EventBroker(eventBroker)
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, InGame(true)
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{ Initialize(); }
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virtual void Initialize()
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{
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EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &InputController::_OnCommand);
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EVENT_SUBSCRIBE_MEMBER(m_EMouseMove, &InputController::_OnMouseMove);
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EVENT_SUBSCRIBE_MEMBER(m_EGameStart, &InputController::OnGameStart);
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EVENT_SUBSCRIBE_MEMBER(m_EGameOver, &InputController::OnGameOver);
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EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &InputController::OnCommand);
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EVENT_SUBSCRIBE_MEMBER(m_EMouseMove, &InputController::OnMouseMove);
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}
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virtual bool OnCommand(const Events::InputCommand &event) { return false; }
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virtual bool OnMouseMove(const Events::MouseMove &event) { return false; }
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virtual bool OnGameStart(const Events::GameStart &event)
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{
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InGame = true;
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return true;
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}
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virtual bool OnGameOver(const Events::GameOver &event)
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{
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InGame = false;
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return true;
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}
|
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|
||||
protected:
|
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std::shared_ptr<dd::EventBroker> EventBroker;
|
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bool InGame;
|
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|
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private:
|
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EventRelay<EventContext, Events::InputCommand> m_EInputCommand;
|
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EventRelay<EventContext, Events::MouseMove> m_EMouseMove;
|
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EventRelay<EventContext, Events::GameStart> m_EGameStart;
|
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EventRelay<EventContext, Events::GameOver> m_EGameOver;
|
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|
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virtual bool _OnCommand(const Events::InputCommand &event)
|
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{
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if (InGame || event.Value == 0)
|
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return OnCommand(event);
|
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else
|
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return false;
|
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}
|
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virtual bool _OnMouseMove(const Events::MouseMove &event)
|
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{
|
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if (InGame)
|
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return OnMouseMove(event);
|
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else
|
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return false;
|
||||
}
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
Regular → Executable
+3
-1
@@ -89,7 +89,9 @@ struct SpriteJob : RenderJob
|
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unsigned int TextureID;
|
||||
|
||||
glm::mat4 ModelMatrix;
|
||||
GLuint Texture;
|
||||
GLuint DiffuseTexture;
|
||||
GLuint NormalTexture;
|
||||
GLuint SpecularTexture;
|
||||
glm::vec4 Color;
|
||||
|
||||
void CalculateHash() override
|
||||
|
||||
@@ -75,6 +75,7 @@ private:
|
||||
|
||||
GLuint m_ScreenQuad = 0;
|
||||
Model* m_UnitSphere = nullptr;
|
||||
Model* m_UnitQuad = nullptr;
|
||||
|
||||
GLuint m_rbDepthBuffer = 0;
|
||||
GLuint m_fbDeferred1 = 0;
|
||||
|
||||
@@ -0,0 +1,25 @@
|
||||
//
|
||||
// Created by Adniklastrator on 2015-09-10.
|
||||
//
|
||||
|
||||
#ifndef DAYDREAM_CBALL_H
|
||||
#define DAYDREAM_CBALL_H
|
||||
|
||||
#include "Core/Component.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace Components
|
||||
{
|
||||
|
||||
struct Ball : Component
|
||||
{
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif //DAYDREAM_CBALL_H
|
||||
@@ -0,0 +1,26 @@
|
||||
//
|
||||
// Created by Adniklastrator on 2015-09-09.
|
||||
//
|
||||
|
||||
#ifndef DAYDREAM_CBRICK_H
|
||||
#define DAYDREAM_CBRICK_H
|
||||
|
||||
#include "Core/Component.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace Components
|
||||
{
|
||||
|
||||
struct Brick : Component
|
||||
{
|
||||
int Points = 10;
|
||||
int Hits = 1;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif //DAYDREAM_CBRICK_H
|
||||
@@ -0,0 +1,28 @@
|
||||
//
|
||||
// Created by Adniklastrator on 2015-09-10.
|
||||
//
|
||||
|
||||
#ifndef DAYDREAM_CPAD_H
|
||||
#define DAYDREAM_CPAD_H
|
||||
|
||||
#include "Core/Component.h"
|
||||
#include "Core/EKeyDown.h"
|
||||
#include "Core/EventBroker.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace Components
|
||||
{
|
||||
|
||||
struct Pad : Component
|
||||
{
|
||||
int Lives;
|
||||
int Points;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif //DAYDREAM_CPAD_H
|
||||
@@ -0,0 +1,21 @@
|
||||
//
|
||||
// Created by Adniklastrator on 2015-09-09.
|
||||
//
|
||||
|
||||
#ifndef DAYDREAM_ESTAGECLEARED_H
|
||||
#define DAYDREAM_ESTAGECLEARED_H
|
||||
|
||||
#include "Core/EventBroker.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
namespace Events
|
||||
{
|
||||
struct StageCleared : Event
|
||||
{
|
||||
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
#endif //DAYDREAM_ESTAGECLEARED_H
|
||||
@@ -0,0 +1,79 @@
|
||||
//
|
||||
// Created by Adniklastrator on 2015-09-09.
|
||||
//
|
||||
|
||||
#ifndef DAYDREAM_LEVELSYSTEM_H
|
||||
#define DAYDREAM_LEVELSYSTEM_H
|
||||
|
||||
#include "Core/System.h"
|
||||
#include "Core/CTransform.h"
|
||||
#include "Rendering/CSprite.h"
|
||||
#include "Game/CBrick.h"
|
||||
#include "Physics/EContact.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Core/World.h"
|
||||
#include "Game/CBall.h"
|
||||
#include "Game/EStageCleared.h"
|
||||
#include "Physics/CBoxShape.h"
|
||||
#include "Physics/CPhysics.h"
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
#include <intrin.h>
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace Systems
|
||||
{
|
||||
|
||||
// Me trying things out.
|
||||
class Level
|
||||
{
|
||||
public:
|
||||
int levelRows;
|
||||
int levelLines;
|
||||
int levelSpaceBetweenBricks;
|
||||
int levelSpaceToEdge;
|
||||
int bricks[];
|
||||
};
|
||||
|
||||
class LevelSystem : public System
|
||||
{
|
||||
public:
|
||||
LevelSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
|
||||
: System(world, eventBroker)
|
||||
{ }
|
||||
|
||||
void Initialize() override;
|
||||
|
||||
void CreateBasicLevel(int, int, glm::vec2, int);
|
||||
void SaveLevel(int, int, glm::vec2, int); // Shouldn't be here, but I'm experimenting.
|
||||
void LoadLevel(char[20]);
|
||||
void CreateBrick(int, int, glm::vec2, int, int);
|
||||
void ProcessCollision();
|
||||
|
||||
void OnEntityRemoved(EntityID entity);
|
||||
|
||||
void EndLevel();
|
||||
|
||||
void Update(double dt);
|
||||
|
||||
private:
|
||||
dd::EventRelay<LevelSystem, dd::Events::Contact> m_EContact;
|
||||
|
||||
bool OnContact(const dd::Events::Contact &event);
|
||||
|
||||
bool m_Initialized = false;
|
||||
|
||||
int numberOfBricks;
|
||||
int tRows = 7;
|
||||
int tLines = 8;
|
||||
glm::vec2 tSpaceBetweenBricks = glm::vec2(2, 0.5);
|
||||
int tSpaceToEdge = 0;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif //DAYDREAM_LEVELSYSTEM_H
|
||||
@@ -0,0 +1,82 @@
|
||||
//
|
||||
// Created by Adniklastrator on 2015-09-10.
|
||||
//
|
||||
|
||||
#ifndef DAYDREAM_PADSYSTEM_H
|
||||
#define DAYDREAM_PADSYSTEM_H
|
||||
|
||||
#include "Core/InputController.h"
|
||||
#include "Core/System.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Core/EKeyDown.h"
|
||||
#include "Core/EKeyUp.h"
|
||||
#include "Input/EBindKey.h"
|
||||
#include "Physics/EContact.h"
|
||||
#include "Core/CTransform.h"
|
||||
#include "Physics/CBoxShape.h"
|
||||
#include "Physics/CPhysics.h"
|
||||
#include "Rendering/CSprite.h"
|
||||
#include "Game/CBall.h"
|
||||
#include "Core/Component.h"
|
||||
#include "Physics/ESetImpulse.h"
|
||||
#include "Physics/CCircleShape.h"
|
||||
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace Systems
|
||||
{
|
||||
|
||||
class PadSystem : public System
|
||||
{
|
||||
public:
|
||||
PadSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
|
||||
: System(world, eventBroker)
|
||||
{ }
|
||||
|
||||
void Initialize() override;
|
||||
void Update(double dt) override;
|
||||
|
||||
private:
|
||||
dd::EventRelay<PadSystem, dd::Events::KeyDown> m_EKeyDown;
|
||||
dd::EventRelay<PadSystem, dd::Events::KeyUp> m_EKeyUp;
|
||||
dd::EventRelay<PadSystem, dd::Events::Contact> m_EContact;
|
||||
|
||||
bool OnKeyDown(const dd::Events::KeyDown &event);
|
||||
bool OnKeyUp(const dd::Events::KeyUp &event);
|
||||
|
||||
|
||||
bool OnContact(const dd::Events::Contact &event);
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class PadSteeringInputController;
|
||||
std::array<std::shared_ptr<PadSteeringInputController>, 4> m_PadInputControllers;
|
||||
|
||||
EntityID ent = 0;
|
||||
Components::Transform* transform;
|
||||
glm::vec3 acceleration = glm::vec3(0.f, 0.f, 0.f);
|
||||
bool left = false, right = false;
|
||||
};
|
||||
|
||||
class PadSystem::PadSteeringInputController : InputController<PadSystem>
|
||||
{
|
||||
public:
|
||||
PadSteeringInputController(std::shared_ptr<dd::EventBroker> eventBroker)
|
||||
: InputController(eventBroker)
|
||||
{
|
||||
|
||||
}
|
||||
protected:
|
||||
virtual bool OnCommand(const Events::InputCommand &event);
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
#endif //DAYDREAM_PADSYSTEM_H
|
||||
@@ -7,11 +7,11 @@ namespace dd
|
||||
namespace Components
|
||||
{
|
||||
|
||||
struct Physics: public Component
|
||||
{
|
||||
//idk if anything should be here :)
|
||||
bool Static = true;
|
||||
};
|
||||
struct Physics: public Component
|
||||
{
|
||||
//idk if anything should be here :)
|
||||
bool Static = true;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -80,8 +80,6 @@ private:
|
||||
e.Entity1 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
|
||||
e.Entity2 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureB()->GetBody()];
|
||||
|
||||
std::cout << e.Entity1 << " " << e.Entity2 << std::endl;
|
||||
|
||||
m_PhysicsSystem->EventBroker->Publish(e);
|
||||
}
|
||||
void EndContact(b2Contact* contact)
|
||||
|
||||
Regular → Executable
+2
@@ -34,6 +34,8 @@ struct Sprite : Component
|
||||
Sprite() : Color(glm::vec4(1.0f, 1.0f, 1.0f, 1.0f)) { }
|
||||
|
||||
std::string SpriteFile;
|
||||
std::string NormalTexture;
|
||||
std::string SpecularTexture;
|
||||
glm::vec4 Color;
|
||||
};
|
||||
|
||||
|
||||
@@ -39,7 +39,7 @@ public:
|
||||
TransformSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
|
||||
: System(world, eventBroker)
|
||||
{ }
|
||||
//void Update(double dt) override;
|
||||
void Update(double dt) override;
|
||||
|
||||
Components::Transform AbsoluteTransform(EntityID entity);
|
||||
glm::vec3 AbsolutePosition(EntityID entity);
|
||||
|
||||
Reference in New Issue
Block a user