Merge remote-tracking branch 'origin/master' into Physics
Conflicts: include/Core/Engine.h src/game/Physics/PhysicsSystem.cpp
This commit is contained in:
Regular → Executable
+11
-3
@@ -77,12 +77,20 @@ void dd::Camera::SetOrientation(glm::quat val)
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void dd::Camera::UpdateProjectionMatrix()
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{
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m_ProjectionMatrix = glm::perspective(
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m_FOV,
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m_AspectRatio,
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m_ProjectionMatrix = glm::ortho(
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-16.f,
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16.f,
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-9.f,
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9.f,
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m_NearClip,
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m_FarClip
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);
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// m_ProjectionMatrix = glm::perspective(
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// m_FOV,
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// m_AspectRatio,
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// m_NearClip,
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// m_FarClip
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// );
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}
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void dd::Camera::UpdateViewMatrix()
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@@ -111,6 +111,7 @@ void dd::Renderer::LoadShaders()
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void dd::Renderer::CreateBuffers()
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{
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m_ScreenQuad = CreateQuad();
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m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
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m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
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glGenRenderbuffers(1, &m_rbDepthBuffer);
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@@ -264,7 +265,7 @@ void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights)
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glClearColor(0, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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m_spDeferred3->Bind();
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glUniform3fv(glGetUniformLocation(*m_spDeferred3, "La"), 1, glm::value_ptr(glm::vec3(0.3f)));
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glUniform3fv(glGetUniformLocation(*m_spDeferred3, "La"), 1, glm::value_ptr(glm::vec3(0.5f)));
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_GDiffuse);
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glActiveTexture(GL_TEXTURE1);
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@@ -306,6 +307,7 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
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glUniform1f(glGetUniformLocation(shaderProgramHandle, "MaterialShininess"), modelJob->Shininess);
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//TODO: Make sure that a normal/specular is loaded in.
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture);
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if (modelJob->NormalTexture != 0) {
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@@ -328,17 +330,21 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
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if (spriteJob)
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{
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glm::mat4 modelMatrix = spriteJob->ModelMatrix;
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modelMatrix = modelMatrix * glm::scale(glm::vec3(0.5f));
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MVP = PV * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, spriteJob->Texture);
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glBindTexture(GL_TEXTURE_2D, spriteJob->DiffuseTexture);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, spriteJob->NormalTexture);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, spriteJob->SpecularTexture);
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glBindVertexArray(m_ScreenQuad);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glBindVertexArray(m_UnitQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_UnitQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_UnitQuad->m_Indices.size(), GL_UNSIGNED_INT, 0, 0);
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continue;
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}
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Regular → Executable
+1
-1
@@ -65,7 +65,7 @@ void main()
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+ BoneWeights2[3] * Bones[int(BoneIndices2[3])];
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}
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gl_Position = MVP * boneTransform * vec4(Position, 1.0);
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gl_Position = MVP * vec4(Position, 1.0);
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Output.Position = (V * M * boneTransform * vec4(Position, 1.0)).xyz;
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Output.Normal = (inverse(transpose(V * M)) * boneTransform * vec4(Normal, 0.0)).xyz;
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@@ -38,6 +38,7 @@ void main()
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//frag_Diffuse = DiffuseTexel * (vec4(La, 0.0) * (vec4(LightingTexel.rgb, 0.0) + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0)));
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//frag_Diffuse = DiffuseTexel * (vec4(La, 0.0) + LightingTexel);
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frag_Diffuse = DiffuseTexel;
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frag_Diffuse = DiffuseTexel * (vec4(1.f, 1.f, 1.f, 0.0) + LightingTexel);
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//frag_Diffuse = DiffuseTexel;
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//frag_Diffuse = vec4(LightingTexel.r, LightingTexel.g, LightingTexel.b, 1.0);
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}
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Regular → Executable
+2
-2
@@ -84,6 +84,6 @@ void main()
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vec4 diffuseTexel = texture(DiffuseTexture, Input.TextureCoord);
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//FragmentColor = phong(Input.Position, normalize(normal), specularTexel.rgb, specularTexel.a);
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FragmentColor = diffuseTexel;
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FragmentColor = phong(Input.Position, normalize(normal), specularTexel.rgb, specularTexel.a);
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//FragmentColor = diffuseTexel;
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}
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@@ -24,7 +24,7 @@ dd::Texture::Texture(std::string path)
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std::unique_ptr<Image> image = std::make_unique<PNG>(path);
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if (image->Width == 0 && image->Height == 0 || image->Format == Image::ImageFormat::Unknown) {
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image = std::make_unique<PNG>("Textures/ErrorTexture.png");
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image = std::make_unique<PNG>("Textures/Core/ErrorTexture.png");
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if (image->Width == 0 && image->Height == 0 || image->Format == Image::ImageFormat::Unknown) {
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LOG_ERROR("Couldn't even load the error texture. This is a dark day indeed.");
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return;
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@@ -0,0 +1,145 @@
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//
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// Created by Adniklastrator on 2015-09-09.
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//
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#include "PrecompiledHeader.h"
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#include "Game/LevelSystem.h"
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void dd::Systems::LevelSystem::Initialize()
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{
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EVENT_SUBSCRIBE_MEMBER(m_EContact, LevelSystem::OnContact);
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return;
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}
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void dd::Systems::LevelSystem::Update(double dt) {
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if (!m_Initialized) {
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CreateBasicLevel(tRows, tLines, tSpaceBetweenBricks, tSpaceToEdge);
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m_Initialized = true;
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}
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}
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void dd::Systems::LevelSystem::CreateBasicLevel(int rows, int lines, glm::vec2 spacesBetweenBricks, int spaceToEdge)
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{
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int num = 0;
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numberOfBricks = rows * lines;
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for (int i = 0; i < rows; i++)
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{
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num++;
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for (int j = 0; j < lines; j++)
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{
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CreateBrick(i, j, spacesBetweenBricks, spaceToEdge, num);
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}
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if (num == 7)
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num = 0;
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}
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return;
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}
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void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBetweenBricks, int spaceToEdge, int num)
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{
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auto brick = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(brick);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(brick);
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std::shared_ptr<Components::Brick> cBrick = m_World->AddComponent<Components::Brick>(brick);
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std::shared_ptr<Components::RectangleShape> cRec = m_World->AddComponent<Components::RectangleShape>(brick);
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std::shared_ptr<Components::Physics> cPhys = m_World->AddComponent<Components::Physics>(brick);
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std::string fileName = "Textures/Bricks/";
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fileName.append(std::to_string(num));
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fileName.append(".png");
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sprite->SpriteFile = fileName;
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float x = spaceToEdge + line * spacesBetweenBricks.x;
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float y = spaceToEdge + row * spacesBetweenBricks.y;
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transform->Scale = glm::vec3(1.6, 0.4, 0.);
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transform->Position = glm::vec3(x - 7, y + 1, -10.f);
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//sprite->Color = glm::vec4(1.f, 1.f, 1.f, 1.f);
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m_World->CommitEntity(brick);
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return;
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}
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void dd::Systems::LevelSystem::ProcessCollision()
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{
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// Like, go into brick component and check what it does upon collision. Maybe not done here?
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return;
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}
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void dd::Systems::LevelSystem::OnEntityRemoved(EntityID entity)
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{
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auto brick = m_World->GetComponent<Components::Brick>(entity);
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if (brick != NULL)
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{
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numberOfBricks--;
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if (numberOfBricks < 1)
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{
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EndLevel();
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}
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}
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return;
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}
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bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
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{
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/*event.Entity1 - Vi vet inte vilken som.
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event.Entity2 - */
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EntityID entityBrick = event.Entity1;
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auto brick = m_World->GetComponent<Components::Brick>(entityBrick);
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if (brick == NULL)
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{
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return false;
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}
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EntityID entityBall = event.Entity2;
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//EntityID entity1 = event.Entity1;
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//EntityID entity2 = event.Entity2;
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//auto brick = m_World->GetComponent<Components::Brick>(entity1);
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//auto ball = m_World->GetComponent<Components::Ball>(entity2);
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//std::cout << brick << std::endl;
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//std::cout << ball << std::endl;
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/*if (brick != NULL)
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{
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std::cout << "Entity1 is a brick!" << std::endl;
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entityBrick = entity1;
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if (ball != NULL)
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{
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std::cout << "Entity2 is a ball!" << std::endl;
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entityBall = entity2;
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}
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}
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else
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{
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brick = m_World->GetComponent<Components::Brick>(entity2);
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if (brick != NULL)
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{
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std::cout << "Entity2 is a brick!" << std::endl;
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entityBrick = entity2;
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}
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ball = m_World->GetComponent<Components::Ball>(entity1);
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if (ball != NULL)
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{
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std::cout << "Entity1 is a ball!" << std::endl;
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entityBall = entity1;
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}
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}
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if (entityBrick != NULL && entityBall != NULL)
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{*/
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//std::cout << "We're destroying!" << std::endl;
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m_World->RemoveEntity(entityBrick);
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return true;
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//}
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return false;
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}
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void dd::Systems::LevelSystem::EndLevel()
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{
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Events::StageCleared e;
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EventBroker->Publish(e);
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return;
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}
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@@ -0,0 +1,181 @@
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//
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// Created by Adniklastrator on 2015-09-10.
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//
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#include "PrecompiledHeader.h"
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#include "Game/PadSystem.h"
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#include "Core/World.h"
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#include <iostream>
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#include <Game/CPad.h>
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void dd::Systems::PadSystem::Initialize()
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{
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Events::BindKey r;
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r.KeyCode = GLFW_KEY_RIGHT;
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r.Command = "right";
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EventBroker->Publish(r);
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Events::BindKey l;
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l.KeyCode = GLFW_KEY_LEFT;
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l.Command = "left";
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EventBroker->Publish(l);
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EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, PadSystem::OnKeyDown);
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EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, PadSystem::OnKeyUp);
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EVENT_SUBSCRIBE_MEMBER(m_EContact, PadSystem::OnContact);
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return;
|
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}
|
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|
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void dd::Systems::PadSystem::Update(double dt)
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{
|
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if (ent == 0) {
|
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for (auto it = m_World->GetEntities()->begin(); it != m_World->GetEntities()->end(); it++) {
|
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if (m_World->GetProperty<std::string>(it->first, "Name") == "Pad") {
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ent = it->first;
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transform = m_World->GetComponent<Components::Transform>(ent);
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break;
|
||||
}
|
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}
|
||||
}
|
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|
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if (transform->Velocity.x < -400.f)
|
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{
|
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transform->Velocity.x = -400.f;
|
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}
|
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else if (transform->Velocity.x > 400.f)
|
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{
|
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transform->Velocity.x = 400.f;
|
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}
|
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transform->Position += transform->Velocity * (float)dt;
|
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transform->Velocity += acceleration * (float)dt;
|
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transform->Velocity -= transform->Velocity * (0.9f * (float)dt);
|
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|
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if (left)
|
||||
{
|
||||
acceleration.x = -20.f;
|
||||
}
|
||||
else if (right)
|
||||
{
|
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acceleration.x = 20.f;
|
||||
}
|
||||
else
|
||||
{
|
||||
acceleration.x = 0.f;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::OnKeyDown(const dd::Events::KeyDown &event)
|
||||
{
|
||||
int val = event.KeyCode;
|
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if (val == 265)
|
||||
{
|
||||
//std::cout << "Up!" << std::endl;
|
||||
}
|
||||
else if (val == 264)
|
||||
{
|
||||
//std::cout << "Down!" << std::endl;
|
||||
}
|
||||
else if (val == 263)
|
||||
{
|
||||
//std::cout << "Left!" << std::endl;
|
||||
//acceleration.x = -0.01f;
|
||||
left = true;
|
||||
}
|
||||
else if (val = 262)
|
||||
{
|
||||
//std::cout << "Right!" << std::endl;
|
||||
//acceleration.x = 0.01f;
|
||||
right = true;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::OnKeyUp(const dd::Events::KeyUp &event)
|
||||
{
|
||||
int val = event.KeyCode;
|
||||
if (val == 265)
|
||||
{
|
||||
|
||||
}
|
||||
else if (val == 264)
|
||||
{
|
||||
|
||||
}
|
||||
else if (val == 263)
|
||||
{
|
||||
left = false;
|
||||
}
|
||||
else if (val = 262)
|
||||
{
|
||||
right = false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::OnContact(const dd::Events::Contact &event)
|
||||
{
|
||||
EntityID entityBall = event.Entity2;
|
||||
auto ball = m_World->GetComponent<Components::Ball>(entityBall);
|
||||
if (ball == NULL)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
EntityID entityPad = event.Entity1;
|
||||
auto pad = m_World->GetComponent<Components::Pad>(entityPad);
|
||||
if (pad == NULL)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
auto transformBall = m_World->GetComponent<Components::Transform>(entityBall);
|
||||
auto transformPad = m_World->GetComponent<Components::Transform>(entityPad);
|
||||
|
||||
float movementMultiplier = 2.f;
|
||||
|
||||
float movementX = (event.ContactPoint.x - transformPad->Position.x) * movementMultiplier;
|
||||
float movementY = glm::cos((abs(movementX) / (3.2f * movementMultiplier)) * 3.14159265359f / 2) * 2.f;
|
||||
|
||||
std::cout << movementX << " " << movementY << std::endl;
|
||||
|
||||
//Temporary solution. Add a new ball and delete the old one.
|
||||
auto ent = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
|
||||
transform->Position = glm::vec3(transformBall->Position.x, transformBall->Position.y + 0.1f, -10.f);
|
||||
transform->Scale = glm::vec3(1.f, 1.f, 1.f);
|
||||
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(ent);
|
||||
sprite->SpriteFile = "Textures/Ball.png";
|
||||
std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
|
||||
std::shared_ptr<Components::Ball> cball = m_World->AddComponent<Components::Ball>(ent);
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
|
||||
physics->Static = false;
|
||||
|
||||
m_World->RemoveEntity(entityBall);
|
||||
m_World->CommitEntity(ent);
|
||||
|
||||
Events::SetImpulse e;
|
||||
e.Entity = ent;
|
||||
e.Impulse = glm::vec2(movementX, movementY);
|
||||
e.Point = glm::vec2(event.ContactPoint);
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::PadSteeringInputController::OnCommand(const Events::InputCommand &event)
|
||||
{
|
||||
std::string command = event.Command;
|
||||
|
||||
std::cout << "Command!" << std::endl;
|
||||
|
||||
if (command == "right")
|
||||
{
|
||||
std::cout << "Right!" << std::endl;
|
||||
}
|
||||
else if (command == "left")
|
||||
{
|
||||
std::cout << "Left!" << std::endl;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -12,7 +12,7 @@ void dd::Systems::PhysicsSystem::Initialize()
|
||||
{
|
||||
m_ContactListener = new ContactListener(this);
|
||||
|
||||
m_Gravity = b2Vec2(0.f, -9.82f);
|
||||
m_Gravity = b2Vec2(0.f, 0.f);
|
||||
m_PhysicsWorld = new b2World(m_Gravity);
|
||||
|
||||
m_TimeStep = 1.f/60.f;
|
||||
@@ -188,7 +188,7 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
|
||||
b2FixtureDef fixtureDef;
|
||||
fixtureDef.shape = pShape;
|
||||
fixtureDef.density = 1.f;
|
||||
fixtureDef.restitution = 0.0f;
|
||||
fixtureDef.restitution = 1.0f;
|
||||
fixtureDef.friction = 0.3f;
|
||||
body->CreateFixture(&fixtureDef);
|
||||
|
||||
|
||||
@@ -20,6 +20,12 @@
|
||||
#include "Transform/TransformSystem.h"
|
||||
#include "Core/World.h"
|
||||
|
||||
void dd::Systems::TransformSystem::Update(double dt)
|
||||
{
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
glm::vec3 dd::Systems::TransformSystem::AbsolutePosition(EntityID entity)
|
||||
{
|
||||
glm::vec3 absPosition;
|
||||
|
||||
Reference in New Issue
Block a user