Update
This commit is contained in:
@@ -9,5 +9,13 @@
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<Position x="1.0" y="5.0" z="1.0" />
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<IsDisableled value="false" />
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</Entity>
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<Entity classname="Entity">
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<Position x="3.0" y="1.0" z="3.0" />
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<Model filename="data/models/figure_cone.obj" />
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<IsDisableled value="false" />
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<Physics value="true" />
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</Entity>
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</Entities>
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</Level>
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@@ -37,4 +37,8 @@ function actor_player:on_update(dt)
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self:update_camera_look()
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--self:update_camera_movement(dt)
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self:update_body_movement(dt)
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end
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function actor_player:on_collide(other)
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--console.print(string.format("actor_player:on_collide: %s", other:get_classname()))
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end
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@@ -48,7 +48,7 @@ glm::mat4 Camera::GetProjectionMatrix(const Viewport& viewport) const
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else // if (m_projectionType == PERSPECTIVE): Control return in all path's
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{
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float aspectRatio = (float)viewport.width / (float)viewport.height;
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proj = glm::perspective(glm::radians(m_fov), aspectRatio, 0.01f, 100.0f);
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proj = glm::perspective(glm::radians(m_fov), aspectRatio, 0.1f, 100.0f);
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}
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return proj;
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@@ -329,6 +329,8 @@ void Engine::Disconnect()
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delete g_PhysicsWorld;
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g_PhysicsWorld = nullptr;
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}
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IEntityBase::ResetEntityID();
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}
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SDL_Window* Engine::GetWindow()
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@@ -10,7 +10,7 @@ struct EntityRegistrationInfo
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};
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template <typename T>
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IEntityBase* createEntityTemplated()
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IEntityBase* CreateEntityTemplated()
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{
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return new T();
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}
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@@ -2,13 +2,17 @@
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#include <glm/gtx/quaternion.hpp>
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static int s_entityId = 0;
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IEntityBase::IEntityBase() :
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m_worldTM(1.0f),
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m_position(0.0f),
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m_rotation(0.0f),
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m_scale(1.0f),
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m_classname(nullptr)
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m_classname(nullptr),
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m_id(-1)
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{
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m_id = s_entityId++;
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}
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IEntityBase::~IEntityBase()
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@@ -23,6 +27,10 @@ void IEntityBase::Render()
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{
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}
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void IEntityBase::OnCollide(IEntityBase* other)
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{
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}
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void IEntityBase::SetPosition(const glm::vec3& pos)
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{
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m_position = pos;
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@@ -41,3 +49,13 @@ void IEntityBase::UpdateTransform()
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m_worldTM = glm::mat4(1.0f);
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m_worldTM = glm::translate(m_worldTM, m_position) * rotation * glm::scale(m_worldTM, m_scale);
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}
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uint32_t IEntityBase::GetID()
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{
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return m_id;
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}
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void IEntityBase::ResetEntityID()
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{
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s_entityId = 0;
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}
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@@ -11,6 +11,7 @@ public:
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virtual void Update(float dt);
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virtual void Render();
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virtual void OnCollide(IEntityBase* other);
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const char* GetClassname() { return m_classname; }
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void SetClassname(const char* classname) { m_classname = classname; }
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@@ -22,6 +23,10 @@ public:
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const glm::mat4& GetWorldTransform();
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void UpdateTransform();
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uint32_t GetID();
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static void ResetEntityID();
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protected:
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glm::vec3 m_position;
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glm::vec3 m_rotation;
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@@ -32,17 +37,19 @@ protected:
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BoundingBox m_boundingBox;
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const char* m_classname;
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uint32_t m_id;
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};
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// registration
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#include "engine/entityregistrator.h"
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#define REGISTER_ENTITY(CLASSNAME) \
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static EntityRegistrationInfo s_##CLASSNAME##RegisterInfo = { &createEntityTemplated<CLASSNAME>, #CLASSNAME }; \
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static EntityRegistrationInfo s_##CLASSNAME##RegisterInfo = { &CreateEntityTemplated<CLASSNAME>, #CLASSNAME }; \
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static EntityRegistrator s_##CLASSNAME##Registrator(s_##CLASSNAME##RegisterInfo)
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#define REGISTER_ENTITY_EX(CLASSNAME, NAME) \
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static EntityRegistrationInfo s_##CLASSNAME##RegisterInfo = { &createEntityTemplated<CLASSNAME>, NAME }; \
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static EntityRegistrationInfo s_##CLASSNAME##RegisterInfo = { &CreateEntityTemplated<CLASSNAME>, NAME }; \
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static EntityRegistrator s_##CLASSNAME##Registrator(s_##CLASSNAME##RegisterInfo)
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#endif // !ENTITYBASE_H
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@@ -1,6 +1,7 @@
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#include "engine/core.h"
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#include "engine/log.h"
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#include "engine/engine.h"
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#include "engine/ientity.h"
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#include "engine/camera.h"
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#include "engine/physics/physicsworld.h"
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#include "engine/physics/physicsdebugdraw.h"
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@@ -159,14 +160,27 @@ void PhysicsWorld::InternalTick()
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const btVector3& ptB = pt.getPositionWorldOnB();
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const btVector3& normalOnB = pt.m_normalWorldOnB;
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RigidBody* rbA = static_cast<RigidBody*>(obA->getUserPointer());
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RigidBody* rbB = static_cast<RigidBody*>(obB->getUserPointer());
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//RigidBody* rbA = static_cast<RigidBody*>(obA->getUserPointer());
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//RigidBody* rbB = static_cast<RigidBody*>(obB->getUserPointer());
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//if (!rbA || !rbB)
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// continue;
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if (!rbA || !rbB)
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//SDL_assert(rbA);
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//SDL_assert(rbB);
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IEntityBase* entA = static_cast<IEntityBase*>(obA->getUserPointer());
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IEntityBase* entB = static_cast<IEntityBase*>(obB->getUserPointer());
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if (!entA || !entB)
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continue;
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SDL_assert(rbA);
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SDL_assert(rbB);
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if (entA)
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entA->OnCollide(entB);
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if (entB)
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entB->OnCollide(entA);
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/*if (TriggerComponent* trigger = rbA->GetEntity()->GetComponent<TriggerComponent>())
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{
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@@ -211,13 +225,13 @@ void PhysicsWorld::AddCollisionModel(StaticMeshVertex* vertices, size_t vertices
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// Create collision body
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m_collisionModels[index].object = new btCollisionObject();
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m_collisionModels[index].object->setCollisionShape(m_collisionModels[index].shape);
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m_collisionModels[index].object->setUserPointer(&m_collisionModels[index]);
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//m_collisionModels[index].object->setUserPointer(&m_collisionModels[index]);
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// Add to scene
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m_world->addCollisionObject(m_collisionModels[index].object);
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// Report
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Msg("PhysicsSystem::AddCollisionModel: %i triangles %i bytes", trianglesCount, trianglesCount * sizeof(btVector3));
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Msg("PhysicsWorld::AddCollisionModel: %i triangles %i bytes", trianglesCount, trianglesCount * sizeof(btVector3));
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}
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void PhysicsWorld::Reset()
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@@ -251,7 +265,7 @@ void PhysicsWorld::Reset()
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}
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}
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Msg("PhysicsSystem: Destroyed %d static collision models", numModels);
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Msg("PhysicsWorld: Destroyed %d static collision models", numModels);
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m_collisionModels.clear();
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}
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@@ -76,7 +76,7 @@ RigidBody::~RigidBody()
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// }
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// }
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//
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// CreateBody();
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// CreatePlayerBody();
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// UpdateBodyTranslationDirty();
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//
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// if (changeFilterUsableHack)
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@@ -67,6 +67,7 @@ void registerClasses()
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// base thing
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GetLuaState().GetGlobals().RegisterDirect("load_script", &luaLoadScript);
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GetLuaState().DoString("g_factory = {}");
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GetLuaState().DoString("g_entities = {}");
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registerEngine();
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}
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@@ -196,11 +197,8 @@ void Game::LoadLevelXML(const char* mapname)
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}
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}
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IEntityBase* entity = Lua_CreateEntity(classname.as_string());
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// this is pure C++ entity :)
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if (!entity)
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entity = g_entityManager->CreateEntity(classname.as_string());
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// Create entity and expose it to the engine
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Entity* entity = static_cast<Entity*>(Lua_CreateEntity(classname.as_string()));
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pugi::xml_node position = entitynode.child("Position");
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if (position)
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@@ -212,6 +210,22 @@ void Game::LoadLevelXML(const char* mapname)
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entity->SetPosition(glm::vec3(x, y, z));
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}
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pugi::xml_node model = entitynode.child("Model");
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if (model)
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{
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const char* filename = model.attribute("filename").as_string();
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if (filename)
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entity->LoadModel(filename);
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}
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pugi::xml_node physics = entitynode.child("Physics");
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if (physics)
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{
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bool value = physics.attribute("value").as_bool();
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if (value)
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entity->CreateTestBody();
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}
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//IEntityBase* entity = g_entityManager->CreateEntity(classname.as_string());
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g_world->AddEntity(entity);
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}
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@@ -221,13 +235,62 @@ IEntityBase* Game::Lua_CreateEntity(const char* classname)
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{
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using namespace LuaPlus;
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//if (!classname)
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// classname = "Entity";
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SDL_assert_always(classname);
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LuaPrototype* pluaprototype = nullptr;
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// find prototype
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LuaPrototype* luaprototype = Lua_FindPrototype(classname);
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// create an entity
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Entity* entity = nullptr;
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if (luaprototype)
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{
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entity = static_cast<Entity*>(g_entityManager->CreateEntity(luaprototype->m_enginename.c_str()));
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// override classname because of entity system is so dumb
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entity->SetClassname(luaprototype->m_luaname.c_str());
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}
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else
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{
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entity = static_cast<Entity*>(g_entityManager->CreateEntity(classname));
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}
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SDL_assert_always(entity);
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// get the factrory
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LuaObject factory = GetLuaState().GetGlobal("g_factory");
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// and the lookup table
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LuaObject lookup = GetLuaState().GetGlobal("g_entities");
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// generate name
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char entityname[256];
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snprintf(entityname, sizeof(entityname), "%s_%d", classname, factory.GetTableCount());
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// create an table
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LuaObject entityTable = GetLuaState().CreateTable();
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entityTable.SetString("m_name", entityname);
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entityTable.SetInteger("m_id", entity->GetID());
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// assign prototype
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if (luaprototype)
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{
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LuaObject prototype = GetLuaState().GetGlobal(luaprototype->m_luaname.c_str());
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SDL_assert_always(!prototype.IsNil());
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entityTable.SetMetatable(prototype);
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}
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// link to the entity
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entity->InitFromTable(entityTable);
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// push in to the factory
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factory.SetObject(entityname, entityTable);
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lookup.SetObject(entity->GetID(), entityTable);
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return entity;
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}
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LuaPrototype* Game::Lua_FindPrototype(const char* classname)
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{
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// find a prototype
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for (std::vector<LuaPrototype>::iterator it = g_prototypes.begin();
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it != g_prototypes.end();
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@@ -235,42 +298,9 @@ IEntityBase* Game::Lua_CreateEntity(const char* classname)
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{
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if (strcmp((*it).m_luaname.c_str(), classname) == 0)
|
||||
{
|
||||
pluaprototype = &(*it);
|
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break;
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return &(*it);
|
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}
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||||
}
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||||
|
||||
if (pluaprototype)
|
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{
|
||||
Entity* entity = static_cast<Entity*>(g_entityManager->CreateEntity(pluaprototype->m_enginename.c_str()));
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SDL_assert_always(entity);
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// get a prototype
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LuaObject prototype = GetLuaState().GetGlobal(pluaprototype->m_luaname.c_str());
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SDL_assert_always(!prototype.IsNil());
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//prototype.SetObject("__index", prototype);
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// generate table
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LuaObject factory = GetLuaState().GetGlobal("g_factory");
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// generate name
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std::string entityname = pluaprototype->m_luaname + "_" + std::to_string(factory.GetTableCount());
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// create an table
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LuaObject entityTable = GetLuaState().GetGlobals().CreateTable(entityname.c_str());
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entityTable.SetMetatable(prototype);
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entityTable.SetString("m_name", entityname.c_str());
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// push in to the factory
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factory.SetObject(entityname.c_str(), entityTable);
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||||
|
||||
// link to the entity
|
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entity->InitFromTable(entityTable);
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||||
|
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return entity;
|
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}
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|
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//IEntityBase* entity = g_entityManager->CreateEntity(classname);
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|
||||
return nullptr;
|
||||
}
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@@ -278,3 +308,37 @@ IEntityBase* Game::Lua_CreateEntity(const char* classname)
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void Game::Shutdown()
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||||
{
|
||||
}
|
||||
|
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//LuaPrototype* pluaprototype = Lua_FindPrototype(classname);
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//
|
||||
//if (pluaprototype)
|
||||
//{
|
||||
// Entity* entity = static_cast<Entity*>(g_entityManager->CreateEntity(pluaprototype->m_enginename.c_str()));
|
||||
// SDL_assert_always(entity);
|
||||
|
||||
// // get a prototype
|
||||
// LuaObject prototype = GetLuaState().GetGlobal(pluaprototype->m_luaname.c_str());
|
||||
// SDL_assert_always(!prototype.IsNil());
|
||||
// //prototype.SetObject("__index", prototype);
|
||||
|
||||
// // generate table
|
||||
// LuaObject factory = GetLuaState().GetGlobal("g_factory");
|
||||
|
||||
// // generate name
|
||||
// std::string entityname = pluaprototype->m_luaname + "_" + std::to_string(factory.GetTableCount());
|
||||
//
|
||||
// // create an table
|
||||
// LuaObject entityTable = GetLuaState().GetGlobals().CreateTable(entityname.c_str());
|
||||
// entityTable.SetMetatable(prototype);
|
||||
// entityTable.SetString("m_name", entityname.c_str());
|
||||
//
|
||||
// // push in to the factory
|
||||
// factory.SetObject(entityname.c_str(), entityTable);
|
||||
|
||||
// // link to the entity
|
||||
// entity->InitFromTable(entityTable);
|
||||
|
||||
// return entity;
|
||||
//}
|
||||
|
||||
//IEntityBase* entity = g_entityManager->CreateEntity(classname);
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
#define GAME_H
|
||||
|
||||
class IEntityBase;
|
||||
struct LuaPrototype;
|
||||
|
||||
class Game
|
||||
{
|
||||
@@ -13,6 +14,8 @@ public:
|
||||
|
||||
IEntityBase* Lua_CreateEntity(const char* classname);
|
||||
|
||||
LuaPrototype* Lua_FindPrototype(const char* classname);
|
||||
|
||||
void Shutdown();
|
||||
|
||||
};
|
||||
|
||||
@@ -66,7 +66,10 @@ void ActorBase_ActivateCamera(LuaPlus::LuaState* state)
|
||||
REGISTER_ENTITY(Entity);
|
||||
|
||||
Entity::Entity() :
|
||||
m_model(nullptr)
|
||||
m_model(nullptr),
|
||||
m_shape(nullptr),
|
||||
m_rigidBody(nullptr),
|
||||
m_bodyDirty(false)
|
||||
{
|
||||
}
|
||||
|
||||
@@ -84,15 +87,20 @@ Entity::~Entity()
|
||||
if (name.IsString())
|
||||
{
|
||||
LuaPlus::LuaObject factory = GetLuaState().GetGlobal("g_factory");
|
||||
factory.SetNil(m_luaObject);
|
||||
factory.SetNil(name.GetString());
|
||||
}
|
||||
|
||||
LuaPlus::LuaObject lookup = GetLuaState().GetGlobal("g_entities");
|
||||
lookup.SetNil(GetID());
|
||||
|
||||
m_luaObject.AssignNil();
|
||||
}
|
||||
}
|
||||
|
||||
void Entity::Update(float dt)
|
||||
{
|
||||
UpdateBody();
|
||||
|
||||
if ( m_onUpdateFunction.IsFunction())
|
||||
{
|
||||
LuaPlus::LuaFunctionVoid function = m_onUpdateFunction;
|
||||
@@ -113,6 +121,21 @@ void Entity::Render()
|
||||
}
|
||||
}
|
||||
|
||||
void Entity::OnCollide(IEntityBase* other)
|
||||
{
|
||||
if (!m_onCollideFunction.IsFunction())
|
||||
return;
|
||||
|
||||
// find entity
|
||||
LuaPlus::LuaObject lookup = GetLuaState().GetGlobal("g_entities");
|
||||
LuaPlus::LuaObject otherTable = lookup.GetByIndex(other->GetID());
|
||||
if (!otherTable.IsNil())
|
||||
{
|
||||
LuaPlus:: LuaFunctionVoid function = m_onCollideFunction;
|
||||
function(m_luaObject, otherTable);
|
||||
}
|
||||
}
|
||||
|
||||
const std::string& Entity::GetName()
|
||||
{
|
||||
return m_name;
|
||||
@@ -148,9 +171,10 @@ void Entity::InitFromTable(LuaPlus::LuaObject& _object)
|
||||
m_onInitFunction = m_luaObject.GetByName("on_init");
|
||||
m_onShutdownFunction = m_luaObject.GetByName("on_shutdown");
|
||||
m_onUpdateFunction = m_luaObject.GetByName("on_update");
|
||||
m_onCollideFunction = m_luaObject.GetByName("on_collide");
|
||||
|
||||
// check
|
||||
SDL_assert_always(m_onInitFunction.IsFunction() || m_onShutdownFunction.IsFunction() || m_onUpdateFunction.IsFunction());
|
||||
//SDL_assert_always(m_onInitFunction.IsFunction() || m_onShutdownFunction.IsFunction() || m_onUpdateFunction.IsFunction());
|
||||
|
||||
// register base entity functions
|
||||
RegisterBaseFunctions();
|
||||
@@ -162,8 +186,11 @@ void Entity::InitFromTable(LuaPlus::LuaObject& _object)
|
||||
m_luaObject.SetLightUserdata("__object", this);
|
||||
|
||||
// call init
|
||||
LuaPlus::LuaFunctionVoid onInitFunction = m_onInitFunction;
|
||||
onInitFunction(m_luaObject);
|
||||
if (m_onInitFunction.IsFunction())
|
||||
{
|
||||
LuaPlus::LuaFunctionVoid onInitFunction = m_onInitFunction;
|
||||
onInitFunction(m_luaObject);
|
||||
}
|
||||
}
|
||||
|
||||
void Entity::RegisterBaseFunctions()
|
||||
@@ -171,6 +198,7 @@ void Entity::RegisterBaseFunctions()
|
||||
m_luaObject.Register("load_model", *this, &Entity::Lua_LoadModel);
|
||||
m_luaObject.Register("translate", *this, &Entity::Lua_Translate);
|
||||
m_luaObject.Register("set_position", *this, &Entity::Lua_SetPosition);
|
||||
m_luaObject.Register("get_classname", *this, &Entity::Lua_GetClassname);
|
||||
|
||||
// m_luaObject.RegisterDirect("load_model", &Entity_LoadModel);
|
||||
//m_luaObject.RegisterDirect("set_visible", &Entity_SetVisible);
|
||||
@@ -237,17 +265,69 @@ int Entity::Lua_SetPosition(LuaPlus::LuaState* state)
|
||||
return 0;
|
||||
}
|
||||
|
||||
int Entity::Lua_GetClassname(LuaPlus::LuaState* state)
|
||||
{
|
||||
state->PushString(GetClassname());
|
||||
return 1;
|
||||
}
|
||||
|
||||
const LuaPlus::LuaObject& Entity::GetLuaObject()
|
||||
{
|
||||
return m_luaObject;
|
||||
}
|
||||
|
||||
void Entity::CreateTestBody()
|
||||
{
|
||||
m_shape = new btBoxShape(btVector3(0.2f, 0.2f, 0.2f));
|
||||
|
||||
m_mass = 80.0f;
|
||||
btVector3 local_inertia(0.0f, 0.0f, 0.0f);
|
||||
if (m_mass > 0.f) {
|
||||
m_shape->calculateLocalInertia(m_mass, local_inertia);
|
||||
}
|
||||
|
||||
btRigidBody::btRigidBodyConstructionInfo rigid_body_ci(m_mass, nullptr, m_shape, local_inertia);
|
||||
|
||||
m_rigidBody = new btRigidBody(rigid_body_ci);
|
||||
m_rigidBody->setUserPointer(this);
|
||||
m_rigidBody->setMotionState(&m_ph_motion_state);
|
||||
m_ph_motion_state.setBody(m_rigidBody);
|
||||
|
||||
// I'm sure that position is valid
|
||||
btTransform xform;
|
||||
xform.setIdentity();
|
||||
xform.setOrigin(glmVectorToBt(m_position));
|
||||
m_rigidBody->setWorldTransform(xform);
|
||||
|
||||
// #TODO: body filter and mask
|
||||
g_PhysicsWorld->GetWorld()->addRigidBody(m_rigidBody);
|
||||
|
||||
m_bodyDirty = true;
|
||||
}
|
||||
|
||||
void Entity::UpdateBody()
|
||||
{
|
||||
m_position = btVectorToGlm(m_ph_motion_state.m_transform.getOrigin());
|
||||
m_ph_motion_state.m_transform.getRotation().getEulerZYX(m_rotation.z, m_rotation.y, m_rotation.x);
|
||||
m_rotation = glm::degrees(m_rotation);
|
||||
}
|
||||
|
||||
void Entity::UpdateBodyDirty()
|
||||
{
|
||||
if (m_bodyDirty)
|
||||
{
|
||||
btTransform xform;
|
||||
xform.setIdentity();
|
||||
xform.setOrigin(glmVectorToBt(m_position));
|
||||
m_rigidBody->setWorldTransform(xform);
|
||||
|
||||
m_bodyDirty = false;
|
||||
}
|
||||
}
|
||||
|
||||
REGISTER_ENTITY(ActorBase);
|
||||
|
||||
ActorBase::ActorBase() :
|
||||
m_shape(nullptr),
|
||||
m_rigidBody(nullptr),
|
||||
m_bodyDirty(false)
|
||||
ActorBase::ActorBase()
|
||||
{
|
||||
}
|
||||
|
||||
@@ -273,7 +353,7 @@ void ActorBase::Update(float dt)
|
||||
static bool s_test = true;
|
||||
|
||||
if (s_test) {
|
||||
UpdateBody();
|
||||
UpdateBodyDirty();
|
||||
Entity::Update(dt);
|
||||
AfterEngineStep();
|
||||
} else {
|
||||
@@ -340,14 +420,27 @@ void ActorBase::UpdateBodyMovement(float dt)
|
||||
if (movementDir & EMovementDir_Right)
|
||||
dir += glm::normalize(glm::cross(camFront, m_camera.GetUp()));
|
||||
|
||||
btVector3 currentvel = m_rigidBody->getLinearVelocity();
|
||||
glm::vec3 velocity = dir * speed;
|
||||
|
||||
if (glm::length(velocity) > 0.1f && OnGround() && !(movementDir & EMovementDir_Jump))
|
||||
if (OnGround()) {
|
||||
m_rigidBody->setLinearVelocity(btVector3(velocity.x, currentvel.y(), velocity.z));
|
||||
if (movementDir & EMovementDir_Jump) {
|
||||
m_rigidBody->setLinearVelocity(btVector3(currentvel.x(), PLAYER_PHYS_JUMPSPEEDY, currentvel.z()));
|
||||
}
|
||||
} else {
|
||||
float airControl = 0.2f;
|
||||
btVector3 airvel = currentvel + glmVectorToBt(dir * speed * airControl * dt);
|
||||
m_rigidBody->setLinearVelocity(btVector3(airvel.x(), currentvel.y(), airvel.z()));
|
||||
}
|
||||
|
||||
/*if (glm::length(velocity) > 0.1f && OnGround() && !(movementDir & EMovementDir_Jump))
|
||||
m_rigidBody->setLinearVelocity(glmVectorToBt(velocity));
|
||||
|
||||
if ((movementDir & EMovementDir_Jump) && OnGround()) {
|
||||
m_rigidBody->applyCentralImpulse(btVector3(0.0f, PLAYER_PHYS_JUMPSPEEDY*25, 0.0f));
|
||||
}
|
||||
m_rigidBody->applyCentralImpulse(btVector3(0.0f, PLAYER_PHYS_JUMPSPEEDY, 0.0f));
|
||||
movementDir &= ~EMovementDir_Jump;
|
||||
}*/
|
||||
}
|
||||
|
||||
void ActorBase::UpdateCameraLook()
|
||||
@@ -371,19 +464,6 @@ void ActorBase::UpdateCameraLook()
|
||||
m_camera.SetYawPitch(yaw, pitch);
|
||||
}
|
||||
|
||||
void ActorBase::UpdateBody()
|
||||
{
|
||||
if (m_bodyDirty)
|
||||
{
|
||||
btTransform xform;
|
||||
xform.setIdentity();
|
||||
xform.setOrigin(glmVectorToBt(m_position));
|
||||
m_rigidBody->setWorldTransform(xform);
|
||||
|
||||
m_bodyDirty = false;
|
||||
}
|
||||
}
|
||||
|
||||
void ActorBase::ActivateCamera()
|
||||
{
|
||||
g_inputManager.SetRelativeMouseMode(true);
|
||||
@@ -391,7 +471,7 @@ void ActorBase::ActivateCamera()
|
||||
g_cameraManager.SetActiveCamera(&m_camera);
|
||||
}
|
||||
|
||||
void ActorBase::CreateBody()
|
||||
void ActorBase::CreatePlayerBody()
|
||||
{
|
||||
|
||||
m_shape = new btCapsuleShape(PLAYER_PHYS_RADIUS, PLAYER_PHYS_HEIGHT - PLAYER_PHYS_RADIUS * 2.0);
|
||||
@@ -417,7 +497,14 @@ void ActorBase::CreateBody()
|
||||
|
||||
// ACTOR STUFF
|
||||
m_rigidBody->setAngularFactor(btVector3(0.0f, 0.0f, 0.0f));
|
||||
m_rigidBody->setFriction(2.5f);
|
||||
|
||||
|
||||
//m_rigidBody->setFriction(2.5f);
|
||||
|
||||
m_rigidBody->setFriction(0.0f);
|
||||
m_rigidBody->setAnisotropicFriction(btVector3(0.0f, 0.0f, 0.0f));
|
||||
m_rigidBody->setDamping(0.1f, 0.0f);
|
||||
|
||||
m_rigidBody->setActivationState(DISABLE_DEACTIVATION);
|
||||
|
||||
// #TODO: body filter and mask
|
||||
@@ -492,7 +579,7 @@ int ActorBase::Lua_ActivateCamera(LuaPlus::LuaState* state)
|
||||
|
||||
int ActorBase::Lua_CreateBody(LuaPlus::LuaState* state)
|
||||
{
|
||||
CreateBody();
|
||||
CreatePlayerBody();
|
||||
return 0;
|
||||
}
|
||||
|
||||
@@ -523,16 +610,20 @@ uint32_t ActorBase::GenMovementDir()
|
||||
return movementDir;
|
||||
}
|
||||
|
||||
REGISTER_ENTITY(Weapon);
|
||||
REGISTER_ENTITY(WeaponBase);
|
||||
|
||||
Weapon::Weapon()
|
||||
WeaponBase::WeaponBase()
|
||||
{
|
||||
}
|
||||
|
||||
Weapon::~Weapon()
|
||||
WeaponBase::~WeaponBase()
|
||||
{
|
||||
}
|
||||
|
||||
void Weapon::Update(float dt)
|
||||
void WeaponBase::Update(float dt)
|
||||
{
|
||||
}
|
||||
|
||||
void WeaponBase::Fire(const glm::vec3& direction, float damage)
|
||||
{
|
||||
}
|
||||
|
||||
@@ -67,6 +67,7 @@ public:
|
||||
|
||||
virtual void Update(float dt);
|
||||
virtual void Render();
|
||||
virtual void OnCollide(IEntityBase* other);
|
||||
|
||||
// Game entity extensions
|
||||
const std::string& GetName();
|
||||
@@ -76,6 +77,11 @@ public:
|
||||
void SetVisible(bool visible);
|
||||
bool GetVisible();
|
||||
|
||||
// Game entity physics
|
||||
void CreateTestBody();
|
||||
void UpdateBody();
|
||||
void UpdateBodyDirty();
|
||||
|
||||
// Game entity lua bindings
|
||||
|
||||
void InitFromTable(LuaPlus::LuaObject& _object);
|
||||
@@ -89,6 +95,7 @@ public:
|
||||
int Lua_LoadModel(LuaPlus::LuaState* state);
|
||||
int Lua_Translate(LuaPlus::LuaState* state);
|
||||
int Lua_SetPosition(LuaPlus::LuaState* state);
|
||||
int Lua_GetClassname(LuaPlus::LuaState* state);
|
||||
|
||||
const LuaPlus::LuaObject& GetLuaObject();
|
||||
|
||||
@@ -101,6 +108,14 @@ protected:
|
||||
LuaPlus::LuaObject m_onInitFunction;
|
||||
LuaPlus::LuaObject m_onShutdownFunction;
|
||||
LuaPlus::LuaObject m_onUpdateFunction;
|
||||
LuaPlus::LuaObject m_onCollideFunction;
|
||||
|
||||
protected:
|
||||
btCollisionShape* m_shape;
|
||||
btRigidBody* m_rigidBody;
|
||||
ph_motion_state m_ph_motion_state;
|
||||
float m_mass;
|
||||
bool m_bodyDirty;
|
||||
};
|
||||
|
||||
class ActorBase : public Entity
|
||||
@@ -119,11 +134,9 @@ public:
|
||||
|
||||
void UpdateCameraLook();
|
||||
|
||||
void UpdateBody();
|
||||
|
||||
void ActivateCamera();
|
||||
|
||||
void CreateBody();
|
||||
void CreatePlayerBody();
|
||||
|
||||
bool OnGround();
|
||||
|
||||
@@ -143,21 +156,18 @@ private:
|
||||
private:
|
||||
Camera m_camera;
|
||||
|
||||
private:
|
||||
btCollisionShape* m_shape;
|
||||
btRigidBody* m_rigidBody;
|
||||
ph_motion_state m_ph_motion_state;
|
||||
float m_mass;
|
||||
bool m_bodyDirty;
|
||||
|
||||
};
|
||||
|
||||
class Weapon : public Entity
|
||||
class WeaponBase : public Entity
|
||||
{
|
||||
public:
|
||||
Weapon();
|
||||
~Weapon();
|
||||
WeaponBase();
|
||||
~WeaponBase();
|
||||
|
||||
virtual void Update(float dt);
|
||||
|
||||
void Fire(const glm::vec3& direction, float damage);
|
||||
};
|
||||
|
||||
#endif // !GAME_OBJECT_H
|
||||
|
||||
@@ -32,6 +32,10 @@ glm::vec3 g_viewOrient;
|
||||
#define GL_DEBUG_TYPE_ERROR_ARB 0x824C
|
||||
#endif // !GL_DEBUG_TYPE_ERROR_ARB
|
||||
|
||||
#ifndef GL_DEBUG_OUTPUT
|
||||
#define GL_DEBUG_OUTPUT 0x92E0
|
||||
#endif // !GL_DEBUG_OUTPUT
|
||||
|
||||
#ifndef GL_ARB_debug_output
|
||||
#define GL_ARB_debug_output 1
|
||||
typedef void (APIENTRYP PFNGLDEBUGMESSAGECONTROLARBPROC)(GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint* ids, GLboolean enabled);
|
||||
@@ -52,7 +56,7 @@ void APIENTRY GL_DebugOutput(GLenum source,
|
||||
const char* message,
|
||||
const void* userParam)
|
||||
{
|
||||
// Nvidia spam too much about filenameBuffer mapping
|
||||
// Nvidia spam too much about buffer mapping
|
||||
if (type == 0x8251)
|
||||
return;
|
||||
|
||||
@@ -63,6 +67,7 @@ void APIENTRY GL_DebugOutput(GLenum source,
|
||||
if (type == GL_DEBUG_TYPE_ERROR_ARB)
|
||||
{
|
||||
bool debug = true;
|
||||
__debugbreak();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -107,25 +112,13 @@ void Render::Init(SDL_Window* pWindow)
|
||||
Msg("%s", (const char*)glGetString(GL_VENDOR));
|
||||
Msg("%s", (const char*)glGetString(GL_RENDERER));
|
||||
Msg("OpenGL ver. %s", (const char*)glGetString(GL_VERSION));
|
||||
Msg("Context created with OpenGL version %d.%d", GLVersion.major, GLVersion.minor);
|
||||
|
||||
Msg("Initializing OpenGL extensions...");
|
||||
InitGLExtensions();
|
||||
|
||||
// Reset OpenGL error stack
|
||||
glGetError();
|
||||
|
||||
// Load extension
|
||||
glDebugMessageCallbackARB = (PFNGLDEBUGMESSAGECALLBACKARBPROC)SDL_GL_GetProcAddress("glDebugMessageCallbackARB");
|
||||
|
||||
// Enable debug output
|
||||
if (glDebugMessageCallbackARB)
|
||||
{
|
||||
Msg("...found GL_ARB_debug_output");
|
||||
|
||||
//glEnable(GL_DEBUG_OUTPUT);
|
||||
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
|
||||
glDebugMessageCallbackARB(GL_DebugOutput, NULL);
|
||||
}
|
||||
|
||||
|
||||
// Create render device
|
||||
g_renderDevice = new RenderDevice();
|
||||
|
||||
@@ -163,6 +156,75 @@ void Render::Init(SDL_Window* pWindow)
|
||||
}
|
||||
}
|
||||
|
||||
void Render::InitGLExtensions()
|
||||
{
|
||||
//// Load extension
|
||||
//glDebugMessageCallbackARB = (PFNGLDEBUGMESSAGECALLBACKARBPROC)SDL_GL_GetProcAddress("glDebugMessageCallbackARB");
|
||||
|
||||
//// Enable debug output
|
||||
//if (glDebugMessageCallbackARB)
|
||||
//{
|
||||
// Msg("...found GL_ARB_debug_output");
|
||||
|
||||
// //glEnable(GL_DEBUG_OUTPUT);
|
||||
// glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
|
||||
// glDebugMessageCallbackARB(GL_DebugOutput, NULL);
|
||||
//}
|
||||
|
||||
//bool found_WGL_EXT_swap_control = false;
|
||||
bool found_GL_ARB_debug_output = false;
|
||||
|
||||
// Load extensions
|
||||
char* extensions = (char*)glGetString(GL_EXTENSIONS); // OpenGL Error: GL_INVALID_ENUM at D:\projects\old\pke\src\render\shadersystem.cpp:169
|
||||
if (extensions)
|
||||
{
|
||||
char* extension = strtok(extensions, " ");
|
||||
while (extension)
|
||||
{
|
||||
//if (strcmp(extension, "WGL_EXT_swap_control") == 0)
|
||||
// found_WGL_EXT_swap_control = true;
|
||||
|
||||
if (strcmp(extension, "GL_ARB_debug_output") == 0)
|
||||
found_GL_ARB_debug_output = true;
|
||||
|
||||
extension = strtok(NULL, " ");
|
||||
}
|
||||
}
|
||||
else // core profile
|
||||
{
|
||||
int NumberOfExtensions;
|
||||
glGetIntegerv(GL_NUM_EXTENSIONS, &NumberOfExtensions);
|
||||
|
||||
for (int i = 0; i < NumberOfExtensions; i++) {
|
||||
char* extension = (char*)glGetStringi(GL_EXTENSIONS, i);
|
||||
|
||||
//if (strcmp(extension, "WGL_EXT_swap_control") == 0)
|
||||
// found_WGL_EXT_swap_control = true;
|
||||
|
||||
if (strcmp(extension, "GL_ARB_debug_output") == 0)
|
||||
found_GL_ARB_debug_output = true;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
// Enable debug output
|
||||
if (found_GL_ARB_debug_output)
|
||||
{
|
||||
Msg("...found GL_ARB_debug_output");
|
||||
|
||||
glDebugMessageCallbackARB = (PFNGLDEBUGMESSAGECALLBACKARBPROC)SDL_GL_GetProcAddress("glDebugMessageCallbackARB");
|
||||
|
||||
glEnable(GL_DEBUG_OUTPUT);
|
||||
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
|
||||
glDebugMessageCallbackARB(GL_DebugOutput, NULL);
|
||||
}
|
||||
else
|
||||
{
|
||||
Msg("...not found GL_ARB_debug_output");
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void Render::Shutdown()
|
||||
{
|
||||
if (m_usingVAO)
|
||||
@@ -236,15 +298,20 @@ void Render::RenderStats()
|
||||
{
|
||||
char buffer[256];
|
||||
|
||||
snprintf(buffer, sizeof(buffer), "Scene: %s", g_sceneManager->getSceneName());
|
||||
snprintf(buffer, sizeof(buffer), "FPS: %.1f", ImGui::GetIO().Framerate);
|
||||
ImGui::GetForegroundDrawList()->AddText(ImVec2(0.0f, 0.0f), 0xffffffff, buffer);
|
||||
|
||||
snprintf(buffer, sizeof(buffer), "numModels: %d", g_NumModels);
|
||||
snprintf(buffer, sizeof(buffer), "Scene: %s", g_sceneManager->getSceneName());
|
||||
ImGui::GetForegroundDrawList()->AddText(ImVec2(0.0f, 15.0f), 0xffffffff, buffer);
|
||||
|
||||
snprintf(buffer, sizeof(buffer), "numModels: %d", g_NumModels);
|
||||
ImGui::GetForegroundDrawList()->AddText(ImVec2(0.0f, 30.0f), 0xffffffff, buffer);
|
||||
}
|
||||
|
||||
void Render::Present(bool vsync)
|
||||
{
|
||||
SDL_GL_SetSwapInterval(vsync);
|
||||
|
||||
SDL_GL_SwapWindow(m_pWindow);
|
||||
|
||||
// reset stats
|
||||
|
||||
@@ -16,6 +16,7 @@ public:
|
||||
~Render();
|
||||
|
||||
void Init(SDL_Window* pWindow);
|
||||
void InitGLExtensions();
|
||||
void Shutdown();
|
||||
|
||||
void RenderScene();
|
||||
|
||||
Reference in New Issue
Block a user