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HydraV3/HydraEngine/source/actor/PlanetActor/HydraPlanetQuadActor.cpp
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#include "HydraPlanetQuadActor.h"
#include "../../engine/HydraEngine.h"
#include "../../actor/HydraActorManager.h"
#include "../../task/HydraTask.h"
#include "../../ecs/HydraECS.h"
#include "../../ecs/components/HydraPositionComponent.h"
#include "../../ecs/components/HydraMeshComponent.h"
#include "../../ecs/components/HydraRenderableComponent.h"
#include "../../ecs/components/HydraMaterialComponent.h"
#include "../../buffer/HydraMaterialBufferManager.h"
#include "../../buffer/HydraTextureBufferManager.h"
#include "../../buffer/HydraMaterialBuffer.h"
#include "../../mesh/HydraMeshManager.h"
#include "../../mesh/HydraMesh.h"
void HydraPlanetQuadActor::InitialiseComponents()
{
// HydraECS* ecs = GetEngine()->ECS();
// HydraID entity_id = ecs->CreateEntity();
_CreatePosition();
// _CreatePhysics();
_CreateMaterial();
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_CreateRenderableComponent();
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}
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void HydraPlanetQuadActor::DeferredInitialiseComponents()
{
}
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void HydraPlanetQuadActor::InitialiseQuad(float planet_diameter, float quad_dimension, uint32_t divisions, glm::vec3 origin)
{
m_divisions = divisions;
m_planet_diameter = planet_diameter;
m_origin = origin;
m_quad_dimension = quad_dimension;
_CreateMesh();
}
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void HydraPlanetQuadActor::_CreatePosition()
{
HydraECS *ecs = GetEngine()->ECS();
HydraPositionComponent position_component;
ecs->AddComponent<HydraPositionComponent>(GetID(), position_component);
}
void HydraPlanetQuadActor::_CreateMesh()
{
HydraMeshManager *mesh_manager = GetEngine()->MeshManager();
HydraID mesh_id = mesh_manager->CreateMesh();
HydraMesh *mesh = mesh_manager->GetMesh(mesh_id);
HydraMaterialComponent mat_comp = GetEngine()->ECS()->GetComponent<HydraMaterialComponent>(GetID());
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uint32_t vert_counts = m_divisions * m_divisions;
uint32_t index_counts = ((m_divisions - 1) * (m_divisions -1)) * 6;
mesh->vertexes.resize(vert_counts);
mesh->indexes.resize(index_counts);
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float scale_x = 10000.0f;
float scale_y = 10000.0f;
float scale_z = 10000.0f;
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float min_x = -m_quad_dimension / 2.0f;
float min_y = m_quad_dimension / 2.0f;
float min_z = 0.0f;
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float max_x = -m_quad_dimension / 2.0f;
float max_y = m_quad_dimension / 2.0f;
float max_z = 0.0f;
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float min_u = 100;
float min_v = 100;
float max_u = 0;
float max_v = 0;
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float xy_inc = m_quad_dimension / m_divisions;
float uv_inc = -min_u / m_divisions;
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// 1---2
// | / |
// 0---3
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HydraID actor_id = GetID();
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float y = min_y;
float x = min_x;
float u = min_u;
float v = min_v;
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uint32_t vert_idx =0;
uint32_t index_idx = 0;
for(uint32_t y_count = 0; y_count < m_divisions - 1; y_count ++)
{
for(uint32_t x_count = 0; x_count < m_divisions - 1; x_count ++)
{
//Create Vertex
mesh->vertexes[vert_idx] = {x, y, min_z, min_u, min_v, actor_id, mat_comp.material_id, 0};
uint32_t ind0 = vert_idx + m_divisions;
uint32_t ind1 = vert_idx;
uint32_t ind2 = vert_idx + 1;
uint32_t ind3 = vert_idx + m_divisions + 1;
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mesh->indexes[index_idx + 0] = ind0;
mesh->indexes[index_idx + 1] = ind1;
mesh->indexes[index_idx + 2] = ind2;
mesh->indexes[index_idx + 3] = ind0;
mesh->indexes[index_idx + 4] = ind2;
mesh->indexes[index_idx + 5] = ind3;
x += xy_inc;
u += uv_inc;
vert_idx++;
index_idx ++;
}
//Add the end vert but no indexes
mesh->vertexes[vert_idx] = {x, y, min_z, min_u, min_v, actor_id, mat_comp.material_id, 0};
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y += xy_inc;
v += uv_inc;
x = min_x;
u = min_u;
}
//the last row
for(uint32_t x_count = 0; x_count < m_divisions - 1; x_count ++)
{
mesh->vertexes[vert_idx] = {x, y, min_z, min_u, min_v, actor_id, mat_comp.material_id, 0};
x += xy_inc;
u += uv_inc;
vert_idx++;
}
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mesh_manager->CalculateNormals(mesh->mesh_id);
HydraECS *ecs = GetEngine()->ECS();
HydraMeshComponent mesh_comp;
mesh_comp.mesh_id = mesh_id;
mesh_comp.mesh_state = HYDRA_STATE::Waiting;
ecs->AddComponent<HydraMeshComponent>(GetID(), mesh_comp);
}
void HydraPlanetQuadActor::_CreateMaterial()
{
HydraEngine *engine = GetEngine();
std::string filename = std::string(texture_base) + std::string("/DesignArea/DesignArea_Albedo_white.png");
HydraID tex_id = engine->TextureBufferManager()->LoadTexture(filename);
HydraMaterialBuffer material = {};
material.diffuse_texture_id = tex_id;
material.diffuse_colour = glm::vec4(1, 1, 1, 1);
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material.emmissive_metalic_rough = glm::vec4(0, 0.5, 0.3, 1);
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HydraID mat_id = engine->MaterialBufferManager()->CreateMaterial(material);
HydraMaterialComponent mat_comp = {};
mat_comp.material_id = mat_id;
engine->ECS()->AddComponent<HydraMaterialComponent>(GetID(), mat_comp);
}
void HydraPlanetQuadActor::_CreatePhysics()
{
// HydraECSPhysicsComponent physics_component;
// physics_component.physics_state = Hydra_State::Waiting;
// physics_component.physics_definition.actor_id = GetID();
// physics_component.physics_definition.physics_type = HydraPhyicsType::Static;
// physics_component.physics_definition.physics_shape = HydraPhysicsShape::HydraBoxShape;
// physics_component.physics_definition.mass = 100000.0f;
// physics_component.physics_definition.extent_x = 1000.0f;
// physics_component.physics_definition.extent_y = 0.5f;
// physics_component.physics_definition.extent_z = 1000.0f;
// physics_component.physics_definition.dynamic_friction = 0.5f;
// physics_component.physics_definition.restitution = 0.5f;
// HydraECS* ecs = GetEngine()->ECS();
// ecs->AddComponent<HydraECSPhysicsComponent>(GetID(), physics_component);
}
void HydraPlanetQuadActor::_CreateRenderableComponent()
{
HydraRenderableComponent render_comp;
HydraECS *ecs = GetEngine()->ECS();
render_comp.renderable_types.set((uint32_t)HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR, true);
ecs->AddComponent<HydraRenderableComponent>(GetID(), render_comp);
}