Physics working
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@@ -24,6 +24,7 @@
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#include "../ecs/systems/HydraDirectionalShadowSourceSystem.h"
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#include "../ecs/systems/HydraSpotShadowSourceSystem.h"
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#include "../ecs/systems/HydraPointShadowSourceSystem.h"
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#include "../ecs/systems/HydraPhysicsSystem.h"
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#include "../ecs/components/HydraPositionComponent.h"
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#include "../ecs/components/HydraMeshComponent.h"
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@@ -34,6 +35,7 @@
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#include "../ecs/components/HydraDirectionalShadowSourceComponent.h"
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#include "../ecs/components/HydraSpotShadowSourceComponent.h"
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#include "../ecs/components/HydraPointShadowSourceComponent.h"
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#include "../ecs/components/HydraPhysicsComponent.h"
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#include "../camera/HydraCamera.h"
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@@ -59,7 +61,7 @@
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#include "../task/buffer/HydraInitialiseTextureManagerTask.hpp"
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#include "../task/buffer/HydraInitialiseShadowBufferTask.hpp"
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#include "../task/actor/HydraUpdatePlayerTask.h"
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#include "../task/physics/HydraStepPhysicsTask.h"
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#include "../task/renderer/HydraEndRenderTask.hpp"
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#include "../mesh/HydraMeshManager.h"
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@@ -197,6 +199,7 @@ void HydraEngine::_CreateManagers()
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m_material_buffer_manager = new HydraMaterialBufferManager();
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m_light_buffer_manager = new HydraLightBufferManager();
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m_shadow_buffer_manager = new HydraShadowBufferManager();
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}
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void HydraEngine::_InitialiseManagers()
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@@ -234,6 +237,7 @@ void HydraEngine::_InitialiseSystems()
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m_ecs->RegisterComponentType<HydraDirectionalShadowSourceComponent>();
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m_ecs->RegisterComponentType<HydraSpotShadowSourceComponent>();
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m_ecs->RegisterComponentType<HydraPointShadowSourceComponent>();
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m_ecs->RegisterComponentType<HydraPhysicsComponent>();
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m_mesh_system = m_ecs->RegisterSystem<HydraMeshSystem>();
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m_transform_system = m_ecs->RegisterSystem<HydraTransformSystem>();
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@@ -243,7 +247,7 @@ void HydraEngine::_InitialiseSystems()
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m_directional_shadow_system = m_ecs->RegisterSystem<HydraDirectionalShadowSourceSystem>();
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m_spot_shadow_system = m_ecs->RegisterSystem<HydraSpotShadowSourceSystem>();
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m_point_shadow_system = m_ecs->RegisterSystem<HydraPointShadowSourceSystem>();
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m_physics_system = m_ecs->RegisterSystem<HydraPhysicsSystem>();
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HydraSignature mesh_sig;
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HydraSignature trans_sig;
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@@ -253,6 +257,7 @@ void HydraEngine::_InitialiseSystems()
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HydraSignature directional_shadow_sig;
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HydraSignature spot_shadow_sig;
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HydraSignature point_shadow_sig;
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HydraSignature physics_sig;
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mesh_sig.set(m_ecs->GetComponentType<HydraMeshComponent>(),true);
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trans_sig.set(m_ecs->GetComponentType<HydraPositionComponent>(),true);
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@@ -274,6 +279,9 @@ void HydraEngine::_InitialiseSystems()
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point_shadow_sig.set(m_ecs->GetComponentType<HydraPositionComponent>(), true);
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point_shadow_sig.set(m_ecs->GetComponentType<HydraPointShadowSourceComponent>(), true);
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physics_sig.set(m_ecs->GetComponentType<HydraPhysicsComponent>(), true);
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physics_sig.set(m_ecs->GetComponentType<HydraPositionComponent>(), true);
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m_ecs->SetSystemSignature<HydraMeshSystem>(mesh_sig);
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m_ecs->SetSystemSignature<HydraTransformSystem>(trans_sig);
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m_ecs->SetSystemSignature<HydraRenderSystem>(render_sig);
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@@ -282,11 +290,16 @@ void HydraEngine::_InitialiseSystems()
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m_ecs->SetSystemSignature<HydraDirectionalShadowSourceSystem>(directional_shadow_sig);
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m_ecs->SetSystemSignature<HydraSpotShadowSourceSystem>(spot_shadow_sig);
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m_ecs->SetSystemSignature<HydraPointShadowSourceSystem>(point_shadow_sig);
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m_ecs->SetSystemSignature<HydraPhysicsSystem>(physics_sig);
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}
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void HydraEngine::_UpdateSystems()
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{
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//Update physics system with any changes from the transform system
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m_physics_system->Update(m_delta_t);
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HydraID posUpdateBarrierID = m_task_scheduler->CreateBarrier();
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HydraID update_trans_id = m_task_scheduler->CreateTask<HydraUpdateSystemTask>(HydraThreadAffinity::General, posUpdateBarrierID);
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@@ -377,15 +390,16 @@ void HydraEngine::_GameLoop()
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m_delta_t = diff.count();
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float fixed_delta_t = fixed_diff.count();
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if (fixed_delta_t > 0.016666666666f)
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{
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m_fixed_delta_t = fixed_diff.count();
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last_fixed_tick = this_tick;
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fixed_tick = true;
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HydraID processInputID = m_task_scheduler->CreateTask<HydraProcessInputTask>(HydraThreadAffinity::Render, barrierID);
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m_task_scheduler->StartTask(processInputID);
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//Physics here
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m_physics_system->StepPhysics(fixed_delta_t);
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}
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if (fpsFrameCount >= 15)
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{
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@@ -399,12 +413,24 @@ void HydraEngine::_GameLoop()
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last_tick = this_tick;
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fpsFrameCount++;
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HydraID processInputID = m_task_scheduler->CreateTask<HydraProcessInputTask>(HydraThreadAffinity::Render, barrierID);
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HydraProcessInputTask* m_input_task = static_cast<HydraProcessInputTask*>(m_task_scheduler->GetTask(processInputID));
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m_input_task->Initialise(fixed_tick);
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m_task_scheduler->StartTask(processInputID);
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HydraID initialise_components_id = m_task_scheduler->CreateTask<HydraInitialiseComponentsTask>(HydraThreadAffinity::General, barrierID);
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HydraID update_player_task_id = m_task_scheduler->CreateTask<HydraUpdatePlayerTask>(HydraThreadAffinity::General, barrierID);
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m_task_scheduler->StartTask(initialise_components_id);
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m_task_scheduler->StartTask(update_player_task_id);
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m_task_scheduler->WaitForBarrier(barrierID);
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if(fixed_tick)
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{
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m_game->FixedUpdate(m_delta_t);
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}
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m_game->Update(m_delta_t);
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_UpdateSystems();
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@@ -466,6 +492,16 @@ bool HydraEngine::KeyPressed(HYDRA_KEY_CODES key)
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return m_input_manager->KeyPressed(key);
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}
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bool HydraEngine::KeyUp(HYDRA_KEY_CODES key)
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{
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return m_input_manager->KeyUp(key);
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}
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bool HydraEngine::KeyDown(HYDRA_KEY_CODES key)
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{
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return m_input_manager->KeyDown(key);
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}
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glm::vec2 HydraEngine::MouseChange()
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{
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return m_input_manager->MouseChange();
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