This commit is contained in:
Confideo-IOM
2026-09-04 15:26:37 +01:00
parent 8dc0595cfc
commit 18ec2d5394
81 changed files with 1235 additions and 1191 deletions
+3 -4
View File
@@ -3,8 +3,7 @@ set(CMAKE_CXX_STANDARD 17)
list(APPEND CMAKE_PREFIX_PATH "../Libraries/")
list(APPEND CMAKE_PREFIX_PATH "../Libraries/glew-2.3.1")
list(APPEND CMAKE_PREFIX_PATH "C:/Program Files (x86)/GLFW")
list(APPEND CMAKE_PREFIX_PATH "../Libraries/box3d/src/Debug")
project(
HydraEngine
VERSION 1.0
@@ -26,10 +25,10 @@ add_compile_definitions(_EXPORTING)
add_library(HydraEngine SHARED ${SOURCES} ${IMGUI_SOURCES})
set(glfw3_DIR "C:/Program Files (x86)/GLFW/lib/cmake/glfw3")
#********** GLFW **********
find_package(glfw3 3.5.0 REQUIRED)
find_package(glfw3 REQUIRED)
include_directories(HydraEngine "C:/Program Files (x86)/GLFW/include")
target_link_libraries(HydraEngine PRIVATE glfw)
#********** Glew **********
@@ -1,4 +1,5 @@
#include "HydraPlanetActor.h"
#include "HydraPlanetQuadActor.h"
#include "../../engine/HydraEngine.h"
#include "../../actor/HydraActorManager.h"
#include "../../task/HydraTask.h"
@@ -13,6 +14,7 @@
#include "../../mesh/HydraMeshManager.h"
#include "../../mesh/HydraMesh.h"
void HydraPlanetActor::InitialiseComponents()
{
// HydraECS* ecs = GetEngine()->ECS();
@@ -20,9 +22,9 @@ void HydraPlanetActor::InitialiseComponents()
_CreatePosition();
// _CreatePhysics();
_CreateMaterial();
_CreateMesh();
_CreateRenderableComponent();
//_CreateMaterial();
//_CreateMesh();
//_CreateRenderableComponent();
_CreateQuads();
}
@@ -210,5 +212,9 @@ void HydraPlanetActor::_CreateRenderableComponent()
void HydraPlanetActor::_CreateQuads()
{
m_quads[0] = GetEngine()->ActorManager()->CreateActor<HydraPlanetQuadActor>();
HydraPlanetQuadActor* quad0 = static_cast<HydraPlanetQuadActor*>(GetEngine()->ActorManager()->GetActor(m_quads[0]));
quad0->InitialiseQuad(10000.0f, 10000.0f, 100, glm::vec3(0,0,0));
GetEngine()->ActorManager()->InitialiseActor(m_quads[0]);
GetEngine()->ActorManager()->SetPosition(m_quads[0], glm::dvec3(-5000, -5000 , 5000));
}
@@ -11,6 +11,7 @@ class CLASS_DEFINE HydraPlanetActor : public HydraActor
HydraID m_material_component = INVALID_HYDRA_ID;
HydraID m_position_component = INVALID_HYDRA_ID;
HydraID m_mesh_component = INVALID_HYDRA_ID;
HydraID m_quads[6];
protected:
void _CreatePosition();
void _CreateMesh();
@@ -21,14 +21,23 @@ void HydraPlanetQuadActor::InitialiseComponents()
// _CreatePhysics();
_CreateMaterial();
_CreateMesh();
_CreateRenderableComponent();
}
}
void HydraPlanetQuadActor::DeferredInitialiseComponents()
{
}
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();
}
void HydraPlanetQuadActor::_CreatePosition()
{
HydraECS *ecs = GetEngine()->ECS();
@@ -43,112 +52,84 @@ void HydraPlanetQuadActor::_CreateMesh()
HydraMesh *mesh = mesh_manager->GetMesh(mesh_id);
HydraMaterialComponent mat_comp = GetEngine()->ECS()->GetComponent<HydraMaterialComponent>(GetID());
mesh->vertexes.resize(24);
mesh->indexes.resize(36);
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);
float scale_x = 10000.0f;
float scale_y = 10000.0f;
float scale_z = 10000.0f;
float min_x = -0.5f * scale_x;
float min_y = -0.5f * scale_y;
float min_z = -0.5f * scale_z;
float min_x = -m_quad_dimension / 2.0f;
float min_y = m_quad_dimension / 2.0f;
float min_z = 0.0f;
float max_x = 0.5f * scale_x;
float max_y = 0.5f * scale_y;
float max_z = 0.5f * scale_z;
float max_x = -m_quad_dimension / 2.0f;
float max_y = m_quad_dimension / 2.0f;
float max_z = 0.0f;
float min_u = 100;
float min_v = 100;
float max_u = 0;
float max_v = 0;
// 1---2 5---6
//| / | | / |
// 0---3 4---7
float xy_inc = m_quad_dimension / m_divisions;
float uv_inc = -min_u / m_divisions;
// 1---2
// | / |
// 0---3
HydraID actor_id = GetID();
mesh->vertexes[0] = {min_x, min_y, min_z, min_u, min_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[1] = {min_x, max_y, min_z, min_u, max_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[2] = {max_x, max_y, min_z, max_u, max_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[3] = {max_x, min_y, min_z, max_u, min_v, actor_id, mat_comp.material_id, 0};
float y = min_y;
float x = min_x;
float u = min_u;
float v = min_v;
// Face 0
mesh->indexes[0] = 0;
mesh->indexes[1] = 1;
mesh->indexes[2] = 2;
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;
mesh->indexes[3] = 0;
mesh->indexes[4] = 2;
mesh->indexes[5] = 3;
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};
mesh->vertexes[4] = {max_x, min_y, min_z, min_u, min_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[5] = {max_x, max_y, min_z, min_u, max_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[6] = {max_x, max_y, max_z, max_u, max_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[7] = {max_x, min_y, max_z, max_u, min_v, actor_id, mat_comp.material_id, 0};
mesh->indexes[6] = 4;
mesh->indexes[7] = 5;
mesh->indexes[8] = 6;
mesh->indexes[9] = 4;
mesh->indexes[10] = 6;
mesh->indexes[11] = 7;
// Back Face
mesh->vertexes[8] = {max_x, min_y, max_z, min_u, min_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[9] = {max_x, max_y, max_z, min_u, max_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[10] = {min_x, max_y, max_z, max_u, max_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[11] = {min_x, min_y, max_z, max_u, min_v, actor_id, mat_comp.material_id, 0};
mesh->indexes[12] = 8;
mesh->indexes[13] = 9;
mesh->indexes[14] = 10;
mesh->indexes[15] = 8;
mesh->indexes[16] = 10;
mesh->indexes[17] = 11;
mesh->vertexes[12] = {min_x, min_y, max_z, min_u, min_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[13] = {min_x, max_y, max_z, min_u, max_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[14] = {min_x, max_y, min_z, max_u, max_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[15] = {min_x, min_y, min_z, max_u, min_v, actor_id, mat_comp.material_id, 0};
mesh->indexes[18] = 12;
mesh->indexes[19] = 13;
mesh->indexes[20] = 14;
mesh->indexes[21] = 12;
mesh->indexes[22] = 14;
mesh->indexes[23] = 15;
mesh->vertexes[16] = {min_x, max_y, min_z, min_u, min_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[17] = {min_x, max_y, max_z, min_u, max_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[18] = {max_x, max_y, max_z, max_u, max_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[19] = {max_x, max_y, min_z, max_u, min_v, actor_id, mat_comp.material_id, 0};
mesh->indexes[24] = 16;
mesh->indexes[25] = 17;
mesh->indexes[26] = 18;
mesh->indexes[27] = 16;
mesh->indexes[28] = 18;
mesh->indexes[29] = 19;
mesh->vertexes[20] = {min_x, min_y, min_z, min_u, min_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[21] = {max_x, min_y, min_z, min_u, max_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[22] = {max_x, min_y, max_z, max_u, max_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[23] = {min_x, min_y, max_z, max_u, min_v, actor_id, mat_comp.material_id, 0};
mesh->indexes[30] = 20;
mesh->indexes[31] = 21;
mesh->indexes[32] = 22;
mesh->indexes[33] = 20;
mesh->indexes[34] = 22;
mesh->indexes[35] = 23;
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++;
}
mesh_manager->CalculateNormals(mesh->mesh_id);
@@ -3,25 +3,32 @@
#include "../HydraActor.h"
#include <GLMIncludes.h>
class CLASS_DEFINE HydraPlanetQuadActor : public HydraActor
{
public:
virtual void InitialiseComponents();
virtual void DeferredInitialiseComponents();
virtual void Destroy(){}
void InitialiseQuad(float planet_diameter, float quad_dimension, uint32_t divisions, glm::vec3 origin);
private:
double m_scale = 1.0;
double m_widthscale = 1000.0f;
HydraID m_material_component = INVALID_HYDRA_ID;
HydraID m_position_component = INVALID_HYDRA_ID;
HydraID m_mesh_component = INVALID_HYDRA_ID;
uint32_t m_divisions = 100;
float m_quad_dimension = 0;
float m_planet_diameter = 0;
glm::vec3 m_origin {};
protected:
void _CreatePosition();
void _CreateMesh();
void _CreateMaterial();
void _CreatePhysics();
void _CreateRenderableComponent();
public:
virtual void InitialiseComponents();
virtual void DeferredInitialiseComponents();
virtual void Destroy(){}
};