Cleaning up shutdown
This commit is contained in:
@@ -27,7 +27,7 @@ class CLASS_DEFINE HydraActor : public HydraObject
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virtual void DeferredInitialiseComponents() {};
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HydraID GetID() {return m_id;}
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virtual void FixedTick(float delta_t) {};
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virtual void Destroy() = 0;
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virtual void Destroy()= 0;
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};
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@@ -27,8 +27,16 @@ std::vector<HydraID> &HydraActorManager::GetChildren(HydraID actor_id)
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}
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void HydraActorManager::DeleteActor(HydraID actorID)
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{
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m_actors_waiting_for_delete.push_back(actorID);
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{
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assert(actorID <= m_actors.size() && "DeleteActor::INVALID ACTOR ID");
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std::lock_guard<std::mutex> lock(m_mutex);
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if(m_actors[actorID] != nullptr)
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{
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m_actors[actorID]->Destroy();
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_SetActorDeleted(actorID);
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}
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}
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void HydraActorManager::_SetActorDeleted(HydraID actorID)
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@@ -52,197 +60,7 @@ HydraID HydraActorManager::LoadActor(std::string filename)
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task_scheduler->WaitForTask(load_task_id);
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return actor_id;
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}
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/*
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HydraID HydraActorManager::_ProcessGLTFNode(aiScene const *scene, aiNode *parent_node, std::vector<uint32_t>material_lookup)
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{
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HydraID parent_actor_id = CreateActor<HydraGLTFActor>();
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HydraECS *ecs = GetEngine()->ECS();
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HydraECSPositionComponent position_component;
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aiVector3D tmp_scaling = {};
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aiQuaternion tmp_rotation = {};
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aiVector3D tmp_position = {};
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parent_node->mTransformation.Decompose(tmp_scaling, tmp_rotation, tmp_position);
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glm::dvec3 scaling = glm::dvec3(tmp_scaling.x, tmp_scaling.y, tmp_scaling.z);
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glm::quat rotation = glm::quat(tmp_rotation.w, tmp_rotation.x, tmp_rotation.y, tmp_rotation.z);
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glm::dvec3 position = glm::dvec3(tmp_position.x, tmp_position.y, tmp_position.z);
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ecs->AddComponent<HydraECSPositionComponent>(parent_actor_id, position_component);
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SetPosition(parent_actor_id, position, rotation, false);
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for (uint32_t i_mesh = 0; i_mesh < parent_node->mNumMeshes; i_mesh++)
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{
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aiMesh *mesh = scene->mMeshes[parent_node->mMeshes[i_mesh]];
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_ProcessGLTFMesh(scene, parent_actor_id, mesh, material_lookup);
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}
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for (uint32_t i_node = 0; i_node < parent_node->mNumChildren; i_node++)
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{
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HydraID child_actor_id = _ProcessGLTFNode(scene, parent_node->mChildren[i_node], material_lookup);
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SetRelationship(parent_actor_id, child_actor_id);
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}
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return parent_actor_id;
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}
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void HydraActorManager::_ProcessGLTFMesh(aiScene const *scene, HydraID parent_actor_id, aiMesh *mesh, std::vector<uint32_t>material_lookup)
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{
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HydraID mesh_actor_id = CreateActor<HydraGLTFActor>();
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aiMaterial* mat = scene->mMaterials[mesh->mMaterialIndex];
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std::vector<StandardVertexStruct> vertexes;
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HydraECS *ecs = GetEngine()->ECS();
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HydraECSPositionComponent position_component = {};
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ecs->AddComponent<HydraECSPositionComponent>(mesh_actor_id, position_component);
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for (uint32_t i_face = 0; i_face < mesh->mNumFaces; i_face++)
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{
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aiFace face = mesh->mFaces[i_face];
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for (uint32_t i_index = 0; i_index < face.mNumIndices; i_index++)
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{
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uint32_t current_idx = face.mIndices[i_index];
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StandardVertexStruct vert = {};
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if (mesh->HasPositions())
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{
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vert.vertex[0] = mesh->mVertices[current_idx].x;
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vert.vertex[1] = mesh->mVertices[current_idx].y;
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vert.vertex[2] = mesh->mVertices[current_idx].z;
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}
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if (mesh->HasNormals())
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{
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vert.normal[0] = mesh->mNormals[current_idx].x;
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vert.normal[1] = mesh->mNormals[current_idx].y;
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vert.normal[2] = mesh->mNormals[current_idx].z;
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}
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if (mesh->HasTextureCoords(0))
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{
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vert.uv[0] = mesh->mTextureCoords[0][current_idx].x;
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vert.uv[1] = mesh->mTextureCoords[0][current_idx].y;
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}
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vert.indexes[0] = mesh_actor_id;
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vertexes.push_back(vert);
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}
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}
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HydraMeshManager *mesh_manager = GetEngine()->MeshManager();
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HydraID mesh_id = mesh_manager->CreateMesh(mesh_actor_id);
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mesh_manager->SetVertexes(mesh_id, vertexes);
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mesh_manager->CalculateNormals(mesh_id);
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HydraECSMeshComponent mesh_comp;
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mesh_comp.mesh_id = mesh_id;
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ecs->AddComponent<HydraECSMeshComponent>(mesh_actor_id, mesh_comp);
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aiString mat_name;
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mat->Get(AI_MATKEY_NAME, mat_name);
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HydraID material_id = material_lookup[mesh->mMaterialIndex];
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if(material_id != INVALID_HYDRA_ID)
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{
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HydraECSMaterialComponent mat_comp;
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mat_comp.material_id = material_id;
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ecs->AddComponent<HydraECSMaterialComponent>(mesh_actor_id, mat_comp);
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HydraMaterialStruct const * const mat_data = GetEngine()->MaterialManager()->GetMaterial(material_id);
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GetEngine()->BufferManager()->AddMaterial(mesh_actor_id, material_id, *mat_data);
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}
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mesh_manager->SetMeshWaiting(mesh_id);
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//Add renderable component
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HydraPipelineManager* pipeline_manager = GetEngine()->PipelineManager();
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uint32_t pipeline_id = pipeline_manager->GetPipelineID("FORWARD");
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uint32_t shadow_pipeline_id = pipeline_manager->GetPipelineID("SHADOW");
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uint32_t deferred_pipeline_id = pipeline_manager->GetPipelineID("DEFERRED");
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HydraECSRenderableComponent render_comp;
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if(pipeline_id != INVALID_HYDRA_ID)
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{
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render_comp.pipelines.set(pipeline_id);
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}
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render_comp.pipelines.set(shadow_pipeline_id);
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render_comp.pipelines.set(deferred_pipeline_id);
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ecs->AddComponent<HydraECSRenderableComponent>(mesh_actor_id, render_comp);
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SetRelationship(parent_actor_id, mesh_actor_id);
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}
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/// @brief Load all of the scene textures
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/// @param scene containing scene
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/// @param texture_lookup index of texture in the scene to the Hydra texture ID
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void HydraActorManager::_ProcessGLTFTextures(aiScene const *scene, std::vector<uint32_t> &texture_lookup)
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{
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HydraTextureManager *texture_manager = GetEngine()->TextureManager();
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// Make space for the texture lookups
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texture_lookup.resize(scene->mNumTextures);
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for (uint32_t i_tex = 0; i_tex < scene->mNumTextures; i_tex++)
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{
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aiTexture *tex = scene->mTextures[i_tex];
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// Create a holder for the texture
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HydraID texture_id = texture_manager->CreateTexture(0, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, false);
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// load the texture data from the scene texture
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texture_manager->FillTexture(texture_id, reinterpret_cast<unsigned char *>(tex->pcData), tex->mWidth);
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// store the texture id against the scene index for the texture. Materials will have *n where n is the index
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texture_lookup[i_tex] = texture_id;
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texture_manager->FinaliseTexture(texture_id);
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}
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}
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void HydraActorManager::_ProcessGLTFMaterials(aiScene const *scene,
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std::vector<uint32_t>& texture_lookup,
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std::vector<uint32_t>& material_lookup,
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std::string filename)
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{
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material_lookup.resize(scene->mNumMaterials);
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HydraTextureManager *texture_manager = GetEngine()->TextureManager();
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for (uint32_t i_mat = 0; i_mat < scene->mNumMaterials; i_mat++)
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{
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HydraMaterialStruct material;
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aiMaterial *mat = scene->mMaterials[i_mat];
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aiColor3D color(0.f, 0.f, 0.f);
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aiString name;
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mat->Get(AI_MATKEY_COLOR_DIFFUSE, color);
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mat->Get(AI_MATKEY_NAME, name);
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std::string mat_name = filename + std::to_string(i_mat);
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aiTexture diffuse_tex;
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uint32_t diffuse_tex_count = mat->GetTextureCount(aiTextureType::aiTextureType_DIFFUSE);
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// have to do something here for multiple diffuse textures at some point.
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aiString texture_path;
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aiTextureMapping texture_mapping;
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uint32_t uv_index;
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if (diffuse_tex_count > 0)
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{
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mat->GetTexture(aiTextureType::aiTextureType_DIFFUSE, 0, &texture_path, &texture_mapping, &uv_index);
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std::string path = std::string(texture_path.C_Str());
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uint32_t texture_index = atoi(path.substr(1).c_str());
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HydraID texture_id = texture_lookup[texture_index];
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material.diffuse_texture = texture_id;
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material.texture_types += static_cast<uint32_t>(HYDRA_TEXTURE_TYPE::DIFFUSE_TEXTURE);
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}
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material.diffuse_colour = glm::vec4(color.r, color.g, color.b, 1);
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HydraID material_id = GetEngine()->MaterialManager()->CreateMaterial(mat_name, material);
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material_lookup[i_mat] = material_id;
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if (material_id == INVALID_HYDRA_ID)
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{
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throw std::runtime_error("Could not create material");
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}
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}
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}
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*/
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HydraID HydraActorManager::_SaveActor(HydraActor *actor)
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{
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@@ -427,18 +245,7 @@ void HydraActorManager::TranslateActor(HydraID actorID, glm::dvec3 translation)
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ecs->GetSystem<HydraTransformSystem>()->UpdateTransform(actorID);
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}
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void HydraActorManager::AddComponentType(HydraID actorID, uint32_t component_type)
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{
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if (actorID < m_actors.size())
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{
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HydraActor *actor = m_actors[actorID];
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if (actor != nullptr)
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{
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actor->m_component_types.push_back(component_type);
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actor->m_components_waiting++;
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}
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}
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}
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glm::mat4 HydraActorManager::GetActorPose(HydraID actorID)
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{
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@@ -474,40 +281,6 @@ glm::dvec3 HydraActorManager::GetActorPosition(HydraID actorID)
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return pos_comp.position;
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}
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bool HydraActorManager::HasComponentType(HydraID actorID, uint32_t component_type)
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{
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if (actorID < m_actors.size())
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{
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HydraActor *actor = m_actors[actorID];
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if (actor != nullptr)
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{
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for (int i = 0; i < actor->m_component_types.size(); i++)
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{
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if (actor->m_component_types[i] == component_type)
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{
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return true;
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}
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}
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}
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}
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return false;
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}
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void HydraActorManager::RemoveComponentType(HydraID actorID, uint32_t component_type)
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{
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if (actorID < m_actors.size())
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{
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HydraActor *actor = m_actors[actorID];
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if (actor != nullptr)
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{
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uint32_t comp_type = static_cast<uint32_t>(component_type);
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if (actor->m_component_types.size() > comp_type)
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{
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actor->m_component_types.erase(actor->m_component_types.begin() + comp_type);
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}
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}
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}
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}
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HydraID HydraActorManager::GetParent(HydraID actor_id)
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{
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@@ -32,6 +32,7 @@ class CLASS_DEFINE HydraActorManager : public HydraObject
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public:
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void Initialise(size_t max_actors);
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template<class T> HydraID CreateActor();
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HydraID LoadActor(std::string filename);
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void DeleteActor(HydraID actorID);
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@@ -52,9 +53,9 @@ class CLASS_DEFINE HydraActorManager : public HydraObject
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void TranslateActor(HydraID actorID, glm::dvec3 translation);
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void SetRelationship(HydraID parent_id, HydraID child_id);
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void AddComponentType(HydraID actorID, uint32_t component_type);
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bool HasComponentType(HydraID actorID, uint32_t component_type);
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void RemoveComponentType(HydraID actorID, uint32_t component_type);
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// void AddComponentType(HydraID actorID, uint32_t component_type);
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// bool HasComponentType(HydraID actorID, uint32_t component_type);
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// void RemoveComponentType(HydraID actorID, uint32_t component_type);
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HydraID GetParent(HydraID actor_id);
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HydraID GetRoot(HydraID actor_id);
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@@ -0,0 +1,214 @@
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#include "HydraPlanetActor.h"
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#include "../../engine/HydraEngine.h"
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#include "../../actor/HydraActorManager.h"
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#include "../../task/HydraTask.h"
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#include "../../ecs/HydraECS.h"
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#include "../../ecs/components/HydraPositionComponent.h"
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#include "../../ecs/components/HydraMeshComponent.h"
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#include "../../ecs/components/HydraRenderableComponent.h"
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#include "../../ecs/components/HydraMaterialComponent.h"
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#include "../../buffer/HydraMaterialBufferManager.h"
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#include "../../buffer/HydraTextureBufferManager.h"
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#include "../../buffer/HydraMaterialBuffer.h"
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#include "../../mesh/HydraMeshManager.h"
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#include "../../mesh/HydraMesh.h"
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void HydraPlanetActor::InitialiseComponents()
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{
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// HydraECS* ecs = GetEngine()->ECS();
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// HydraID entity_id = ecs->CreateEntity();
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_CreatePosition();
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// _CreatePhysics();
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_CreateMaterial();
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_CreateMesh();
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_CreateRenderableComponent();
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_CreateQuads();
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}
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void HydraPlanetActor::DeferredInitialiseComponents()
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{
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}
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void HydraPlanetActor::_CreatePosition()
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{
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HydraECS *ecs = GetEngine()->ECS();
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HydraPositionComponent position_component;
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ecs->AddComponent<HydraPositionComponent>(GetID(), position_component);
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}
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void HydraPlanetActor::_CreateMesh()
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{
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HydraMeshManager *mesh_manager = GetEngine()->MeshManager();
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HydraID mesh_id = mesh_manager->CreateMesh();
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HydraMesh *mesh = mesh_manager->GetMesh(mesh_id);
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HydraMaterialComponent mat_comp = GetEngine()->ECS()->GetComponent<HydraMaterialComponent>(GetID());
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mesh->vertexes.resize(24);
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mesh->indexes.resize(36);
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float scale_x = 10000.0f;
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float scale_y = 10000.0f;
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float scale_z = 10000.0f;
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float min_x = -0.5f * scale_x;
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float min_y = -0.5f * scale_y;
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float min_z = -0.5f * scale_z;
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float max_x = 0.5f * scale_x;
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float max_y = 0.5f * scale_y;
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float max_z = 0.5f * scale_z;
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float min_u = 100;
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float min_v = 100;
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float max_u = 0;
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float max_v = 0;
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// 1---2 5---6
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//| / | | / |
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// 0---3 4---7
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HydraID actor_id = GetID();
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mesh->vertexes[0] = {min_x, min_y, min_z, min_u, min_v, actor_id, mat_comp.material_id, 0};
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mesh->vertexes[1] = {min_x, max_y, min_z, min_u, max_v, actor_id, mat_comp.material_id, 0};
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mesh->vertexes[2] = {max_x, max_y, min_z, max_u, max_v, actor_id, mat_comp.material_id, 0};
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mesh->vertexes[3] = {max_x, min_y, min_z, max_u, min_v, actor_id, mat_comp.material_id, 0};
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// Face 0
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mesh->indexes[0] = 0;
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mesh->indexes[1] = 1;
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mesh->indexes[2] = 2;
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mesh->indexes[3] = 0;
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mesh->indexes[4] = 2;
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mesh->indexes[5] = 3;
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mesh->vertexes[4] = {max_x, min_y, min_z, min_u, min_v, actor_id, mat_comp.material_id, 0};
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mesh->vertexes[5] = {max_x, max_y, min_z, min_u, max_v, actor_id, mat_comp.material_id, 0};
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mesh->vertexes[6] = {max_x, max_y, max_z, max_u, max_v, actor_id, mat_comp.material_id, 0};
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mesh->vertexes[7] = {max_x, min_y, max_z, max_u, min_v, actor_id, mat_comp.material_id, 0};
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mesh->indexes[6] = 4;
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mesh->indexes[7] = 5;
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mesh->indexes[8] = 6;
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mesh->indexes[9] = 4;
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mesh->indexes[10] = 6;
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mesh->indexes[11] = 7;
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// Back Face
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mesh->vertexes[8] = {max_x, min_y, max_z, min_u, min_v, actor_id, mat_comp.material_id, 0};
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mesh->vertexes[9] = {max_x, max_y, max_z, min_u, max_v, actor_id, mat_comp.material_id, 0};
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mesh->vertexes[10] = {min_x, max_y, max_z, max_u, max_v, actor_id, mat_comp.material_id, 0};
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mesh->vertexes[11] = {min_x, min_y, max_z, max_u, min_v, actor_id, mat_comp.material_id, 0};
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mesh->indexes[12] = 8;
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mesh->indexes[13] = 9;
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mesh->indexes[14] = 10;
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||||
|
||||
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;
|
||||
|
||||
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 HydraPlanetActor::_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);
|
||||
material.metalic_rough = glm::vec4(0, 0.5, 0.3, 1);
|
||||
HydraID mat_id = engine->MaterialBufferManager()->CreateMaterial(material);
|
||||
|
||||
HydraMaterialComponent mat_comp = {};
|
||||
mat_comp.material_id = mat_id;
|
||||
engine->ECS()->AddComponent<HydraMaterialComponent>(GetID(), mat_comp);
|
||||
}
|
||||
|
||||
void HydraPlanetActor::_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 HydraPlanetActor::_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);
|
||||
}
|
||||
|
||||
void HydraPlanetActor::_CreateQuads()
|
||||
{
|
||||
|
||||
}
|
||||
@@ -0,0 +1,31 @@
|
||||
#ifndef HYDRAPLANETACTOR
|
||||
#define HYDRAPLANETACTOR
|
||||
|
||||
#include "../HydraActor.h"
|
||||
|
||||
class CLASS_DEFINE HydraPlanetActor : public HydraActor
|
||||
{
|
||||
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;
|
||||
protected:
|
||||
void _CreatePosition();
|
||||
void _CreateMesh();
|
||||
void _CreateMaterial();
|
||||
void _CreatePhysics();
|
||||
void _CreateRenderableComponent();
|
||||
void _CreateQuads();
|
||||
public:
|
||||
virtual void InitialiseComponents();
|
||||
virtual void DeferredInitialiseComponents();
|
||||
virtual void Destroy(){}
|
||||
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
||||
#endif /* HYDRAPLANETACTOR */
|
||||
@@ -0,0 +1,208 @@
|
||||
#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();
|
||||
_CreateMesh();
|
||||
_CreateRenderableComponent();
|
||||
}
|
||||
|
||||
void HydraPlanetQuadActor::DeferredInitialiseComponents()
|
||||
{
|
||||
}
|
||||
|
||||
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());
|
||||
|
||||
mesh->vertexes.resize(24);
|
||||
mesh->indexes.resize(36);
|
||||
|
||||
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 max_x = 0.5f * scale_x;
|
||||
float max_y = 0.5f * scale_y;
|
||||
float max_z = 0.5f * scale_z;
|
||||
|
||||
float min_u = 100;
|
||||
float min_v = 100;
|
||||
|
||||
float max_u = 0;
|
||||
float max_v = 0;
|
||||
|
||||
// 1---2 5---6
|
||||
//| / | | / |
|
||||
// 0---3 4---7
|
||||
|
||||
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};
|
||||
|
||||
// Face 0
|
||||
mesh->indexes[0] = 0;
|
||||
mesh->indexes[1] = 1;
|
||||
mesh->indexes[2] = 2;
|
||||
|
||||
mesh->indexes[3] = 0;
|
||||
mesh->indexes[4] = 2;
|
||||
mesh->indexes[5] = 3;
|
||||
|
||||
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;
|
||||
|
||||
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);
|
||||
material.metalic_rough = glm::vec4(0, 0.5, 0.3, 1);
|
||||
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);
|
||||
}
|
||||
@@ -0,0 +1,33 @@
|
||||
#ifndef HYDRAPLANETQUADACTOR
|
||||
#define HYDRAPLANETQUADACTOR
|
||||
|
||||
|
||||
#include "../HydraActor.h"
|
||||
|
||||
class CLASS_DEFINE HydraPlanetQuadActor : public HydraActor
|
||||
{
|
||||
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;
|
||||
protected:
|
||||
void _CreatePosition();
|
||||
void _CreateMesh();
|
||||
void _CreateMaterial();
|
||||
void _CreatePhysics();
|
||||
void _CreateRenderableComponent();
|
||||
public:
|
||||
virtual void InitialiseComponents();
|
||||
virtual void DeferredInitialiseComponents();
|
||||
virtual void Destroy(){}
|
||||
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
#endif /* HYDRAPLANETQUADACTOR */
|
||||
Reference in New Issue
Block a user