Need to rework origins
This commit is contained in:
@@ -1,6 +1,7 @@
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#include "HydraPlanetQuadActor.h"
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#include "../../engine/HydraEngine.h"
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#include "../../actor/HydraActorManager.h"
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#include "../../actor/HydraTestCubeActor.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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@@ -22,9 +23,7 @@ void HydraPlanetQuadActor::InitialiseComponents()
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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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_CreateRenderableComponent();
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}
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@@ -32,62 +31,96 @@ void HydraPlanetQuadActor::DeferredInitialiseComponents()
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{
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}
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void HydraPlanetQuadActor::InitialiseQuad(float planet_diameter, float quad_dimension, uint32_t divisions, glm::dvec3 origin, glm::vec3 orientation)
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void HydraPlanetQuadActor::Destroy()
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{
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}
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void HydraPlanetQuadActor::InitialiseQuad(HydraID parent_id, float planet_diameter, float quad_dimension, uint32_t divisions, glm::dvec3 origin, glm::vec3 orientation)
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{
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m_divisions = divisions;
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m_planet_diameter = planet_diameter;
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m_origin = origin;
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m_quad_dimension = quad_dimension;
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m_orientation = orientation;
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m_parent_id = parent_id;
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GetEngine()->ActorManager()->SetPositionAndOrientation(GetID(), origin, orientation, true);
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_CreateMesh();
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}
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void HydraPlanetQuadActor::CheckResolution(glm::dvec3 player_position)
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{
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bool should_split = false;
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double distance_to_quad = glm::length(player_position - m_centre);
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//might need to bias this so it splits sooner and merges later
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if(distance_to_quad < m_quad_dimension)
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HydraMeshComponent mesh_comp = GetEngine()->ECS()->GetComponent<HydraMeshComponent>(GetID());
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if (mesh_comp.mesh_state == HYDRA_STATE::Ready)
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{
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should_split = true;
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}
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//Not split but should be
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if((should_split) && (!m_divided))
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{
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//Split this quad
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_Split();
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//Check its children to see if they should be split
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//std::vector<HydraID> children = GetEngine()->ActorManager()->GetChildren(GetID());
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for(HydraID child_id : m_child_quads)
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bool should_split = false;
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bool should_merge = false;
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double distance_to_quad = glm::length(player_position - m_centre);
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// might need to bias this so it splits sooner and merges later
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if (distance_to_quad < m_quad_dimension)
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{
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HydraPlanetQuadActor* child = static_cast<HydraPlanetQuadActor*>(GetEngine()->ActorManager()->GetActor(child_id));
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child->CheckResolution(player_position);
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should_split = true;
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}
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HydraRenderableComponent& renderable = GetEngine()->ECS()->GetComponent<HydraRenderableComponent>(GetID());
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renderable.active = false;
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}
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else if((should_split) && (m_divided))
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{
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for(HydraID child_id : m_child_quads)
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if(distance_to_quad > m_quad_dimension * 1.1f)
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{
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HydraPlanetQuadActor* child = static_cast<HydraPlanetQuadActor*>(GetEngine()->ActorManager()->GetActor(child_id));
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child->CheckResolution(player_position);
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should_merge = true;
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}
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// Not split but should be
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if ((should_split) && (!m_divided))
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{
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// Split this quad
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_Split();
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// Check its children to see if they should be split
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// std::vector<HydraID> children = GetEngine()->ActorManager()->GetChildren(GetID());
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// for(HydraID child_id : m_child_quads)
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// {
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// HydraPlanetQuadActor* child = static_cast<HydraPlanetQuadActor*>(GetEngine()->ActorManager()->GetActor(child_id));
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// child->CheckResolution(player_position);
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// }
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HydraRenderableComponent &renderable = GetEngine()->ECS()->GetComponent<HydraRenderableComponent>(GetID());
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renderable.active = false;
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}
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else if ((should_split) && (m_divided))
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{
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for (HydraID child_id : m_child_quads)
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{
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HydraPlanetQuadActor *child = static_cast<HydraPlanetQuadActor *>(GetEngine()->ActorManager()->GetActor(child_id));
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child->CheckResolution(player_position);
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}
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}
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else if ((should_merge) && (m_divided)) // Is split but should not be
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{
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for (HydraID child_id : m_child_quads)
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{
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HydraPlanetQuadActor* child = static_cast<HydraPlanetQuadActor*>(GetEngine()->ActorManager()->GetActor(child_id));
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child->CheckResolution(player_position);
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GetEngine()->ActorManager()->DeleteActor(child_id);
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}
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m_child_quads.clear();
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m_divided = false;
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HydraRenderableComponent &renderable = GetEngine()->ECS()->GetComponent<HydraRenderableComponent>(GetID());
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renderable.active = true;
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}
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}
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else if ((!should_split) && (m_divided)) //Is split but should not be
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{
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//Merge this quad and all its children
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}
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}
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HydraPlanetQuadActor::~HydraPlanetQuadActor()
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{
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if(m_center_actor != INVALID_HYDRA_ID)
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{
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GetEngine()->ActorManager()->DeleteActor(m_center_actor);
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}
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}
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void HydraPlanetQuadActor::_MergeQuads()
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{
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}
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glm::vec3 HydraPlanetQuadActor::_ProjectSphere(glm::dvec4 vert_in, glm::dmat4 trans, glm::dmat4 inv_trans, double diameter, glm::vec3 origin)
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{
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glm::dvec4 vert = trans * vert_in;
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{
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glm::dvec4 vert = trans * vert_in;
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vert = glm::normalize(vert);
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vert = vert * (m_planet_diameter / 2.0);
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FastNoiseLite fnl;
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@@ -98,18 +131,31 @@ glm::vec3 HydraPlanetQuadActor::_ProjectSphere(glm::dvec4 vert_in, glm::dmat4 tr
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fnl.SetFractalOctaves(8);
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float noise = fnl.GetNoise(vert.x, vert.y, vert.z);
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vert = glm::normalize(vert) * ((m_planet_diameter / 2.0) + (noise * 500.0f));
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vert = inv_trans * glm::dvec4(vert.x, vert.y, vert.z, 1.0);
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return glm::vec3(vert);
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}
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glm::dvec3 HydraPlanetQuadActor::_ProjectCentre(glm::dvec4 vert_in, glm::dmat4 trans, double diameter, glm::vec3 origin)
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{
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glm::dvec4 vert = trans * vert_in;
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{
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// glm::dvec4 vert = trans * vert_in;
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// vert = glm::normalize(vert);
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// vert = vert * (m_planet_diameter / 2.0);
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glm::dvec4 vert = trans * vert_in;
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vert = glm::normalize(vert);
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vert = vert * (m_planet_diameter / 2.0);
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FastNoiseLite fnl;
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fnl.SetNoiseType(FastNoiseLite::NoiseType::NoiseType_OpenSimplex2);
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fnl.SetFractalType(FastNoiseLite::FractalType::FractalType_Ridged);
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fnl.SetSeed(341411);
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fnl.SetFrequency(0.00009);
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fnl.SetFractalOctaves(8);
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float noise = fnl.GetNoise(vert.x, vert.y, vert.z);
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vert = glm::normalize(vert) * ((m_planet_diameter / 2.0) + (noise * 500.0f));
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return glm::dvec3(vert);
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}
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@@ -119,9 +165,9 @@ void HydraPlanetQuadActor::_Split()
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float quad_size = m_quad_dimension / 2.0f;
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float radius = m_planet_diameter / 2.0f;
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//2 | 3
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//-----
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//0 | 1
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// 2 | 3
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//-------
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// 0 | 1
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std::vector<glm::vec3> origins;
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@@ -129,21 +175,16 @@ void HydraPlanetQuadActor::_Split()
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origins.push_back(m_origin + glm::vec3(quad_size, 0, 0));
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origins.push_back(m_origin + glm::vec3(0, quad_size, 0));
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origins.push_back(m_origin + glm::vec3(quad_size, quad_size, 0));
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// glm::vec3 origin0 = m_origin;
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// glm::vec3 origin1 = m_origin + glm::vec3(quad_size, 0, 0);
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// glm::vec3 origin2 = m_origin + glm::vec3(0, quad_size, 0);
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// glm::vec3 origin3 = m_origin;
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for(uint32_t i = 0; i < 4; i ++)
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for (uint32_t i = 0; i < 4; i++)
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{
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HydraID quad_id = GetEngine()->ActorManager()->CreateActor<HydraPlanetQuadActor>();
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HydraPlanetQuadActor* quad = static_cast<HydraPlanetQuadActor*>(GetEngine()->ActorManager()->GetActor(quad_id));
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quad->InitialiseQuad(m_planet_diameter, quad_size, m_divisions, origins[i], m_orientation);
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HydraPlanetQuadActor *quad = static_cast<HydraPlanetQuadActor *>(GetEngine()->ActorManager()->GetActor(quad_id));
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GetEngine()->ActorManager()->InitialiseActor(quad_id);
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//GetEngine()->ActorManager()->SetRelationship(GetID(), quad_id);
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quad->InitialiseQuad(GetID(), m_planet_diameter, quad_size, m_divisions, origins[i], m_orientation);
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m_child_quads.push_back(quad_id);
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}
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}
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void HydraPlanetQuadActor::_CreatePosition()
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@@ -159,8 +200,6 @@ void HydraPlanetQuadActor::_CreateMesh()
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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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HydraPositionComponent pos_comp = GetEngine()->ECS()->GetComponent<HydraPositionComponent>(GetID());
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@@ -170,8 +209,8 @@ void HydraPlanetQuadActor::_CreateMesh()
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mesh->vertexes.resize(vert_counts);
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mesh->indexes.resize(index_counts);
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float min_x = 0;//-m_quad_dimension / 2.0f;
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float min_y = 0;//-m_quad_dimension / 2.0f;
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float min_x = 0; //-m_quad_dimension / 2.0f;
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float min_y = 0; //-m_quad_dimension / 2.0f;
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float min_z = 0.0f;
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float max_x = m_quad_dimension;
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@@ -179,9 +218,9 @@ void HydraPlanetQuadActor::_CreateMesh()
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float max_z = 0.0f;
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float min_u = 0;
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float min_v = 1 * (m_divisions-1);
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float min_v = 1 * (m_divisions - 1);
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float max_u = 1 * (m_divisions-1);
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float max_u = 1 * (m_divisions - 1);
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float max_v = 0;
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float xy_inc = m_quad_dimension / (m_divisions - 1);
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@@ -200,16 +239,24 @@ void HydraPlanetQuadActor::_CreateMesh()
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uint32_t vert_idx = 0;
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uint32_t index_idx = 0;
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//glm::mat4 trans = GetEngine()->ActorManager()->GetActorPose(actor_id);
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// glm::mat4 trans = GetEngine()->ActorManager()->GetActorPose(actor_id);
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glm::dmat4 trans_matrix = glm::translate(pos_comp.position);
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glm::dmat4 rot_matrix = glm::toMat4(glm::quat(pos_comp.orientation));
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glm::dmat4 trans = trans_matrix * rot_matrix;
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glm::dmat4 rot_matrix = glm::toMat4(glm::quat(pos_comp.orientation));
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glm::dmat4 trans = trans_matrix * rot_matrix;
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glm::dmat4 inv_trans = glm::inverse(trans);
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glm::dvec4 centre = glm::dvec4(max_x - min_x, max_y - min_y, max_z - min_z, 1.0);
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glm::vec4 centre = glm::dvec4(min_x, min_y, min_z, 1) + (glm::dvec4(max_x, max_y, max_z, 1) / 2.0);
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centre.z = m_origin.z;
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centre.w = 1;
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m_centre = _ProjectCentre(centre, trans, m_planet_diameter, glm::vec3(max_x, max_y, max_z) - glm::vec3(min_x, min_y, min_z));
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m_centre = _ProjectCentre(centre, trans, m_planet_diameter, m_origin);
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m_center_actor = GetEngine()->ActorManager()->CreateActor<HydraTestCubeActor>();
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HydraTestCubeActor* center_actor = static_cast<HydraTestCubeActor*>(GetEngine()->ActorManager()->GetActor(m_center_actor));
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center_actor->SetScale(100);
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GetEngine()->ActorManager()->InitialiseActor(m_center_actor);
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GetEngine()->ActorManager()->SetPosition(m_center_actor, m_centre);
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for (uint32_t y_count = 0; y_count < m_divisions - 1; y_count++)
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{
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@@ -240,7 +287,7 @@ void HydraPlanetQuadActor::_CreateMesh()
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}
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glm::dvec4 vert = glm::dvec4(x, y, min_z, 1.0);
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glm::vec3 final_vert = _ProjectSphere(vert, trans,inv_trans, m_planet_diameter, m_origin);
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glm::vec3 final_vert = _ProjectSphere(vert, trans, inv_trans, m_planet_diameter, m_origin);
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mesh->vertexes[vert_idx] = {final_vert.x, final_vert.y, final_vert.z, u, v, actor_id, mat_comp.material_id, 0};
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// Add the end vert but no indexes
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// mesh->vertexes[vert_idx] = {x, y, min_z, u, v, actor_id, mat_comp.material_id, 0};
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@@ -320,4 +367,3 @@ void HydraPlanetQuadActor::_CreateRenderableComponent()
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ecs->AddComponent<HydraRenderableComponent>(GetID(), render_comp);
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ecs->AddComponent<HydraShadowCasterComponent>(GetID(), shad_caster);
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}
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