Point lights
This commit is contained in:
@@ -2,8 +2,3 @@
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#include "HydraActorManager.h"
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#include "../engine/HydraEngine.h"
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#include "../ecs/HydraECS.h"
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void HydraActor::Delete()
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{
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GetEngine()->ECS()->DestroyEntity(GetID());
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}
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@@ -16,7 +16,7 @@ class CLASS_DEFINE HydraActor : public HydraObject
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std::vector<HydraID> m_children;
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std::vector<uint32_t> m_component_types;
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uint32_t m_components_waiting = 0;
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void Delete();
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friend class HydraActorManager;
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friend class HydraDeleteActorTask;
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protected:
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@@ -35,7 +35,7 @@ void HydraActorManager::DeleteActor(HydraID actorID)
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if(m_actors[actorID] != nullptr)
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{
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m_actors[actorID]->Delete();
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GetEngine()->ECS()->DestroyEntity(actorID);
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_SetActorDeleted(actorID);
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}
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@@ -194,15 +194,22 @@ void HydraActorManager::SetLinearVelocity(HydraID actor_id, glm::vec3 velocity)
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void HydraActorManager::SetPositionAndOrientation(HydraID actorID, glm::dvec3 position, glm::vec3 euler_angles, bool ignore_physics)
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{
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HydraECS *ecs = GetEngine()->ECS();
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HydraPositionComponent &pos_comp = ecs->GetComponent<HydraPositionComponent>(actorID);
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pos_comp.position = position;
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pos_comp.orientation = glm::vec3(euler_angles.x,euler_angles.y,euler_angles.z);
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if(!pos_comp.needs_update)
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if(ecs->HasComponent<HydraPositionComponent>(actorID))
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{
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ecs->GetSystem<HydraTransformSystem>()->UpdateTransform(actorID, ignore_physics);
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HydraPositionComponent &pos_comp = ecs->GetComponent<HydraPositionComponent>(actorID);
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pos_comp.position = position;
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pos_comp.orientation = glm::vec3(euler_angles.x,euler_angles.y,euler_angles.z);
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if(!pos_comp.needs_update)
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{
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ecs->GetSystem<HydraTransformSystem>()->UpdateTransform(actorID, ignore_physics);
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}
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}
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else
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{
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std::cout << "HERE";
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}
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}
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void HydraActorManager::SetScale(HydraID actor_id, glm::dvec3 scaling)
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@@ -21,8 +21,8 @@ void HydraDirectionalLightActor::InitialiseComponents()
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HydraLightComponent light_comp = {};
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HydraECS *ecs = GetEngine()->ECS();
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light_comp.diffuse = glm::vec4(1.0,0.8,0.6,1);
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light_comp.intensity = 100000.0f;
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light_comp.diffuse = glm::vec4(1.0f, 1.0f, 1.0f ,1.0f);
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light_comp.intensity = 1000.0f;
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light_comp.light_type = static_cast<uint32_t>(HYDRA_LIGHT_TYPE::HYDRA_LIGHT_DIRECTIONAL);
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light_comp.entity_id = GetID();
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light_comp.shadow_caster =1;
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@@ -175,7 +175,7 @@ void HydraPlaneActor::_CreateMaterial()
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material.diffuse_texture_id = tex_id;
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material.diffuse_colour = glm::vec4(1, 1, 1, 1);
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material.metalic_rough = glm::vec4(0, 0.5, 0.3, 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);
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HydraMaterialComponent mat_comp = {};
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@@ -47,7 +47,7 @@ void HydraPlayerActor::HandleInput(float delta_t)
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bool move_right = GetEngine()->KeyPressed(HYDRA_KEY_CODES::HYDRA_KEY_D);
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HydraRenderSettings render_settings = GetEngine()->RenderSettings();
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float scale = 0.2f;
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float scale = 1.0f;
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float x_angle = (change.x / render_settings.DisplayWidth) * -500 * delta_t * scale;
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float y_angle = (change.y / render_settings.DisplayHeight) * -500 * delta_t * scale;
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@@ -8,6 +8,8 @@
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#include "../ecs/components/HydraRenderableComponent.h"
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#include "../ecs/components/HydraMaterialComponent.h"
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#include "../ecs/components/HydraPhysicsComponent.h"
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#include "../ecs/components/HydraShadowCasterComponent.h"
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#include "../ecs/components/HydraLightComponent.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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@@ -24,6 +26,7 @@ void HydraTestCubeActor::InitialiseComponents()
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_CreateMaterial();
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_CreateMesh();
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_CreateRenderableComponent();
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_CreateLightComponent();
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}
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void HydraTestCubeActor::DeferredInitialiseComponents()
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@@ -174,7 +177,8 @@ void HydraTestCubeActor::_CreateMaterial()
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material.diffuse_texture_id = tex_id;
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material.diffuse_colour = glm::vec4(1, 1, 1, 1);
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material.metalic_rough = glm::vec4(0, 0.5, 0.3, 1);
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material.emmissive_metalic_rough = glm::vec4(0.0f, 0.5f, 0.3f, 1.0f);
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HydraID mat_id = engine->MaterialBufferManager()->CreateMaterial(material);
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HydraMaterialComponent mat_comp = {};
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@@ -199,7 +203,23 @@ void HydraTestCubeActor::_CreatePhysics()
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void HydraTestCubeActor::_CreateRenderableComponent()
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{
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HydraRenderableComponent render_comp;
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HydraShadowCasterComponent shad_caster;
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HydraECS *ecs = GetEngine()->ECS();
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render_comp.renderable_types.set((uint32_t)HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR, true);
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render_comp.renderable_types.set((uint32_t)HYDRA_RENDERABLE_TYPE::HYDRA_SHADOW_CASTER, true);
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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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void HydraTestCubeActor::_CreateLightComponent()
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{
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HydraLightComponent light_comp = {};
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HydraECS *ecs = GetEngine()->ECS();
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light_comp.diffuse = glm::vec4(1,1,1,1);
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light_comp.intensity = 1000.0f;
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light_comp.light_type = static_cast<uint32_t>(HYDRA_LIGHT_TYPE::HYDRA_LIGHT_POINT);
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light_comp.entity_id = GetID();
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ecs->AddComponent<HydraLightComponent>(GetID(), light_comp);
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}
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@@ -18,6 +18,7 @@ class CLASS_DEFINE HydraTestCubeActor : public HydraActor
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void _CreateMaterial();
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void _CreatePhysics();
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void _CreateRenderableComponent();
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void _CreateLightComponent();
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public:
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virtual void InitialiseComponents();
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virtual void DeferredInitialiseComponents();
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@@ -7,6 +7,7 @@
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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 "../ecs/components/HydraLightComponent.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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@@ -23,6 +24,7 @@ void HydraTestLightActor::InitialiseComponents()
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_CreateMaterial();
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_CreateMesh();
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_CreateRenderableComponent();
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}
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void HydraTestLightActor::DeferredInitialiseComponents()
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@@ -173,7 +175,7 @@ void HydraTestLightActor::_CreateMaterial()
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material.diffuse_texture_id = tex_id;
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material.diffuse_colour = glm::vec4(1, 1, 1, 1);
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material.metalic_rough = glm::vec4(0, 0.5, 0.3, 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);
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HydraMaterialComponent mat_comp = {};
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@@ -181,7 +183,6 @@ void HydraTestLightActor::_CreateMaterial()
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engine->ECS()->AddComponent<HydraMaterialComponent>(GetID(), mat_comp);
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}
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void HydraTestLightActor::_CreateRenderableComponent()
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{
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HydraRenderableComponent render_comp;
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@@ -189,3 +190,4 @@ void HydraTestLightActor::_CreateRenderableComponent()
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render_comp.renderable_types.set((uint32_t)HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR, true);
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ecs->AddComponent<HydraRenderableComponent>(GetID(), render_comp);
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}
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@@ -18,6 +18,7 @@ class CLASS_DEFINE HydraTestLightActor : public HydraActor
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void _CreateMesh();
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void _CreateMaterial();
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void _CreateRenderableComponent();
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public:
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virtual void InitialiseComponents();
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virtual void DeferredInitialiseComponents();
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@@ -24,11 +24,26 @@ void HydraLightSpawnerActor::FixedTick(float delta_t)
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actor_manager->InitialiseActor(actor_id);
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actor_manager->SetPosition(actor_id, pos_comp.position);
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actor_manager->SetLinearVelocity(actor_id, m_spawn_direction * m_spawn_velocity);
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m_last_tick = current_tick;
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SpawnedActor actor = {};
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actor.actor_id = actor_id;
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actor.spawned_time = current_tick;
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m_spawned_actors.push(actor);
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m_last_tick = current_tick;
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}
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if(m_spawned_actors.size() > 0)
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{
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SpawnedActor actor = m_spawned_actors.front();
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long actor_spawned_time_ms = std::chrono::duration_cast<std::chrono::milliseconds>(current_tick - actor.spawned_time).count();
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if(actor_spawned_time_ms > (m_spawn_duration * 1000.0f ))
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{
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GetEngine()->ActorManager()->DeleteActor(actor.actor_id);
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m_spawned_actors.pop();
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}
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}
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}
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}
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void HydraLightSpawnerActor::_CreatePosition()
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@@ -5,6 +5,13 @@
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#include <chrono>
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#include <queue>
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#include <GLMIncludes.h>
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struct SpawnedActor
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{
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HydraID actor_id;
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std::chrono::time_point<std::chrono::steady_clock> spawned_time;
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};
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class CLASS_DEFINE HydraLightSpawnerActor : public HydraActor
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{
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public:
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@@ -30,7 +37,7 @@ class CLASS_DEFINE HydraLightSpawnerActor : public HydraActor
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float m_interval = 0.0f;
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bool m_enabled = false;
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std::chrono::time_point<std::chrono::steady_clock> m_last_tick;
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std::queue<HydraID> m_spawned_actors;
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std::queue<SpawnedActor> m_spawned_actors;
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};
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@@ -8,6 +8,7 @@
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#include "../../ecs/components/HydraRenderableComponent.h"
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#include "../../ecs/components/HydraMaterialComponent.h"
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#include "../../ecs/components/HydraPhysicsComponent.h"
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#include "../../ecs/components/HydraLightComponent.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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@@ -22,6 +23,7 @@ void HydraSpawnedLightActor::InitialiseComponents()
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_CreateMaterial();
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_CreateMesh();
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_CreateRenderableComponent();
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_CreateLightComponent();
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}
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void HydraSpawnedLightActor::DeferredInitialiseComponents()
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@@ -46,9 +48,9 @@ void HydraSpawnedLightActor::_CreateMesh()
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mesh->vertexes.resize(24);
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mesh->indexes.resize(36);
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float scale_x = 0.3f;
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float scale_y = 0.3f;
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float scale_z = 0.3f;
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float scale_x = 0.1f;
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float scale_y = 0.1f;
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float scale_z = 0.1f;
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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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@@ -158,26 +160,41 @@ void HydraSpawnedLightActor::_CreateMesh()
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mesh_comp.mesh_state = HYDRA_STATE::Waiting;
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ecs->AddComponent<HydraMeshComponent>(GetID(), mesh_comp);
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}
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void HydraSpawnedLightActor::_CreateMaterial()
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{
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HydraEngine *engine = GetEngine();
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std::string filename = std::string(texture_base) + std::string("/DesignArea/DesignArea_Albedo.png");
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//std::string filename = std::string(texture_base) + std::string("/DesignArea/DesignArea_Albedo.png");
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HydraID tex_id = engine->TextureBufferManager()->LoadTexture(filename);
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//HydraID tex_id = engine->TextureBufferManager()->LoadTexture(filename);
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HydraMaterialBuffer material = {};
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std::srand(std::time({})); // use current time as seed for random generator
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const float red = static_cast<float>(std::rand() % 2) + 0.1f;
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const float green = static_cast<float>(std::rand() % 2)+ 0.1f;
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const float blue = static_cast<float>(std::rand() % 2)+ 0.1f;
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material.diffuse_texture_id = tex_id;
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material.diffuse_colour = glm::vec4(1, 1, 1, 1);
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material.metalic_rough = glm::vec4(0, 0.5, 0.3, 1);
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//material.diffuse_texture_id = tex_id;
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material.diffuse_colour = glm::vec4(glm::normalize(glm::vec3(red, green, blue)), 1) * 10.0f;
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material.emmissive_metalic_rough = glm::vec4(10.0f, 0.5f, 0.2f, 1.0f);
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HydraID mat_id = engine->MaterialBufferManager()->CreateMaterial(material);
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HydraMaterialComponent mat_comp = {};
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mat_comp.material_id = mat_id;
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engine->ECS()->AddComponent<HydraMaterialComponent>(GetID(), mat_comp);
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HydraLightComponent light_comp = {};
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HydraECS *ecs = GetEngine()->ECS();
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light_comp.diffuse = glm::vec4(glm::normalize(glm::vec3(red, green, blue)), 1);
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light_comp.intensity = 100.0f;
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light_comp.light_type = static_cast<uint32_t>(HYDRA_LIGHT_TYPE::HYDRA_LIGHT_POINT);
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light_comp.entity_id = GetID();
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ecs->AddComponent<HydraLightComponent>(GetID(), light_comp);
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}
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void HydraSpawnedLightActor::_CreatePhysics()
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@@ -188,9 +205,9 @@ void HydraSpawnedLightActor::_CreatePhysics()
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phys_comp.phyics_type = HYDRA_PHYSICS_TYPE::HYDRA_RIGID_BODY;
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phys_comp.physics_shape = HYDRA_PHYSICS_SHAPE::HYDRA_PHYSICS_BOX;
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phys_comp.depth = 0.3f;
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phys_comp.height = 0.3f;
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phys_comp.width = 0.3f;
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phys_comp.depth = 0.1f;
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phys_comp.height = 0.1f;
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phys_comp.width = 0.1f;
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engine->ECS()->AddComponent<HydraPhysicsComponent>(GetID(), phys_comp);
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}
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@@ -198,6 +215,12 @@ void HydraSpawnedLightActor::_CreateRenderableComponent()
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{
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HydraRenderableComponent render_comp;
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HydraECS *ecs = GetEngine()->ECS();
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render_comp.renderable_types.set((uint32_t)HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR, true);
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render_comp.renderable_types.set((uint32_t)HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR, true);
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ecs->AddComponent<HydraRenderableComponent>(GetID(), render_comp);
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}
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void HydraSpawnedLightActor::_CreateLightComponent()
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{
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}
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@@ -16,6 +16,7 @@ class CLASS_DEFINE HydraSpawnedLightActor : public HydraActor
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void _CreateMaterial();
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void _CreatePhysics();
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void _CreateRenderableComponent();
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void _CreateLightComponent();
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public:
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void InitialiseComponents() override;
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void DeferredInitialiseComponents() override;
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@@ -174,7 +174,7 @@ void HydraPlanetActor::_CreateMaterial()
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material.diffuse_texture_id = tex_id;
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material.diffuse_colour = glm::vec4(1, 1, 1, 1);
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material.metalic_rough = glm::vec4(0, 0.5, 0.3, 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);
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HydraMaterialComponent mat_comp = {};
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@@ -173,7 +173,7 @@ void HydraPlanetQuadActor::_CreateMaterial()
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material.diffuse_texture_id = tex_id;
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material.diffuse_colour = glm::vec4(1, 1, 1, 1);
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material.metalic_rough = glm::vec4(0, 0.5, 0.3, 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);
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HydraMaterialComponent mat_comp = {};
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