#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(); _CreateRenderableComponent(); } void HydraPlanetQuadActor::DeferredInitialiseComponents() { } void HydraPlanetQuadActor::InitialiseQuad(float planet_diameter, float quad_dimension, uint32_t divisions, glm::vec3 origin) { m_divisions = divisions; m_planet_diameter = planet_diameter; m_origin = origin; m_quad_dimension = quad_dimension; _CreateMesh(); } void HydraPlanetQuadActor::_CreatePosition() { HydraECS *ecs = GetEngine()->ECS(); HydraPositionComponent position_component; ecs->AddComponent(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(GetID()); uint32_t vert_counts = m_divisions * m_divisions; uint32_t index_counts = ((m_divisions - 1) * (m_divisions -1)) * 6; mesh->vertexes.resize(vert_counts); mesh->indexes.resize(index_counts); float scale_x = 10000.0f; float scale_y = 10000.0f; float scale_z = 10000.0f; float min_x = -m_quad_dimension / 2.0f; float min_y = m_quad_dimension / 2.0f; float min_z = 0.0f; float max_x = -m_quad_dimension / 2.0f; float max_y = m_quad_dimension / 2.0f; float max_z = 0.0f; float min_u = 100; float min_v = 100; float max_u = 0; float max_v = 0; float xy_inc = m_quad_dimension / m_divisions; float uv_inc = -min_u / m_divisions; // 1---2 // | / | // 0---3 HydraID actor_id = GetID(); float y = min_y; float x = min_x; float u = min_u; float v = min_v; uint32_t vert_idx =0; uint32_t index_idx = 0; for(uint32_t y_count = 0; y_count < m_divisions - 1; y_count ++) { for(uint32_t x_count = 0; x_count < m_divisions - 1; x_count ++) { //Create Vertex mesh->vertexes[vert_idx] = {x, y, min_z, min_u, min_v, actor_id, mat_comp.material_id, 0}; uint32_t ind0 = vert_idx + m_divisions; uint32_t ind1 = vert_idx; uint32_t ind2 = vert_idx + 1; uint32_t ind3 = vert_idx + m_divisions + 1; mesh->indexes[index_idx + 0] = ind0; mesh->indexes[index_idx + 1] = ind1; mesh->indexes[index_idx + 2] = ind2; mesh->indexes[index_idx + 3] = ind0; mesh->indexes[index_idx + 4] = ind2; mesh->indexes[index_idx + 5] = ind3; x += xy_inc; u += uv_inc; vert_idx++; index_idx ++; } //Add the end vert but no indexes mesh->vertexes[vert_idx] = {x, y, min_z, min_u, min_v, actor_id, mat_comp.material_id, 0}; y += xy_inc; v += uv_inc; x = min_x; u = min_u; } //the last row for(uint32_t x_count = 0; x_count < m_divisions - 1; x_count ++) { mesh->vertexes[vert_idx] = {x, y, min_z, min_u, min_v, actor_id, mat_comp.material_id, 0}; x += xy_inc; u += uv_inc; vert_idx++; } mesh_manager->CalculateNormals(mesh->mesh_id); HydraECS *ecs = GetEngine()->ECS(); HydraMeshComponent mesh_comp; mesh_comp.mesh_id = mesh_id; mesh_comp.mesh_state = HYDRA_STATE::Waiting; ecs->AddComponent(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.emmissive_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(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(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(GetID(), render_comp); }