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2e688b9f62
...
bf46723715
Author | SHA1 | Date |
---|---|---|
Fredrick Amnehagen | bf46723715 | |
Fredrick Amnehagen | e55db1dd14 | |
Fredrick Amnehagen | 2233015e7b | |
Fredrick Amnehagen | 1372ac4a6b | |
Fredrick Amnehagen | b3b270ae67 | |
Fredrick Amnehagen | 88a3db8d72 | |
Fredrick Amnehagen | ac8d75a1c1 | |
Fredrick Amnehagen | 7bd9cb930f | |
Fredrick Amnehagen | 588830df0a | |
Fredrick Amnehagen | 6226457580 |
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@ -10,11 +10,13 @@ layout (binding = 1) uniform sampler2D light;
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void main() {
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// Texturing
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vec4 albedoTexel = texture2D(albedo, vTexCoords);
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vec4 diffuseTexel = texture2D(albedo, vTexCoords);
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vec4 lightTexel = texture2D(light, vTexCoords);
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// Final color
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outColor = albedoTexel * (lightTexel);
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outColor = albedoTexel;// * (lightTexel);
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outColor.a = albedoTexel.a;
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outColor = diffuseTexel * (lightTexel);
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// outColor = diffuseTexel;// * (lightTexel);
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outColor.a = diffuseTexel.a;
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// outColor = lightTexel;
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}
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@ -55,7 +55,12 @@ void main()
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{
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// Lighting calc
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vec3 a = vec3(0.0);
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vec3 ds = pointLightADS(texture(albedoMap, vertexTexCoords),
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// vec3 ds = pointLightADS(texture(albedoMap, vertexTexCoords),
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// texture(viewSpacePositionMap, vertexTexCoords).xyz,
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// texture(normalMap, vertexTexCoords).xyz);
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vec3 ds = pointLightADS(vec4(1,1,1,1),
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texture(viewSpacePositionMap, vertexTexCoords).xyz,
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texture(normalMap, vertexTexCoords).xyz);
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Before Width: | Height: | Size: 207 KiB After Width: | Height: | Size: 207 KiB |
After Width: | Height: | Size: 39 KiB |
After Width: | Height: | Size: 44 KiB |
After Width: | Height: | Size: 75 KiB |
After Width: | Height: | Size: 79 KiB |
After Width: | Height: | Size: 49 KiB |
After Width: | Height: | Size: 806 KiB |
After Width: | Height: | Size: 93 KiB |
After Width: | Height: | Size: 93 KiB |
After Width: | Height: | Size: 79 KiB |
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@ -12,8 +12,6 @@ namespace JamSpook {
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JamSpookGame::JamSpookGame():
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ecos::core::Game()
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{
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Log::write(LogLevel::info, "Game - Constructor");
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setGameState(ecos::core::GameState::Launching);
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@ -31,8 +29,9 @@ JamSpookGame::JamSpookGame():
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addSystem(assetSystem);
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// Create window
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// Resolution (256x224 scaled to whatever)
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Log::write(LogLevel::info, "Game - Constructor - Creating window");
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mWindow = make_shared<Window>("BouncyBalls", 1024, 1024, Window::WindowMode::window);
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mWindow = make_shared<Window>("Spooky Game", 480, 272, Window::WindowMode::window);
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mWindow->hide();
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// Create renderer
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@ -43,10 +42,14 @@ JamSpookGame::JamSpookGame():
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// Add physics related asset loaders
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assetSystem->addLoader(make_shared<CollisionShapeLoader>(assetPath), "CollisionShapeLoader");
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assetSystem->addLoader(make_shared<StaticCollisionShapeLoader>(assetPath), "StaticCollisionShapeLoader");
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// Create animation system
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addSystem(make_shared<AnimationSystem>());
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// Create camera system
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addSystem(make_shared<CameraSystem>());
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// Create interaction system
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addSystem(make_shared<InteractionSystem>());
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shared_ptr<InteractionSystem> interactionSystem = dynamic_pointer_cast<InteractionSystem>(findSystem(IDCache::get("InteractionSystem")));
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@ -96,7 +99,7 @@ JamSpookGame::JamSpookGame():
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// 16.0f/9.0f,
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// mCamera = camFactory->createPerspective(vec3(1.0f, 100.0f, 0.0f),
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mCamera = camFactory->createPerspective(vec3(-60.0f, 40.0f, 60.0f),
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mCamera = camFactory->createPerspective(vec3(0.0f, 0.0f, 0.0f), // The follow cam implementation will change the position during runtime.
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vec3(0.0f, -20.0f, 0.0f),
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vec3(0.0f, 1.0f, 0.0f),
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90.0f/2,
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@ -104,15 +107,30 @@ JamSpookGame::JamSpookGame():
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0.1f,
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1000.0f);
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mCameraBackground = camFactory->createOrthogonal(translate(mat4(1), vec3(0, 0, -1)),
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vec4(10,10,10,10),
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0.1f,
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20);
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mCameraEndScene = camFactory->createPerspective(vec3(1010.0f, 4.0f, 1010.0f),
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vec3(0.0f, 0.0f, 0.0f),
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vec3(0.0f, 1.0f, 0.0f),
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90.0f/2,
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static_cast<float>(mWindow->getWindowSize().x)/mWindow->getWindowSize().y,
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0.1f,
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100.0f);
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delete camFactory;
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mRenderer->setCamera(mCamera);
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// mRenderer->setCamera(mCameraEndScene);
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// Create render layers
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// Add render layers
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RenderLayerFactory* renderLayerFactory = new RenderLayerFactory(assetSystem, mWindow);
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// graphicsSystem->addRenderLayer(renderLayerFactory->createRenderLayer("rl-bg", mCamera));
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graphicsSystem->addRenderLayer(renderLayerFactory->createRenderLayer("rl-bg", mCameraBackground));
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graphicsSystem->addRenderLayer(renderLayerFactory->createRenderLayer("rl-game", mCamera));
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graphicsSystem->addRenderLayer(renderLayerFactory->createRenderLayer("rl-gui", mCamera));
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// graphicsSystem->addRenderLayer(renderLayerFactory->createRenderLayer("rl-gui", mCamera));
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delete renderLayerFactory;
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// Add Sound system
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@ -172,75 +190,43 @@ void JamSpookGame::set()
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// Prepare scene
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shared_ptr<GraphicsSystem> graphicsSystem = dynamic_pointer_cast<GraphicsSystem>(findSystem(IDCache::get("GraphicsSystem")));
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shared_ptr<RenderLayer> renderLayerBackground = graphicsSystem->getRenderLayer(IDCache::get("rl-bg"));
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shared_ptr<RenderLayer> renderLayerGame = graphicsSystem->getRenderLayer(IDCache::get("rl-game"));
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// // Add lighting
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// unique_ptr<LightingFactory> lightingFactoryGame = make_unique<LightingFactory>(dynamic_pointer_cast<AssetSystem>(findSystem(IDCache::get("AssetSystem"))),
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// Create lighting
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unique_ptr<LightingFactory> lightingFactory = make_unique<LightingFactory>(
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dynamic_pointer_cast<AssetSystem>(findSystem(IDCache::get("AssetSystem"))),
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graphicsSystem,
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dynamic_pointer_cast<PhysicsSystem>(findSystem(IDCache::get("PhysicsSystem"))),
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dynamic_pointer_cast<InteractionSystem>(findSystem(IDCache::get("InteractionSystem"))));
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lightingFactory->createSun(10.0f,
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vec3(45,-45,0),
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vec3(1,1,1),
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0.5f,
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renderLayerGame);
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lightingFactory.reset();
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// // Create background
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// unique_ptr<SpriteFactory> bakgroundSpriteFactory = make_unique<SpriteFactory>(
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// dynamic_pointer_cast<AssetSystem>(findSystem(IDCache::get("AssetSystem"))),
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// graphicsSystem,
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// dynamic_pointer_cast<PhysicsSystem>(findSystem(IDCache::get("PhysicsSystem"))),
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// dynamic_pointer_cast<InteractionSystem>(findSystem(IDCache::get("InteractionSystem"))));
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// renderLayerBackground);
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//
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// lightingFactoryGame->createPointLight(vec3(10, 10, 0),
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// vec3(1.0f, 0.93f, 0.68f),
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// .6f,
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// renderLayerGame);
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// lightingFactoryGame->createPointLight(vec3(-10, 2, 0),
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// vec3(0.78f, 0.82f, 1.0f),
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// .6f,
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// renderLayerGame);
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// lightingFactoryGame->createSun(100.0f,
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// vec3(0,0,0),
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// vec3(1,0,0),
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// 1.0f,
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// renderLayerGame);
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// lightingFactoryGame->createDirectionalLight(vec3(10, 10, 0),
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// vec3(-90, 0, 0),
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// vec3(1,0,0),
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// 1.0f,
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// renderLayerGame);
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// lightingFactoryGame->createDirectionalLight(vec3(-10, 10, 0),
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// vec3(0, 0, 0),
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// vec3(0,1,0),
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// 1.0f,
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// renderLayerGame);
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// lightingFactoryGame->createDirectionalLight(vec3(-10, 10, 0),
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// vec3(0, 0, 0),
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// vec3(0,0,1),
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// 1.0f,
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// renderLayerGame);
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// bakgroundSpriteFactory->createBackground("sky-plane", "sky-diffuse.png");
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//
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// unique_ptr<LightingFactory> lightingFactoryGUI = make_unique<LightingFactory>(dynamic_pointer_cast<AssetSystem>(findSystem(IDCache::get("AssetSystem"))),
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// bakgroundSpriteFactory.reset();
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//
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// // Create background
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// unique_ptr<SpriteFactory> spriteFactory = make_unique<SpriteFactory>(
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// dynamic_pointer_cast<AssetSystem>(findSystem(IDCache::get("AssetSystem"))),
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// graphicsSystem,
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// dynamic_pointer_cast<PhysicsSystem>(findSystem(IDCache::get("PhysicsSystem"))),
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// renderLayerGui,
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// dynamic_pointer_cast<InteractionSystem>(findSystem(IDCache::get("InteractionSystem"))));
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// lightingFactoryGUI->createDirectionalLight(vec3(10, 10, 0),
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// vec3(0, 0, 0),
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// vec3(1,0,0),
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// 1.0f,
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// renderLayerGui);
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// lightingFactoryGUI->createDirectionalLight(vec3(-10, 10, 0),
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// vec3(0, 0, 0),
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// vec3(0,1,0),
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// 1.0f,
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// renderLayerGui);
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// Note: this was enabled
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//
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// // Add entities
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// FloorFactory* floorFactory = new FloorFactory(dynamic_pointer_cast<AssetSystem>(findSystem(IDCache::get("AssetSystem"))),
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// graphicsSystem,
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// dynamic_pointer_cast<PhysicsSystem>(findSystem(IDCache::get("PhysicsSystem"))),
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// renderLayerGame);
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// floorFactory->createFloor(vec3(0,-5,0));
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// floorFactory->createStaticFloor(vec3(0,-8,0));
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// delete floorFactory;
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//
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//// bakgroundSpriteFactory->createBackground("ball-test-plane", "ball-diffuse.png");
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// spriteFactory->createPlane("water", "water-diffuse.png", vec3(0, 4, 0), vec3(90, 0, 0), vec3(100, 100, 0));
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//
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// spriteFactory.reset();
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// Create 2 jump180s
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unique_ptr<Jump180Factory> jump180Factory = make_unique<Jump180Factory>(
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@ -249,8 +235,8 @@ void JamSpookGame::set()
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dynamic_pointer_cast<PhysicsSystem>(findSystem(IDCache::get("PhysicsSystem"))),
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renderLayerGame);
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jump180Factory->createJump180(vec3(0, 0, 0), vec3(0, 0, 0));
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jump180Factory->createJump180(vec3(25,-15, 14), vec3(0, 180, 0));
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jump180Factory->createJump180(vec3(0, -1, 0), vec3(0, 0, 0));
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jump180Factory->createJump180(vec3(25,-16, 14), vec3(0, 180, 0));
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jump180Factory.reset();
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@ -261,23 +247,54 @@ void JamSpookGame::set()
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dynamic_pointer_cast<PhysicsSystem>(findSystem(IDCache::get("PhysicsSystem"))),
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renderLayerGame);
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goalFactory->createGoal(vec3(-1, -30, -12));
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goalFactory->createGoal(vec3(-1, -31, -12));
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// goalFactory->createGoal(vec3(0, 0, 0));
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goalFactory.reset();
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// Create the reset trigger
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unique_ptr<ResetTriggerFactory> resetTriggerFactory = make_unique<ResetTriggerFactory>(
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// Create the track pieces
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unique_ptr<TrackPieceFactory> trackPieceFactory = make_unique<TrackPieceFactory>(
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dynamic_pointer_cast<AssetSystem>(findSystem(IDCache::get("AssetSystem"))),
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graphicsSystem,
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dynamic_pointer_cast<PhysicsSystem>(findSystem(IDCache::get("PhysicsSystem"))),
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renderLayerGame);
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resetTriggerFactory->createResetTrigger(vec3(-1, -30, -12),
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vec3(1));
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// goalFactory->createGoal(vec3(0, 0, 0));
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// trackPieceFactory->createRoad();
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// trackPieceFactory->createTunnel();
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// trackPieceFactory->createMountain();
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// trackPieceFactory->createStaticPlatform();
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trackPieceFactory->createGhost("SadGhost",
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"ghost-white-diffuse.png",
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vec3(20, -15, 10),
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quat(vec3(radians(0.0f), radians(45.0f), radians(0.0f))),
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5.0f);
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trackPieceFactory->createGhost("AngryGhost",
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"ghost-red-diffuse.png",
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vec3(-8, -25, -18),
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quat(vec3(radians(0.0f), radians(15.0f), radians(0.0f))),
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5.0f);
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// End scene entities
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trackPieceFactory->createGhost("SadGhost",
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"ghost-white-diffuse.png",
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vec3(1005, 4, 1001),
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quat(vec3(radians(0.0f), radians(45.0f), radians(0.0f))));
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trackPieceFactory->createSign("ThankYouSign",
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"sign-thanks-diffuse.png",
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vec3(994, 0, 1000),
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quat(vec3(radians(0.0f), radians(90.0f), radians(0.0f))));
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trackPieceFactory.reset();
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resetTriggerFactory.reset();
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// // Create the ball
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// unique_ptr<BallFactory> ballFactory = make_unique<BallFactory>(dynamic_pointer_cast<AssetSystem>(findSystem(IDCache::get("AssetSystem"))),
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@ -295,17 +312,70 @@ void JamSpookGame::set()
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// ballFactory.reset();
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// Create the player kart
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unique_ptr<KartFactory> kartFactory = make_unique<KartFactory>(
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shared_ptr<KartFactory> kartFactory = make_unique<KartFactory>(
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dynamic_pointer_cast<AssetSystem>(findSystem(IDCache::get("AssetSystem"))),
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graphicsSystem,
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dynamic_pointer_cast<PhysicsSystem>(findSystem(IDCache::get("PhysicsSystem"))),
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dynamic_pointer_cast<InteractionSystem>(findSystem(IDCache::get("InteractionSystem"))),
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dynamic_pointer_cast<AnimationSystem>(findSystem(IDCache::get("AnimationSystem"))),
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renderLayerGame);
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kartFactory->createKart(vec3(0, 3, 0), // position
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shared_ptr<Entity> kartEntity = kartFactory->createKart(
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vec3(0, 3, 0), // position
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vec3(0, 180, 0)); // euler degrees rotation, XYZ
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kartFactory.reset();
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// kartFactory.reset();
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// Create the follow camera, and lock it to the kart
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unique_ptr<CameraFactory> cameraFactory = make_unique<CameraFactory>();
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cameraFactory->createActiveFollowCamera("followKartCamera",
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mCamera,
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kartEntity,
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vec3(0 ,25 ,25),
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vec3(0, 5, 0),
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bvec3(0, 0, 0));
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shared_ptr<Entity> endSceneCamera = cameraFactory->createStaticCamera("endSceneCamera",
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mCameraEndScene);
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cameraFactory.reset();
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// Create the reset trigger
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unique_ptr<ResetTriggerFactory> resetTriggerFactory = make_unique<ResetTriggerFactory>(
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dynamic_pointer_cast<AssetSystem>(findSystem(IDCache::get("AssetSystem"))),
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graphicsSystem,
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dynamic_pointer_cast<PhysicsSystem>(findSystem(IDCache::get("PhysicsSystem"))),
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renderLayerGame);
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shared_ptr<Entity> endGameEntity = resetTriggerFactory->
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createResetTrigger(vec3(-1, -31, -12),
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vec3(1));
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// shared_ptr<Entity> endGameEntity = resetTriggerFactory->
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// createResetTrigger(vec3(0, 0, 0),
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// vec3(1));
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// Add the leaking ICCResponse component to // ContactWithPlayer
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weak_ptr<GraphicsSystem> wGraphicsSystem = graphicsSystem;
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weak_ptr<Camera> wEndSceneCamera = mCameraEndScene;
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endGameEntity->addComponent(make_shared<ICCResponseComponent>(endGameEntity, [wGraphicsSystem, wEndSceneCamera, kartFactory] (shared_ptr<Message> message) {
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if (message->getMessageType() == IDCache::get("ContactWithPlayer"))
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{
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Log::write(LogLevel::debug, "endGameEntity - ContactWithPlayer");
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shared_ptr<GraphicsSystem> graphicsSystem = getShared(wGraphicsSystem);
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shared_ptr<RenderLayer> renderLayerGame = graphicsSystem->getRenderLayer(IDCache::get("rl-game"));
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renderLayerGame->setCamera(getShared(wEndSceneCamera));
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// Create the end scene rotating kart
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shared_ptr<Entity> rotatingKartEntity = kartFactory->createRotatingKart(vec3(1000, 0, 1000));
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}
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}));
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resetTriggerFactory.reset();
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// Set game state
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setGameState(ecos::core::GameState::InGame);
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@ -36,9 +36,14 @@
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#include <ecos/physics/PhysicsSystem.h>
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#include <ecos/physics/loaders/CollisionShapeLoader.h>
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#include <ecos/physics/loaders/StaticCollisionShapeLoader.h>
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#include <ecos/animation/AnimationSystem.h>
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#include <ecos/camera/CameraSystem.h>
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#include <ecos/camera/CameraFactory.h>
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#include <ecos/camera/Camera.h>
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#include <ecos/interaction/InteractionSystem.h>
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#include <ecos/graphics/GraphicsSystem.h>
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@ -49,8 +54,6 @@
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#include <ecos/graphics/ShaderProgramFactory.h>
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#include <ecos/graphics/DevILSystem.h>
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#include <ecos/graphics/GL4Renderer.h>
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#include <ecos/graphics/camera/CameraFactory.h>
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#include <ecos/graphics/camera/Camera.h>
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#include <ecos/graphics/loaders/MeshLoader.h>
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#include <ecos/graphics/loaders/ShaderLoader.h>
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#include <ecos/graphics/loaders/ShaderProgramLoader.h>
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@ -60,7 +63,9 @@
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#include <ecos/sound/SoundSystem.h>
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#include <ecos/sound/loaders/SoundEffectLoader.h>
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#include "entities/SpriteFactory.h"
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#include "entities/LightingFactory.h"
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#include "entities/TrackPieceFactory.h"
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#include "entities/Jump180Factory.h"
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#include "entities/GoalFactory.h"
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#include "entities/BallFactory.h"
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@ -83,6 +88,7 @@ using std::to_string;
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using glm::ivec2;
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using glm::vec2;
|
||||
using glm::bvec3;
|
||||
using glm::vec3;
|
||||
using glm::vec4;
|
||||
using glm::mat4;
|
||||
|
@ -111,9 +117,14 @@ using ecos::asset::DataManagementMode;
|
|||
|
||||
using ecos::physics::PhysicsSystem;
|
||||
using ecos::physics::CollisionShapeLoader;
|
||||
using ecos::physics::StaticCollisionShapeLoader;
|
||||
|
||||
using ecos::animation::AnimationSystem;
|
||||
|
||||
using ecos::camera::CameraSystem;
|
||||
using ecos::camera::CameraFactory;
|
||||
using ecos::camera::Camera;
|
||||
|
||||
using ecos::interaction::InteractionSystem;
|
||||
using ecos::interaction::InputDeviceState;
|
||||
using ecos::interaction::ButtonState;
|
||||
|
@ -127,8 +138,6 @@ using ecos::graphics::ShaderProgramFactory;
|
|||
using ecos::graphics::DevILSystem;
|
||||
using ecos::graphics::Renderer;
|
||||
using ecos::graphics::GL4Renderer;
|
||||
using ecos::graphics::Camera;
|
||||
using ecos::graphics::CameraFactory;
|
||||
using ecos::graphics::MeshLoader;
|
||||
using ecos::graphics::ShaderLoader;
|
||||
using ecos::graphics::ShaderProgramLoader;
|
||||
|
@ -151,6 +160,8 @@ private:
|
|||
BroadcastObservable<const InputDeviceState>::CallbackID mInputDeviceCallbackId;
|
||||
shared_ptr<GL4Renderer> mRenderer;
|
||||
shared_ptr<Camera> mCamera;
|
||||
shared_ptr<Camera> mCameraBackground;
|
||||
shared_ptr<Camera> mCameraEndScene;
|
||||
|
||||
public:
|
||||
JamSpookGame();
|
||||
|
|
|
@ -13,11 +13,13 @@ KartFactory::KartFactory(weak_ptr<AssetSystem> assetSystem,
|
|||
weak_ptr<GraphicsSystem> graphicsSystem,
|
||||
weak_ptr<PhysicsSystem> physicsSystem,
|
||||
weak_ptr<InteractionSystem> interactionSystem,
|
||||
weak_ptr<AnimationSystem> animationSystem,
|
||||
weak_ptr<RenderLayer> renderLayer):
|
||||
mAssetSystem(assetSystem),
|
||||
mGraphicsSystem(graphicsSystem),
|
||||
mPhysicsSystem(physicsSystem),
|
||||
mInteractionSystem(interactionSystem),
|
||||
mAnimationSystem(animationSystem),
|
||||
mRenderLayer(renderLayer)
|
||||
{}
|
||||
|
||||
|
@ -76,7 +78,7 @@ shared_ptr<Entity> KartFactory::createKart(const vec3 position,
|
|||
mRenderLayer);
|
||||
entity->addComponent(graphicsComponent);
|
||||
|
||||
// Add the ModelRenderable of a ball
|
||||
// Add the ModelRenderable
|
||||
ModelRenderableFactory* modelFactory = new ModelRenderableFactory(mAssetSystem);
|
||||
|
||||
shared_ptr<ModelRenderable> modelRenderableKart = modelFactory->createModel("kart-vehicle.bcosm",
|
||||
|
@ -91,14 +93,14 @@ shared_ptr<Entity> KartFactory::createKart(const vec3 position,
|
|||
|
||||
delete modelFactory;
|
||||
|
||||
// Add internal pointlight
|
||||
LightSourceFactory* lightSourceFactory = new LightSourceFactory(mAssetSystem, mGraphicsSystem);
|
||||
shared_ptr<LightSource> lightSource = lightSourceFactory->createPointLight(vec3(1,1,1),
|
||||
0.02f,
|
||||
0.03f,
|
||||
transform);
|
||||
graphicsComponent->setLightSource(lightSource);
|
||||
delete lightSourceFactory;
|
||||
// // Add internal pointlight
|
||||
// LightSourceFactory* lightSourceFactory = new LightSourceFactory(mAssetSystem, mGraphicsSystem);
|
||||
// shared_ptr<LightSource> lightSource = lightSourceFactory->createPointLight(vec3(1,1,1),
|
||||
// 0.1f,
|
||||
// 0.001f,
|
||||
// translate(transform, vec3(0,0,0)));
|
||||
// graphicsComponent->setLightSource(lightSource);
|
||||
// delete lightSourceFactory;
|
||||
|
||||
// Add interaction component
|
||||
shared_ptr<KartInteractionComponent> interactionComponent =
|
||||
|
@ -114,4 +116,146 @@ shared_ptr<Entity> KartFactory::createKart(const vec3 position,
|
|||
return entity;
|
||||
}
|
||||
|
||||
shared_ptr<Entity> KartFactory::createRotatingKart(const vec3 position)
|
||||
{
|
||||
// Create instance
|
||||
shared_ptr<Entity> entity = make_shared<Entity>();
|
||||
entity->setEntityTag("rotatingKart");
|
||||
SceneGraph::addEntity(entity);
|
||||
|
||||
// Create transform
|
||||
mat4 translation = translate(mat4(1.0f), position);
|
||||
mat4 transform = translation;
|
||||
|
||||
// Add graphics component
|
||||
shared_ptr<GraphicsComponent> graphicsComponent = make_shared<GraphicsComponent>(transform,
|
||||
entity,
|
||||
getShared(mGraphicsSystem),
|
||||
mRenderLayer);
|
||||
entity->addComponent(graphicsComponent);
|
||||
|
||||
// Add the ModelRenderable
|
||||
ModelRenderableFactory* modelFactory = new ModelRenderableFactory(mAssetSystem);
|
||||
|
||||
shared_ptr<ModelRenderable> modelRenderableKart = modelFactory->createModel("kart-vehicle.bcosm",
|
||||
"kart-vehicle-diffuse.png",
|
||||
"kart-vehicle-model");
|
||||
graphicsComponent->addRenderable(modelRenderableKart);
|
||||
|
||||
shared_ptr<ModelRenderable> modelRenderableDriver = modelFactory->createModel("kart-driver.bcosm",
|
||||
"kart-driver-diffuse.png",
|
||||
"kart-driver-model");
|
||||
graphicsComponent->addRenderable(modelRenderableDriver);
|
||||
|
||||
delete modelFactory;
|
||||
|
||||
// Add Physics component
|
||||
unique_ptr<ColliderFactory> colliderFactory = make_unique<ColliderFactory>(mPhysicsSystem, mAssetSystem);
|
||||
shared_ptr<PhysicsComponent> physicsComponent =
|
||||
make_shared<PhysicsComponent>(transform,
|
||||
entity,
|
||||
mPhysicsSystem,
|
||||
mPhysicsSystem,
|
||||
mPhysicsSystem,
|
||||
colliderFactory->createBoxCollider(
|
||||
vec3(1000,0,1000),
|
||||
glm::quat_cast(mat4(1)),
|
||||
vec3(1),
|
||||
0,
|
||||
entity,
|
||||
"rotatingKart"));
|
||||
entity->addComponent(physicsComponent);
|
||||
weak_ptr<PhysicsComponent> wPhysicsComponent(physicsComponent);
|
||||
|
||||
// Animation component, to make the kart rotate continuously
|
||||
shared_ptr<AnimationComponent> animationComponent =
|
||||
make_shared<AnimationComponent>(entity,
|
||||
mAnimationSystem);
|
||||
entity->addComponent(animationComponent);
|
||||
|
||||
// Add falling animation
|
||||
animationComponent->addAnimation(AnimationFactory::createLinearAnimation(
|
||||
make_shared<Attribute<PhysicsComponent, vec3> >(
|
||||
physicsComponent,
|
||||
[wPhysicsComponent]()->vec3{
|
||||
if (wPhysicsComponent.expired()) return vec3();
|
||||
shared_ptr<PhysicsComponent> physicsComponent = wPhysicsComponent.lock();
|
||||
if (!physicsComponent) return vec3();
|
||||
|
||||
return physicsComponent->getPosition();
|
||||
},
|
||||
[wPhysicsComponent](vec3 i){
|
||||
if (wPhysicsComponent.expired()) return;
|
||||
shared_ptr<PhysicsComponent> physicsComponent = wPhysicsComponent.lock();
|
||||
if (!physicsComponent) return;
|
||||
|
||||
physicsComponent->setPosition(i);
|
||||
}),
|
||||
vec3(1000, 10, 1000),
|
||||
vec3(1000, 0, 1000),
|
||||
static_cast<milliseconds>(800),
|
||||
[] () {Log::write(LogLevel::debug, "Translation end"); } ));
|
||||
|
||||
// Add rotation animation
|
||||
animationComponent->addAnimation(AnimationFactory::createLinearAnimation(
|
||||
make_shared<Attribute<PhysicsComponent, vec3> >(
|
||||
physicsComponent,
|
||||
[wPhysicsComponent]()->vec3{
|
||||
if (wPhysicsComponent.expired()) return vec3();
|
||||
shared_ptr<PhysicsComponent> physicsComponent = wPhysicsComponent.lock();
|
||||
if (!physicsComponent) return vec3();
|
||||
|
||||
return getRotationDegrees(physicsComponent->getTransform());
|
||||
},
|
||||
[wPhysicsComponent](vec3 i){
|
||||
if (wPhysicsComponent.expired()) return;
|
||||
shared_ptr<PhysicsComponent> physicsComponent = wPhysicsComponent.lock();
|
||||
if (!physicsComponent) return;
|
||||
|
||||
physicsComponent->setOrientationEulerDegreesXYZ(i);
|
||||
}),
|
||||
vec3(0, 45, 0),
|
||||
vec3(0, 0, 0),
|
||||
static_cast<milliseconds>(800),
|
||||
[] () {Log::write(LogLevel::debug, "Rotation end"); } ));
|
||||
|
||||
|
||||
// Return instance
|
||||
return entity;
|
||||
}
|
||||
|
||||
} // namespace JamSpook
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -13,6 +13,7 @@
|
|||
#include <memory>
|
||||
#include <functional>
|
||||
#include <vector>
|
||||
#include <chrono>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
@ -20,6 +21,7 @@
|
|||
#include <glm/gtx/string_cast.hpp>
|
||||
|
||||
#include <ecos/utility/Memory.h>
|
||||
#include <ecos/utility/Math.h>
|
||||
|
||||
#include <ecos/core/IDCache.h>
|
||||
#include <ecos/core/Log.h>
|
||||
|
@ -32,6 +34,11 @@
|
|||
#include <ecos/asset/AssetSystem.h>
|
||||
#include <ecos/asset/DataManagementMode.h>
|
||||
|
||||
#include <ecos/animation/AnimationSystem.h>
|
||||
#include <ecos/animation/Animation.h>
|
||||
#include <ecos/animation/AnimationFactory.h>
|
||||
#include <ecos/animation/AnimationComponent.h>
|
||||
|
||||
#include <ecos/physics/PhysicsSystem.h>
|
||||
#include <ecos/physics/PhysicsComponent.h>
|
||||
#include <ecos/physics/ColliderFactory.h>
|
||||
|
@ -66,10 +73,13 @@ using std::string;
|
|||
using std::shared_ptr;
|
||||
using std::make_shared;
|
||||
using std::weak_ptr;
|
||||
using std::unique_ptr;
|
||||
using std::make_unique;
|
||||
using std::dynamic_pointer_cast;
|
||||
using std::function;
|
||||
using std::bind;
|
||||
using std::vector;
|
||||
using std::chrono::milliseconds;
|
||||
|
||||
using glm::vec3;
|
||||
using glm::mat4;
|
||||
|
@ -82,6 +92,7 @@ using glm::eulerAngleXYZ;
|
|||
using glm::radians;
|
||||
|
||||
using ecos::utility::getShared;
|
||||
using ecos::utility::getRotationDegrees;
|
||||
|
||||
using ecos::core::IDCache;
|
||||
using ecos::core::logging::Log;
|
||||
|
@ -95,6 +106,12 @@ using ecos::core::ICCResponseComponent;
|
|||
using ecos::asset::AssetSystem;
|
||||
using ecos::asset::DataManagementMode;
|
||||
|
||||
using ecos::animation::AnimationSystem;
|
||||
using ecos::animation::Animation;
|
||||
using ecos::animation::AnimationFactory;
|
||||
using ecos::animation::AnimationComponent;
|
||||
using ecos::animation::Attribute;
|
||||
|
||||
using ecos::graphics::GraphicsSystem;
|
||||
using ecos::graphics::GraphicsComponent;
|
||||
using ecos::graphics::RenderLayer;
|
||||
|
@ -128,6 +145,7 @@ private:
|
|||
weak_ptr<GraphicsSystem> mGraphicsSystem;
|
||||
weak_ptr<PhysicsSystem> mPhysicsSystem;
|
||||
weak_ptr<InteractionSystem> mInteractionSystem;
|
||||
weak_ptr<AnimationSystem> mAnimationSystem;
|
||||
weak_ptr<RenderLayer> mRenderLayer;
|
||||
|
||||
public:
|
||||
|
@ -135,12 +153,16 @@ public:
|
|||
weak_ptr<GraphicsSystem> graphicsSystem,
|
||||
weak_ptr<PhysicsSystem> physicsSystem,
|
||||
weak_ptr<InteractionSystem> interactionSystem,
|
||||
weak_ptr<AnimationSystem> animationSystem,
|
||||
weak_ptr<RenderLayer> renderLayer);
|
||||
virtual ~KartFactory();
|
||||
|
||||
/// Compose a kart entity
|
||||
shared_ptr<Entity> createKart(const vec3 position,
|
||||
const vec3 eulerRotationXYZDegrees);
|
||||
|
||||
/// Compose a rotating kart entity
|
||||
shared_ptr<Entity> createRotatingKart(const vec3 position);
|
||||
};
|
||||
|
||||
} // namespace JamSpook
|
||||
|
|
|
@ -20,7 +20,8 @@ KartPhysicsComponent::KartPhysicsComponent(mat4 transform,
|
|||
physicsSystem,
|
||||
physicsCollisionSubSystem,
|
||||
physicsColliderQuerySubSystem,
|
||||
collider)
|
||||
collider),
|
||||
mInitialTransform(transform)
|
||||
{}
|
||||
|
||||
KartPhysicsComponent::~KartPhysicsComponent()
|
||||
|
@ -33,9 +34,8 @@ void KartPhysicsComponent::update(const milliseconds dtms)
|
|||
|
||||
if (getPosition().y < -100.0f)
|
||||
{
|
||||
setPosition(vec3(getFloatInRange(-10.0f, 10.0f),
|
||||
10, /// above the ball
|
||||
getFloatInRange(-10.0f, 10.0f)));
|
||||
setPosition(vec3(0, 0, 0), true);
|
||||
setTransform(mInitialTransform);
|
||||
}
|
||||
|
||||
if (glm::length(mDirection) > 0)
|
||||
|
@ -76,7 +76,8 @@ void KartPhysicsComponent::onICCMessage(shared_ptr<Message> message)
|
|||
|
||||
void KartPhysicsComponent::onCollision(const string& tag)
|
||||
{
|
||||
if (tag == "goal")
|
||||
if (tag == "goal"
|
||||
|| tag == "jump180")
|
||||
{
|
||||
ICCBroadcast(make_shared<Message>(IDCache::get("GroundCollisionMessage")));
|
||||
}
|
||||
|
@ -92,7 +93,8 @@ void KartPhysicsComponent::onCollision(const string& tag)
|
|||
|
||||
void KartPhysicsComponent::onSeparation(const string& tag)
|
||||
{
|
||||
if (tag == "goal")
|
||||
if (tag == "goal"
|
||||
|| tag == "jump180")
|
||||
{
|
||||
ICCBroadcast(make_shared<Message>(IDCache::get("GroundSeparationMessage")));
|
||||
}
|
||||
|
|
|
@ -77,6 +77,7 @@ class KartPhysicsComponent:
|
|||
{
|
||||
private:
|
||||
vec3 mDirection;
|
||||
mat4 mInitialTransform; ///< Used for reset.
|
||||
|
||||
public:
|
||||
KartPhysicsComponent(mat4 transform,
|
||||
|
|
|
@ -27,7 +27,7 @@ shared_ptr<Entity> ResetTriggerFactory::createResetTrigger(const vec3 position,
|
|||
{
|
||||
// Create instance
|
||||
shared_ptr<Entity> entity = make_shared<Entity>();
|
||||
entity->setEntityTag("reset-trigger");
|
||||
entity->setEntityTag("end-trigger");
|
||||
SceneGraph::addEntity(entity);
|
||||
mat4 transform = translate(mat4(1), position);
|
||||
|
||||
|
|
|
@ -39,12 +39,7 @@ void ResetTriggerPhysicsComponent::onICCMessage(shared_ptr<Message> message)
|
|||
|
||||
void ResetTriggerPhysicsComponent::onCollision(const string& tag)
|
||||
{
|
||||
// if (tag == "ground-plane")
|
||||
// {
|
||||
// vec3 position = getPosition();
|
||||
// setPosition(vec3(position.x, 10.0f, position.z));
|
||||
// ICCBroadcast(make_shared<Message>(IDCache::get("GroundContactMessage")));
|
||||
// }
|
||||
ICCBroadcast(make_shared<Message>(IDCache::get("ContactWithPlayer")));
|
||||
}
|
||||
|
||||
} // namespace JamSpook
|
||||
|
|
|
@ -0,0 +1,82 @@
|
|||
/*
|
||||
* SpriteFactory.cpp
|
||||
*
|
||||
* Created on: Aug 24, 2020
|
||||
* Author: fredrick
|
||||
*/
|
||||
|
||||
#include "SpriteFactory.h"
|
||||
|
||||
namespace JamSpook {
|
||||
|
||||
SpriteFactory::SpriteFactory(weak_ptr<AssetSystem> assetSystem,
|
||||
weak_ptr<GraphicsSystem> graphicsSystem,
|
||||
weak_ptr<RenderLayer> renderLayer):
|
||||
mAssetSystem(assetSystem),
|
||||
mGraphicsSystem(graphicsSystem),
|
||||
mRenderLayer(renderLayer)
|
||||
{}
|
||||
|
||||
SpriteFactory::~SpriteFactory()
|
||||
{}
|
||||
|
||||
shared_ptr<Entity> SpriteFactory::createPlane(const string name,
|
||||
const string filePath,
|
||||
const vec3 position,
|
||||
const vec3 rotation,
|
||||
const vec3 scaleFactor)
|
||||
{
|
||||
// Create instance
|
||||
shared_ptr<Entity> entity = make_shared<Entity>();
|
||||
entity->setEntityTag(name);
|
||||
SceneGraph::addEntity(entity);
|
||||
mat4 transform = scale(mat4(1), scaleFactor) * translate(mat4(1), position);
|
||||
|
||||
// Add graphics component
|
||||
shared_ptr<GraphicsComponent> graphicsComponent = make_shared<GraphicsComponent>(transform,
|
||||
entity,
|
||||
getShared(mGraphicsSystem),
|
||||
mRenderLayer);
|
||||
entity->addComponent(graphicsComponent);
|
||||
|
||||
// Add the ModelRenderable of a ball
|
||||
ModelRenderableFactory* modelFactory = new ModelRenderableFactory(mAssetSystem);
|
||||
shared_ptr<ModelRenderable> modelRenderable = modelFactory->createModel("plane-1x1.bcosm",
|
||||
filePath,
|
||||
name+"_model");
|
||||
delete modelFactory;
|
||||
graphicsComponent->addRenderable(modelRenderable);
|
||||
|
||||
// Return instance
|
||||
return entity;
|
||||
}
|
||||
|
||||
shared_ptr<Entity> SpriteFactory::createBackground(const string name,
|
||||
const string filePath)
|
||||
{
|
||||
// Create instance
|
||||
shared_ptr<Entity> entity = make_shared<Entity>();
|
||||
entity->setEntityTag(name);
|
||||
SceneGraph::addEntity(entity);
|
||||
mat4 transform = scale(mat4(1), vec3(1, 1, 1)) * translate(mat4(1), vec3(-1, -1, -1));
|
||||
|
||||
// Add graphics component
|
||||
shared_ptr<GraphicsComponent> graphicsComponent = make_shared<GraphicsComponent>(transform,
|
||||
entity,
|
||||
getShared(mGraphicsSystem),
|
||||
mRenderLayer);
|
||||
entity->addComponent(graphicsComponent);
|
||||
|
||||
// Add the ModelRenderable of a ball
|
||||
ModelRenderableFactory* modelFactory = new ModelRenderableFactory(mAssetSystem);
|
||||
shared_ptr<ModelRenderable> modelRenderable = modelFactory->createModel("plane-1x1.bcosm",
|
||||
filePath,
|
||||
name+"_model");
|
||||
delete modelFactory;
|
||||
graphicsComponent->addRenderable(modelRenderable);
|
||||
|
||||
// Return instance
|
||||
return entity;
|
||||
}
|
||||
|
||||
} // namespace JamSpook
|
|
@ -0,0 +1,123 @@
|
|||
/*
|
||||
* SpriteFactory.h
|
||||
*
|
||||
* Created on: Aug 24, 2020
|
||||
* Author: fredrick
|
||||
*/
|
||||
|
||||
#ifndef SPRITEFACTORY_H_
|
||||
#define SPRITEFACTORY_H_
|
||||
|
||||
#include <cstdint>
|
||||
#include <string>
|
||||
#include <memory>
|
||||
#include <functional>
|
||||
#include <vector>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
#include <ecos/utility/Memory.h>
|
||||
#include <ecos/core/IDCache.h>
|
||||
#include <ecos/core/Log.h>
|
||||
#include <ecos/core/BroadcastObservable.h>
|
||||
#include <ecos/core/Message.h>
|
||||
#include <ecos/core/Entity.h>
|
||||
#include <ecos/core/SceneGraph.h>
|
||||
#include <ecos/core/ICCResponseComponent.h>
|
||||
#include <ecos/asset/AssetSystem.h>
|
||||
#include <ecos/asset/DataManagementMode.h>
|
||||
#include <ecos/physics/PhysicsSystem.h>
|
||||
#include <ecos/physics/PhysicsComponent.h>
|
||||
#include <ecos/physics/ColliderFactory.h>
|
||||
#include <ecos/physics/Collider.h>
|
||||
#include <ecos/graphics/GraphicsSystem.h>
|
||||
#include <ecos/graphics/GraphicsComponent.h>
|
||||
#include <ecos/graphics/RenderLayer.h>
|
||||
#include <ecos/graphics/TextureFactory.h>
|
||||
#include <ecos/graphics/Texture.h>
|
||||
#include <ecos/graphics/assets/ShaderAsset.h>
|
||||
#include <ecos/graphics/ShaderProgram.h>
|
||||
#include <ecos/graphics/ShaderProgramFactory.h>
|
||||
#include <ecos/graphics/Material.h>
|
||||
#include <ecos/graphics/MaterialFactory.h>
|
||||
#include <ecos/graphics/Mesh.h>
|
||||
#include <ecos/graphics/MeshFactory.h>
|
||||
#include <ecos/graphics/ModelRenderable.h>
|
||||
#include <ecos/graphics/lighting/LightSource.h>
|
||||
#include <ecos/graphics/lighting/LightSourceFactory.h>
|
||||
#include <ecos/graphics/ModelRenderableFactory.h>
|
||||
#include <ecos/graphics/ShaderType.h>
|
||||
|
||||
namespace JamSpook {
|
||||
|
||||
using std::string;
|
||||
using std::shared_ptr;
|
||||
using std::make_shared;
|
||||
using std::weak_ptr;
|
||||
using std::dynamic_pointer_cast;
|
||||
using std::function;
|
||||
using std::bind;
|
||||
using std::vector;
|
||||
|
||||
using glm::vec3;
|
||||
using glm::mat4;
|
||||
using glm::quat;
|
||||
using glm::translate;
|
||||
|
||||
using ecos::utility::getShared;
|
||||
using ecos::core::IDCache;
|
||||
using ecos::core::logging::Log;
|
||||
using ecos::core::logging::LogLevel;
|
||||
using ecos::core::BroadcastObservable;
|
||||
using ecos::core::Message;
|
||||
using ecos::core::Entity;
|
||||
using ecos::core::SceneGraph;
|
||||
using ecos::core::ICCResponseComponent;
|
||||
using ecos::asset::AssetSystem;
|
||||
using ecos::asset::DataManagementMode;
|
||||
using ecos::graphics::GraphicsSystem;
|
||||
using ecos::graphics::GraphicsComponent;
|
||||
using ecos::graphics::RenderLayer;
|
||||
using ecos::graphics::TextureFactory;
|
||||
using ecos::graphics::Texture;
|
||||
using ecos::graphics::ShaderType;
|
||||
using ecos::graphics::ShaderAsset;
|
||||
using ecos::graphics::ShaderProgram;
|
||||
using ecos::graphics::ShaderProgramFactory;
|
||||
using ecos::graphics::Material;
|
||||
using ecos::graphics::MaterialFactory;
|
||||
using ecos::graphics::Mesh;
|
||||
using ecos::graphics::MeshFactory;
|
||||
using ecos::graphics::ModelRenderableFactory;
|
||||
using ecos::graphics::ModelRenderable;
|
||||
using ecos::graphics::lighting::LightSource;
|
||||
using ecos::graphics::lighting::LightSourceFactory;
|
||||
|
||||
///
|
||||
class SpriteFactory
|
||||
{
|
||||
private:
|
||||
weak_ptr<AssetSystem> mAssetSystem;
|
||||
weak_ptr<GraphicsSystem> mGraphicsSystem;
|
||||
weak_ptr<RenderLayer> mRenderLayer;
|
||||
|
||||
public:
|
||||
SpriteFactory(weak_ptr<AssetSystem> assetSystem,
|
||||
weak_ptr<GraphicsSystem> graphicsSystem,
|
||||
weak_ptr<RenderLayer> renderLayer);
|
||||
virtual ~SpriteFactory();
|
||||
|
||||
shared_ptr<Entity> createPlane(const string name,
|
||||
const string filePath,
|
||||
const vec3 position,
|
||||
const vec3 rotation,
|
||||
const vec3 scaleFactor);
|
||||
|
||||
shared_ptr<Entity> createBackground(const string name,
|
||||
const string filePath);
|
||||
};
|
||||
|
||||
} // namespace JamSpook
|
||||
|
||||
#endif // SPRITEFACTORY_H_
|
|
@ -0,0 +1,312 @@
|
|||
/*
|
||||
* TrackPieceFactory.cpp
|
||||
*
|
||||
* Created on: Aug 27, 2020
|
||||
* Author: fredrick
|
||||
*/
|
||||
|
||||
#include "TrackPieceFactory.h"
|
||||
|
||||
namespace JamSpook {
|
||||
|
||||
TrackPieceFactory::TrackPieceFactory(weak_ptr<AssetSystem> assetSystem,
|
||||
weak_ptr<GraphicsSystem> graphicsSystem,
|
||||
weak_ptr<PhysicsSystem> physicsSystem,
|
||||
weak_ptr<RenderLayer> renderLayer):
|
||||
mAssetSystem(assetSystem),
|
||||
mGraphicsSystem(graphicsSystem),
|
||||
mPhysicsSystem(physicsSystem),
|
||||
mRenderLayer(renderLayer)
|
||||
{}
|
||||
|
||||
TrackPieceFactory::~TrackPieceFactory()
|
||||
{}
|
||||
|
||||
/// Compose a road entity
|
||||
shared_ptr<Entity> TrackPieceFactory::createRoad()
|
||||
{
|
||||
// Create instance
|
||||
shared_ptr<Entity> entity = make_shared<Entity>();
|
||||
entity->setEntityTag("road");
|
||||
SceneGraph::addEntity(entity);
|
||||
|
||||
// Create transform
|
||||
mat4 transform = mat4(1);
|
||||
|
||||
// Add physics component
|
||||
ColliderFactory* colliderFactory = new ColliderFactory(mPhysicsSystem, mAssetSystem);
|
||||
shared_ptr<TrackPiecePhysicsComponent> physicsComponent =
|
||||
make_shared<TrackPiecePhysicsComponent>(
|
||||
transform,
|
||||
entity,
|
||||
getShared(mPhysicsSystem),
|
||||
getShared(mPhysicsSystem),
|
||||
getShared(mPhysicsSystem),
|
||||
colliderFactory->createConvexHullCollider(vec3(0),
|
||||
quat_cast(mat4(1)),
|
||||
"road.bcosp", // filePath
|
||||
"road-shape", // name
|
||||
100.0f, // mass
|
||||
entity,
|
||||
entity->getEntityTag()));
|
||||
delete colliderFactory;
|
||||
// Note: Editing of rigid body params, maybe only has effect is it has been added to the world.
|
||||
physicsComponent->getCollider()->getRigidBody()->setLinearFactor(btVector3(0, 0, 0)); // deny positional movement movement in any axis
|
||||
physicsComponent->getCollider()->getRigidBody()->setAngularFactor(btVector3(0, 0, 0)); // deny rotational movement movement in any axis
|
||||
physicsComponent->getCollider()->getRigidBody()->setRestitution(1);
|
||||
entity->addComponent(physicsComponent);
|
||||
|
||||
// Add graphics component
|
||||
shared_ptr<GraphicsComponent> graphicsComponent = make_shared<GraphicsComponent>(transform,
|
||||
entity,
|
||||
getShared(mGraphicsSystem),
|
||||
mRenderLayer);
|
||||
entity->addComponent(graphicsComponent);
|
||||
|
||||
// Add the ModelRenderable of a ball
|
||||
ModelRenderableFactory* modelFactory = new ModelRenderableFactory(mAssetSystem);
|
||||
shared_ptr<ModelRenderable> modelRenderable = modelFactory->createModel("road.bcosm",
|
||||
"road-diffuse.png",
|
||||
"road-model");
|
||||
delete modelFactory;
|
||||
graphicsComponent->addRenderable(modelRenderable);
|
||||
|
||||
// Return instance
|
||||
return entity;
|
||||
}
|
||||
|
||||
/// Compose a tunnel entity
|
||||
shared_ptr<Entity> TrackPieceFactory::createTunnel()
|
||||
{
|
||||
// Create instance
|
||||
shared_ptr<Entity> entity = make_shared<Entity>();
|
||||
entity->setEntityTag("tunnel");
|
||||
SceneGraph::addEntity(entity);
|
||||
|
||||
// Create transform
|
||||
mat4 transform = mat4(1);
|
||||
|
||||
// Add physics component
|
||||
ColliderFactory* colliderFactory = new ColliderFactory(mPhysicsSystem, mAssetSystem);
|
||||
shared_ptr<TrackPiecePhysicsComponent> physicsComponent =
|
||||
make_shared<TrackPiecePhysicsComponent>(
|
||||
transform,
|
||||
entity,
|
||||
getShared(mPhysicsSystem),
|
||||
getShared(mPhysicsSystem),
|
||||
getShared(mPhysicsSystem),
|
||||
colliderFactory->createConvexHullCollider(vec3(0),
|
||||
quat_cast(mat4(1)),
|
||||
"tunnel.bcosp", // filePath
|
||||
"tunnel-shape", // name
|
||||
100.0f, // mass
|
||||
entity,
|
||||
entity->getEntityTag()));
|
||||
delete colliderFactory;
|
||||
// Note: Editing of rigid body params, maybe only has effect is it has been added to the world.
|
||||
physicsComponent->getCollider()->getRigidBody()->setLinearFactor(btVector3(0, 0, 0)); // deny positional movement movement in any axis
|
||||
physicsComponent->getCollider()->getRigidBody()->setAngularFactor(btVector3(0, 0, 0)); // deny rotational movement movement in any axis
|
||||
physicsComponent->getCollider()->getRigidBody()->setRestitution(1);
|
||||
entity->addComponent(physicsComponent);
|
||||
|
||||
// Add graphics component
|
||||
shared_ptr<GraphicsComponent> graphicsComponent = make_shared<GraphicsComponent>(transform,
|
||||
entity,
|
||||
getShared(mGraphicsSystem),
|
||||
mRenderLayer);
|
||||
entity->addComponent(graphicsComponent);
|
||||
|
||||
// Add the ModelRenderable of a ball
|
||||
ModelRenderableFactory* modelFactory = new ModelRenderableFactory(mAssetSystem);
|
||||
shared_ptr<ModelRenderable> modelRenderable = modelFactory->createModel("tunnel.bcosm",
|
||||
"tunnel-diffuse.png",
|
||||
"tunnel-model");
|
||||
delete modelFactory;
|
||||
graphicsComponent->addRenderable(modelRenderable);
|
||||
|
||||
// Return instance
|
||||
return entity;
|
||||
}
|
||||
|
||||
/// Compose a mountain entity
|
||||
shared_ptr<Entity> TrackPieceFactory::createMountain()
|
||||
{
|
||||
// Create instance
|
||||
shared_ptr<Entity> entity = make_shared<Entity>();
|
||||
entity->setEntityTag("mountain");
|
||||
SceneGraph::addEntity(entity);
|
||||
|
||||
// Create transform
|
||||
mat4 transform = mat4(1);
|
||||
|
||||
// // Add physics component
|
||||
// ColliderFactory* colliderFactory = new ColliderFactory(mPhysicsSystem, mAssetSystem);
|
||||
// shared_ptr<TrackPiecePhysicsComponent> physicsComponent =
|
||||
// make_shared<TrackPiecePhysicsComponent>(
|
||||
// transform,
|
||||
// entity,
|
||||
// getShared(mPhysicsSystem),
|
||||
// getShared(mPhysicsSystem),
|
||||
// getShared(mPhysicsSystem),
|
||||
// colliderFactory->createConvexHullCollider(vec3(0),
|
||||
// quat_cast(mat4(1)),
|
||||
// "mountain.bcosp", // filePath
|
||||
// "mountain-shape", // name
|
||||
// 100.0f, // mass
|
||||
// entity,
|
||||
// entity->getEntityTag()));
|
||||
// delete colliderFactory;
|
||||
// // Note: Editing of rigid body params, maybe only has effect is it has been added to the world.
|
||||
// physicsComponent->getCollider()->getRigidBody()->setLinearFactor(btVector3(0, 0, 0)); // deny positional movement movement in any axis
|
||||
// physicsComponent->getCollider()->getRigidBody()->setAngularFactor(btVector3(0, 0, 0)); // deny rotational movement movement in any axis
|
||||
// physicsComponent->getCollider()->getRigidBody()->setRestitution(1);
|
||||
// entity->addComponent(physicsComponent);
|
||||
|
||||
// Add graphics component
|
||||
shared_ptr<GraphicsComponent> graphicsComponent = make_shared<GraphicsComponent>(transform,
|
||||
entity,
|
||||
getShared(mGraphicsSystem),
|
||||
mRenderLayer);
|
||||
entity->addComponent(graphicsComponent);
|
||||
|
||||
// Add the ModelRenderable of a ball
|
||||
ModelRenderableFactory* modelFactory = new ModelRenderableFactory(mAssetSystem);
|
||||
shared_ptr<ModelRenderable> modelRenderable = modelFactory->createModel("mountain.bcosm",
|
||||
"mountain-diffuse.png",
|
||||
"mountain-model");
|
||||
delete modelFactory;
|
||||
graphicsComponent->addRenderable(modelRenderable);
|
||||
|
||||
// Return instance
|
||||
return entity;
|
||||
}
|
||||
|
||||
shared_ptr<Entity> TrackPieceFactory::createSign(
|
||||
const string name,
|
||||
const string diffuseTextureFilePath,
|
||||
vec3 position,
|
||||
quat orientation)
|
||||
{
|
||||
// Create instance
|
||||
shared_ptr<Entity> entity = make_shared<Entity>();
|
||||
entity->setEntityTag(name + "_sign");
|
||||
SceneGraph::addEntity(entity);
|
||||
|
||||
// Create transform
|
||||
mat4 rotation = glm::toMat4(orientation);
|
||||
|
||||
mat4 translation = translate(mat4(1.0f), position);
|
||||
|
||||
mat4 transform = translation * rotation;// * rotateToCenter;
|
||||
|
||||
// Add graphics component
|
||||
shared_ptr<GraphicsComponent> graphicsComponent = make_shared<GraphicsComponent>(transform,
|
||||
entity,
|
||||
getShared(mGraphicsSystem),
|
||||
mRenderLayer);
|
||||
entity->addComponent(graphicsComponent);
|
||||
|
||||
// Add the ModelRenderable of a ball
|
||||
ModelRenderableFactory* modelFactory = new ModelRenderableFactory(mAssetSystem);
|
||||
shared_ptr<ModelRenderable> modelRenderable = modelFactory->createModel("sign.bcosm",
|
||||
diffuseTextureFilePath,
|
||||
"sign-model");
|
||||
delete modelFactory;
|
||||
graphicsComponent->addRenderable(modelRenderable);
|
||||
|
||||
// Return instance
|
||||
return entity;
|
||||
}
|
||||
|
||||
shared_ptr<Entity> TrackPieceFactory::createGhost(
|
||||
const string name,
|
||||
const string diffuseTextureFilePath,
|
||||
vec3 position,
|
||||
quat orientation,
|
||||
float scaling)
|
||||
{
|
||||
// Create instance
|
||||
shared_ptr<Entity> entity = make_shared<Entity>();
|
||||
entity->setEntityTag(name + "_ghost");
|
||||
SceneGraph::addEntity(entity);
|
||||
|
||||
// Create transform
|
||||
mat4 translationMatrix = translate(mat4(1.0f), position);
|
||||
mat4 rotationMatrix = glm::toMat4(orientation);
|
||||
mat4 scalingMatrix = glm::scale(mat4(1), vec3(scaling));
|
||||
|
||||
|
||||
mat4 transform = translationMatrix * rotationMatrix * scalingMatrix;// * rotateToCenter;
|
||||
|
||||
// Add graphics component
|
||||
shared_ptr<GraphicsComponent> graphicsComponent = make_shared<GraphicsComponent>(transform,
|
||||
entity,
|
||||
getShared(mGraphicsSystem),
|
||||
mRenderLayer);
|
||||
entity->addComponent(graphicsComponent);
|
||||
|
||||
// Add the ModelRenderable
|
||||
ModelRenderableFactory* modelFactory = new ModelRenderableFactory(mAssetSystem);
|
||||
shared_ptr<ModelRenderable> modelRenderable = modelFactory->createModel("ghost.bcosm",
|
||||
diffuseTextureFilePath,
|
||||
name + "-model");
|
||||
delete modelFactory;
|
||||
graphicsComponent->addRenderable(modelRenderable);
|
||||
|
||||
// Return instance
|
||||
return entity;
|
||||
}
|
||||
|
||||
shared_ptr<Entity> TrackPieceFactory::createStaticPlatform()
|
||||
{
|
||||
// Create instance
|
||||
shared_ptr<Entity> entity = make_shared<Entity>();
|
||||
entity->setEntityTag("staticPlatform");
|
||||
SceneGraph::addEntity(entity);
|
||||
|
||||
// Create transform
|
||||
mat4 transform = mat4(1);
|
||||
|
||||
// Add physics component
|
||||
ColliderFactory* colliderFactory = new ColliderFactory(mPhysicsSystem, mAssetSystem);
|
||||
shared_ptr<TrackPiecePhysicsComponent> physicsComponent =
|
||||
make_shared<TrackPiecePhysicsComponent>(
|
||||
transform,
|
||||
entity,
|
||||
getShared(mPhysicsSystem),
|
||||
getShared(mPhysicsSystem),
|
||||
getShared(mPhysicsSystem),
|
||||
colliderFactory->createStaticMeshCollider(vec3(0),
|
||||
quat_cast(mat4(1)),
|
||||
"static-platform.bcosps", // filePath
|
||||
"static-platform-shape", // name
|
||||
100.0f, // mass
|
||||
entity,
|
||||
entity->getEntityTag()));
|
||||
delete colliderFactory;
|
||||
// Note: Editing of rigid body params, maybe only has effect is it has been added to the world.
|
||||
physicsComponent->getCollider()->getRigidBody()->setLinearFactor(btVector3(0, 0, 0)); // deny positional movement movement in any axis
|
||||
physicsComponent->getCollider()->getRigidBody()->setAngularFactor(btVector3(0, 0, 0)); // deny rotational movement movement in any axis
|
||||
physicsComponent->getCollider()->getRigidBody()->setRestitution(1);
|
||||
entity->addComponent(physicsComponent);
|
||||
|
||||
// Add graphics component
|
||||
shared_ptr<GraphicsComponent> graphicsComponent = make_shared<GraphicsComponent>(transform,
|
||||
entity,
|
||||
getShared(mGraphicsSystem),
|
||||
mRenderLayer);
|
||||
entity->addComponent(graphicsComponent);
|
||||
|
||||
// Add the ModelRenderable of a ball
|
||||
ModelRenderableFactory* modelFactory = new ModelRenderableFactory(mAssetSystem);
|
||||
shared_ptr<ModelRenderable> modelRenderable = modelFactory->createModel("static-platform.bcosm",
|
||||
"static-platform-diffuse.png",
|
||||
"static-platform-model");
|
||||
delete modelFactory;
|
||||
graphicsComponent->addRenderable(modelRenderable);
|
||||
|
||||
// Return instance
|
||||
return entity;
|
||||
}
|
||||
|
||||
} // namespace JamSpook
|
|
@ -0,0 +1,156 @@
|
|||
/*
|
||||
* TrackPieceFactory.h
|
||||
*
|
||||
* Created on: Aug 27, 2020
|
||||
* Author: fredrick
|
||||
*/
|
||||
|
||||
#ifndef ENTITIES_TRACKPIECEFACTORY_H_
|
||||
#define ENTITIES_TRACKPIECEFACTORY_H_
|
||||
|
||||
#include <string>
|
||||
#include <memory>
|
||||
#include <functional>
|
||||
#include <vector>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtx/euler_angles.hpp>
|
||||
#include <glm/gtx/string_cast.hpp>
|
||||
#include <glm/gtx/quaternion.hpp>
|
||||
|
||||
#include <ecos/utility/Memory.h>
|
||||
#include <ecos/core/IDCache.h>
|
||||
#include <ecos/core/Log.h>
|
||||
#include <ecos/core/BroadcastObservable.h>
|
||||
#include <ecos/core/Message.h>
|
||||
#include <ecos/core/Entity.h>
|
||||
#include <ecos/core/SceneGraph.h>
|
||||
#include <ecos/core/ICCResponseComponent.h>
|
||||
#include <ecos/asset/AssetSystem.h>
|
||||
#include <ecos/asset/DataManagementMode.h>
|
||||
#include <ecos/physics/PhysicsSystem.h>
|
||||
#include <ecos/physics/PhysicsComponent.h>
|
||||
#include <ecos/physics/ColliderFactory.h>
|
||||
#include <ecos/physics/Collider.h>
|
||||
#include <ecos/graphics/GraphicsSystem.h>
|
||||
#include <ecos/graphics/GraphicsComponent.h>
|
||||
#include <ecos/graphics/RenderLayer.h>
|
||||
#include <ecos/graphics/TextureFactory.h>
|
||||
#include <ecos/graphics/Texture.h>
|
||||
#include <ecos/graphics/assets/ShaderAsset.h>
|
||||
#include <ecos/graphics/ShaderProgram.h>
|
||||
#include <ecos/graphics/ShaderProgramFactory.h>
|
||||
#include <ecos/graphics/Material.h>
|
||||
#include <ecos/graphics/MaterialFactory.h>
|
||||
#include <ecos/graphics/Mesh.h>
|
||||
#include <ecos/graphics/MeshFactory.h>
|
||||
#include <ecos/graphics/ModelRenderable.h>
|
||||
#include <ecos/graphics/ModelRenderableFactory.h>
|
||||
#include <ecos/graphics/ShaderType.h>
|
||||
|
||||
#include "TrackPiecePhysicsComponent.h"
|
||||
|
||||
namespace JamSpook {
|
||||
|
||||
using std::string;
|
||||
using std::shared_ptr;
|
||||
using std::make_shared;
|
||||
using std::weak_ptr;
|
||||
using std::dynamic_pointer_cast;
|
||||
using std::function;
|
||||
using std::bind;
|
||||
using std::vector;
|
||||
|
||||
using glm::vec3;
|
||||
using glm::mat4;
|
||||
using glm::quat;
|
||||
using glm::quat_cast;
|
||||
using glm::translate;
|
||||
using glm::scale;
|
||||
using glm::rotate;
|
||||
using glm::eulerAngleXYZ;
|
||||
using glm::radians;
|
||||
|
||||
using ecos::utility::getShared;
|
||||
|
||||
using ecos::core::IDCache;
|
||||
using ecos::core::logging::Log;
|
||||
using ecos::core::logging::LogLevel;
|
||||
using ecos::core::BroadcastObservable;
|
||||
using ecos::core::Message;
|
||||
using ecos::core::Entity;
|
||||
using ecos::core::SceneGraph;
|
||||
using ecos::core::ICCResponseComponent;
|
||||
|
||||
using ecos::asset::AssetSystem;
|
||||
using ecos::asset::DataManagementMode;
|
||||
|
||||
using ecos::graphics::GraphicsSystem;
|
||||
using ecos::graphics::GraphicsComponent;
|
||||
using ecos::graphics::RenderLayer;
|
||||
using ecos::graphics::TextureFactory;
|
||||
using ecos::graphics::Texture;
|
||||
using ecos::graphics::ShaderType;
|
||||
using ecos::graphics::ShaderAsset;
|
||||
using ecos::graphics::ShaderProgram;
|
||||
using ecos::graphics::ShaderProgramFactory;
|
||||
using ecos::graphics::Material;
|
||||
using ecos::graphics::MaterialFactory;
|
||||
using ecos::graphics::Mesh;
|
||||
using ecos::graphics::MeshFactory;
|
||||
using ecos::graphics::ModelRenderableFactory;
|
||||
using ecos::graphics::ModelRenderable;
|
||||
|
||||
using ecos::physics::PhysicsSystem;
|
||||
using ecos::physics::PhysicsComponent;
|
||||
using ecos::physics::ColliderFactory;
|
||||
using ecos::physics::Collider;
|
||||
|
||||
/// Factory to simplify track piece entity creation
|
||||
class TrackPieceFactory
|
||||
{
|
||||
private:
|
||||
weak_ptr<AssetSystem> mAssetSystem;
|
||||
weak_ptr<GraphicsSystem> mGraphicsSystem;
|
||||
weak_ptr<PhysicsSystem> mPhysicsSystem;
|
||||
weak_ptr<RenderLayer> mRenderLayer;
|
||||
|
||||
public:
|
||||
TrackPieceFactory(weak_ptr<AssetSystem> assetSystem,
|
||||
weak_ptr<GraphicsSystem> graphicsSystem,
|
||||
weak_ptr<PhysicsSystem> physicsSystem,
|
||||
weak_ptr<RenderLayer> renderLayer);
|
||||
virtual ~TrackPieceFactory();
|
||||
|
||||
/// Compose a road entity
|
||||
shared_ptr<Entity> createRoad();
|
||||
|
||||
/// Compose a tunnel entity
|
||||
shared_ptr<Entity> createTunnel();
|
||||
|
||||
// /// Compose a tunnel entity
|
||||
// shared_ptr<Entity> createTunnel();
|
||||
|
||||
/// Compose a mountain entity
|
||||
shared_ptr<Entity> createMountain();
|
||||
|
||||
/// Compose a sign entity
|
||||
shared_ptr<Entity> createSign(const string name,
|
||||
const string diffuseTextureFilePath,
|
||||
vec3 position,
|
||||
quat orientation);
|
||||
|
||||
/// Compose a ghost entity
|
||||
shared_ptr<Entity> createGhost(const string name,
|
||||
const string diffuseTextureFilePath,
|
||||
vec3 position,
|
||||
quat orientation,
|
||||
float scaling = 1.0f);
|
||||
|
||||
shared_ptr<Entity> createStaticPlatform();
|
||||
};
|
||||
|
||||
} // namespace JamSpook
|
||||
|
||||
#endif // ENTITIES_TRACKPIECEFACTORY_H_
|
|
@ -0,0 +1,42 @@
|
|||
/*
|
||||
* TrackPiecePhysicsComponent.cpp
|
||||
*
|
||||
* Created on: Aug 27, 2020
|
||||
* Author: fredrick
|
||||
*/
|
||||
|
||||
#include "TrackPiecePhysicsComponent.h"
|
||||
|
||||
namespace JamSpook {
|
||||
|
||||
TrackPiecePhysicsComponent::TrackPiecePhysicsComponent(mat4 transform,
|
||||
shared_ptr<BroadcastObservable<shared_ptr<Message> > > entity,
|
||||
weak_ptr<BroadcastObservable<const milliseconds> > physicsSystem,
|
||||
weak_ptr<BroadcastObservable<shared_ptr<CollisionStateChangeMessage> > > physicsCollisionSubSystem,
|
||||
weak_ptr<BroadcastObservable<shared_ptr<ColliderQueryMessage> > > physicsColliderQuerySubSystem,
|
||||
shared_ptr<Collider> collider):
|
||||
PhysicsComponent(transform,
|
||||
entity,
|
||||
physicsSystem,
|
||||
physicsCollisionSubSystem,
|
||||
physicsColliderQuerySubSystem,
|
||||
collider)
|
||||
{}
|
||||
|
||||
TrackPiecePhysicsComponent::~TrackPiecePhysicsComponent()
|
||||
{}
|
||||
|
||||
void TrackPiecePhysicsComponent::update(const milliseconds dtms)
|
||||
{
|
||||
PhysicsComponent::update(dtms);
|
||||
}
|
||||
|
||||
void TrackPiecePhysicsComponent::onICCMessage(shared_ptr<Message> message)
|
||||
{
|
||||
PhysicsComponent::onICCMessage(message);
|
||||
}
|
||||
|
||||
void TrackPiecePhysicsComponent::onCollision(const string& tag)
|
||||
{}
|
||||
|
||||
} // namespace JamSpook
|
|
@ -0,0 +1,77 @@
|
|||
/*
|
||||
* TrackPiecePhysicsComponent.h
|
||||
*
|
||||
* Created on: Aug 27, 2020
|
||||
* Author: fredrick
|
||||
*/
|
||||
|
||||
#ifndef TRACKPIECEPHYSICSCOMPONENT_H_
|
||||
#define TRACKPIECEPHYSICSCOMPONENT_H_
|
||||
|
||||
#include <chrono>
|
||||
#include <memory>
|
||||
#include <cstdint>
|
||||
#include <string>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
#include <ecos/core/IDCache.h>
|
||||
#include <ecos/core/Log.h>
|
||||
#include <ecos/core/Message.h>
|
||||
#include <ecos/core/BroadcastObservable.h>
|
||||
#include <ecos/physics/PhysicsSystem.h>
|
||||
#include <ecos/physics/TransformChangeMessage.h>
|
||||
#include <ecos/physics/CollisionStateChangeMessage.h>
|
||||
#include <ecos/physics/ColliderQueryMessage.h>
|
||||
#include <ecos/physics/PhysicsComponent.h>
|
||||
#include <ecos/physics/Collider.h>
|
||||
|
||||
namespace JamSpook {
|
||||
|
||||
using std::chrono::milliseconds;
|
||||
using std::weak_ptr;
|
||||
using std::shared_ptr;
|
||||
using std::make_shared;
|
||||
using std::dynamic_pointer_cast;
|
||||
using std::string;
|
||||
|
||||
using glm::vec3;
|
||||
using glm::mat4;
|
||||
using glm::translate;
|
||||
using glm::scale;
|
||||
|
||||
using ecos::core::IDCache;
|
||||
using ecos::core::logging::Log;
|
||||
using ecos::core::logging::LogLevel;
|
||||
using ecos::core::Message;
|
||||
using ecos::core::BroadcastObservable;
|
||||
|
||||
using ecos::physics::PhysicsSystem;
|
||||
using ecos::physics::PhysicsComponent;
|
||||
using ecos::physics::Collider;
|
||||
using ecos::physics::TransformChangeMessage;
|
||||
using ecos::physics::CollisionStateChangeMessage;
|
||||
using ecos::physics::ColliderQueryMessage;
|
||||
|
||||
///
|
||||
class TrackPiecePhysicsComponent:
|
||||
public PhysicsComponent
|
||||
{
|
||||
public:
|
||||
TrackPiecePhysicsComponent(mat4 transform,
|
||||
shared_ptr<BroadcastObservable<shared_ptr<Message> > > entity,
|
||||
weak_ptr<BroadcastObservable<const milliseconds> > physicsSystem,
|
||||
weak_ptr<BroadcastObservable<shared_ptr<CollisionStateChangeMessage> > > physicsCollisionSubSystem,
|
||||
weak_ptr<BroadcastObservable<shared_ptr<ColliderQueryMessage> > > physicsColliderQuerySubSystem,
|
||||
shared_ptr<Collider> collider);
|
||||
virtual ~TrackPiecePhysicsComponent();
|
||||
|
||||
virtual void update(const milliseconds dtms);
|
||||
virtual void onICCMessage(shared_ptr<Message> message);
|
||||
virtual void onCollision(const string& tag);
|
||||
};
|
||||
|
||||
} // namespace JamSpook
|
||||
|
||||
#endif // TRACKPIECEPHYSICSCOMPONENT_H_
|