feat: add debug rendering for other types of colliders / split game into more logical functions / files
This commit is contained in:
+18
-861
@@ -1,110 +1,11 @@
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#include "Lightkeeper.h"
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#include <array>
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#include <cmath>
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#include <destrum/Components/CameraComponent.h>
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#include <destrum/FS/AssetFS.h>
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#include <destrum/Assets/AssetManager.h>
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#include <destrum/Graphics/Managers/LineRenderingManager.h>
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#include <destrum/Graphics/Managers/QuadRenderingManager.h>
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#include "glm/gtc/constants.hpp"
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#include "glm/gtc/quaternion.hpp"
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#include "glm/gtx/transform.hpp"
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#include "spdlog/spdlog.h"
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#include <destrum/Components/Physics/Rigidbody.h>
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#include <destrum/Components/Physics/BoxCollider.h>
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#include <destrum/Components/Physics/CapsuleCollider.h>
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#include <destrum/Scene/Scene.h>
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#include <destrum/Serialization/SceneSerializer.h>
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#include "destrum/Components/MeshRendererComponent.h"
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#include "destrum/Components/Rotator.h"
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#include "destrum/Components/Spinner.h"
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#include "destrum/Components/OrbitAndSpin.h"
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#include "destrum/ObjectModel/GameObject.h"
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#include "destrum/Util/ModelDoc.h"
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#include "destrum/Components/Animator.h"
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#include "destrum/Components/LightComponent.h"
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#include "destrum/Components/CameraComponent.h"
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#include <components/FirstPersonController.h>
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#include <components/TriggerLoggerComponent.h>
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#include <filesystem>
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#include <stdexcept>
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#include <string>
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#include <string_view>
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#include "imgui.h"
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#include "components/GameComponentRegistry.h"
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#include "components/PrintComponent.h"
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#include "destrum/Components/Physics/SphereCollider.h"
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#include "destrum/Util/ModelDocUtils.h"
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namespace {
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std::filesystem::path ResolveScenePath(
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std::string_view value,
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const std::filesystem::path& exeDir) {
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if (value.empty()) {
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throw std::invalid_argument("Scene path cannot be empty");
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}
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if (value.find("://") != std::string_view::npos) {
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return AssetFS::GetInstance().GetFullPath(value);
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}
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const std::filesystem::path path{value};
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return path.is_absolute() ? path : exeDir / path;
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}
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// Box centered on the origin. UVs are in meters, so tiling textures keep the same size on every box
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CPUMesh MakeBoxMesh(const glm::vec3& size)
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{
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struct Face {
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glm::vec3 normal;
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glm::vec3 tangent;
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};
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constexpr std::array<Face, 6> faces{{
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{{1.0f, 0.0f, 0.0f}, {0.0f, 0.0f, -1.0f}},
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{{-1.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 1.0f}},
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{{0.0f, 1.0f, 0.0f}, {1.0f, 0.0f, 0.0f}},
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{{0.0f, -1.0f, 0.0f}, {1.0f, 0.0f, 0.0f}},
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{{0.0f, 0.0f, 1.0f}, {1.0f, 0.0f, 0.0f}},
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{{0.0f, 0.0f, -1.0f}, {-1.0f, 0.0f, 0.0f}},
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}};
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constexpr std::array<glm::vec2, 4> corners{{
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{-1.0f, -1.0f}, {1.0f, -1.0f}, {1.0f, 1.0f}, {-1.0f, 1.0f},
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}};
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CPUMesh mesh{};
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mesh.name = "Box";
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mesh.minPos = -size * 0.5f;
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mesh.maxPos = size * 0.5f;
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for (const Face& face : faces) {
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const glm::vec3 bitangent = glm::cross(face.normal, face.tangent);
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const float width = glm::dot(glm::abs(face.tangent), size);
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const float height = glm::dot(glm::abs(bitangent), size);
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const auto first = static_cast<std::uint32_t>(mesh.vertices.size());
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for (const glm::vec2& corner : corners) {
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// v runs against the bitangent so images are upright on the side faces (w = -1 to match)
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mesh.vertices.push_back(CPUMesh::Vertex{
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.position = (face.normal + face.tangent * corner.x + bitangent * corner.y) * size * 0.5f,
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.uv_x = (corner.x + 1.0f) * 0.5f * width,
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.normal = face.normal,
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.uv_y = (1.0f - corner.y) * 0.5f * height,
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.tangent = glm::vec4{face.tangent, -1.0f},
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});
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}
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for (const std::uint32_t index : {0u, 1u, 2u, 0u, 2u, 3u}) {
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mesh.indices.push_back(first + index);
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}
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}
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return mesh;
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}
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}
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#include <components/GameComponentRegistry.h>
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LightKeeper::LightKeeper() : App()
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{
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@@ -129,538 +30,29 @@ void LightKeeper::customInit()
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const float aspectRatio = static_cast<float>(m_params.renderSize.x) / static_cast<float>(m_params.renderSize.y);
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camera.setAspectRatio(aspectRatio);
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ModelDoc::LoadOptions staticModelOptions{};
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staticModelOptions.meshImportMode = ModelDoc::MeshImportMode::MergedPerNode;
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staticModelOptions.loadMaterials = true;
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staticModelOptions.loadSkeleton = false;
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staticModelOptions.loadAnimations = false;
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camera.SetRotation(glm::radians(glm::vec2(90.f, 0.f)));
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setupSkybox();
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auto& scene = SceneManager::GetInstance().CreateScene("Main");
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scene.GetEnvironment().fogDensity = 0.01f;
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mainScene = BuildMainScene(scene, gfxDevice, resources);
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// Directional lights shine down their local -Z: tilt it 50 degrees down, then turn it around the up axis
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const auto sunObj = scene.CreateGameObject("Sun");
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sunObj->GetTransform().SetWorldPosition(glm::vec3(0.f, 10.f, 0.f));
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sunObj->GetTransform().SetWorldRotation(
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glm::angleAxis(glm::radians(35.f), glm::vec3{0.f, 1.f, 0.f}) *
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glm::angleAxis(glm::radians(-50.f), glm::vec3{1.f, 0.f, 0.f}));
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auto* sun = sunObj->AddComponent<LightComponent>(LightType::Directional);
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sun->SetColor(glm::vec3{1.0f, 0.95f, 0.85f});
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sun->SetIntensity(3.0f);
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sun->SetCastShadows(true);
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debugQuadTexture = resources.loadImageFromFile(
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gfxDevice, AssetFS::GetInstance().GetFullPath("engine://textures/kobe.png"));
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}
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// scene.Add(testCube);
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// const auto skyboxID = AssetFS::GetInstance().GetFullPath("engine://textures/skybox.jpg");
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// const auto skyboxID = AssetFS::GetInstance().GetFullPath("engine://textures/mars.jpg");
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// const auto skyboxID = AssetFS::GetInstance().GetCookedPathForFile("game://starmap_2020_4k.exr");
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const auto skyboxID = AssetFS::GetInstance().GetCookedPathForFile("engine://DJI_0001_stitch.jpg");
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//
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// const auto skyboxID = AssetFS::GetInstance().GetFullPath("engine://textures/test-skybox.png");
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//
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void LightKeeper::setupSkybox()
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{
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const auto skyboxPath = AssetFS::GetInstance().GetCookedPathForFile("engine://DJI_0001_stitch.jpg");
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const auto vertShaderPath = AssetFS::GetInstance().GetCookedPathForFile("engine://shaders/cubemap.vert");
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const auto fragShaderPath = AssetFS::GetInstance().GetCookedPathForFile("engine://shaders/cubemap.frag");
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//
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skyboxCubemap = std::make_unique<CubeMap>();
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skyboxCubemap->LoadCubeMap(gfxDevice, resources, skyboxID.generic_string());
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skyboxCubemap->LoadCubeMap(gfxDevice, resources, skyboxPath.generic_string());
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skyboxCubemap->InitCubemapPipeline(gfxDevice, resources, vertShaderPath.generic_string(), fragShaderPath.generic_string());
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skyboxCubemap->CreateCubeMap(gfxDevice, resources);
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renderer.setSkyboxTexture(skyboxCubemap->GetCubeMapImageID());
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const auto planeObj = scene.CreateGameObject("GroundPlane");
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const auto planeMeshComp = planeObj->AddComponent<MeshRendererComponent>();
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auto planeModel = AssetManager::GetInstance().LoadModel("game://plane.glb", staticModelOptions);
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ModelDocUtils::LogModelDocSummary(planeModel, "plane.glb");
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const auto& planePrimitive = ModelDocUtils::GetFirstPrimitiveOrThrow(planeModel, "game://plane.glb");
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const auto planeMeshID = resources.meshes().addMesh(gfxDevice, planePrimitive.mesh);
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const auto planeTexturePath = ModelDocUtils::PickTexturePath(
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planeModel,
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planePrimitive,
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AssetFS::GetInstance().GetFullPath("game://grass.png")
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);
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const auto planeTextureID = resources.loadImageFromFile(gfxDevice, planeTexturePath);
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const auto planeMaterialID = resources.materials().addMaterial({
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.baseColor = ModelDocUtils::GetImportedBaseColor(
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planeModel, planePrimitive),
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.textureFilteringMode = TextureFilteringMode::Nearest,
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.diffuseTexture = planeTextureID,
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.name = ModelDocUtils::GetImportedMaterialName(
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planeModel, planePrimitive, "GroundPlaneMaterial"),
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});
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planeMeshComp->SetMeshID(planeMeshID);
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planeMeshComp->SetMaterialID(planeMaterialID);
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planeObj->GetTransform().SetWorldPosition(glm::vec3(0.f, -1.0f, 0.f));
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planeObj->GetTransform().SetWorldScale(glm::vec3(10.f, 1.f, 10.f));
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// Kenney prototype textures, texture_01 is a 1 x 1 meter grid
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const auto addPrototypeMaterial = [&](const std::string& color, float roughness)
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{
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Material material = Material::SimpleColor(glm::vec3{1.0f}, "Prototype" + color);
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material.roughnessFactor = roughness;
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material.textureFilteringMode = TextureFilteringMode::Anisotropic;
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material.diffuseTexture = resources.loadImageFromFile(
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gfxDevice, AssetFS::GetInstance().GetFullPath("engine://kenny/" + color + "/texture_01.png"));
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return resources.materials().addMaterial(std::move(material));
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};
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const auto createBox = [&](const std::string& name, const glm::vec3& position, const glm::vec3& size,
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MaterialID materialID, RigidbodyType type)
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{
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const auto box = scene.CreateGameObject(name);
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box->GetTransform().SetWorldPosition(position);
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const auto boxMeshComp = box->AddComponent<MeshRendererComponent>();
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boxMeshComp->SetMeshID(resources.meshes().addMesh(gfxDevice, MakeBoxMesh(size)));
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boxMeshComp->SetMaterialID(materialID);
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box->AddComponent<BoxCollider>(size * 0.5f);
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auto* boxRb = box->AddComponent<Rigidbody>();
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boxRb->SetType(type);
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boxRb->SetMass(10.0f);
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scene.GetPhysics().RegisterGameObject(*box);
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return box;
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};
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// The plane mesh is flat at y = 0, so the floor collider sits right below it
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const auto groundObj = scene.CreateGameObject("GroundCollider");
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groundObj->GetTransform().SetWorldPosition(glm::vec3(0.f, -1.5f, 0.f));
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groundObj->AddComponent<BoxCollider>(glm::vec3{10.0f, 0.5f, 10.0f});
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groundObj->AddComponent<Rigidbody>()->SetType(RigidbodyType::Static);
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scene.GetPhysics().RegisterGameObject(*groundObj);
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// Parkour course, every platform is reachable with a jump from the previous one
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const MaterialID platformMaterial = addPrototypeMaterial("Orange", 0.6f);
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const MaterialID goalMaterial = addPrototypeMaterial("Green", 0.6f);
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const MaterialID wallMaterial = addPrototypeMaterial("Dark", 0.9f);
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const MaterialID crateMaterial = addPrototypeMaterial("Purple", 0.35f);
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const auto createPlatform = [&](const std::string& name, const glm::vec3& center, float top, const glm::vec3& size,
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MaterialID materialID)
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{
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const float height = top - (-1.0f);
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createBox(name, glm::vec3{center.x, top - height * 0.5f, center.z}, glm::vec3{size.x, height, size.z},
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materialID, RigidbodyType::Static);
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};
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createPlatform("Parkour_Step", {0.0f, 0.0f, 4.0f}, -0.5f, {2.0f, 0.0f, 2.0f}, platformMaterial);
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createPlatform("Parkour_Block", {0.0f, 0.0f, 7.0f}, 0.4f, {2.0f, 0.0f, 2.0f}, platformMaterial);
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createPlatform("Parkour_Pillar1", {3.5f, 0.0f, 8.5f}, 1.2f, {1.5f, 0.0f, 1.5f}, platformMaterial);
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createPlatform("Parkour_Pillar2", {6.5f, 0.0f, 7.5f}, 2.0f, {1.2f, 0.0f, 1.2f}, platformMaterial);
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createBox("Parkour_Beam", {6.5f, 1.85f, 4.0f}, {0.6f, 0.3f, 5.0f}, platformMaterial, RigidbodyType::Static);
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createPlatform("Parkour_Goal", {6.5f, 0.0f, -0.5f}, 2.8f, {2.5f, 0.0f, 2.5f}, goalMaterial);
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createBox("Wall", {-5.0f, 0.5f, 0.0f}, {0.5f, 3.0f, 8.0f}, wallMaterial, RigidbodyType::Static);
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createBox("LowWall", {-2.5f, -0.6f, -4.0f}, {4.0f, 0.8f, 0.4f}, wallMaterial, RigidbodyType::Static);
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for (int i = 0; i < 4; ++i)
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{
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createBox("Crate" + std::to_string(i),
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{-2.5f, -0.6f + 0.81f * static_cast<float>(i), 2.0f},
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glm::vec3{0.8f}, crateMaterial, RigidbodyType::Dynamic);
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}
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const auto helmetObj = scene.CreateGameObject("FlightHelmet");
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helmetObj->GetTransform().SetWorldPosition(glm::vec3(2.f, -1.f, 0.f));
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helmetObj->GetTransform().SetWorldScale(glm::vec3(2.f));
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const auto helmetModel = AssetManager::GetInstance().LoadModel(
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"engine://flight-helmet/FlightHelmet.gltf",
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staticModelOptions);
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ModelDocUtils::LogModelDocSummary(helmetModel, "FlightHelmet.gltf");
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std::vector<MaterialID> helmetMaterialIDs;
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for (const auto& material : helmetModel.materials)
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{
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helmetMaterialIDs.push_back(resources.addModelMaterial(gfxDevice, material));
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}
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for (const auto& primitive : helmetModel.primitives)
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{
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const auto partObj = scene.CreateGameObject(primitive.nodeName);
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partObj->GetTransform().SetParent(&helmetObj->GetTransform(), false);
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const auto partMeshComp = partObj->AddComponent<MeshRendererComponent>();
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partMeshComp->SetMeshID(resources.meshes().addMesh(gfxDevice, primitive.mesh));
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partMeshComp->SetMaterialID(primitive.materialIndex < helmetMaterialIDs.size()
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? helmetMaterialIDs[primitive.materialIndex]
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: resources.materials().getPlaceholderMaterialId());
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}
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const auto CharObj = scene.CreateGameObject("Character");
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capybara = CharObj;
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ModelDoc::LoadOptions characterModelOptions{};
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characterModelOptions.meshImportMode = ModelDoc::MeshImportMode::MergedPerNode;
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characterModelOptions.loadMaterials = true;
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characterModelOptions.loadSkeleton = true;
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characterModelOptions.loadAnimations = true;
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auto charModel = AssetManager::GetInstance().LoadModel(
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"engine://cotw-capybara-male/source/capybara.fbx",
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characterModelOptions
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);
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ModelDocUtils::LogModelDocSummary(charModel, "capybara.fbx");
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const auto& charPrimitive = ModelDocUtils::GetFirstSkinnedPrimitiveOrFirstOrThrow(
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charModel,
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"engine://cotw-capybara-male/source/capybara.fbx"
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);
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const auto charMeshID = resources.meshes().addMesh(gfxDevice, charPrimitive.mesh);
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const auto charTexturePath = ModelDocUtils::PickTexturePath(
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charModel,
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charPrimitive,
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AssetFS::GetInstance().GetFullPath(
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"engine://cotw-capybara-male/textures/capybara_male_light_brown_dif.ddsc.DECA.RE.pngballs")
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);
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const auto charTextureID = resources.loadImageFromFile(gfxDevice, charTexturePath);
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// const auto charTextureID = gfxDevice.loadImageFromFile(AssetFS::GetInstance().GetFullPath("engine://char.jpg"));
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const auto charMaterialID = resources.materials().addMaterial({
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.baseColor = ModelDocUtils::GetImportedBaseColor(
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charModel, charPrimitive),
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.diffuseTexture = charTextureID,
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.name = ModelDocUtils::GetImportedMaterialName(
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charModel, charPrimitive, "CharacterMaterial"),
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});
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const auto charMeshComp = CharObj->AddComponent<MeshRendererComponent>();
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charMeshComp->SetMeshID(charMeshID);
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charMeshComp->SetMaterialID(charMaterialID);
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const auto animator = CharObj->AddComponent<Animator>();
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animator->setSkeleton(std::move(charModel.skeleton));
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std::string firstAnimationName;
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for (auto& clip : charModel.animations)
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{
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spdlog::info("Loaded animation: '{}' ({:.2f}s)", clip.name, clip.duration);
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if (firstAnimationName.empty())
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firstAnimationName = clip.name;
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animator->addClip(std::make_shared<SkeletalAnimation>(std::move(clip)));
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}
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if (!firstAnimationName.empty())
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{
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spdlog::info("Playing animation: '{}'", firstAnimationName);
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animator->play(firstAnimationName);
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}
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animator->play("capybara_canter_fwd_01|capybara_canter_fwd_01|run");
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CharObj->GetTransform().SetWorldPosition(glm::vec3(0.f, 0.f, 0.f));
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CharObj->GetTransform().SetWorldScale(0.01f, 0.01f, 0.01f);
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// ModelDoc::LoadOptions options{};
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// options.meshImportMode = ModelDoc::MeshImportMode::MergedPerNode;
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//
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// auto model = ModelDoc::LoadModel(
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// AssetFS::GetInstance()
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// .GetFullPath("engine://multiple_object_test.fbx")
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// .generic_string(),
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// options
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// );
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//
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// ModelDocUtils::LogModelDocSummary(model, "engine://multiple_object_test.fbx");
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//
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// auto root = std::make_shared<GameObject>("MultiMeshModel");
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// root->GetTransform().SetWorldPosition(glm::vec3(0.1f, 0.1f, 0.1f));
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// scene.Add(root);
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//
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// for (std::size_t i = 0; i < model.primitives.size(); ++i) {
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// const auto &primitive = model.primitives[i];
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//
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// const auto meshID = meshCache.addMesh(gfxDevice, primitive.mesh);
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//
|
||||
// const auto texturePath = ModelDocUtils::PickTexturePath(
|
||||
// model,
|
||||
// primitive,
|
||||
// AssetFS::GetInstance().GetFullPath("engine://textures/white.png")
|
||||
// );
|
||||
//
|
||||
// const auto textureID = gfxDevice.loadImageFromFile(texturePath);
|
||||
//
|
||||
// const auto materialID = materialCache.addMaterial(gfxDevice, {
|
||||
// .baseColor = ModelDocUtils::GetImportedBaseColor(
|
||||
// model, primitive),
|
||||
// .diffuseTexture = textureID,
|
||||
// .name = ModelDocUtils::GetImportedMaterialName(
|
||||
// model,
|
||||
// primitive,
|
||||
// primitive.mesh.name + "_Material"
|
||||
// ),
|
||||
// });
|
||||
//
|
||||
// auto part = std::make_shared<GameObject>(
|
||||
// primitive.mesh.name.empty()
|
||||
// ? "Primitive_" + std::to_string(i)
|
||||
// : primitive.mesh.name
|
||||
// );
|
||||
//
|
||||
// auto meshComp = part->AddComponent<MeshRendererComponent>();
|
||||
// meshComp->SetMeshID(meshID);
|
||||
// meshComp->SetMaterialID(materialID);
|
||||
//
|
||||
// scene.Add(part);
|
||||
// }
|
||||
|
||||
|
||||
// {
|
||||
// const auto CharObj = scene.CreateGameObject("Character");
|
||||
//
|
||||
// ModelDoc::LoadOptions characterOptions{};
|
||||
// characterOptions.meshImportMode = ModelDoc::MeshImportMode::MergedPerNode;
|
||||
// characterOptions.loadMaterials = true;
|
||||
// characterOptions.loadSkeleton = true;
|
||||
// characterOptions.loadAnimations = false;
|
||||
//
|
||||
// auto charModel = AssetManager::GetInstance().LoadModel("engine://characterMedium.fbx", characterOptions);
|
||||
//
|
||||
// const auto& charPrimitive =
|
||||
// ModelDocUtils::GetFirstSkinnedPrimitiveOrFirstOrThrow(
|
||||
// charModel,
|
||||
// "engine://characterMedium.fbx"
|
||||
// );
|
||||
//
|
||||
// const auto charMeshID = resources.meshes().addMesh(gfxDevice, charPrimitive.mesh);
|
||||
//
|
||||
// const auto charTextureID = resources.loadImageFromFile(gfxDevice,
|
||||
// AssetFS::GetInstance().GetFullPath("engine://textures/criminalMaleA.png")
|
||||
// );
|
||||
//
|
||||
// const auto charMaterialID = resources.materials().addMaterial({
|
||||
// .baseColor = ModelDocUtils::GetImportedBaseColor(
|
||||
// charModel, charPrimitive),
|
||||
// .diffuseTexture = charTextureID,
|
||||
// .name = ModelDocUtils::GetImportedMaterialName(
|
||||
// charModel,
|
||||
// charPrimitive,
|
||||
// "CharacterMaterial"
|
||||
// ),
|
||||
// });
|
||||
//
|
||||
// const auto charMeshComp = CharObj->AddComponent<MeshRendererComponent>();
|
||||
// charMeshComp->SetMeshID(charMeshID);
|
||||
// charMeshComp->SetMaterialID(charMaterialID);
|
||||
//
|
||||
// const auto animator = CharObj->AddComponent<Animator>();
|
||||
// animator->setSkeleton(charModel.skeleton);
|
||||
//
|
||||
// auto runClips = AssetManager::GetInstance().LoadAnimationClips(
|
||||
// "engine://run.fbx",
|
||||
// charModel.skeleton
|
||||
// );
|
||||
//
|
||||
// for (auto& clip : runClips)
|
||||
// {
|
||||
// spdlog::info("Loaded animation: '{}' ({:.2f}s)", clip.name, clip.duration);
|
||||
// animator->addClip(std::make_shared<SkeletalAnimation>(std::move(clip)));
|
||||
// }
|
||||
//
|
||||
// if (!runClips.empty())
|
||||
// {
|
||||
// animator->play("Root|Run");
|
||||
// }
|
||||
//
|
||||
// CharObj->GetTransform().SetWorldPosition(glm::vec3(0.f));
|
||||
// CharObj->GetTransform().SetWorldPosition(glm::vec3(5, 0, 0));
|
||||
// }
|
||||
//
|
||||
// auto cubeModel = ModelDoc::LoadModel(
|
||||
// AssetFS::GetInstance()
|
||||
// .GetFullPath("engine://cube.fbx")
|
||||
// .generic_string(),
|
||||
// staticModelOptions
|
||||
// );
|
||||
// ModelDocUtils::LogModelDocSummary(cubeModel, "cube.fbx");
|
||||
//
|
||||
// const auto& cubePrimitive = ModelDocUtils::GetFirstPrimitiveOrThrow(cubeModel, "game://cube.fbx");
|
||||
//
|
||||
//
|
||||
// const auto eliasTextuerPath = ModelDocUtils::PickTexturePath(
|
||||
// cubeModel,
|
||||
// cubePrimitive,
|
||||
// AssetFS::GetInstance().GetFullPath("game://grass.png")
|
||||
// );
|
||||
//
|
||||
// const auto eliasTextueID = resources.loadImageFromFile(gfxDevice, eliasTextuerPath);
|
||||
// const auto eliasMaterialID = resources.materials().addMaterial({
|
||||
// .baseColor = ModelDocUtils::GetImportedBaseColor(
|
||||
// planeModel, planePrimitive),
|
||||
// .textureFilteringMode =
|
||||
// TextureFilteringMode::Anisotropic,
|
||||
// .diffuseTexture = eliasTextueID,
|
||||
// .name = ModelDocUtils::GetImportedMaterialName(
|
||||
// planeModel, planePrimitive, "GroundPlaneMaterial"),
|
||||
// });
|
||||
//
|
||||
// const auto cubeMeshID = resources.meshes().addMesh(gfxDevice, cubePrimitive.mesh);
|
||||
// //
|
||||
// // for (int i{0}; i < 100; i++)
|
||||
// // {
|
||||
// // auto cube = std::make_shared<GameObject>("Cube");
|
||||
// //
|
||||
// // cube->AddComponent<BoxCollider>(glm::vec3{0.5f});
|
||||
// // cube->AddComponent<Rigidbody>();
|
||||
// //
|
||||
// // auto meshComp = cube->AddComponent<MeshRendererComponent>();
|
||||
// // meshComp->SetMeshID(cubeMeshID);
|
||||
// // meshComp->SetMaterialID(eliasMaterialID);
|
||||
// //
|
||||
// // cube->GetTransform().SetWorldPosition(glm::vec3(0.0f, i, 0.0f));
|
||||
// // cube->GetTransform().SetWorldScale(glm::vec3(0.005f));
|
||||
// //
|
||||
// // scene.Add(cube);
|
||||
// // scene.GetPhysics().RegisterGameObject(*cube);
|
||||
// // }
|
||||
//
|
||||
// // const int cubeCount = 10;
|
||||
// // const float spacing = 1.0f;
|
||||
// //
|
||||
// // for (int x = 0; x < cubeCount; x++)
|
||||
// // {
|
||||
// // for (int y = 0; y < 3; y++)
|
||||
// // {
|
||||
// // for (int z = 0; z < cubeCount; z++)
|
||||
// // {
|
||||
// // auto cube = std::make_shared<GameObject>("Cube");
|
||||
// //
|
||||
// // cube->AddComponent<BoxCollider>(glm::vec3{0.5f});
|
||||
// // cube->AddComponent<Rigidbody>();
|
||||
// //
|
||||
// // auto meshComp = cube->AddComponent<MeshRendererComponent>();
|
||||
// // meshComp->SetMeshID(cubeMeshID);
|
||||
// // meshComp->SetMaterialID(eliasMaterialID);
|
||||
// //
|
||||
// // cube->GetTransform().SetWorldPosition(glm::vec3(
|
||||
// // (x - cubeCount / 2.0f) * spacing,
|
||||
// // y * spacing + 0,
|
||||
// // (z - cubeCount / 2.0f) * spacing
|
||||
// // ));
|
||||
// //
|
||||
// // cube->GetTransform().SetWorldScale(glm::vec3(0.005f));
|
||||
// //
|
||||
// // scene.Add(cube);
|
||||
// // scene.GetPhysics().RegisterGameObject(*cube);
|
||||
// // }
|
||||
// // }
|
||||
// // }
|
||||
|
||||
|
||||
// {
|
||||
auto sphereModel = AssetManager::GetInstance().LoadModel("engine://sphere.fbx", staticModelOptions);
|
||||
ModelDocUtils::LogModelDocSummary(sphereModel, "sphere.fbx");
|
||||
//
|
||||
const auto& spherePrimitive = ModelDocUtils::GetFirstPrimitiveOrThrow(sphereModel, "game://sphere.fbx");
|
||||
//
|
||||
//
|
||||
// const auto sphereTexturePath = ModelDocUtils::PickTexturePath(
|
||||
// sphereModel,
|
||||
// spherePrimitive,
|
||||
// AssetFS::GetInstance().GetFullPath("game://238882.png")
|
||||
// );
|
||||
//
|
||||
// const auto sphereTextureID = resources.loadImageFromFile(gfxDevice, sphereTexturePath);
|
||||
// sphereMaterial = resources.materials().addMaterial({
|
||||
// .baseColor = ModelDocUtils::GetImportedBaseColor(planeModel, planePrimitive),
|
||||
// .textureFilteringMode =TextureFilteringMode::Anisotropic,
|
||||
// .diffuseTexture = sphereTextureID,
|
||||
// .name = ModelDocUtils::GetImportedMaterialName(
|
||||
// planeModel, planePrimitive,
|
||||
// "GroundPlaneMaterial"),
|
||||
// });
|
||||
//
|
||||
sphereMesh = resources.meshes().addMesh(gfxDevice, spherePrimitive.mesh);
|
||||
//
|
||||
// }
|
||||
|
||||
sphereMaterial = resources.materials().addSimpleColorMaterial({0.5f, 0.3f, 0.8f}, "Blue");
|
||||
|
||||
|
||||
// Trigger zone: a static box with a TriggerLoggerComponent.
|
||||
// Spheres spawned via the "Spawn ball" button fall through it.
|
||||
auto triggerObj = scene.CreateGameObject("TriggerBox");
|
||||
auto triggerBox = triggerObj->AddComponent<BoxCollider>(glm::vec3{3.0f, 3.0f, 3.0f});
|
||||
triggerBox->SetTrigger(true);
|
||||
auto triggerRb = triggerObj->AddComponent<Rigidbody>();
|
||||
triggerRb->SetType(RigidbodyType::Static);
|
||||
triggerObj->AddComponent<TriggerLoggerComponent>();
|
||||
triggerObj->GetTransform().SetWorldPosition({0.0f, 0.0f, 0.0f});
|
||||
|
||||
// Forward+ test lights: a dim sun and a ring of colored point lights orbiting the origin
|
||||
// auto sunObj = scene.CreateGameObject("Sun");
|
||||
// auto* sun = sunObj->AddComponent<LightComponent>(LightType::Directional);
|
||||
// sun->SetColor(glm::vec3{1.0f, 0.95f, 0.85f});
|
||||
// sun->SetIntensity(1.0f);
|
||||
// sun->SetCastShadows(true);
|
||||
// sunObj->GetTransform().SetWorldRotation(glm::vec3{-50.0f, 30.0f, 0.0f});
|
||||
//
|
||||
// // static shadow casters, so the sun's shadows are visible without spawning balls
|
||||
// for (int i = 0; i < 3; i++)
|
||||
// {
|
||||
// auto casterObj = scene.CreateGameObject("ShadowCaster " + std::to_string(i));
|
||||
// auto* casterMesh = casterObj->AddComponent<MeshRendererComponent>();
|
||||
// casterMesh->SetMeshID(sphereMesh);
|
||||
// casterMesh->SetMaterialID(sphereMaterial);
|
||||
// casterObj->GetTransform().SetWorldPosition(glm::vec3{-4.0f + 4.0f * static_cast<float>(i), 0.5f, 3.0f});
|
||||
// casterObj->GetTransform().SetWorldScale(glm::vec3{0.015f});
|
||||
// }
|
||||
//
|
||||
// constexpr int pointLightCount = 32;
|
||||
// constexpr float pointLightRingRadius = 6.0f;
|
||||
// for (int i = 0; i < pointLightCount; i++)
|
||||
// {
|
||||
// const float t = static_cast<float>(i) / static_cast<float>(pointLightCount);
|
||||
// const float angle = t * glm::two_pi<float>();
|
||||
//
|
||||
// auto lightObj = scene.CreateGameObject("PointLight " + std::to_string(i));
|
||||
// lightObj->GetTransform().SetWorldPosition(glm::vec3{
|
||||
// std::cos(angle) * pointLightRingRadius,
|
||||
// -0.25f,
|
||||
// std::sin(angle) * pointLightRingRadius
|
||||
// });
|
||||
//
|
||||
// auto* light = lightObj->AddComponent<LightComponent>(LightType::Point);
|
||||
// light->SetColor(glm::vec3{
|
||||
// 0.5f + 0.5f * std::cos(glm::two_pi<float>() * t),
|
||||
// 0.5f + 0.5f * std::cos(glm::two_pi<float>() * (t + 0.33f)),
|
||||
// 0.5f + 0.5f * std::cos(glm::two_pi<float>() * (t + 0.67f))
|
||||
// });
|
||||
// light->SetIntensity(1.0f);
|
||||
// light->SetRange(3.0f);
|
||||
//
|
||||
// auto* orbit = lightObj->AddComponent<Rotator>(pointLightRingRadius, 0.5f);
|
||||
// orbit->SetAxis(glm::vec3{0.0f, 1.0f, 0.0f});
|
||||
// orbit->SetPivotPosition(glm::vec3{0.0f, -0.25f, 0.0f});
|
||||
// }
|
||||
|
||||
auto playerObj = scene.CreateGameObject("Player");
|
||||
playerObj->GetTransform().SetWorldPosition(glm::vec3(0.0f, 0.0f, -6.0f));
|
||||
playerObj->AddComponent<CapsuleCollider>(0.4f, 1.8f);
|
||||
playerObj->AddComponent<Rigidbody>();
|
||||
auto* fps = playerObj->AddComponent<FirstPersonController>();
|
||||
fps->SetYaw(glm::half_pi<float>());
|
||||
m_Player = playerObj;
|
||||
m_FPSController = fps;
|
||||
scene.GetPhysics().RegisterGameObject(*playerObj);
|
||||
|
||||
const auto texPath = AssetFS::GetInstance().GetFullPath("engine://textures/kobe.png");
|
||||
texID = resources.loadImageFromFile(gfxDevice, texPath);
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
void LightKeeper::customUpdate(float dt)
|
||||
@@ -674,44 +66,12 @@ void LightKeeper::customUpdate(float dt)
|
||||
SceneManager::GetInstance().Update(dt);
|
||||
SceneManager::GetInstance().LateUpdate(dt);
|
||||
|
||||
if (m_params.showDebugUi) {
|
||||
drawDebugMenuBar();
|
||||
}
|
||||
|
||||
LineRenderingManager::GetInstance().SubmitLine({0, 0, 0}, {0, 10, 0}, {255, 0, 0, 255});
|
||||
|
||||
if (InputManager::GetInstance().WasKeyPressed(SDL_SCANCODE_1))
|
||||
{
|
||||
renderer.setRenderWireframe(!renderer.getRenderWireframe());
|
||||
}
|
||||
|
||||
if (m_params.showDebugUi && showTestWindow) {
|
||||
ImGui::Begin("Test", &showTestWindow);
|
||||
if (ImGui::Button("SPawn ball"))
|
||||
{
|
||||
auto sphere = SceneManager::GetInstance().GetCurrentScene().CreateGameObject("Sphere");
|
||||
sphere->AddComponent<SphereCollider>(1.5f);
|
||||
auto rb = sphere->AddComponent<Rigidbody>();
|
||||
rb->SetMass(1000);
|
||||
|
||||
auto meshRenderComp = sphere->AddComponent<MeshRendererComponent>();
|
||||
meshRenderComp->SetMaterialID(sphereMaterial);
|
||||
meshRenderComp->SetMeshID(sphereMesh);
|
||||
|
||||
sphere->GetTransform().SetWorldPosition((std::rand() % 2) - 0.5f, 100, (std::rand() % 2) - 0.5f);
|
||||
sphere->GetTransform().SetWorldScale(glm::vec3{0.015f});
|
||||
|
||||
|
||||
SceneManager::GetInstance().GetCurrentScene().GetPhysics().RefreshGameObject(*sphere);
|
||||
}
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
updateDebugUi();
|
||||
}
|
||||
|
||||
bool LightKeeper::isPlayerViewActive() const
|
||||
{
|
||||
return m_FPSController != nullptr && m_FPSController->IsMouseCaptured();
|
||||
return mainScene.playerController != nullptr && mainScene.playerController->IsMouseCaptured();
|
||||
}
|
||||
|
||||
CameraComponent* LightKeeper::getSceneCamera() const
|
||||
@@ -723,201 +83,6 @@ CameraComponent* LightKeeper::getSceneCamera() const
|
||||
return activeScenes.front()->GetCurrentCamera();
|
||||
}
|
||||
|
||||
void LightKeeper::customWindowsMenu()
|
||||
{
|
||||
ImGui::Separator();
|
||||
ImGui::MenuItem("Test", nullptr, &showTestWindow);
|
||||
}
|
||||
|
||||
void LightKeeper::drawDebugMenuBar()
|
||||
{
|
||||
if (!ImGui::BeginMainMenuBar()) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (ImGui::BeginMenu("File")) {
|
||||
ImGui::TextDisabled("Scene");
|
||||
|
||||
ImGui::SetNextItemWidth(320.0f);
|
||||
ImGui::InputText("Scene path", scenePath, sizeof(scenePath));
|
||||
|
||||
ImGui::SetNextItemWidth(320.0f);
|
||||
ImGui::InputText("New scene name", newSceneName, sizeof(newSceneName));
|
||||
|
||||
ImGui::Separator();
|
||||
|
||||
if (ImGui::MenuItem("New Empty Scene")) {
|
||||
createEmptyScene();
|
||||
}
|
||||
if (ImGui::MenuItem("Load")) {
|
||||
loadScene();
|
||||
}
|
||||
if (ImGui::MenuItem("Save")) {
|
||||
saveCurrentScene();
|
||||
}
|
||||
|
||||
if (!sceneStatus.empty()) {
|
||||
ImGui::Separator();
|
||||
ImGui::TextWrapped("%s", sceneStatus.c_str());
|
||||
}
|
||||
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
|
||||
if (ImGui::BeginMenu("Render")) {
|
||||
ImGui::MenuItem("Box Colliders", nullptr, &renderBoxColliders);
|
||||
ImGui::MenuItem("2D Quads", nullptr, &renderQuads);
|
||||
ImGui::MenuItem("Debug Lines", nullptr, &renderDebugLines);
|
||||
|
||||
bool lightHeatmap = renderer.getRenderLightHeatmap();
|
||||
if (ImGui::MenuItem("Forward+ Light Heatmap", nullptr, &lightHeatmap)) {
|
||||
renderer.setRenderLightHeatmap(lightHeatmap);
|
||||
}
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
|
||||
if (ImGui::BeginMenu("Camera")) {
|
||||
ImGui::MenuItem("Free Camera", nullptr, &useFreeCamera);
|
||||
ImGui::Separator();
|
||||
|
||||
auto& scene = SceneManager::GetInstance().GetCurrentScene();
|
||||
const auto cameras = scene.GetCameras();
|
||||
if (cameras.empty()) {
|
||||
ImGui::TextDisabled("No cameras in the scene");
|
||||
}
|
||||
for (CameraComponent* sceneCamera : cameras) {
|
||||
const GameObject* owner = sceneCamera->GetGameObject();
|
||||
ImGui::PushID(owner);
|
||||
if (ImGui::MenuItem(owner->GetName().c_str(), nullptr, !useFreeCamera && sceneCamera->IsCurrent())) {
|
||||
scene.SetCurrentCamera(sceneCamera);
|
||||
useFreeCamera = false;
|
||||
}
|
||||
ImGui::PopID();
|
||||
}
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
|
||||
ImGui::EndMainMenuBar();
|
||||
}
|
||||
|
||||
void LightKeeper::saveCurrentScene()
|
||||
{
|
||||
try {
|
||||
const auto path = ResolveScenePath(scenePath, m_params.exeDir);
|
||||
const auto parent = path.parent_path();
|
||||
if (!parent.empty()) {
|
||||
std::filesystem::create_directories(parent);
|
||||
}
|
||||
|
||||
if (SceneSerializer::Save(
|
||||
SceneManager::GetInstance().GetCurrentScene(),
|
||||
path)) {
|
||||
sceneStatus = "Saved scene to " + path.string();
|
||||
} else {
|
||||
sceneStatus = "Failed to save scene to " + path.string();
|
||||
}
|
||||
} catch (const std::exception& exception) {
|
||||
sceneStatus = std::string{"Save failed: "} + exception.what();
|
||||
}
|
||||
}
|
||||
|
||||
void LightKeeper::loadScene()
|
||||
{
|
||||
try {
|
||||
const auto path = ResolveScenePath(scenePath, m_params.exeDir);
|
||||
if (SceneSerializer::Load(
|
||||
SceneManager::GetInstance().GetCurrentScene(),
|
||||
path)) {
|
||||
sceneStatus = "Loaded scene from " + path.string();
|
||||
} else {
|
||||
sceneStatus = "Failed to load scene from " + path.string();
|
||||
}
|
||||
} catch (const std::exception& exception) {
|
||||
sceneStatus = std::string{"Load failed: "} + exception.what();
|
||||
}
|
||||
}
|
||||
|
||||
void LightKeeper::createEmptyScene()
|
||||
{
|
||||
try {
|
||||
const std::string name = newSceneName[0] != '\0'
|
||||
? newSceneName
|
||||
: "EmptyScene";
|
||||
auto& sceneManager = SceneManager::GetInstance();
|
||||
const int newSceneIndex = sceneManager.GetSceneCount();
|
||||
sceneManager.CreateScene(name);
|
||||
sceneManager.SwitchScene(newSceneIndex);
|
||||
sceneStatus = "Created and switched to scene '" + name + "'";
|
||||
} catch (const std::exception& exception) {
|
||||
sceneStatus = std::string{"New scene failed: "} + exception.what();
|
||||
}
|
||||
}
|
||||
|
||||
void LightKeeper::submitBoxColliderDebugLines()
|
||||
{
|
||||
if (!renderBoxColliders) {
|
||||
return;
|
||||
}
|
||||
|
||||
auto& sceneManager = SceneManager::GetInstance();
|
||||
if (sceneManager.GetSceneCount() == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
Scene& scene = sceneManager.GetCurrentScene();
|
||||
auto& lineManager = LineRenderingManager::GetInstance();
|
||||
constexpr std::array<std::array<std::size_t, 2>, 12> edges{{
|
||||
{{0, 1}}, {{1, 3}}, {{3, 2}}, {{2, 0}},
|
||||
{{4, 5}}, {{5, 7}}, {{7, 6}}, {{6, 4}},
|
||||
{{0, 4}}, {{1, 5}}, {{2, 6}}, {{3, 7}},
|
||||
}};
|
||||
|
||||
for (const auto& objectPtr : scene.GetObjects()) {
|
||||
if (!objectPtr || objectPtr->IsBeingDestroyed() ||
|
||||
!objectPtr->IsActiveInHierarchy()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const auto* boxCollider = objectPtr->GetComponent<BoxCollider>();
|
||||
if (boxCollider == nullptr) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Collider dimensions are already in world units. Physics does not
|
||||
// apply the GameObject scale when constructing the shape.
|
||||
const glm::vec3 center = boxCollider->GetCenterOffset();
|
||||
const glm::vec3 halfExtents = boxCollider->GetHalfExtents();
|
||||
const std::array<glm::vec3, 8> localCorners{
|
||||
center + glm::vec3{-halfExtents.x, -halfExtents.y, -halfExtents.z},
|
||||
center + glm::vec3{ halfExtents.x, -halfExtents.y, -halfExtents.z},
|
||||
center + glm::vec3{-halfExtents.x, halfExtents.y, -halfExtents.z},
|
||||
center + glm::vec3{ halfExtents.x, halfExtents.y, -halfExtents.z},
|
||||
center + glm::vec3{-halfExtents.x, -halfExtents.y, halfExtents.z},
|
||||
center + glm::vec3{ halfExtents.x, -halfExtents.y, halfExtents.z},
|
||||
center + glm::vec3{-halfExtents.x, halfExtents.y, halfExtents.z},
|
||||
center + glm::vec3{ halfExtents.x, halfExtents.y, halfExtents.z},
|
||||
};
|
||||
|
||||
Transform& transform = objectPtr->GetTransform();
|
||||
const glm::vec3 worldPosition = transform.GetWorldPosition();
|
||||
const glm::quat worldRotation = transform.GetWorldRotation();
|
||||
std::array<glm::vec3, 8> worldCorners{};
|
||||
for (std::size_t index = 0; index < localCorners.size(); ++index) {
|
||||
worldCorners[index] = worldPosition + worldRotation * localCorners[index];
|
||||
}
|
||||
|
||||
const glm::vec4 color = boxCollider->IsTrigger()
|
||||
? glm::vec4{1.0f, 0.75f, 0.1f, 1.0f}
|
||||
: glm::vec4{0.1f, 0.8f, 1.0f, 1.0f};
|
||||
for (const auto& edge : edges) {
|
||||
lineManager.SubmitLine(
|
||||
worldCorners[edge[0]],
|
||||
worldCorners[edge[1]],
|
||||
color);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LightKeeper::customDraw()
|
||||
{
|
||||
const auto cmd = gfxDevice.beginFrame();
|
||||
@@ -926,17 +91,13 @@ void LightKeeper::customDraw()
|
||||
}
|
||||
|
||||
renderer.beginDrawing(gfxDevice);
|
||||
submitBoxColliderDebugLines();
|
||||
|
||||
QuadRenderingManager::GetInstance().SubmitQuad(
|
||||
glm::vec2{100.0f, 100.0f}, glm::vec2{200.0f, 200.0f}, 0.0f,
|
||||
glm::vec4{1.0f}, texID);
|
||||
submitDebugDraws();
|
||||
|
||||
// The player camera is placed here, after the fixed steps, so it can be interpolated between them
|
||||
if (isPlayerViewActive())
|
||||
{
|
||||
camera.SetRotation(m_FPSController->GetYaw(), m_FPSController->GetPitch());
|
||||
camera.m_position = m_FPSController->GetEyePosition();
|
||||
camera.SetRotation(mainScene.playerController->GetYaw(), mainScene.playerController->GetPitch());
|
||||
camera.m_position = mainScene.playerController->GetEyePosition();
|
||||
camera.CalculateViewMatrix();
|
||||
camera.CalculateProjectionMatrix();
|
||||
}
|
||||
@@ -977,10 +138,6 @@ void LightKeeper::customDraw()
|
||||
|
||||
void LightKeeper::customCleanup()
|
||||
{
|
||||
// auto device = gfxDevice.getDevice().device;
|
||||
|
||||
// vkDeviceWaitIdle(device);
|
||||
|
||||
gfxDevice.waitIdle();
|
||||
|
||||
SceneManager::GetInstance().Destroy();
|
||||
|
||||
Reference in New Issue
Block a user