Refactor pass #1

This commit is contained in:
Antoine Pilote
2024-09-03 18:47:45 -04:00
parent 54e5787472
commit 1ac0337863
13 changed files with 75 additions and 50 deletions

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@@ -5,15 +5,13 @@
#include <src/Core/Input.h>
#include <src/Scene/Scene.h>
#include <src/Scene/Entities/Entity.h>
#include <src/Scene/Components/Components.h>
#include <src/Scene/Components.h>
#include "src/Windows/EditorInterface.h"
#include <src/Scene/Components/QuakeMap.h>
#include <src/Vendors/imgui/imgui.h>
#include <src/Vendors/imgui/ImGuizmo.h>
#include <src/Physics/PhysicsManager.h>
#include "src/Scene/Components/BoxCollider.h"
#include <GLFW/glfw3.h>
#include <src/Vendors/glm/trigonometric.hpp>
@@ -21,7 +19,6 @@
#include <src/Resource/FGD/FGDFile.h>
#include <src/Rendering/Shaders/ShaderManager.h>
#include <src/Rendering/Renderer.h>
#include <src/Scene/Components/BSPBrushComponent.h>
#include "src/Actions/EditorSelection.h"
#include "src/Misc/GizmoDrawer.h"

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@@ -22,6 +22,7 @@
#include <src/Scene/Components/ParticleEmitterComponent.h>
#include <src/Scene/Components/BoneComponent.h>
#include <src/Scene/Components/AudioEmitterComponent.h>
#include <src/Scene/Components/ParentComponent.h>
#include <DetourDebugDraw.h>
#include <src/Scene/Components/BSPBrushComponent.h>

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@@ -2,6 +2,10 @@
#include <src/Vendors/glm/ext/matrix_clip_space.hpp>
#include <src/Rendering/SceneRenderer.h>
#include <src/Scene/Components/CameraComponent.h>
#include <src/Scene/Components/ModelComponent.h>
#include <src/Resource/ResourceLoader.h>
#include <glad/glad.h>
#include <src/Resource/Prefab.h>

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@@ -23,13 +23,10 @@
#include <glad/glad.h>
#include "src/Scene/Scene.h"
#include "src/Scene/Components/Components.h"
#include "src/Scene/Components/BoxCollider.h"
#include "src/Scene/Components.h"
#include "src/Scene/Systems/QuakeMapBuilder.h"
#include "src/Scene/Components/LightComponent.h"
#include "../UIComponents/Viewport.h"
#include <src/Resource/Prefab.h>
#include <src/Scene/Components/PrefabComponent.h>
#include <src/Rendering/Shaders/ShaderManager.h>
#include "src/Rendering/Renderer.h"
#include "src/Core/Input.h"

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@@ -2,7 +2,7 @@
#include "EditorSelectionPanel.h"
#include "../Misc/ImGuiTextHelper.h"
#include <src/Scene/Components/Components.h>
#include <src/Scene/Components.h>
#include <src/Rendering/Textures/Material.h>
#include <src/Resource/ResourceLoader.h>

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@@ -26,6 +26,9 @@
#include "../ComponentsPanel/NetScriptPanel.h"
#include "../ComponentsPanel/NavMeshVolumePanel.h"
#include <src/Scene/Components/WrenScriptComponent.h>
class EditorSelectionPanel
{
private:

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@@ -1,27 +1,34 @@
#pragma once
#include "src/Core/Maths.h"
#include "Shaders/Shader.h"
#include "src/Scene/Components/Components.h"
#include "src/Core/Core.h"
#include "Buffers/VertexArray.h"
#include "RenderList.h"
#include "src/Core/Core.h"
#include "src/Core/Maths.h"
#include "src/Rendering/Camera.h"
#include "src/Scene/Components/LightComponent.h"
#include "src/Scene/Components/TransformComponent.h"
#include "Shaders/Shader.h"
#include "Buffers/UniformBuffer.h"
#include "Buffers/VertexArray.h"
namespace Nuake
{
struct Light
struct TransformComponent;
struct LightComponent;
struct Light
{
TransformComponent transform;
LightComponent light;
};
const int MAX_LIGHT = 64;
struct LightData
{
int ShadowMapsIDs[CSM_AMOUNT];
float CascadeDepth[CSM_AMOUNT];
Matrix4 LightTransforms[CSM_AMOUNT];
int ShadowMapsIDs[4];
float CascadeDepth[4];
Matrix4 LightTransforms[4];
int Type;
Vector3 Position;
Vector3 Direction;

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@@ -2,8 +2,10 @@
#include "src/Rendering/Shaders/ShaderManager.h"
#include "src/Scene/Components/BSPBrushComponent.h"
#include "src/Scene/Components/SpriteComponent.h"
#include "src/Scene/Components/ModelComponent.h"
#include "src/Scene/Components/ParentComponent.h"
#include "src/Scene/Components/ParticleEmitterComponent.h"
#include "src/Scene/Components/SpriteComponent.h"
#include <glad/glad.h>
#include <src/Scene/Components/SkinnedModelComponent.h>

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@@ -7,10 +7,13 @@
#include "src/Rendering/PostFX/Bloom.h"
#include "src/Rendering/PostFX/Volumetric.h"
#include "src/Rendering/PostFX/SSR.h"
#include "src/Physics/PhysicsShapes.h"
#include "Shapes/BoxGizmo.h"
#include "Shapes/SphereGizmo.h"
#include "Shapes/CapsuleGizmo.h"
#include "Shapes/CylinderGizmo.h"
#include <src/Resource/Model.h>
#include <glad/glad.h>
namespace Nuake

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@@ -0,0 +1,25 @@
#pragma once
#include "Components/AudioEmitterComponent.h"
#include "Components/BaseComponent.h"
#include "Components/BoneComponent.h"
#include "Components/BoxCollider.h"
#include "Components/BSPBrushComponent.h"
#include "Components/CameraComponent.h"
#include "Components/CapsuleColliderComponent.h"
#include "Components/CharacterControllerComponent.h"
#include "Components/CylinderColliderComponent.h"
#include "Components/LightComponent.h"
#include "Components/MeshCollider.h"
#include "Components/ModelComponent.h"
#include "Components/NameComponent.h"
#include "Components/NavMeshVolumeComponent.h"
#include "Components/NetScriptComponent.h"
#include "Components/ParentComponent.h"
#include "Components/ParticleEmitterComponent.h"
#include "Components/PrefabComponent.h"
#include "Components/QuakeMap.h"
#include "Components/RigidbodyComponent.h"
#include "Components/SkinnedModelComponent.h"
#include "Components/SpriteComponent.h"
#include "Components/TransformComponent.h"

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@@ -1,28 +0,0 @@
#pragma once
#include <glm/ext/matrix_float4x4.hpp>
#include <string>
#include "BaseComponent.h"
#include "TransformComponent.h"
#include "LightComponent.h"
#include "CameraComponent.h"
#include "ModelComponent.h"
#include "QuakeMap.h"
#include "RigidbodyComponent.h"
#include "CharacterControllerComponent.h"
#include "SphereCollider.h"
#include "MeshCollider.h"
#include "CylinderColliderComponent.h"
#include "NativeScriptComponent.h"
#include "ParticleEmitterComponent.h"
#include "ParentComponent.h"
#include "NameComponent.h"
#include "BoxCollider.h"
#include "AudioEmitterComponent.h"
#include "WrenScriptComponent.h"
#include "NetScriptComponent.h"
#include "../Entities/Entity.h"

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@@ -23,7 +23,8 @@
#include "Engine.h"
#include "src/Core/Maths.h"
#include "src/Core/FileSystem.h"
#include "src/Scene/Components/Components.h"
#include "src/Scene/Components.h"
#include "src/Scene/Components/BoxCollider.h"
#include "src/Scene/Components/WrenScriptComponent.h"
#include "src/Scene/Components/BSPBrushComponent.h"

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@@ -0,0 +1,13 @@
#pragma once
namespace Nuake
{
class ComponentSerializer
{
private:
public:
virtual void VisitNameComponent(const NameComponent& name)
};
}