Moved project out of engine.h

This commit is contained in:
Antoine Pilote
2024-09-04 00:30:35 -04:00
parent f650f0485b
commit db0ec40948
18 changed files with 41 additions and 123 deletions

View File

@@ -1,6 +1,8 @@
#include "Engine.h"
#include "src/Scene/Scene.h"
#include "src/Resource/Project.h"
#include "src/Physics/PhysicsManager.h"
#include <GLFW/glfw3.h>
#include "src/AI/NavManager.h"
#include "src/Audio/AudioManager.h"
@@ -13,6 +15,7 @@
#include "src/Threading/JobSystem.h"
#include "src/Modules/Modules.h"
#include <GLFW/glfw3.h>
#include <imgui/imgui_impl_glfw.h>
#include <imgui/imgui_impl_opengl3.h>
#include <Tracy.hpp>

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@@ -2,12 +2,13 @@
#include "src/Core/Core.h"
#include "src/Core/Logger.h"
#include "src/Window.h"
#include "src/Scene/Scene.h"
#include "src/Resource/Project.h"
// Welcome to the Nuake source code.
namespace Nuake
{
class Project;
class Scene;
enum GameState
{
Playing,

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@@ -1,7 +1,9 @@
#include "OS.h"
#include "src/Window.h"
#include "Engine.h"
#include "src/Resource/Project.h"
#include "src/Window.h"
#include "src/Core/String.h"
#ifdef NK_WIN
#define GLFW_EXPOSE_NATIVE_WIN32

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@@ -2,6 +2,7 @@
#include "Engine.h"
#include "src/Core/OS.h"
#include "src/Core/String.h"
#include "Directory.h"
#include "File.h"

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@@ -4,7 +4,8 @@
#include "src/Core/Core.h"
#include "src/Core/Logger.h"
#include "src/Core/Maths.h"
#include <src/Physics/PhysicsShapes.h>
#include "src/Resource/Project.h"
#include "src/Physics/PhysicsShapes.h"
#include "src/Scene/Components/TransformComponent.h"
#include "src/Scene/Components/CharacterControllerComponent.h"
@@ -417,11 +418,6 @@ namespace Nuake
}
}
void DynamicWorld::AddGhostbody(Ref<GhostObject> gb)
{
}
void DynamicWorld::AddCharacterController(Ref<CharacterController> cc)
{
JPH::Ref<JPH::CharacterVirtualSettings> settings = new JPH::CharacterVirtualSettings();

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@@ -7,7 +7,6 @@
#include <map>
#include "RaycastResult.h"
#include <src/Physics/GhostObject.h>
#include "CharacterController.h"
#include "CollisionData.h"
@@ -72,7 +71,6 @@ namespace Nuake
void SetGravity(const Vector3& g);
void AddRigidbody(Ref<RigidBody> rb);
void AddGhostbody(Ref<GhostObject> gb);
void AddCharacterController(Ref<CharacterController> cc);
bool IsCharacterGrounded(const Entity& entity);
Vector3 GetCharacterGroundVelocity(const Entity& entity);

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@@ -1,46 +0,0 @@
#include "GhostObject.h"
#include "src/Physics/PhysicsManager.h"
namespace Nuake
{
GhostObject::GhostObject(Vector3 position, Ref<Physics::PhysicShape> shape)
{
m_OverlappingEntities = std::vector<Entity>();
}
int GhostObject::OverlappingCount()
{
return 0;
}
void GhostObject::ClearOverlappingList()
{
m_OverlappingEntities.clear();
}
void GhostObject::SetEntityID(Entity ent)
{
}
void GhostObject::ScanOverlap()
{
ClearOverlappingList();
for (int i = 0; i < OverlappingCount(); i++)
{
int index =0;
if (index == -1)
continue;
Entity handle = Engine::GetCurrentScene()->GetEntity(index);
m_OverlappingEntities.push_back(handle);
}
}
std::vector<Entity> GhostObject::GetOverlappingEntities()
{
return m_OverlappingEntities;
}
}

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@@ -1,29 +0,0 @@
#pragma once
#include "src/Core/Core.h"
#include "src/Core/Maths.h"
#include "PhysicsShapes.h"
#include <vector>
#include <Engine.h>
namespace Nuake
{
class GhostObject {
private:
std::vector<Entity> m_OverlappingEntities;
public:
GhostObject(Vector3 position, Ref<Physics::PhysicShape> shape);
int OverlappingCount();
void ClearOverlappingList();
void ScanOverlap();
void SetEntityID(Entity ent);
std::vector<Entity> GetOverlappingEntities();
};
}

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@@ -17,11 +17,6 @@ namespace Nuake
m_World->AddRigidbody(rb);
}
void PhysicsManager::RegisterGhostBody(Ref<GhostObject> rb)
{
m_World->AddGhostbody(rb);
}
void PhysicsManager::RegisterCharacterController(Ref<Physics::CharacterController> cc)
{
m_World->AddCharacterController(cc);

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@@ -56,7 +56,6 @@ namespace Nuake
const std::vector<Physics::CollisionData> GetCollisions();
void RegisterBody(Ref<Physics::RigidBody> rb);
void RegisterGhostBody(Ref<GhostObject> rb);
void RegisterCharacterController(Ref<Physics::CharacterController> c);
void SetBodyTransform(const Entity& entity, const Vector3& position, const Quat& rotation);

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@@ -1,14 +1,15 @@
#include "SceneRenderer.h"
#include "src/Rendering/Shaders/ShaderManager.h"
#include "src/Rendering/Shaders/ShaderManager.h"
#include "src/Resource/Project.h"
#include "src/Scene/Components/BSPBrushComponent.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 <src/Scene/Components/SkinnedModelComponent.h>
#include <glad/glad.h>
#include <src/Scene/Components/SkinnedModelComponent.h>
#include <src/Vendors/imgui/imgui.h>
#include <Tracy.hpp>

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@@ -2,6 +2,7 @@
#include <src/Resource/FGD/FDGSerializer.h>
#include "src/FileSystem/FileSystem.h"
#include "Engine.h"
#include "src/Resource/Project.h"
namespace Nuake {
FGDFile::FGDFile(const std::string path)

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@@ -1,11 +1,12 @@
#pragma once
#include "src/Physics/GhostObject.h"
#include <vector>
namespace Nuake {
class TriggerZone {
namespace Nuake
{
class TriggerZone
{
public:
Ref<GhostObject> m_GhostObject;
std::string target = "";
std::vector<Entity> Targets;
@@ -16,23 +17,10 @@ namespace Nuake {
Targets = std::vector<Entity>();
}
int GetOverLappingCount()
std::vector<Entity> GetTargets()
{
if (!Enabled) return 0;
return m_GhostObject->OverlappingCount();
}
std::vector<Entity> GetTargets() {
return Targets;
}
std::vector<Entity> GetOverlappingBodies()
{
if (!Enabled)
return std::vector<Entity>();
return m_GhostObject->GetOverlappingEntities();
}
};
}

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@@ -6,6 +6,7 @@
#include "src/Core/Logger.h"
#include <src/Vendors/imgui/imgui.h>
#include <Engine.h>
#include "src/Resource/Project.h"
namespace Nuake
{

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@@ -1,5 +1,8 @@
#include "QuakeMapBuilder.h"
#include "Engine.h"
#include "src/Resource/Project.h"
#include "src/Rendering/Mesh/Mesh.h"
#include "src/FileSystem/FileSystem.h"
#include "src/Core/String.h"
@@ -24,12 +27,14 @@ extern "C" {
#include "src/Scene/Components/WrenScriptComponent.h"
#include "src/Scene/Components/PrefabComponent.h"
#include "src/Scene/Components/ModelComponent.h"
#include <vector>
#include <map>
#include <src/Resource/ResourceLoader.h>
#include <src/Scene/Components/NetScriptComponent.h>
#include <src/Scripting/ScriptingEngineNet.h>
#include <src/Resource/FGD/FGDFile.h>
#include <vector>
#include <map>
namespace Nuake {
struct ProcessedMesh

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@@ -423,7 +423,7 @@ namespace Nuake
TriggerZone trigger = ent.GetComponent<TriggerZone>();
int count = trigger.GetOverLappingCount();
int count = 0;
wrenSetSlotDouble(vm, 0, count);
}
@@ -435,7 +435,7 @@ namespace Nuake
TriggerZone trigger = ent.GetComponent<TriggerZone>();
std::vector<Entity> entities = trigger.GetOverlappingBodies();
std::vector<Entity> entities = {};
wrenEnsureSlots(vm, static_cast<int>(entities.size()));

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@@ -1,6 +1,8 @@
#include "ImUI.h"
#include "Engine.h"
#include "src/Resource/Project.h"
#include <imgui/imgui_internal.h>
#include <Engine.h>
namespace Nuake {

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@@ -1,10 +1,8 @@
#include "Window.h"
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include "Engine.h"
#include "src/Resource/Project.h"
#include "src/Core/Maths.h"
#include "src/Rendering/Renderer.h"
#include "src/Rendering/Buffers/Framebuffer.h"
@@ -12,6 +10,8 @@
#include "src/Resource/StaticResources.h"
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/matrix_decompose.hpp>
#include <imgui/imgui.h>