Serialization project and scene

This commit is contained in:
Antoine Pilote
2021-05-19 21:16:30 -04:00
parent 5f364dabb2
commit e14a2f18d9
39 changed files with 479 additions and 179 deletions

View File

@@ -12,6 +12,7 @@
#include "../Core/Input.h"
#include <GLFW/glfw3.h>
#include <src/Vendors/glm/trigonometric.hpp>
#include <src/Scripting/ScriptingEngine.h>
class FPSCamScript : public ScriptableEntity
@@ -56,12 +57,12 @@ public:
if (Pitch < -89.0f)
Pitch = -89.0f;
Ref<Camera> cam = GetComponent<CameraComponent>().CameraInstance;
cam->cameraDirection.x = cos(glm::radians(Yaw)) * cos(glm::radians(Pitch));
cam->cameraDirection.y = sin(glm::radians(Pitch));
cam->cameraDirection.z = sin(glm::radians(Yaw)) * cos(glm::radians(Pitch));
cam->cameraFront = glm::normalize(cam->cameraDirection);
cam->cameraRight = glm::normalize(glm::cross(cam->up, cam->cameraFront));
//Ref<Camera> cam = GetComponent<CameraComponent>().CameraInstance;
//cam->cameraDirection.x = cos(glm::radians(Yaw)) * cos(glm::radians(Pitch));
//cam->cameraDirection.y = sin(glm::radians(Pitch));
//cam->cameraDirection.z = sin(glm::radians(Yaw)) * cos(glm::radians(Pitch));
//cam->cameraFront = glm::normalize(cam->cameraDirection);
//cam->cameraRight = glm::normalize(glm::cross(cam->up, cam->cameraFront));
}
};
@@ -105,14 +106,7 @@ public:
right.y = .0f;
glm::vec3 result = velocity.z * glm::normalize(front) + velocity.x * normalize(right);
CharacterControllerComponent& ccc = GetComponent<CharacterControllerComponent>();
if (ccc.CharacterController->IsOnGround && Input::IsKeyPress(GLFW_KEY_SPACE))
{
velocity.y = 100.0f;
}
ccc.CharacterController->MoveAndSlide(result);
}
};
@@ -133,7 +127,7 @@ public:
{
if (nextFlip < deltaTime)
{
GetComponent<LightComponent>().Strength = isOn * strength;
//GetComponent<LightComponent>().Strength = isOn * strength;
isOn = !isOn;
nextFlip = deltaTime + 1.0f;
}
@@ -148,9 +142,9 @@ void CreateScene()
// Main map entity
auto mapEntity = scene->CreateEntity("Map");
mapEntity.AddComponent<QuakeMap>();
mapEntity.GetComponent<QuakeMap>().Load("Res/Maps/texture_test.map", true);
mapEntity.GetComponent<QuakeMap>().HasCollisions = true;
mapEntity.AddComponent<QuakeMapComponent>();
mapEntity.GetComponent<QuakeMapComponent>().Load("Res/Maps/texture_test.map", true);
mapEntity.GetComponent<QuakeMapComponent>().HasCollisions = true;
// Light entity
auto lightEntity = scene->CreateEntity("Light");
@@ -163,6 +157,7 @@ void CreateScene()
auto player = scene->CreateEntity("Player");
player.GetComponent<TransformComponent>().Translation.y = 10.f;
player.AddComponent<CharacterControllerComponent>();
player.AddComponent<NativeScriptComponent>().Bind<MoveScript>();
// Add cam child
@@ -178,6 +173,8 @@ int main()
{
Engine::Init();
// ScriptingEngine::UpdateScript("test.lua");
EditorInterface editor;
editor.BuildFonts();
@@ -193,6 +190,7 @@ int main()
editor.Draw();
Engine::EndDraw();
Engine::Tick();
}