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| Author | SHA1 | Date | |
|---|---|---|---|
| 8b308db058 | |||
| 6a87771d8f | |||
| f6c022f38e | |||
| 0d5c2e639e | |||
| ae20f51e9a | |||
| 9038fa54b0 | |||
| 9269306146 |
@ -35,6 +35,7 @@ namespace ia::iae::game
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t->BakeAnimations();
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}
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g_playerPhysics = g_player->AddComponent<PhysicsComponent>();
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g_playerPhysics->IsDynamic() = true;
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g_playerPhysics->AddCollider({
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.IsTrigger = false,
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.Position = {
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@ -19,12 +19,26 @@
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#include <SDL3/SDL_iostream.h>
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#include <SDL3_mixer/SDL_mixer.h>
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#include <condition_variable>
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#include <thread>
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namespace ia::iae
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{
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struct TrackData
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{
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BOOL IsActive{};
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MIX_Track *Track{};
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INT32 LoopTimes{};
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TimePeriod LoopDelay{};
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std::thread *PlaybackThread;
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std::mutex Mutex;
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std::condition_variable CV;
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};
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MIX_Mixer *g_mixer{};
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Vector<MIX_Track *> g_tracks;
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Vector<TrackData*> g_tracks;
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Vector<INT64> g_destroyQueue;
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Vector<MIX_Audio *> g_audioData;
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VOID Audio::Initialize()
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@ -38,7 +52,48 @@ namespace ia::iae
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VOID Audio::Terminate()
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{
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for (SIZE_T i = 0; i < g_tracks.size(); i++)
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{
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{
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std::lock_guard<std::mutex> lock(g_tracks[i]->Mutex);
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g_tracks[i]->IsActive = false;
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}
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g_tracks[i]->CV.notify_one();
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g_tracks[i]->PlaybackThread->join();
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delete g_tracks[i];
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}
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MIX_StopAllTracks(g_mixer, 0);
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g_audioData.clear();
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g_tracks.clear();
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}
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VOID Audio::Update()
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{
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for (SIZE_T i = 0; i < g_tracks.size(); i++)
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{
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auto &t = g_tracks[i];
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if (!t->IsActive && !MIX_TrackPlaying(t->Track))
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DestroyTrack(i);
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}
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// [IATODO]: IMPL: Destroy queue
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}
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INT64 Audio::CreateTrack()
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{
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g_tracks.pushBack(new TrackData{true, MIX_CreateTrack(g_mixer)});
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return g_tracks.size() - 1;
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}
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VOID Audio::DestroyTrack(IN INT64 trackHandle)
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{
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if(trackHandle >= g_tracks.size())
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return;
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auto& t = g_tracks[trackHandle];
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ClearTrack(trackHandle);
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MIX_StopTrack(t->Track, 0);
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t->IsActive = false;
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g_destroyQueue.pushBack(trackHandle);
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}
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Sound Audio::CreateSound(IN PCUINT8 audioData, IN SIZE_T audioDataSize)
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@ -47,62 +102,55 @@ namespace ia::iae
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return Sound(g_audioData.size() - 1);
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}
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INT64 Audio::CreateTrack()
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{
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g_tracks.pushBack(MIX_CreateTrack(g_mixer));
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return g_tracks.size() - 1;
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}
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VOID Audio::DestroyTrack(IN INT64 trackHandle)
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{
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ClearTrack(trackHandle);
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}
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VOID Audio::QueueTrackData(IN INT64 trackHandle, IN INT64 dataHandle)
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{
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MIX_SetTrackAudio(g_tracks[trackHandle], g_audioData[dataHandle]);
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MIX_SetTrackAudio(g_tracks[trackHandle]->Track, g_audioData[dataHandle]);
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}
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VOID Audio::PlayTrack(IN INT64 trackHandle, IN INT32 loopTimes, IN TimePeriod loopDelay)
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{
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struct __callback_data
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{
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INT32 loopTimes;
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TimePeriod loopDelay;
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};
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const auto callbackData = new __callback_data{.loopTimes = loopTimes, .loopDelay = loopDelay};
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MIX_PlayTrack(g_tracks[trackHandle], 0);
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MIX_SetTrackStoppedCallback(
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g_tracks[trackHandle],
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[](PVOID _callbackData, MIX_Track *track) {
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const auto callbackData = (__callback_data *) _callbackData;
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if (callbackData->loopTimes < 0)
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goto loop_next_iteration;
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else if (callbackData->loopTimes == 0)
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return;
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else
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callbackData->loopTimes -= 1;
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loop_next_iteration:
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std::this_thread::sleep_for(std::chrono::milliseconds((INT32) (callbackData->loopDelay.GetValue() * 1000)));
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MIX_PlayTrack(track, 0);
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},
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callbackData);
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auto &t = g_tracks[trackHandle];
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t->LoopTimes = loopTimes;
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t->LoopDelay = loopDelay;
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if (t->LoopTimes == 0)
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t->IsActive = false;
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else
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t->PlaybackThread = new std::thread([trackHandle]() {
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auto &t = g_tracks[trackHandle];
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while (t->IsActive)
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{
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if (MIX_TrackPlaying(t->Track))
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continue;
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if (t->LoopTimes < 0)
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goto loop_next_iteration;
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else if (!t->LoopTimes)
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{
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t->IsActive = false;
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return;
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}
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t->LoopTimes--;
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loop_next_iteration:
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std::unique_lock<std::mutex> lock(t->Mutex);
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t->CV.wait_for(lock, std::chrono::milliseconds((INT32) (t->LoopDelay.GetValue() * 1000)),
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[t]() { return !t->IsActive; });
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MIX_PlayTrack(t->Track, 0);
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}
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});
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MIX_PlayTrack(t->Track, 0);
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}
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VOID Audio::ClearTrack(IN INT64 trackHandle)
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{
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MIX_StopTrack(g_tracks[trackHandle], 0);
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MIX_StopTrack(g_tracks[trackHandle]->Track, 0);
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}
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VOID Audio::PauseTrack(IN INT64 trackHandle)
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{
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MIX_PauseTrack(g_tracks[trackHandle]);
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MIX_PauseTrack(g_tracks[trackHandle]->Track);
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}
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VOID Audio::ResumeTrack(IN INT64 trackHandle)
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{
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MIX_ResumeTrack(g_tracks[trackHandle]);
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MIX_ResumeTrack(g_tracks[trackHandle]->Track);
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}
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} // namespace ia::iae
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@ -35,6 +35,7 @@ namespace ia::iae
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VOID PhysicsComponent::Update()
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{
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m_velocity = {};
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}
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Handle PhysicsComponent::CreateCollider()
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@ -56,7 +57,9 @@ namespace ia::iae
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VOID PhysicsComponent::Move(IN glm::vec2 direction)
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{
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IA_ASSERT(m_isDynamic);
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const auto v = direction * m_movementSpeed;
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m_velocity += v;
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for(const auto& t: m_colliders)
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{
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if(!Physics::CanMove(m_physicsHandle, t, v))
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@ -36,6 +36,8 @@ namespace ia::iae
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{
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CONSTEXPR FLOAT32 GAME_UPDATE_INTERVAL = 1000.0f / 60.0f;
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EXTERN BOOL g_physicsDebugDrawEnabled;
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SDL_Event g_event{};
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FLOAT32 g_updateTimer{};
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BOOL g_shouldClose{false};
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@ -132,7 +134,11 @@ namespace ia::iae
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VOID Engine::UpdateGame()
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{
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if(Input::WasKeyPressed(Input::KEY_F6))
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g_physicsDebugDrawEnabled = !g_physicsDebugDrawEnabled;
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Physics::Update();
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Audio::Update();
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if B_LIKELY (g_activeScene)
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g_activeScene->Update();
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@ -72,9 +72,10 @@ namespace ia::iae
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c->Disable();
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}
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VOID Node::AddChild(IN RefPtr<Node> node)
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Node* Node::AddChild(IN RefPtr<Node> node)
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{
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m_children.pushBack(node);
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return node.get();
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}
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VOID Node::AddComponent(IN RefPtr<IComponent> component)
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@ -16,6 +16,9 @@
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#include <IAEngine/IAEngine.hpp>
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#include <IAEngine/Physics/Physics.hpp>
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#include <IAEngine/Rendering/DebugDraw.hpp>
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#include <IAEngine/Rendering/Camera.hpp>
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#include <IAEngine/Rendering/Renderer.hpp>
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#include <IAEngine/Nodes/Node.hpp>
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@ -23,51 +26,10 @@
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namespace ia::iae
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{
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BOOL g_physicsDebugDrawEnabled = false;
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Vector<PhysicsComponent *> g_physicsComponents;
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FLOAT32 Sq(IN FLOAT32 v)
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{
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return v * v;
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}
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enum class RectSide
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{
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NONE,
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LEFT,
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RIGHT,
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TOP,
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BOTTOM,
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};
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RectSide GetRectSide(IN glm::vec2 d)
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{
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const auto dX = abs(d.x);
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const auto dY = abs(d.y);
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if (d.x >= 0)
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{
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if (dX >= dY)
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{
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return RectSide::RIGHT;
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}
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else
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{
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return (d.y < 0) ? RectSide::TOP : RectSide::BOTTOM;
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}
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}
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else
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{
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if (dX >= dY)
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{
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return RectSide::LEFT;
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}
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else
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{
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return (d.y < 0) ? RectSide::TOP : RectSide::BOTTOM;
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}
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}
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return RectSide::NONE;
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}
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VOID Physics::Initialize()
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{
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}
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@ -80,6 +42,23 @@ namespace ia::iae
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{
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}
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VOID Physics::DebugDraw()
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{
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if(!g_physicsDebugDrawEnabled)
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return;
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for(const auto& t: g_physicsComponents)
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{
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for(const auto& c: t->Colliders())
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{
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auto color = glm::vec4{0.75f, 0.0f, 0.0f, 1.0f};
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if(c.IsTrigger)
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color = {0.25f, 0.45f, 0.75f, 0.75f};
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DebugDraw::DrawRect(t->GetNode()->GetPosition() + c.Position - Renderer::GetCamera()->Position(), c.Size, color, 2.0f);
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}
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}
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}
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Handle Physics::RegisterComponent(IN PhysicsComponent *component)
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{
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g_physicsComponents.pushBack(component);
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@ -89,36 +68,17 @@ namespace ia::iae
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BOOL Physics::CanMove(IN Handle handle, IN CONST PhysicsComponent::Collider &collider, IN glm::vec2 movement)
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{
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const auto comp = g_physicsComponents[handle];
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const auto middle = comp->GetNode()->GetPosition() + movement + collider.Position + collider.Size / 2.0f;
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const auto halfSize = collider.Size / 2.0f;
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const auto pos = comp->GetNode()->GetPosition() + movement + collider.Position;
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for (const auto &t : g_physicsComponents)
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{
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if (t == comp)
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continue;
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for (const auto &tc : t->Colliders())
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{
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BOOL isColliding = false;
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const auto tMiddle = t->GetNode()->GetPosition() + tc.Position + tc.Size / 2.0f;
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const auto tHalfSize = tc.Size / 2.0f;
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const auto rectSide = GetRectSide(tMiddle - middle);
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const auto distance = Sq(tMiddle.x - middle.x) + Sq(tMiddle.y - middle.y);
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switch (rectSide)
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{
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case RectSide::LEFT:
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case RectSide::RIGHT:
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isColliding = (Sq(tHalfSize.x + halfSize.x) >= distance);
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break;
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case RectSide::TOP:
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case RectSide::BOTTOM:
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isColliding = (Sq(tHalfSize.y + halfSize.y) >= distance);
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break;
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default:
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isColliding = false;
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break;
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}
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if (isColliding)
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const auto tPos = t->GetNode()->GetPosition() + tc.Position;
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const auto xColliding = ((pos.x + collider.Size.x) >= tPos.x) && ((tPos.x + tc.Size.x) >= pos.x);
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const auto yColliding = ((pos.y + collider.Size.y) >= tPos.y) && ((tPos.y + tc.Size.y) >= pos.y);
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if (xColliding && yColliding)
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{
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// Collision callback
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comp->OnCollision(t);
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@ -21,6 +21,7 @@
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#include <IAEngine/Rendering/GPUTexture.hpp>
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#include <IAEngine/Rendering/Pipeline/UnlitMesh.hpp>
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#include <IAEngine/Rendering/Renderer.hpp>
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#include <IAEngine/Physics/Physics.hpp>
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#include <SDL3/SDL_gpu.h>
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@ -34,23 +35,6 @@ namespace ia::iae
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ImGuiIO g_imGUIIO{};
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struct ShapeLine
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{
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ImVec2 To{};
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ImVec2 From{};
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ImColor Color{};
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FLOAT32 Thickness{1.0f};
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BOOL Visibility{true};
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};
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struct ShapeRect
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{
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ImVec2 TopLeft{};
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ImVec2 BottomRight{};
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ImColor Color{};
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BOOL Visibility{true};
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};
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struct UIWindow
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{
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PCCHAR Title{""};
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@ -61,8 +45,6 @@ namespace ia::iae
|
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};
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Vector<UIWindow> g_debugUIWindows;
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Vector<ShapeLine> g_lineShapes;
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Vector<ShapeRect> g_rectShapes;
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VOID DebugDraw::Initailize()
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{
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@ -107,47 +89,26 @@ namespace ia::iae
|
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w.ContentDrawCallback();
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ImGui::End();
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}
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Physics::DebugDraw();
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}
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VOID DebugDraw::DrawLine(IN CONST glm::vec2 &from, IN CONST glm::vec2 &to, IN CONST glm::vec4 &color,
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IN FLOAT32 thickness)
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{
|
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const auto drawList = ImGui::GetForegroundDrawList();
|
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for (const auto &t : g_lineShapes)
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{
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if (!t.Visibility)
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continue;
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drawList->AddLine(t.From, t.To, t.Color, t.Thickness);
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}
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for (const auto &t : g_rectShapes)
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{
|
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if (!t.Visibility)
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continue;
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drawList->AddRectFilled(t.TopLeft, t.BottomRight, t.Color);
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}
|
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drawList->AddLine(ImVec2(from.x, from.y), ImVec2(to.x, to.y), IM_COL32(color.x * 255, color.y * 255, color.z * 255, color.w * 255), thickness);
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}
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Handle DebugDraw::AddLine(IN CONST glm::vec2 &from, IN CONST glm::vec2 &to, IN CONST glm::vec4 &color,
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IN FLOAT32 thickness)
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VOID DebugDraw::DrawRect(IN CONST glm::vec2 &position, IN CONST glm::vec2 &size, IN CONST glm::vec4 &color, IN FLOAT32 thickness)
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{
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g_lineShapes.pushBack(ShapeLine{.To = ImVec2{to.x, to.y},
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.From = ImVec2{from.x, from.y},
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.Color = IM_COL32(color.x * 255, color.y * 255, color.z * 255, color.w * 255),
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.Thickness = thickness});
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return g_lineShapes.size() - 1;
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const auto drawList = ImGui::GetForegroundDrawList();
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drawList->AddRect(ImVec2(position.x, position.y), ImVec2(position.x + size.x, position.y + size.y), IM_COL32(color.x * 255, color.y * 255, color.z * 255, color.w * 255), 0.0f, 0, thickness);
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}
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Handle DebugDraw::AddRect(IN CONST glm::vec2 &position, IN CONST glm::vec2 &size, IN CONST glm::vec4 &color)
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VOID DebugDraw::DrawRectFilled(IN CONST glm::vec2 &position, IN CONST glm::vec2 &size, IN CONST glm::vec4 &color)
|
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{
|
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g_rectShapes.pushBack({
|
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.TopLeft =
|
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ImVec2{
|
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position.x,
|
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position.y,
|
||||
},
|
||||
.BottomRight =
|
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ImVec2{
|
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position.x + size.x,
|
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position.y + size.y,
|
||||
},
|
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.Color = IM_COL32(color.x * 255, color.y * 255, color.z * 255, color.w * 255),
|
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});
|
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return g_rectShapes.size() - 1;
|
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const auto drawList = ImGui::GetForegroundDrawList();
|
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drawList->AddRectFilled(ImVec2(position.x, position.y), ImVec2(position.x + size.x, position.y + size.y), IM_COL32(color.x * 255, color.y * 255, color.z * 255, color.w * 255));
|
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}
|
||||
|
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Handle DebugDraw::AddUIWindow(IN PCCHAR title, IN CONST glm::vec2 &position, IN CONST glm::vec2 &size,
|
||||
@ -157,31 +118,11 @@ namespace ia::iae
|
||||
return g_debugUIWindows.size() - 1;
|
||||
}
|
||||
|
||||
VOID DebugDraw::SetLineVisibility(IN Handle handle, IN BOOL visible)
|
||||
{
|
||||
g_lineShapes[handle].Visibility = visible;
|
||||
}
|
||||
|
||||
VOID DebugDraw::SetRectVisibility(IN Handle handle, IN BOOL visible)
|
||||
{
|
||||
g_rectShapes[handle].Visibility = visible;
|
||||
}
|
||||
|
||||
VOID DebugDraw::SetUIWindowVisibility(IN Handle handle, IN BOOL visible)
|
||||
{
|
||||
g_debugUIWindows[handle].Visibility = visible;
|
||||
}
|
||||
|
||||
VOID DebugDraw::ToggleLineVisibility(IN Handle handle)
|
||||
{
|
||||
g_lineShapes[handle].Visibility = !g_lineShapes[handle].Visibility;
|
||||
}
|
||||
|
||||
VOID DebugDraw::ToggleRectVisibility(IN Handle handle)
|
||||
{
|
||||
g_rectShapes[handle].Visibility = !g_rectShapes[handle].Visibility;
|
||||
}
|
||||
|
||||
VOID DebugDraw::ToggleUIWindowVisibility(IN Handle handle)
|
||||
{
|
||||
g_debugUIWindows[handle].Visibility = !g_debugUIWindows[handle].Visibility;
|
||||
|
||||
@ -63,12 +63,14 @@ namespace ia::iae
|
||||
public:
|
||||
STATIC VOID Initialize();
|
||||
STATIC VOID Terminate();
|
||||
|
||||
STATIC Sound CreateSound(IN PCUINT8 audioData, IN SIZE_T audioDataSize);
|
||||
|
||||
STATIC VOID Update();
|
||||
|
||||
STATIC INT64 CreateTrack();
|
||||
STATIC VOID DestroyTrack(IN INT64 trackHandle);
|
||||
|
||||
STATIC Sound CreateSound(IN PCUINT8 audioData, IN SIZE_T audioDataSize);
|
||||
|
||||
STATIC VOID QueueTrackData(IN INT64 trackHandle, IN INT64 dataHandle);
|
||||
STATIC VOID PlayTrack(IN INT64 trackHandle, IN INT32 loopTimes, IN TimePeriod loopDelay);
|
||||
STATIC VOID ClearTrack(IN INT64 trackHandle);
|
||||
|
||||
@ -58,14 +58,20 @@ namespace ia::iae
|
||||
return m_colliders;
|
||||
}
|
||||
|
||||
CONST glm::vec2& GetVelocity() CONST
|
||||
{
|
||||
return m_velocity;
|
||||
}
|
||||
|
||||
public:
|
||||
VOID Draw();
|
||||
VOID Update();
|
||||
|
||||
private:
|
||||
glm::vec2 m_velocity{};
|
||||
BOOL m_isDynamic{false};
|
||||
FLOAT32 m_movementSpeed{2.0f};
|
||||
Vector<Collider> m_colliders;
|
||||
FLOAT32 m_movementSpeed{1.0f};
|
||||
Handle m_physicsHandle{INVALID_HANDLE};
|
||||
|
||||
VOID OnCollision(IN PhysicsComponent *other);
|
||||
|
||||
@ -255,8 +255,8 @@ namespace ia::iae
|
||||
|
||||
enum class DirectionalInput: UINT8
|
||||
{
|
||||
NONE = 0,
|
||||
DOWN,
|
||||
NONE = 255,
|
||||
DOWN = 0,
|
||||
DOWN_LEFT,
|
||||
LEFT,
|
||||
UP_LEFT,
|
||||
|
||||
@ -39,7 +39,7 @@ namespace ia::iae
|
||||
VIRTUAL VOID Disable();
|
||||
|
||||
public:
|
||||
VOID AddChild(IN RefPtr<Node> node);
|
||||
Node* AddChild(IN RefPtr<Node> node);
|
||||
|
||||
template<typename _component_type> _component_type *AddComponent();
|
||||
|
||||
|
||||
@ -33,7 +33,9 @@ namespace ia::iae
|
||||
STATIC VOID Terminate();
|
||||
|
||||
STATIC VOID Update();
|
||||
STATIC VOID DebugDraw();
|
||||
|
||||
friend class Engine;
|
||||
friend class DebugDraw;
|
||||
};
|
||||
}
|
||||
@ -23,18 +23,17 @@ namespace ia::iae
|
||||
class DebugDraw
|
||||
{
|
||||
public:
|
||||
STATIC Handle AddLine(IN CONST glm::vec2& from, IN CONST glm::vec2& to, IN CONST glm::vec4& color, IN FLOAT32 thickness = 1.0f);
|
||||
STATIC Handle AddRect(IN CONST glm::vec2& position, IN CONST glm::vec2& size, IN CONST glm::vec4& color);
|
||||
STATIC Handle AddUIWindow(IN PCCHAR title, IN CONST glm::vec2 &position, IN CONST glm::vec2 &size,
|
||||
IN std::function<VOID()> contentDrawCallback);
|
||||
IN std::function<VOID()> contentDrawCallback);
|
||||
|
||||
STATIC VOID SetLineVisibility(IN Handle handle, IN BOOL visible);
|
||||
STATIC VOID SetRectVisibility(IN Handle handle, IN BOOL visible);
|
||||
STATIC VOID ToggleUIWindowVisibility(IN Handle handle);
|
||||
STATIC VOID SetUIWindowVisibility(IN Handle handle, IN BOOL visible);
|
||||
|
||||
STATIC VOID ToggleLineVisibility(IN Handle handle);
|
||||
STATIC VOID ToggleRectVisibility(IN Handle handle);
|
||||
STATIC VOID ToggleUIWindowVisibility(IN Handle handle);
|
||||
public:
|
||||
STATIC VOID DrawLine(IN CONST glm::vec2 &from, IN CONST glm::vec2 &to, IN CONST glm::vec4 &color,
|
||||
IN FLOAT32 thickness = 1.0f);
|
||||
STATIC VOID DrawRect(IN CONST glm::vec2 &position, IN CONST glm::vec2 &size, IN CONST glm::vec4 &color, IN FLOAT32 thickness = 1.0f);
|
||||
STATIC VOID DrawRectFilled(IN CONST glm::vec2 &position, IN CONST glm::vec2 &size, IN CONST glm::vec4 &color);
|
||||
|
||||
private:
|
||||
STATIC VOID Initailize();
|
||||
|
||||
Reference in New Issue
Block a user