-
Notifications
You must be signed in to change notification settings - Fork 0
/
NDAsteroidPool.h
151 lines (132 loc) · 4.07 KB
/
NDAsteroidPool.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
#pragma once
#include "ecs/ecs.h"
#include "ecs/dots.h"
#include "nata_math.h"
#include <queue>
namespace Nata
{
class NDAsteroidPool : public NDComponentPool
{
public:
NWorld* world;
NDComponent<CTransform> Transform;
NDComponent<CTransform> TransformDelta;
NDComponent<CModelRenderer> ModelRenderer;
NDComponent<CBoxCollider> BoxCollider;
vec3 Color;
NModel* Model;
NShader* Shader;
float MinMoveSpeed;
float MaxMoveSpeed;
float MinRotationSpeed;
float MaxRotationSpeed;
float ZLimit;
std::queue<unsigned int> DisabledIDs;
NDAsteroidPool(unsigned int size) : NDComponentPool(size)
{
MinMoveSpeed = 5.f;
MaxMoveSpeed = 15.f;
MinRotationSpeed = 50.f;
MaxRotationSpeed = 100.f;
ZLimit = 40.f;
Model = NAsset::Get<NModel>("res\\models\\rock_by_dommk.obj");
Shader = NAsset::Get<NShader>("res\\shaders\\diffuse.vert");
Color = vec3(0.5f);
for (unsigned int i = 0; i < 6; i++)
{
Transform.Init(Size);
TransformDelta.Init(Size);
ModelRenderer.Init(size);
BoxCollider.Init(Size);
}
}
void Begin()
{
for (unsigned int i = 0; i < Size; i++)
{
float scale = Math::Random(0.03f, 0.08f);
Transform[i].Position = vec3(0.f, 0.f, -75.f);
Transform[i].Rotation = vec3(0.f);
Transform[i].Scale = scale * vec3(1.f);
float moveSpeed = Math::Random(MinMoveSpeed, MaxMoveSpeed);
float rotationSpeed = Math::Random(MinRotationSpeed, MaxRotationSpeed);
vec3 randomAxis = Math::Random(vec3(-1.f), vec3(1.f));
TransformDelta[i].Position = moveSpeed * vec3(0.f, 0.f, 1.f);
TransformDelta[i].Rotation = rotationSpeed * randomAxis;
TransformDelta[i].Scale = vec3(0.f);
BoxCollider[i].LockPosition = false;
BoxCollider[i].Transform->Scale = Transform[i].Scale * 80.f;
ModelRenderer[i].SetRenderableAndShader(Model, Shader);
ModelRenderer[i].PropertyLayout.AddVec3("color");
ModelRenderer[i].PropertyLayout.SetVec3("color", vec3(0.9f, 0.9f, 0.9f));
}
}
void Tick(float dt)
{
while (!DisabledIDs.empty())
{
unsigned int id = DisabledIDs.front();
BoxCollider[id].m_Overlaps.clear();
DisableID(id);
DisabledIDs.pop();
}
for (auto& id : m_Enabled)
{
Transform[id].Position += TransformDelta[id].Position * dt;
Transform[id].Rotation += TransformDelta[id].Rotation * dt;
Transform[id].Scale += TransformDelta[id].Scale;
// collisions
BoxCollider[id].Transform->Position = Transform[id].Position;
vec3 hBound = BoxCollider[id].Transform->Position / 2.f;
NBox box = NBox(
NRange(BoxCollider[id].Transform->Position.x - hBound.x, BoxCollider[id].Transform->Position.x + hBound.x),
NRange(BoxCollider[id].Transform->Position.y - hBound.y, BoxCollider[id].Transform->Position.y + hBound.y),
NRange(BoxCollider[id].Transform->Position.z - hBound.z, BoxCollider[id].Transform->Position.z + hBound.z)
);
bool disabled = false;
std::vector<CBoxCollider*> boxColliders = GetAllComponentsOfType<CBoxCollider>(world);
for (CBoxCollider* collider : boxColliders)
{
if (collider->IsEnabled() == false)
{
continue;
}
if (Intersect(box, collider->GetBox()))
{
disabled = true;
EProjectile* proj = dynamic_cast<EProjectile*>(collider->GetOwner());
if (proj != nullptr)
{
proj->ProjectilePool->Delete(proj);
}
EShip* ship = dynamic_cast<EShip*>(collider->GetOwner());
if (ship != nullptr)
{
ship->Transform->Position = vec3(0.f);
Clear();
}
break;
}
}
//Handles::DrawWireCube(Transform[id].Position, BoxCollider[id].Bounds, vec3(1.f, 0.f, 0.f));
// rendering
ModelRenderer[id].Position = Transform[id].Position;
ModelRenderer[id].Rotation = Transform[id].Rotation;
ModelRenderer[id].Scale = Transform[id].Scale;
NShader* shader = ModelRenderer[id].GetRenderable()->Shader;
NEngine::Window->GetRenderer()->Submit(&ModelRenderer[id]);
if (disabled)
{
DisabledIDs.push(id);
}
}
}
void Clear()
{
for (auto& id : m_Enabled)
{
DisabledIDs.push(id);
}
}
};
}