Files
ogre-prototype/src/gamedata/GameData.cpp

263 lines
7.0 KiB
C++

#include <iostream>
#include <Ogre.h>
#include <OgreTerrain.h>
#include <OgreTerrainGroup.h>
#include <Jolt/Jolt.h>
#include <Jolt/Physics/Body/BodyID.h>
#include "GameData.h"
#include "Components.h"
#include "CharacterModule.h"
#include "WaterModule.h"
#include "TerrainModule.h"
#include "SunModule.h"
#include "GUIModule.h"
#include "LuaData.h"
#include "WorldMapModule.h"
#include "BoatModule.h"
#include "EventTriggerModule.h"
#include "CharacterAnimationModule.h"
#include "PhysicsModule.h"
#include "EventModule.h"
#include "CharacterManagerModule.h"
#include "VehicleManagerModule.h"
#include "AppModule.h"
#include "world-build.h"
namespace ECS
{
static flecs::world ecs;
void setup_minimal()
{
ecs.component<EngineData>().add(flecs::Singleton);
ecs.component<GameData>().add(flecs::Singleton);
ecs.component<Input>().add(flecs::Singleton);
ecs.component<Camera>().add(flecs::Singleton);
ecs.import <GameWorldModule>();
ecs.import <EventModule>();
ecs.import <CharacterManagerModule>();
ecs.import <VehicleManagerModule>();
ecs.import <WaterModule>();
ecs.import <AppModule>();
/* lots of things depend on it */
ecs.component<Body2Entity>().add(flecs::Singleton);
}
void setupExteriorScene(Ogre::SceneManager *scnMgr, Ogre::SceneNode *cameraNode,
Ogre::Camera *camera, Ogre::RenderWindow *window)
{
std::cout << "Setup GameData\n";
setup_minimal();
ecs.component<RenderWindow>().add(flecs::Singleton);
ecs.import <CharacterModule>();
ecs.import <BoatModule>();
ecs.import <PhysicsModule>();
ecs.import <WaterModule>();
ecs.import <SunModule>();
ecs.import <TerrainModule>();
ecs.import <GUIModule>();
ecs.import <EventTriggerModule>();
ecs.import <LuaModule>();
ecs.import <WorldMapModule>();
ecs.import <CharacterAnimationModule>();
ecs.system<EngineData>("UpdateDelta")
.kind(flecs::OnUpdate)
.each([](EngineData &eng) {
eng.delta = ECS::get().delta_time();
});
ecs.system<EngineData>("UpdateDelay")
.kind(flecs::OnUpdate)
.with<TerrainReady>()
.with<WaterReady>()
.with<GroundCheckReady>()
.each([](EngineData &eng) {
if (eng.startupDelay >= 0.0f)
eng.startupDelay -= eng.delta;
#ifdef VDEBUG
if (ECS::get().has<GroundCheckReady>())
std::cout << "ground check ready\n";
#endif
});
ecs.system<EngineData>("CheckStatus")
.kind(flecs::OnUpdate)
.run([](flecs::iter &it) {
#ifdef VDEBUG
if (ECS::get().has<WaterReady>())
std::cout << "water ready\n";
if (ECS::get().has<TerrainReady>())
std::cout << "terrain ready\n";
if (ECS::get().has<GroundCheckReady>())
std::cout << "ground check ready\n";
#endif
});
ecs.set<EngineData>({ scnMgr, 0.0f, 5.0f, (int)window->getWidth(),
(int)window->getHeight(), false });
ecs.set<Camera>({ cameraNode, camera, false });
ecs.add<GameData>();
ecs.add<Input>();
ecs.add<WaterSurface>();
ecs.set<Sun>({ nullptr, nullptr, nullptr, nullptr });
ecs.set<Terrain>({ nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
false,
{ 0, 0, 0 } });
if (!ecs.has<LuaBase>())
ecs.add<LuaBase>();
if (!ecs.has<LuaEvent>())
ecs.set<LuaEvent>({});
// ecs.set<Body2Entity>({});
std::cout << "Setup GameData done\n";
ecs.system("SpawnPlayer").kind(flecs::OnUpdate).interval(0.5f).run([&](flecs::iter &it) {
flecs::entity player =
ECS::get<CharacterManagerModule>().getPlayer();
if (!player.is_valid()) {
/* Create player */
Ogre::Vector3 position;
JPH::BodyID id;
long x, y;
Ogre::TerrainGroup *tg =
ECS::get<ECS::Terrain>().mTerrainGroup;
if (tg->isDerivedDataUpdateInProgress())
return;
tg->convertWorldPositionToTerrainSlot(
Ogre::Vector3(0, 0, 4), &x, &y);
Ogre::Terrain *terrain = tg->getTerrain(x, y);
if (terrain && terrain->isLoaded()) {
if (PhysicsModule::raycastQuery(
Ogre::Vector3(0, 500, 4),
Ogre::Vector3(0, -500, 4), position,
id)) {
if (position.y < -10.0f &&
position.y > -50.0f) {
player =
ecs.get_mut<
CharacterManagerModule>()
.createPlayer(
{ position.x,
position.y,
position.z },
Ogre::Quaternion(
Ogre::Radian(
Ogre::Math::
PI),
Ogre::Vector3::
UNIT_Y));
std::cout << position
<< std::endl;
// OgreAssert(false, "spawn");
}
}
}
}
});
}
void setupInteriorScene(Ogre::SceneManager *scnMgr, Ogre::SceneNode *cameraNode,
Ogre::Camera *camera, Ogre::RenderWindow *window)
{
}
void setupInventoryScene(Ogre::SceneManager *scnMgr,
Ogre::SceneNode *cameraNode, Ogre::Camera *camera,
Ogre::RenderWindow *window)
{
}
void setupEditor(Ogre::SceneManager *scnMgr, Ogre::SceneNode *cameraNode,
Ogre::Camera *camera, Ogre::RenderWindow *window)
{
std::cout << "Setup Editor\n";
setup_minimal();
ecs.component<RenderWindow>().add(flecs::Singleton);
ecs.component<EditorSceneSwitch>().add(flecs::Singleton);
ecs.import <CharacterModule>();
ecs.import <BoatModule>();
ecs.import <PhysicsModule>();
ecs.import <WaterModule>();
ecs.import <SunModule>();
ecs.import <TerrainModule>();
ecs.import <EditorGUIModule>();
ecs.import <EventTriggerModule>();
ecs.import <LuaModule>();
// ecs.import <WorldMapModule>();
ecs.import <CharacterAnimationModule>();
ecs.system<EngineData>("UpdateDelta")
.kind(flecs::OnUpdate)
.each([](EngineData &eng) {
eng.delta = ECS::get().delta_time();
});
ecs.system<EngineData>("UpdateDelay")
.kind(flecs::OnUpdate)
.with<TerrainReady>()
.with<WaterReady>()
.with<GroundCheckReady>()
.each([](EngineData &eng) {
if (eng.startupDelay >= 0.0f)
eng.startupDelay -= eng.delta;
#ifdef VDEBUG
if (ECS::get().has<GroundCheckReady>())
std::cout << "ground check ready\n";
#endif
});
ecs.system<EngineData>("CheckStatus")
.kind(flecs::OnUpdate)
.run([](flecs::iter &it) {
#ifdef VDEBUG
if (ECS::get().has<WaterReady>())
std::cout << "water ready\n";
if (ECS::get().has<TerrainReady>())
std::cout << "terrain ready\n";
if (ECS::get().has<GroundCheckReady>())
std::cout << "ground check ready\n";
#endif
});
ecs.set<EngineData>({ scnMgr, 0.0f, 5.0f, (int)window->getWidth(),
(int)window->getHeight(), false });
ecs.set<Camera>({ cameraNode, camera, false });
#if 0
ecs.set<EditorSceneSwitch>({ 0 });
#endif
ecs.add<GameData>();
ecs.add<Input>();
ecs.add<WaterSurface>();
ecs.set<Sun>({ nullptr, nullptr, nullptr, nullptr });
ecs.set<Terrain>({ nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
false,
{ 0, 0, 0 } });
ecs.set<GUI>({ true, true, true, false, false, "", {}, -1 });
ecs.get_mut<GUI>().enabled = true;
ecs.get_mut<GUI>().setWindowGrab(false);
ecs.modified<GUI>();
ecs.get_mut<GUI>().setWindowGrab(true);
ecs.modified<GUI>();
ecs.get_mut<GUI>().enabled = true;
ecs.modified<GUI>();
}
void update(float delta)
{
ecs.progress(delta);
}
flecs::world get()
{
return ecs;
}
bool Vector3::zeroLength() const
{
float l = x * x + y * y + z * z;
return (l < 1e-06 * 1e-06);
}
}