add test model
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+23
-13
@@ -6,21 +6,26 @@
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#include "../physics/PhysicsSolver.hpp"
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#include "../graphics/render/ModelBatch.hpp"
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#include "../graphics/core/Model.hpp"
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#include "../maths/FrustumCulling.hpp"
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#include <glm/ext/matrix_transform.hpp>
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void Transform::refresh() {
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combined = glm::mat4(1.0f);
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combined = glm::translate(combined, pos);
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combined = glm::scale(combined, size);
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combined = combined * glm::mat4(rot);
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}
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Entities::Entities(Level* level) : level(level) {
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auto entity = registry.create();
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glm::vec3 pos(0.5f, 170, 0.5f);
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glm::vec3 size(1);
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registry.emplace<EntityId>(entity, 1);
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registry.emplace<Transform>(entity, pos, size, glm::mat3(1.0f));
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registry.emplace<Hitbox>(entity, pos, size/20.0f);
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for (int i = 0; i < 1000; i++) {
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auto entity = registry.create();
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glm::vec3 pos(0.5f+rand()%50, 100+i, 0.5f+rand()%50);
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glm::vec3 size(1);
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registry.emplace<EntityId>(entity, 1);
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registry.emplace<Transform>(entity, pos, size/4.0f, glm::mat3(1.0f));
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registry.emplace<Hitbox>(entity, pos, size/2.0f);
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}
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}
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void Entities::updatePhysics(float delta){
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@@ -37,19 +42,24 @@ void Entities::updatePhysics(float delta){
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true
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);
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transform.pos = hitbox.position;
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transform.rot = glm::rotate(glm::mat4(transform.rot), delta, glm::vec3(0, 1, 0));
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if (hitbox.grounded) {
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hitbox.velocity.y = 10;
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//hitbox.velocity.y = 10;
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}
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}
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}
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void Entities::render(Assets* assets, ModelBatch& batch) {
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void Entities::render(Assets* assets, ModelBatch& batch, Frustum& frustum) {
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auto view = registry.view<Transform>();
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auto model = assets->get<model::Model>("dingus");
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auto model = assets->get<model::Model>("cube");
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for (auto [entity, transform] : view.each()) {
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transform.refresh();
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batch.pushMatrix(transform.combined);
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batch.draw(model);
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batch.popMatrix();
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const auto& pos = transform.pos;
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const auto& size = transform.size;
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if (frustum.isBoxVisible(pos-size, pos+size)) {
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transform.refresh();
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batch.pushMatrix(transform.combined);
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batch.draw(model);
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batch.popMatrix();
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}
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}
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}
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