add test entities prototype
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#include "Entities.hpp"
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#include "../assets/Assets.hpp"
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#include "../world/Level.hpp"
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#include "../physics/Hitbox.hpp"
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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 <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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}
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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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}
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void Entities::updatePhysics(float delta){
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auto view = registry.view<Transform, Hitbox>();
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auto physics = level->physics.get();
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for (auto [entity, transform, hitbox] : view.each()) {
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physics->step(
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level->chunks.get(),
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&hitbox,
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delta,
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10,
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false,
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1.0f,
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true
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);
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transform.pos = hitbox.position;
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if (hitbox.grounded) {
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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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auto view = registry.view<Transform>();
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auto model = assets->get<model::Model>("dingus");
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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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}
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}
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@@ -0,0 +1,57 @@
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#ifndef OBJECTS_ENTITIES_HPP_
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#define OBJECTS_ENTITIES_HPP_
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#include "../typedefs.hpp"
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#include <glm/glm.hpp>
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#include <unordered_map>
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#include <entt/entity/registry.hpp>
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struct EntityId {
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entityid_t uid;
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};
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struct Transform {
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glm::vec3 pos;
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glm::vec3 size;
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glm::mat3 rot;
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glm::mat4 combined;
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void refresh();
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};
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class Level;
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class Assets;
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class ModelBatch;
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class Entity {
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entt::registry& registry;
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entt::entity entity;
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public:
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Entity(entt::registry& registry, entt::entity entity)
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: registry(registry), entity(entity) {}
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bool isValid() const {
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return registry.valid(entity);
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}
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Transform& getTransform() const {
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return registry.get<Transform>(entity);
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}
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entityid_t getUID() const {
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return registry.get<EntityId>(entity).uid;
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}
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};
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class Entities {
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entt::registry registry;
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Level* level;
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std::unordered_map<entityid_t, entt::entity> entities;
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public:
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Entities(Level* level);
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void updatePhysics(float delta);
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void render(Assets* assets, ModelBatch& batch);
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};
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#endif // OBJECTS_ENTITIES_HPP_
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