spawning objects
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+17
-14
@@ -8,7 +8,7 @@
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#include "../voxels/ChunksStorage.h"
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#include "../physics/Hitbox.h"
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#include "../physics/PhysicsSolver.h"
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#include "../objects/Object.h"
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#include "../interfaces/Object.h"
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#include "../objects/Player.h"
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#include "../items/Inventory.h"
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#include "../items/Inventories.h"
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@@ -25,11 +25,10 @@ Level::Level(World* world, const Content* content, EngineSettings& settings)
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events(new LevelEvents()) ,
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settings(settings)
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{
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objCounter = 0;
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physics = new PhysicsSolver(glm::vec3(0, -22.6f, 0));
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auto inv = std::make_shared<Inventory>(0, DEF_PLAYER_INVENTORY_SIZE);
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player = spawnObjectOfClass<Player>(glm::vec3(0, DEF_PLAYER_Y, 0), DEF_PLAYER_SPEED, inv);
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auto inv = std::make_shared<Inventory>(world->getNextInventoryId(), DEF_PLAYER_INVENTORY_SIZE);
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player = spawnObject<Player>(glm::vec3(0, DEF_PLAYER_Y, 0), DEF_PLAYER_SPEED, inv);
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uint matrixSize = (settings.chunks.loadDistance+
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settings.chunks.padding) * 2;
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@@ -42,15 +41,20 @@ Level::Level(World* world, const Content* content, EngineSettings& settings)
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});
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inventories = std::make_unique<Inventories>(*this);
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inventories->store(player->getInventory());
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}
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Level::~Level(){
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delete chunks;
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delete events;
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delete physics;
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delete player;
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delete lighting;
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delete chunksStorage;
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for(auto obj : objects)
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{
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obj.reset();
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}
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}
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void Level::update() {
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@@ -68,18 +72,17 @@ World* Level::getWorld() {
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return world.get();
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}
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// Spawns object of class T and returns pointer to it.
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// @param T class that derives the Object class
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// @param args pass arguments needed for T class constructor
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template<class T, typename... Args>
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T* Level::spawnObjectOfClass(Args&&... args)
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std::shared_ptr<T> Level::spawnObject(Args&&... args)
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{
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static_assert(std::is_base_of<Object, T>::value, "T must be a derived of Object class");
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T* tObj = new T(args...);
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Object* obj = reinterpret_cast<Object*>(tObj);
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std::shared_ptr<T> tObj = std::make_shared<T>(args...);
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std::shared_ptr<Object> obj = std::dynamic_pointer_cast<Object, T>(tObj);
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objects.push_back(obj);
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obj->objectUID = std::rand();
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obj->setLevel(this);
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obj->objectUID = objCounter;
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obj->spawned();
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objCounter += 1;
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return tObj;
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}
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