shooter/engine/Engine.cpp

106 lines
3.9 KiB
C++
Executable File

//
// Created by Иван Ильин on 14.01.2021.
//
#include "Engine.h"
#include "utils/Time.h"
#include <iostream>
#include "ResourceManager.h"
#include "physics/Solver.h"
Engine::Engine() {
screen = std::make_shared<Screen>();
world = std::make_shared<World>();
camera = std::make_shared<Camera>();
}
void Engine::create(int screenWidth, int screenHeight, const std::string &name, bool verticalSync, sf::Color background, sf::Uint32 style) {
screen->open(screenWidth, screenHeight, name, verticalSync, background, style);
Log::log("Engine::create(): started engine (" + std::to_string(screenWidth) + " x " + std::to_string(screenHeight) + ") with name '" + name + "'.");
Time::update();
start();
camera->init(screenWidth, screenHeight);
screen->getMouseDisplacement(); // We do it to set mouse position in the center (see how getMouseDisplacement() works)
while (screen->isOpen()) {
screen->clear();
Time::update();
screen->keyboardControl();
update(Time::deltaTime());
world->garbageCollector();
/* Project all mesh
* Here we project all tris for each mesh from world._objects.
* When we call camera.project(m.second),
*/
// sometimes we dont need to update physics world
// (for example in menu or while pause)
// hence we can set 'b_updateWorld' equal to false in setUpdateWorld(bool):
if(b_updateWorld) {
camera->record();
for (auto &m : world->objects()) {
m.second->a_update();
camera->project(*m.second, screen->mode());
m.second->updatePhysicsState();
// isCollision detection:
if (m.second->isCollision()) {
m.second->setInCollision(false);
m.second->setCollisionNormal(Point4D{0, 0, 0});
for (auto &obj : world->objects()) {
if(obj.first != m.first) {
std::pair<bool, Simplex> gjk = m.second->checkGJKCollision(obj.second);
if (gjk.first) {
if (obj.second->isCollider()) {
CollisionPoint epa = m.second->EPA(gjk.second, obj.second);
Solver::solveCollision(m.second, obj.second, epa);
}
if (m.second->collisionCallBack() != nullptr)
m.second->collisionCallBack()(obj.first, obj.second);
}
}
}
}
}
// draw projected mesh
for (auto &t : camera->sorted())
screen->triangle(t);
camera->a_update();
triPerSec = camera->buffSize() * Time::fps();
if (b_debugText) {
screen->debugText(name + "\n\n X: " +
std::to_string((camera->eye().x())) + "\n Y: " +
std::to_string((camera->eye().y())) + "\n Z: " +
std::to_string((camera->eye().z())) + "\n\n" +
std::to_string(screen->width()) + "x" +
std::to_string(screen->height()) + "\n" +
std::to_string(Time::fps()) +
" fps \n" + std::to_string((int) triPerSec) + " tris/s");
}
}
gui();
screen->display();
}
exit();
}
void Engine::exit() {
if(screen->isOpen()) {
screen->close();
if(screen->isRender())
screen->setRender(false);
}
ResourceManager::unloadAllResources();
Log::log("Engine::exit(): exit engine (" + std::to_string(screen->width()) + " x " + std::to_string(screen->height()) + ") with name '" + screen->title() + "'.");
}