initial import, >900commits predate this

This commit is contained in:
2020-09-29 13:47:50 +02:00
commit e74154ccee
352 changed files with 108120 additions and 0 deletions

10
systems/CMakeLists.txt Normal file
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cmake_minimum_required(VERSION 3.8)
project(systems CXX)
add_subdirectory(simple_velocity)
if(NOT MM_HEADLESS)
add_subdirectory(player_velocity)
add_subdirectory(fast_sky_sun)
endif()

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cmake_minimum_required(VERSION 3.2)
project(fast_sky_sun_system CXX)
add_library(fast_sky_sun_system
src/mm/systems/fast_sky_sun_system.hpp
src/mm/systems/fast_sky_sun_system.cpp
)
target_include_directories(fast_sky_sun_system PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}/src")
target_link_libraries(fast_sky_sun_system
engine
fast_sky_render_task
)
if(EMSCRIPTEN)
set_target_properties(fast_sky_sun_system PROPERTIES COMPILE_FLAGS "-s USE_SDL=2")
set_target_properties(fast_sky_sun_system PROPERTIES LINK_FLAGS "-s USE_SDL=2")
endif()

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#include "./fast_sky_sun_system.hpp"
#include <mm/services/scene_service_interface.hpp>
#include <entt/entity/registry.hpp>
#include <mm/opengl/render_tasks/fast_sky_render_task.hpp>
#include <glm/trigonometric.hpp>
namespace MM::Systems {
void FastSkySun(Scene& scene, float delta) {
auto& sky_ctx = scene.ctx<MM::OpenGL::RenderTasks::FastSkyContext>();
sky_ctx.time += delta * 0.2f;
sky_ctx.fsun.y = glm::sin(sky_ctx.time * 0.01f);
sky_ctx.fsun.z = glm::cos(sky_ctx.time * 0.01f);
}
} // MM::Systems

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#pragma once
#include <mm/engine_fwd.hpp>
namespace MM::Systems {
// this system updates time and sun depending on time with the time delta
void FastSkySun(Scene& scene, float delta);
} // MM::Systems

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cmake_minimum_required(VERSION 3.2)
project(player_velocity_system CXX)
add_library(player_velocity_system
src/mm/systems/player_velocity2d_system.hpp
src/mm/systems/player_velocity2d_system.cpp
)
target_include_directories(player_velocity_system PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}/src")
target_link_libraries(player_velocity_system
entt
glm
engine
common_components
input_service
)
if(EMSCRIPTEN)
set_target_properties(player_velocity_system PROPERTIES COMPILE_FLAGS "-s USE_SDL=2")
set_target_properties(player_velocity_system PROPERTIES LINK_FLAGS "-s USE_SDL=2")
endif()
if (BUILD_TESTING)
add_subdirectory(test)
endif()

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#include "./player_velocity2d_system.hpp"
#include <entt/entity/registry.hpp>
#include <mm/components/velocity2d.hpp>
#include <mm/services/input_service.hpp>
#include <tracy/Tracy.hpp>
namespace MM::Systems {
void PlayerVelocity2D(Scene& scene, float) {
ZoneScopedN("MM::Systems::PlayerVelocity2D");
MM::Engine* engine_ptr = scene.ctx<MM::Engine*>();
auto& input_ss = engine_ptr->getService<MM::Services::InputService>();
scene.view<MM::Input::PlayerID, MM::Components::Velocity2D>().each(
[&input_ss](const MM::Input::PlayerID p_id, MM::Components::Velocity2D& v) {
//const float movement_speed = 8.f; // apply via post processing
auto vec_force = input_ss.getMoveForce(p_id);
if (vec_force >= 0.01f) {
v.velocity = input_ss.getMoveVec(p_id);
v.velocity *= vec_force;
//v.velocity *= movement_speed;
} else {
v.velocity = {0.f, 0.f};
}
}
);
}
}

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#pragma once
//#include <mm/services/scene_service_interface.hpp>
#include <mm/engine_fwd.hpp>
namespace MM::Systems {
// this system transforms the input from the input_ss into velocity
// uses Components::Velocity2D, PlayerID
void PlayerVelocity2D(Scene& scene, float delta);
} // MM::Systems

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add_executable(player_velocity_test
player_velocity_test.cpp
)
target_include_directories(player_velocity_test PRIVATE ".")
target_link_libraries(player_velocity_test
player_velocity_system
simple_scene
gtest_main
)
add_test(NAME player_velocity_test COMMAND player_velocity_test)

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#include <gtest/gtest.h>
#include <mm/engine.hpp>
#include <mm/services/sdl_service.hpp>
#include <mm/services/input_service.hpp>
#include <mm/services/simple_scene.hpp>
#include <entt/entity/registry.hpp>
#include <mm/systems/player_velocity2d_system.hpp>
TEST(player_velocity, basic_run) {
float delta = 1/60.f;
MM::Engine engine(delta);
engine.addService<MM::Services::SDLService>();
ASSERT_TRUE(engine.enableService<MM::Services::SDLService>());
engine.addService<MM::Services::InputService>();
ASSERT_TRUE(engine.enableService<MM::Services::InputService>());
engine.addService<MM::Services::SimpleSceneService>();
ASSERT_TRUE(engine.enableService<MM::Services::SimpleSceneService>());
bool provide_ret = engine.provide<MM::Services::SceneServiceInterface, MM::Services::SimpleSceneService>();
ASSERT_TRUE(provide_ret);
auto& scene = engine.tryService<MM::Services::SceneServiceInterface>()->getScene();
// setup v system
MM::AddSystemToScene(scene, MM::Systems::PlayerVelocity2D);
//auto [e, t, v] = scene.create<MM::Components::Transform, MM::Components::Velocity>();
//t.position = { 0.f, 0.f };
//t.rotation = 0.f;
//v.velocity = { 1.f, 1.f };
//v.rotation = 0.f;
engine.fixedUpdate();
//ASSERT_EQ(t.position.x, 1.f * delta);
// TODO: TEST
}

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cmake_minimum_required(VERSION 3.2)
project(simple_velocity_system CXX)
set(HPP_FILES
src/mm/systems/simple_velocity_system2d.hpp
)
set(CPP_FILES
)
add_library(simple_velocity_system ${CPP_FILES} ${HPP_FILES})
target_include_directories(simple_velocity_system PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}/src")
target_link_libraries(simple_velocity_system
entt
glm
engine
common_components
)
if (BUILD_TESTING)
add_subdirectory(test)
endif()

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#pragma once
#include <functional>
#include <mm/components/velocity2d.hpp>
#include <mm/components/transform2d.hpp>
#include <mm/services/scene_service_interface.hpp>
namespace MM::Systems {
inline void SimpleVelocity(Scene& scene, float delta) {
scene.view<MM::Components::Transform2D, MM::Components::Velocity2D>().each([delta](auto, auto& t, auto& v) {
t.position += v.velocity * delta;
t.rotation += v.rotation * delta;
}
);
}
}

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add_executable(simple_velocity_test
simple_velocity_test.cpp
)
target_include_directories(simple_velocity_test PRIVATE ".")
target_link_libraries(simple_velocity_test
simple_velocity_system
simple_scene
gtest_main
)
add_test(NAME simple_velocity_test COMMAND simple_velocity_test)

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#include <gtest/gtest.h>
#include <mm/engine.hpp>
#include <mm/services/simple_scene.hpp>
#include <entt/entity/registry.hpp>
#include <mm/systems/simple_velocity_system2d.hpp>
TEST(simple_velocity_2d, basic_run) {
float delta = 1/60.f;
MM::Engine engine(delta);
engine.addService<MM::Services::SimpleSceneService>();
ASSERT_TRUE(engine.enableService<MM::Services::SimpleSceneService>());
bool provide_ret = engine.provide<MM::Services::SceneServiceInterface, MM::Services::SimpleSceneService>();
ASSERT_TRUE(provide_ret);
auto& scene = engine.tryService<MM::Services::SceneServiceInterface>()->getScene();
// setup v system
MM::AddSystemToScene(scene, MM::Systems::SimpleVelocity);
auto e = scene.create();
auto& t = scene.emplace<MM::Components::Transform2D>(e);
auto& v = scene.emplace<MM::Components::Velocity2D>(e);
t.position = { 0.f, 0.f };
t.rotation = 0.f;
v.velocity = { 1.f, 1.f };
v.rotation = 0.f;
engine.fixedUpdate();
ASSERT_EQ(t.position.x, 1.f * delta);
}