Formatted EVERYTHING

This commit is contained in:
Dynamitos
2024-06-09 12:20:53 +02:00
parent f18bf8acbe
commit d95dab850c
265 changed files with 8002 additions and 12310 deletions
+3 -11
View File
@@ -3,16 +3,8 @@
using namespace Seele;
using namespace Seele::System;
CameraUpdater::CameraUpdater(PScene scene)
: ComponentSystem(scene)
{
}
CameraUpdater::CameraUpdater(PScene scene) : ComponentSystem(scene) {}
CameraUpdater::~CameraUpdater()
{
}
CameraUpdater::~CameraUpdater() {}
void CameraUpdater::update(Component::Camera& camera)
{
camera.buildViewMatrix();
}
void CameraUpdater::update(Component::Camera& camera) { camera.buildViewMatrix(); }
+9 -11
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@@ -1,19 +1,17 @@
#pragma once
#include "ComponentSystem.h"
#include "Component/Camera.h"
#include "ComponentSystem.h"
namespace Seele
{
namespace System
{
class CameraUpdater : public ComponentSystem<Component::Camera>
{
public:
namespace Seele {
namespace System {
class CameraUpdater : public ComponentSystem<Component::Camera> {
public:
CameraUpdater(PScene scene);
virtual ~CameraUpdater();
virtual void update(Component::Camera& camera);
private:
private:
};
}
}
} // namespace System
} // namespace Seele
+17 -32
View File
@@ -1,43 +1,28 @@
#pragma once
#include "SystemBase.h"
#include "Component/Component.h"
#include "Component/Camera.h"
#include "Component/Component.h"
#include "SystemBase.h"
namespace Seele
{
namespace System
{
template<typename... Components>
class ComponentSystem : public SystemBase
{
public:
namespace Seele {
namespace System {
template <typename... Components> class ComponentSystem : public SystemBase {
public:
ComponentSystem(PScene scene) : SystemBase(scene) {}
virtual ~ComponentSystem() {}
template<has_dependencies Comp>
auto getDependencies()
{
return Comp::dependencies;
}
template<typename Comp>
Dependencies<> getDependencies()
{
return Dependencies<>();
}
template<typename... Deps>
void setupView(Dependencies<Deps...>)
{
//List<std::function<void()>> work;
registry.view<Components..., Deps...>().each([&](entt::entity id, Components&... comp, Deps&... deps){
//work.add([&]() {
(accessComponent(deps), ...);
update(comp...);
update(id, comp...);
template <has_dependencies Comp> auto getDependencies() { return Comp::dependencies; }
template <typename Comp> Dependencies<> getDependencies() { return Dependencies<>(); }
template <typename... Deps> void setupView(Dependencies<Deps...>) {
// List<std::function<void()>> work;
registry.view<Components..., Deps...>().each([&](entt::entity id, Components&... comp, Deps&... deps) {
// work.add([&]() {
(accessComponent(deps), ...);
update(comp...);
update(id, comp...);
//});
});
//getThreadPool().runAndWait(std::move(work));
// getThreadPool().runAndWait(std::move(work));
}
virtual void run(double delta) override
{
virtual void run(double delta) override {
SystemBase::run(delta);
setupView((getDependencies<Components>() | ...));
}
+4 -7
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@@ -2,13 +2,10 @@
#include "MinimalEngine.h"
#include "SystemBase.h"
namespace Seele
{
namespace System
{
class Executor
{
public:
namespace Seele {
namespace System {
class Executor {
public:
Executor();
~Executor();
};
+9 -24
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@@ -3,18 +3,11 @@
using namespace Seele;
using namespace Seele::System;
KeyboardInput::KeyboardInput(PScene scene)
: ComponentSystem<Component::KeyboardInput>(scene)
{
std::memset(keys.data(), 0, sizeof(keys));
}
KeyboardInput::KeyboardInput(PScene scene) : ComponentSystem<Component::KeyboardInput>(scene) { std::memset(keys.data(), 0, sizeof(keys)); }
KeyboardInput::~KeyboardInput()
{
}
KeyboardInput::~KeyboardInput() {}
void KeyboardInput::update(Component::KeyboardInput& input)
{
void KeyboardInput::update(Component::KeyboardInput& input) {
std::memcpy(input.keys.data(), keys.data(), sizeof(keys));
input.deltaX = deltaX;
input.deltaY = deltaY;
@@ -32,31 +25,23 @@ void KeyboardInput::update(Component::KeyboardInput& input)
scrollY = 0;
}
void KeyboardInput::keyCallback(KeyCode code, InputAction action, KeyModifier)
{
keys[code] = action != InputAction::RELEASE;
}
void KeyboardInput::keyCallback(KeyCode code, InputAction action, KeyModifier) { keys[code] = action != InputAction::RELEASE; }
void KeyboardInput::mouseCallback(double x, double y)
{
void KeyboardInput::mouseCallback(double x, double y) {
mouseX = x;
mouseY = y;
}
void KeyboardInput::mouseButtonCallback(MouseButton button, InputAction action, KeyModifier)
{
if (button == MouseButton::MOUSE_BUTTON_1)
{
void KeyboardInput::mouseButtonCallback(MouseButton button, InputAction action, KeyModifier) {
if (button == MouseButton::MOUSE_BUTTON_1) {
mouse1 = action != InputAction::RELEASE;
}
if (button == MouseButton::MOUSE_BUTTON_2)
{
if (button == MouseButton::MOUSE_BUTTON_2) {
mouse2 = action != InputAction::RELEASE;
}
}
void KeyboardInput::scrollCallback(double xScroll, double yScroll)
{
void KeyboardInput::scrollCallback(double xScroll, double yScroll) {
scrollX = xScroll;
scrollY = yScroll;
}
+9 -11
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@@ -1,14 +1,11 @@
#pragma once
#include "ComponentSystem.h"
#include "Component/KeyboardInput.h"
#include "ComponentSystem.h"
namespace Seele
{
namespace System
{
class KeyboardInput : public ComponentSystem<Component::KeyboardInput>
{
public:
namespace Seele {
namespace System {
class KeyboardInput : public ComponentSystem<Component::KeyboardInput> {
public:
KeyboardInput(PScene scene);
virtual ~KeyboardInput();
virtual void update(Component::KeyboardInput& input) override;
@@ -16,7 +13,8 @@ public:
void mouseCallback(double xPos, double yPos);
void mouseButtonCallback(MouseButton button, InputAction action, KeyModifier modifier);
void scrollCallback(double xScroll, double yScroll);
private:
private:
Seele::StaticArray<bool, (size_t)KeyCode::KEY_LAST> keys;
bool mouse1 = false;
bool mouse2 = false;
@@ -30,5 +28,5 @@ private:
float scrollY = 0;
};
DEFINE_REF(KeyboardInput)
}
}
} // namespace System
} // namespace Seele
+5 -16
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@@ -3,23 +3,12 @@
using namespace Seele;
using namespace Seele::System;
LightGather::LightGather(PScene scene)
: SystemBase(scene)
, lightEnv(scene->getLightEnvironment())
{
}
LightGather::LightGather(PScene scene) : SystemBase(scene), lightEnv(scene->getLightEnvironment()) {}
LightGather::~LightGather()
{
}
LightGather::~LightGather() {}
void LightGather::update()
{
void LightGather::update() {
lightEnv->reset();
scene->view<Component::PointLight>([this](Component::PointLight& pointLight) {
lightEnv->addPointLight(pointLight);
});
scene->view<Component::DirectionalLight>([this](Component::DirectionalLight& dirLight) {
lightEnv->addDirectionalLight(dirLight);
});
scene->view<Component::PointLight>([this](Component::PointLight& pointLight) { lightEnv->addPointLight(pointLight); });
scene->view<Component::DirectionalLight>([this](Component::DirectionalLight& dirLight) { lightEnv->addDirectionalLight(dirLight); });
}
+8 -10
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@@ -1,18 +1,16 @@
#pragma once
#include "SystemBase.h"
namespace Seele
{
namespace System
{
class LightGather : public SystemBase
{
public:
namespace Seele {
namespace System {
class LightGather : public SystemBase {
public:
LightGather(PScene scene);
virtual ~LightGather();
virtual void update() override;
private:
private:
PLightEnvironment lightEnv;
};
}
}
} // namespace System
} // namespace Seele
+4 -11
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@@ -5,19 +5,12 @@
using namespace Seele;
using namespace Seele::System;
MeshUpdater::MeshUpdater(PScene scene)
: ComponentSystem<Component::Transform, Component::Mesh>(scene)
{
}
MeshUpdater::MeshUpdater(PScene scene) : ComponentSystem<Component::Transform, Component::Mesh>(scene) {}
MeshUpdater::~MeshUpdater()
{
}
MeshUpdater::~MeshUpdater() {}
void MeshUpdater::update(entt::entity id, Component::Transform& transform, Component::Mesh& comp)
{
for (uint32 i = 0; i < comp.asset->meshes.size(); ++i)
{
void MeshUpdater::update(entt::entity id, Component::Transform& transform, Component::Mesh& comp) {
for (uint32 i = 0; i < comp.asset->meshes.size(); ++i) {
comp.asset->meshes[i]->vertexData->updateMesh(id, i, comp.asset->meshes[i], transform);
}
}
+11 -13
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@@ -1,19 +1,17 @@
#pragma once
#include "ComponentSystem.h"
#include "Component/Transform.h"
#include "Component/Mesh.h"
#include "Component/Transform.h"
#include "ComponentSystem.h"
namespace Seele
{
namespace System
{
class MeshUpdater : public ComponentSystem<Component::Transform, Component::Mesh>
{
public:
MeshUpdater(PScene scene);
virtual ~MeshUpdater();
virtual void update(entt::entity id, Component::Transform& transform, Component::Mesh& mesh) override;
private:
namespace Seele {
namespace System {
class MeshUpdater : public ComponentSystem<Component::Transform, Component::Mesh> {
public:
MeshUpdater(PScene scene);
virtual ~MeshUpdater();
virtual void update(entt::entity id, Component::Transform& transform, Component::Mesh& mesh) override;
private:
};
} // namespace System
} // namespace Seele
+9 -12
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@@ -1,24 +1,21 @@
#pragma once
#include <entt/entt.hpp>
#include "ThreadPool.h"
#include "Scene/Scene.h"
#include "ThreadPool.h"
#include <entt/entt.hpp>
namespace Seele
{
namespace System
{
class SystemBase
{
public:
namespace Seele {
namespace System {
class SystemBase {
public:
SystemBase(PScene scene) : registry(scene->registry), scene(scene) {}
virtual ~SystemBase() {}
virtual void run(double delta)
{
virtual void run(double delta) {
deltaTime = delta;
update();
}
virtual void update() {}
protected:
protected:
double deltaTime;
entt::registry& registry;
PScene scene;
+3 -7
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@@ -2,14 +2,10 @@
using namespace Seele;
void SystemGraph::addSystem(System::OSystemBase system)
{
systems.add(std::move(system));
}
void SystemGraph::addSystem(System::OSystemBase system) { systems.add(std::move(system)); }
void SystemGraph::run(float deltaTime)
{
for(auto& system : systems) {
void SystemGraph::run(float deltaTime) {
for (auto& system : systems) {
system->run(deltaTime);
}
}
+7 -8
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@@ -1,17 +1,16 @@
#pragma once
#include "ThreadPool.h"
#include "Containers/Array.h"
#include "SystemBase.h"
#include "ThreadPool.h"
namespace Seele
{
class SystemGraph
{
public:
namespace Seele {
class SystemGraph {
public:
void addSystem(System::OSystemBase system);
void run(float deltaTime);
private:
private:
Array<System::OSystemBase> systems;
};
DEFINE_REF(SystemGraph)
} // namespace Seele;
} // namespace Seele