Working on Prefab Parser updates

This commit is contained in:
2023-03-29 11:28:04 -07:00
parent 846d881b03
commit ec8ec5bbb4
16 changed files with 470 additions and 356 deletions

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@ -19,4 +19,4 @@ add_subdirectory(scene)
# Assets
set(ROSE_ASSETS_DIR ${DAWN_ASSETS_DIR}/games/rose)
tool_prefab(${ROSE_ASSETS_DIR}/prefabs/PlayerPrefab.xml)
tool_prefab(${ROSE_ASSETS_DIR}/prefabs/Player.xml)

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@ -1,52 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "prefab/SceneItemPrefab.hpp"
#include "scene/components/display/MeshHost.hpp"
#include "scene/components/display/MeshRenderer.hpp"
#include "scene/components/display/material/SimpleTexturedMaterial.hpp"
#include "scene/components/physics/2d/CharacterController2D.hpp"
#include "scene/components/physics/2d/BoxCollider.hpp"
#include "scene/components/PlayerController.hpp"
#include "display/mesh/CubeMesh.hpp"
#include "display/mesh/CapsuleMesh.hpp"
namespace Dawn {
class PlayerPrefab : public SceneItemPrefab<PlayerPrefab>, public StateOwner {
public:
static std::vector<Asset*> prefabAssets(AssetManager *man) {
return {};
}
PlayerController *player;
PlayerPrefab(Scene *s, sceneitemid_t i) : SceneItemPrefab(s, i) {}
void prefabInit(AssetManager *man) override {
auto characterController = this->addComponent<CharacterController2D>();
auto hitbox = this->addComponent<BoxCollider>();
auto meshHost = this->addComponent<MeshHost>();
auto meshRenderer = this->addComponent<MeshRenderer>();
auto material = this->addComponent<SimpleTexturedMaterial>();
CapsuleMesh::create(&meshHost->mesh, 0.5f, 1.5f);
auto nose = scene->createSceneItem();
auto noseMeshHost = nose->addComponent<MeshHost>();
auto noseMeshRenderer = nose->addComponent<MeshRenderer>();
auto noseMaterial = nose->addComponent<SimpleTexturedMaterial>();
noseMeshHost->mesh.createBuffers(CUBE_VERTICE_COUNT, CUBE_INDICE_COUNT);
glm::vec3 noseSize = glm::vec3(0.25f, 0.25f, 0.25f);
CubeMesh::buffer(&noseMeshHost->mesh, -(noseSize * 0.5f), noseSize, 0, 0);
noseMaterial->color = COLOR_RED;
nose->transform.setParent(&this->transform);
nose->transform.setLocalPosition(glm::vec3(0, 0, 0.5f));
player = this->addComponent<PlayerController>();
}
};
}

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@ -6,8 +6,11 @@
#pragma once
#include "scene/Scene.hpp"
#include "scene/components/GameCamera.hpp"
#include "prefabs/PlayerPrefab.hpp"
#include "prefabs/Player.hpp"
#include "prefabs/SpinningCube.hpp"
#include "prefabs/ui/debug/FPSLabel.hpp"
#include "display/mesh/CapsuleMesh.hpp"
#include "display/mesh/CubeMesh.hpp"
namespace Dawn {
class HelloWorldScene : public Scene {
@ -16,16 +19,14 @@ namespace Dawn {
UICanvas *canvas;
void stage() override {
auto player = PlayerPrefab::create(this);
auto player = Player::create(this);
CapsuleMesh::create(&player->meshHost->mesh, 0.5f, 1.5f);
player->meshHost->mesh.createBuffers(CUBE_VERTICE_COUNT, CUBE_INDICE_COUNT);
CubeMesh::buffer(&player->meshHost->mesh, glm::vec3(-0.5f, -0.5f, -0.5f), glm::vec3(1, 1, 1), 0, 0);
canvas = UICanvas::create(this);
auto labelItem = FPSLabel::create(this);
labelItem->transform.setParent(canvas->transform);
labelItem->label->alignX = UI_COMPONENT_ALIGN_END;
labelItem->label->alignment = glm::vec4(0, 0, 0, 0);
labelItem->label->fontSize = 16;
auto wallBox = this->createSceneItem()->addComponent<BoxCollider>();
wallBox->min = glm::vec2(-4, -3);
wallBox->max = glm::vec2(-3, 3);