Add GetWorld to Actor. Integrate google test. Add Model manager class. Rename *.h to *.hpp files

This commit is contained in:
Jiga228
2025-10-13 19:31:27 +07:00
parent fedffa7634
commit 8819114b63
44 changed files with 424 additions and 59 deletions
-6
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@@ -1,6 +0,0 @@
#pragma once
struct CoreCallBacks
{
void (*Quit)();
};
+6 -7
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@@ -1,6 +1,6 @@
#include "CoreInstance.h"
#include "CoreInstance.hpp"
#include "SystemCalls.h"
#include "SystemCalls.hpp"
#include <exception>
#include <cstring>
@@ -8,10 +8,9 @@
#include <iostream>
#include <thread>
#include "RenderEngine.h"
#include "Game/GameInstance.h"
#include "Log/Log.h"
#include "Game/SaveMap/SaveMap.h"
#include "RenderEngine/RenderEngine.hpp"
#include "Game/GameInstance.hpp"
#include "Game/SaveMap/SaveMap.hpp"
extern GameInstance* GameFactory(CoreInstance&);
@@ -78,8 +77,8 @@ CoreInstance::~CoreInstance()
{
modules_.clear();
delete render_engine_;
delete game_;
delete render_engine_;
glfwDestroyWindow(window_);
glfwTerminate();
@@ -6,13 +6,15 @@
#include <vector>
#include "Game/SaveMap/ISave.h"
#include "Core/CoreCallBacks.h"
class SaveMap;
class RenderEngine;
class GameInstance;
struct GLFWwindow;
/*
* Внимательно следите, что бы у ваших объектов была "мягкая" зависимость
*/
class CoreInstance {
struct Module {
const char* name;
@@ -58,4 +60,5 @@ public:
const std::string& getBaseWorldName() const { return main_config_.base_world; }
const std::string& getGameName() const { return main_config_.game_name; }
GameInstance* GetGameInstance() const { return game_; }
RenderEngine* GetRenderEngine() const { return render_engine_; }
};
+73
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@@ -0,0 +1,73 @@
#include "ModelManager.hpp"
ModelManager::StaticModel::StaticModel(const std::vector<Voxel>& voxels, std::string name):
name_(std::move(name)),
voxels_(voxels)
{
glm::ivec3 sum_moments{0, 0, 0};
int sum_masses = 0;
for (auto& i : voxels_)
{
sum_moments += glm::ivec3{i.loc.x * i.mass, i.loc.y * i.mass, i.loc.z * i.mass};
sum_masses += i.mass;
}
if(sum_masses != 0)
sum_moments /= sum_masses;
else if (!voxels_.empty())
{
sum_moments.x /= static_cast<int>(voxels_.size());
sum_moments.y /= static_cast<int>(voxels_.size());
sum_moments.z /= static_cast<int>(voxels_.size());
}
mass_center_ = sum_moments;
}
ModelManager::StaticModel::~StaticModel()
{
OnDestroy.Call(name_);
}
unsigned int ModelManager::FNV1aHash(const char* buf)
{
unsigned int h_val = 0x811c9dc5;
while (*buf)
{
h_val ^= static_cast<unsigned int>(*buf++);
h_val *= 0x01000193;
}
return h_val;
}
void ModelManager::OnDestroySometimeModelCaller(const std::string& name)
{
OnDestroySometimeModel.Call(name);
}
ModelManager::~ModelManager()
{
for (const auto& [it, model] : models)
{
model->OnDestroy.unbind(this, &ModelManager::OnDestroySometimeModelCaller);
}
models.clear();
}
std::shared_ptr<ModelManager::StaticModel> ModelManager::LoadModel(const std::string& name)
{
unsigned int hash = FNV1aHash(name.c_str());
auto model = models.find(hash);
if (model != models.cend())
return model->second;
std::vector<Voxel> model_data;
// Load model_data
auto newModel = std::make_shared<StaticModel>(model_data, name);
newModel->OnDestroy.bind(this, &ModelManager::OnDestroySometimeModelCaller);
models[hash] = newModel;
return models[hash];
}
+47
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@@ -0,0 +1,47 @@
#pragma once
#include <unordered_map>
#include <vector>
#include <string>
#include <Delegate/Delegate.h>
#include <glm/glm.hpp>
class ModelManager
{
public:
struct Voxel
{
glm::ivec3 loc, color;
int mass;
};
class StaticModel
{
std::string name_;
std::vector<Voxel> voxels_;
glm::vec3 mass_center_;
public:
Delegate<const std::string&> OnDestroy;
StaticModel(const std::vector<Voxel>& voxels, std::string name);
~StaticModel();
const std::vector<Voxel>& GetVoxels() const { return voxels_; }
glm::vec3 GetMassCenter() const { return mass_center_; }
const std::string& GetName() const { return name_; }
};
private:
std::unordered_map<unsigned int, std::shared_ptr<StaticModel>> models;
static unsigned int FNV1aHash (const char *buf);
void OnDestroySometimeModelCaller(const std::string& name);
public:
Delegate<std::string> OnDestroySometimeModel;
~ModelManager();
std::shared_ptr<StaticModel> LoadModel(const std::string& name);
};
@@ -1,15 +1,15 @@
#include "RenderEngine.h"
#include "RenderEngine.hpp"
#include <queue>
#include <set>
#include <stdexcept>
#include <fstream>
#include "CoreInstance.h"
#include "Log/Log.h"
#include "Core/CoreInstance.hpp"
#include "Log/Log.hpp"
#include "Game/GameInstance.h"
#include "Game/World/World.h"
#include "Game/GameInstance.hpp"
#include "Game/World/World.hpp"
#include "Game/Actors/Mesh/Mesh.hpp"
#include "GLFW/glfw3.h"
@@ -11,6 +11,8 @@
#include <vulkan/vulkan.h>
#include <glm/glm.hpp>
#include "ModelManager.hpp"
#ifdef _DEBUG
#include <assert.h>
#define VK_CHECK(res) assert(res == VK_SUCCESS)
@@ -55,6 +57,8 @@ class RenderEngine
void copy_memory(VkBuffer src, VkBuffer dst, VkDeviceSize size);
#pragma endregion
ModelManager model_manager_;
static const std::vector<const char*> deviceExtensions;
int current_frame_ = 0;
@@ -128,4 +132,6 @@ public:
void stop_render() const;
GLFWwindow* get_window() const { return window_; }
ModelManager* GetActiveModelManager() { return &model_manager_; }
};
+1 -1
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@@ -1,6 +1,6 @@
#ifdef _WIN32
#include "../SystemCalls.h"
#include "../SystemCalls.hpp"
#include <windows.h>
+1 -1
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@@ -1,6 +1,6 @@
#include <iostream>
#include "CoreInstance.h"
#include "CoreInstance.hpp"
int main(int argc, char* argv[]) {
try {