Added reactphysics to SHADE_Application premake file
This commit is contained in:
parent
cfd387e51c
commit
a08b123814
|
@ -35,7 +35,8 @@ project "SHADE_Application"
|
|||
"%{IncludeDir.VMA}/include",
|
||||
"%{IncludeDir.VULKAN}/Source/SPIRV-Reflect",
|
||||
"%{IncludeDir.RTTR}/include",
|
||||
"%{IncludeDir.tinyddsloader}"
|
||||
"%{IncludeDir.tinyddsloader}",
|
||||
"%{IncludeDir.reactphysics3d}\\include"
|
||||
}
|
||||
|
||||
externalwarnings "Off"
|
||||
|
|
|
@ -17,16 +17,25 @@
|
|||
#define SDL_HINT_VIDEO_FOREIGN_WINDOW_VULKAN 1
|
||||
#include <SDL.h>
|
||||
|
||||
#include "Scripting/SHScriptEngine.h"
|
||||
|
||||
#include "Graphics/MiddleEnd/Meshes/SHPrimitiveGenerator.h"
|
||||
|
||||
// Managers
|
||||
#include "ECS_Base/Managers/SHEntityManager.h"
|
||||
#include "Graphics/MiddleEnd/Interface/SHRenderable.h"
|
||||
#include "Scene/SHSceneManager.h"
|
||||
#include "Math/Transform/SHTransformSystem.h"
|
||||
|
||||
// Systems
|
||||
#include "Input/SHInputManagerSystem.h"
|
||||
#include "Scripting/SHScriptEngine.h"
|
||||
#include "Physics/SHPhysicsSystem.h"
|
||||
#include "Math/Transform/SHTransformSystem.h"
|
||||
|
||||
// Components
|
||||
#include "Graphics/MiddleEnd/Interface/SHRenderable.h"
|
||||
#include "Math/Transform/SHTransformComponent.h"
|
||||
|
||||
#include "Scenes/SBTestScene.h"
|
||||
#include "Math/Transform/SHTransformComponent.h"
|
||||
|
||||
|
||||
#include "Assets/SHAssetManager.h"
|
||||
|
||||
|
@ -51,31 +60,33 @@ namespace Sandbox
|
|||
// Create Systems
|
||||
SHADE::SHSystemManager::CreateSystem<SHADE::SHGraphicsSystem>();
|
||||
SHADE::SHSystemManager::CreateSystem<SHADE::SHScriptEngine>();
|
||||
// TODO(Diren): Create Physics System here
|
||||
SHADE::SHSystemManager::CreateSystem<SHADE::SHPhysicsSystem>();
|
||||
SHADE::SHSystemManager::CreateSystem<SHADE::SHTransformSystem>();
|
||||
SHADE::SHGraphicsSystem* graphicsSystem = static_cast<SHADE::SHGraphicsSystem*>(SHADE::SHSystemManager::GetSystem<SHADE::SHGraphicsSystem>());
|
||||
SHADE::SHSystemManager::CreateSystem<SHADE::SHInputManagerSystem>();
|
||||
|
||||
// Create Routines
|
||||
SHADE::SHSystemManager::RegisterRoutine<SHADE::SHInputManagerSystem, SHADE::SHInputManagerSystem::InputManagerRoutine>();
|
||||
|
||||
SHADE::SHSystemManager::RegisterRoutine<SHADE::SHScriptEngine, SHADE::SHScriptEngine::FrameSetUpRoutine>();
|
||||
SHADE::SHSystemManager::RegisterRoutine<SHADE::SHScriptEngine, SHADE::SHScriptEngine::UpdateRoutine>();
|
||||
SHADE::SHSystemManager::RegisterRoutine<SHADE::SHScriptEngine, SHADE::SHScriptEngine::LateUpdateRoutine>();
|
||||
SHADE::SHSystemManager::RegisterRoutine<SHADE::SHScriptEngine, SHADE::SHScriptEngine::FrameCleanUpRoutine>();
|
||||
|
||||
// TODO(Diren): Register Physics System & Routines here
|
||||
SHADE::SHSystemManager::RegisterRoutine<SHADE::SHPhysicsSystem, SHADE::SHPhysicsSystem::PhysicsPreUpdate>();
|
||||
SHADE::SHSystemManager::RegisterRoutine<SHADE::SHPhysicsSystem, SHADE::SHPhysicsSystem::PhysicsFixedUpdate>();
|
||||
SHADE::SHSystemManager::RegisterRoutine<SHADE::SHPhysicsSystem, SHADE::SHPhysicsSystem::PhysicsPostUpdate>();
|
||||
|
||||
SHADE::SHSystemManager::RegisterRoutine<SHADE::SHTransformSystem, SHADE::SHTransformSystem::TransformUpdateRoutine>();
|
||||
SHADE::SHComponentManager::CreateComponentSparseSet<SHADE::SHTransformComponent>();
|
||||
|
||||
SHADE::SHSystemManager::RegisterRoutine<SHADE::SHGraphicsSystem, SHADE::SHGraphicsSystem::BatcherDispatcherRoutine>();
|
||||
SHADE::SHSystemManager::RegisterRoutine<SHADE::SHGraphicsSystem, SHADE::SHGraphicsSystem::BeginRoutine>();
|
||||
SHADE::SHSystemManager::RegisterRoutine<SHADE::SHGraphicsSystem, SHADE::SHGraphicsSystem::RenderRoutine>();
|
||||
SHADE::SHSystemManager::RegisterRoutine<SHADE::SHGraphicsSystem, SHADE::SHGraphicsSystem::EndRoutine>();
|
||||
|
||||
SHADE::SHComponentManager::CreateComponentSparseSet<SHADE::SHRenderable>();
|
||||
SHADE::SHComponentManager::CreateComponentSparseSet<SHADE::SHTransformComponent>();
|
||||
|
||||
SHADE::SHSystemManager::RegisterRoutine<SHADE::SHInputManagerSystem, SHADE::SHInputManagerSystem::InputManagerRoutine>();
|
||||
SHADE::SHComponentManager::CreateComponentSparseSet<SHADE::SHRenderable>();
|
||||
SHADE::SHComponentManager::CreateComponentSparseSet<SHADE::SHRigidBodyComponent>();
|
||||
|
||||
//TODO: REMOVE AFTER PRESENTATION
|
||||
SHADE::SHAssetManager::LoadDataTemp("../../Assets/racoon.gltf");
|
||||
|
|
Loading…
Reference in New Issue