Exemple #1
0
	void Actor::Tick( float Dt )
	{
		SimulatePhysics( Dt );

		for( uint32_t Idx = 0; Idx < array::size( mComponents ); ++Idx )
		{
			mComponents[Idx]->Tick( Dt );
		}
	}
Exemple #2
0
void VenomModuleUpdate(GameMemory* memory) {
  GameData* data = (GameData*)memory->userdata;
  EntityContainer* entityContainer = &data->entityContainer;
  EditorData* editorData = &memory->editor;
  RenderState* rs = &memory->renderState;
  AssetManifest *manifest = &memory->assetManifest;

  const SystemInfo* sys = &memory->systemInfo;
  InputState* input = &memory->inputState;

  Entity *player = GetEntity(data->playerEntityIndex, entityContainer);

  EditorData* editor = &memory->editor;

  bool editorHandledInput = process_editor_mode(memory, entityContainer, editor, input, &editor->editorCamera);




  Engine *engine = GetEngine();
  FinalizeEngineTasks(engine);


  const F32 deltaTime = memory->deltaTime;

  if (engine->isPaused == false) {
    if (editorHandledInput == false) {
      PlayerInput playerInput = KeyboardAndMouseToPlayerInput(input);
      if (playerInput.lookModeActive == false) {
        UpdateMousePicker(&data->camera);
      }

      ThirdPersonPlayerControl(player, &data->camera, &playerInput, memory->deltaTime);
    }

    //UpdateTerrainFromViewPosition(&data->terrain, player->position);
    UpdateAnimationStates(entityContainer, deltaTime);
    SimulatePhysics(&engine->physicsSimulation, entityContainer);
  }

  
}