Merge remote-tracking branch 'origin/master' into DDS
Conflicts: assets
This commit is contained in:
@@ -146,14 +146,14 @@ bool RayVsTriangle(const Ray& ray,
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}
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bool RayVsModel(const Ray& ray,
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const RawModel::Vertex* modelVertices,
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const std::vector<glm::vec3>& modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix)
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{
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for (int i = 0; i < modelIndices.size();) {
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glm::vec3 v0 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
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glm::vec3 v1 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
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glm::vec3 v2 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
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glm::vec3 v0 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix);
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glm::vec3 v1 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix);
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glm::vec3 v2 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix);
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if (RayVsTriangle(ray, v0, v1, v2)) {
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return true;
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}
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@@ -194,7 +194,7 @@ bool RayVsTriangle(const Ray& ray,
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}
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bool RayVsModel(const Ray& ray,
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const RawModel::Vertex* modelVertices,
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const std::vector<glm::vec3>& modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix,
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float& outDistance,
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@@ -204,9 +204,9 @@ bool RayVsModel(const Ray& ray,
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outDistance = INFINITY;
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bool hit = false;
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for (int i = 0; i < modelIndices.size();) {
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glm::vec3 v0 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
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glm::vec3 v1 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
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glm::vec3 v2 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
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glm::vec3 v0 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix);
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glm::vec3 v1 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix);
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glm::vec3 v2 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix);
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float dist = outDistance;
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float u;
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float v;
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@@ -221,7 +221,7 @@ bool RayVsModel(const Ray& ray,
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}
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bool RayVsModel(const Ray& ray,
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const RawModel::Vertex* modelVertices,
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const std::vector<glm::vec3>& modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix,
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glm::vec3& outHitPosition)
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@@ -548,7 +548,7 @@ BoxTriRes AABBvsTriangle(const AABB& box,
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}
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Output AABBvsTriangles(const AABB& box,
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const RawModel::Vertex* modelVertices,
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const std::vector<glm::vec3>& modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix,
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glm::vec3& boxVelocity,
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@@ -565,9 +565,9 @@ Output AABBvsTriangles(const AABB& box,
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glm::vec3 originalBoxVelocity(boxVelocity);
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for (int i = 0; i < modelIndices.size(); ) {
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std::array<glm::vec3, 3> triVertices = {
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TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix),
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TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix),
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TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix)
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TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix),
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TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix),
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TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix)
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};
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glm::vec3 outVec;
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bool collideWithGround = isOnGround;
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@@ -595,7 +595,7 @@ Output AABBvsTriangles(const AABB& box,
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}
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bool AABBvsTriangles(const AABB& box,
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const RawModel::Vertex* modelVertices,
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const std::vector<glm::vec3>& modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix,
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glm::vec3& boxVelocity,
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@@ -615,7 +615,7 @@ bool AABBvsTriangles(const AABB& box,
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}
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bool AABBvsTriangles(const AABB& box,
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const RawModel::Vertex* modelVertices,
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const std::vector<glm::vec3>& modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix)
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{
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@@ -633,7 +633,7 @@ bool AABBvsTriangles(const AABB& box,
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}
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Output AABBvsTrianglesWContainment(const AABB& box,
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const RawModel::Vertex* modelVertices,
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const std::vector<glm::vec3>& modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix)
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{
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@@ -741,7 +741,7 @@ boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, std::vector<Enti
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continue;
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}
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float u, v;
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if (RayVsModel(ray, model->Vertices(), model->m_RawModel->m_Indices, TransformSystem::ModelMatrix(entityBox.Entity), outDistance, u, v)) {
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if (RayVsModel(ray, model->m_Vertices, model->m_Indices, TransformSystem::ModelMatrix(entityBox.Entity), outDistance, u, v)) {
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outIntersectPos = ray.Origin() + outDistance * ray.Direction();
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return entityBox;
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}
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@@ -41,15 +41,15 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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// Don't collide against invisible models.
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continue;
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}
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RawModel* model;
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Model* model;
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std::string res = (std::string)boxB.Entity["Model"]["Resource"];
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try {
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model = ResourceManager::Load<RawModel, true>(res);
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model = ResourceManager::Load<Model, true>(res);
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} catch (const std::exception&) {
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continue;
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}
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float u, v;
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hit = Collision::RayVsModel(ray, model->Vertices(), model->m_Indices, TransformSystem::ModelMatrix(boxB.Entity), dist, u, v);
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hit = Collision::RayVsModel(ray, model->m_Vertices, model->m_Indices, TransformSystem::ModelMatrix(boxB.Entity), dist, u, v);
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} else {
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hit = Collision::RayVsAABB(ray, boxB, dist);
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}
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@@ -86,9 +86,9 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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// Don't collide against invisible models.
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continue;
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}
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RawModel* model;
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Model* model;
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try {
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model = ResourceManager::Load<RawModel, true>(boxB.Entity["Model"]["Resource"]);
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model = ResourceManager::Load<Model, true>(boxB.Entity["Model"]["Resource"]);
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} catch (const std::exception&) {
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continue;
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}
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@@ -98,7 +98,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"];
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bool isOnGround = (bool)cPhysics["IsOnGround"];
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float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
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if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
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if (Collision::AABBvsTriangles(boxA, model->m_Vertices, model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
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//Move the position to previous position if it is not moving in the xz-plane, else resolve with the resolution vector.
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(Field<glm::vec3>)cTransform["Position"] += resolutionVector;
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boxA = *Collision::EntityAbsoluteAABB(entity);
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@@ -10,11 +10,11 @@ void TriggerSystem::UpdateComponent(EntityWrapper& triggerEntity, ComponentWrapp
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return;
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}
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RawModel* triggerModel = nullptr;
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Model* triggerModel = nullptr;
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glm::mat4 triggerModelMat;
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if (triggerEntity.HasComponent("Model")) {
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try {
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triggerModel = ResourceManager::Load<RawModel, true>(triggerEntity["Model"]["Resource"]);
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triggerModel = ResourceManager::Load<Model, true>(triggerEntity["Model"]["Resource"]);
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triggerModelMat = TransformSystem::ModelMatrix(triggerEntity);
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} catch (const std::exception&) {
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}
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@@ -38,7 +38,7 @@ void TriggerSystem::UpdateComponent(EntityWrapper& triggerEntity, ComponentWrapp
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? Collision::Output::OutContained
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: Collision::AABBvsTrianglesWContainment(
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colliderBox,
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triggerModel->Vertices(),
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triggerModel->m_Vertices,
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triggerModel->m_Indices,
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triggerModelMat);
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@@ -176,6 +176,9 @@ void Client::parseMessageType(Packet& packet)
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case MessageType::KD:
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parseKDEvent(packet);
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break;
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case MessageType::Win:
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parseWin(packet);
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break;
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default:
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break;
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}
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@@ -376,6 +379,13 @@ void Client::parseKDEvent(Packet & packet)
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m_EventBroker->Publish(e);
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}
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void Client::parseWin(Packet& packet)
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{
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Events::Win e;
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e.TeamThatWon = packet.ReadPrimitive<int>();
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m_EventBroker->Publish(e);
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}
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void Client::updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID)
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{
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for (auto field : componentInfo.FieldsInOrder) {
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@@ -609,6 +609,9 @@ bool Server::OnWin(const Events::Win & e)
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{
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// Postpone the gameover reset
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m_GameIsOver = true;
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Packet winPacket = Packet(MessageType::Win);
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winPacket.WritePrimitive(e.TeamThatWon);
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reliableBroadcast(winPacket);
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return true;
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}
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@@ -37,7 +37,7 @@ void AnimationSystem::CreateBlendTrees()
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continue;;
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}
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Skeleton* skeleton = model->m_RawModel->m_Skeleton;
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Skeleton* skeleton = model->m_Skeleton;
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if (skeleton == nullptr) {
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continue;
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}
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@@ -79,7 +79,7 @@ void AnimationSystem::UpdateAnimations(double dt)
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continue;
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}
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Skeleton* skeleton = model->m_RawModel->m_Skeleton;
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Skeleton* skeleton = model->m_Skeleton;
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if (skeleton == nullptr) {
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continue;
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}
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@@ -177,7 +177,7 @@ bool AnimationSystem::OnAutoAnimationBlend(Events::AutoAnimationBlend& e)
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return false;
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}
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Skeleton* skeleton = model->m_RawModel->m_Skeleton;
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Skeleton* skeleton = model->m_Skeleton;
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if (skeleton == nullptr) {
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LOG_ERROR("%s, RootNode skeleton invalid %s", e.NodeName, e.RootNode.Name().c_str());
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return false;
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@@ -300,7 +300,7 @@ bool AnimationSystem::OnEntityDeleted(Events::EntityDeleted& e)
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return false;
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}
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Skeleton* skeleton = model->m_RawModel->m_Skeleton;
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Skeleton* skeleton = model->m_Skeleton;
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if (skeleton == nullptr) {
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return false;
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}
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@@ -331,7 +331,7 @@ bool AnimationSystem::OnSetBlendWeight(Events::SetBlendWeight& e)
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return false;
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}
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Skeleton* skeleton = model->m_RawModel->m_Skeleton;
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Skeleton* skeleton = model->m_Skeleton;
|
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if (skeleton == nullptr) {
|
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return false;
|
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}
|
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|
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@@ -22,7 +22,7 @@ void AutoBlendQueue::Insert(AutoBlendJob autoBlendJob)
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return;
|
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}
|
||||
|
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Skeleton* skeleton = model->m_RawModel->m_Skeleton;
|
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Skeleton* skeleton = model->m_Skeleton;
|
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if (skeleton == nullptr) {
|
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return;
|
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}
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@@ -130,7 +130,7 @@ bool AutoBlendQueue::HasActiveBlendJob()
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return HasActiveBlendJob();
|
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}
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|
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Skeleton* skeleton = model->m_RawModel->m_Skeleton;
|
||||
Skeleton* skeleton = model->m_Skeleton;
|
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if (skeleton == nullptr) {
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m_BlendQueue.pop_front();
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return HasActiveBlendJob();
|
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@@ -173,7 +173,7 @@ std::shared_ptr<BlendTree> AutoBlendQueue::GetBlendTree()
|
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return nullptr;
|
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}
|
||||
|
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Skeleton* skeleton = model->m_RawModel->m_Skeleton;
|
||||
Skeleton* skeleton = model->m_Skeleton;
|
||||
if (skeleton == nullptr) {
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return nullptr;
|
||||
}
|
||||
|
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@@ -26,7 +26,7 @@ void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
|
||||
return;
|
||||
}
|
||||
|
||||
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
|
||||
Skeleton* skeleton = model->m_Skeleton;
|
||||
|
||||
if(skeleton == nullptr) {
|
||||
return;
|
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|
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@@ -332,14 +332,6 @@ void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
|
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glClearStencil(0x00);
|
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glClear(GL_STENCIL_BUFFER_BIT);
|
||||
|
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//Fill depth buffer
|
||||
state->Enable(GL_STENCIL_TEST);
|
||||
state->StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
||||
state->StencilFunc(GL_ALWAYS, 1, 0xFF);
|
||||
state->StencilMask(0xFF);
|
||||
state->DepthMask(GL_FALSE);
|
||||
//DrawToDepthStencilBuffer(scene.Jobs.ShieldObjects, scene);
|
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state->DepthMask(GL_TRUE);
|
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|
||||
//Draw Opaque shielded objects
|
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state->Disable(GL_STENCIL_TEST);
|
||||
@@ -354,10 +346,10 @@ void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
|
||||
GLERROR("OpaqueObjects");
|
||||
|
||||
//state->Disable(GL_STENCIL_TEST);
|
||||
//Draw Transparen Shielded objects
|
||||
//Draw Transparen objects
|
||||
state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
DrawModelRenderQueuesWithShieldCheck(scene.Jobs.TransparentObjects, scene); //might need changing
|
||||
GLERROR("Shielded Transparent objects");
|
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GLERROR("Transparent objects");
|
||||
|
||||
//Generate blur texture.
|
||||
delete state;
|
||||
@@ -379,12 +371,6 @@ void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
|
||||
} else {
|
||||
stateSprite = new DrawFinalPassState(m_FinalPassFrameBuffer->GetHandle());
|
||||
}
|
||||
//Draw Transparen objects
|
||||
//state->BlendFunc(GL_ONE, GL_ONE);
|
||||
//state->StencilFunc(GL_EQUAL, 1, 0xFF);
|
||||
//DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
|
||||
GLERROR("TransparentObjects");
|
||||
//state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
stateSprite->Enable(GL_DEPTH_TEST);
|
||||
//stateSprite->AlphaFunc(GL_GEQUAL, 0.05f);
|
||||
//stateSprite->Enable(GL_ALPHA_TEST);
|
||||
@@ -638,7 +624,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->BlendTree != nullptr) {
|
||||
frameBones = modelJob->BlendTree->GetFinalPose();
|
||||
} else {
|
||||
} else if (modelJob->Skeleton != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetTPose();
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
@@ -3,9 +3,9 @@
|
||||
Model::Model(std::string fileName)
|
||||
{
|
||||
//Try loading the model asyncronously, if it throws any exceptions then let it propagate back to caller.
|
||||
m_RawModel = ResourceManager::Load<RawModel, true>(fileName);
|
||||
auto rawModel = ResourceManager::Load<RawModel, true>(fileName);
|
||||
|
||||
for (auto& materialProperty : m_RawModel->m_Materials) {
|
||||
for (auto& materialProperty : rawModel->m_Materials) {
|
||||
switch (materialProperty.type) {
|
||||
case RawModel::MaterialType::SingleTextures:
|
||||
{
|
||||
@@ -46,11 +46,11 @@ Model::Model(std::string fileName)
|
||||
glGenBuffers(1, &buffer);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, buffer);
|
||||
|
||||
glBufferData(GL_ARRAY_BUFFER, m_RawModel->NumVertices() * m_RawModel->VertexSize(), m_RawModel->Vertices(), GL_STATIC_DRAW);
|
||||
glBufferData(GL_ARRAY_BUFFER, rawModel->NumVertices() * rawModel->VertexSize(), rawModel->Vertices(), GL_STATIC_DRAW);
|
||||
|
||||
glGenBuffers(1, &ElementBuffer);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ElementBuffer);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_RawModel->m_Indices.size() * sizeof(unsigned int), &m_RawModel->m_Indices[0], GL_STATIC_DRAW);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, rawModel->Indices().size() * sizeof(unsigned int), rawModel->Indices().data(), GL_STATIC_DRAW);
|
||||
|
||||
glGenVertexArrays(1, &VAO);
|
||||
glBindVertexArray(VAO);
|
||||
@@ -58,7 +58,7 @@ Model::Model(std::string fileName)
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, buffer);
|
||||
std::vector<int> structSizes;
|
||||
if (m_RawModel->IsSkinned()) {
|
||||
if (rawModel->IsSkinned()) {
|
||||
structSizes = { 3, 3, 3, 3, 2, 4, 4 };
|
||||
} else {
|
||||
structSizes = { 3, 3, 3, 3, 2 };
|
||||
@@ -77,7 +77,7 @@ Model::Model(std::string fileName)
|
||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
||||
if (m_RawModel->IsSkinned()) {
|
||||
if (rawModel->IsSkinned()) {
|
||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
||||
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
|
||||
}
|
||||
@@ -89,7 +89,7 @@ Model::Model(std::string fileName)
|
||||
glEnableVertexAttribArray(2);
|
||||
glEnableVertexAttribArray(3);
|
||||
glEnableVertexAttribArray(4);
|
||||
if (m_RawModel->IsSkinned()) {
|
||||
if (rawModel->IsSkinned()) {
|
||||
glEnableVertexAttribArray(5);
|
||||
glEnableVertexAttribArray(6);
|
||||
}
|
||||
@@ -99,17 +99,29 @@ Model::Model(std::string fileName)
|
||||
|
||||
glm::vec3 mini(INFINITY);
|
||||
glm::vec3 maxi(-INFINITY);
|
||||
|
||||
for (unsigned int i = 0; i < m_RawModel->NumVertices(); i++) {
|
||||
const auto& v = m_RawModel->Vertices()[i];
|
||||
for (unsigned int i = 0; i < rawModel->NumVertices(); i++) {
|
||||
const auto& v = rawModel->Vertices()[i];
|
||||
mini = glm::min(mini, v.Position);
|
||||
maxi = glm::max(maxi, v.Position);
|
||||
}
|
||||
|
||||
m_Box = AABB(mini, maxi);
|
||||
|
||||
m_Skeleton = rawModel->m_Skeleton;
|
||||
m_Materials = rawModel->m_Materials;
|
||||
m_Indices = rawModel->CollisionIndices();
|
||||
m_IsSkinned = rawModel->IsSkinned();
|
||||
// Copy vertex positions for collisions later
|
||||
m_Vertices = rawModel->CollisionVertices();
|
||||
|
||||
ResourceManager::Release("RawModel", fileName);
|
||||
}
|
||||
|
||||
Model::~Model()
|
||||
{
|
||||
|
||||
if (m_Skeleton != nullptr) {
|
||||
delete m_Skeleton;
|
||||
}
|
||||
for (auto material : m_Materials) {
|
||||
delete material.material;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -115,7 +115,7 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->BlendTree != nullptr) {
|
||||
frameBones = modelJob->BlendTree->GetFinalPose();
|
||||
} else {
|
||||
} else if (modelJob->Skeleton != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetTPose();
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
@@ -11,6 +11,7 @@ RawModelCustom::RawModelCustom(std::string fileName)
|
||||
ReadMeshFile(fileName);
|
||||
ReadMaterialFile(fileName);
|
||||
ReadAnimationFile(fileName);
|
||||
ReadCollisionFile(fileName);
|
||||
}
|
||||
|
||||
void RawModelCustom::ReadMeshFile(std::string filePath)
|
||||
@@ -71,11 +72,11 @@ void RawModelCustom::ReadVertices(std::size_t& offset, char* fileData, const uns
|
||||
memcpy(&m_SkinedVertices[0], fileData + offset, m_SkinedVertices.size() * sizeof(SkinedVertex));
|
||||
offset += m_SkinedVertices.size() * sizeof(SkinedVertex);
|
||||
} else {
|
||||
if (offset + m_Vertices.size() * sizeof(Vertex) > fileByteSize) {
|
||||
if (offset + m_Vertices.size() * sizeof(RenderVertex) > fileByteSize) {
|
||||
throw Resource::FailedLoadingException("Reading vertices failed");
|
||||
}
|
||||
memcpy(&m_Vertices[0], fileData + offset, m_Vertices.size() * sizeof(Vertex));
|
||||
offset += m_Vertices.size() * sizeof(Vertex);
|
||||
memcpy(&m_Vertices[0], fileData + offset, m_Vertices.size() * sizeof(RenderVertex));
|
||||
offset += m_Vertices.size() * sizeof(RenderVertex);
|
||||
}
|
||||
#else
|
||||
#endif
|
||||
@@ -491,14 +492,90 @@ void RawModelCustom::ReadAnimationKeyFrame(std::size_t& offset, char* fileData,
|
||||
|
||||
}
|
||||
|
||||
void RawModelCustom::ReadCollisionFile(std::string filePath) {
|
||||
char* fileData;
|
||||
filePath += ".colli";
|
||||
std::ifstream in(filePath.c_str(), std::ios_base::binary | std::ios_base::ate);
|
||||
|
||||
if (!in.is_open()) {
|
||||
return;
|
||||
}
|
||||
unsigned int fileByteSize = static_cast<unsigned int>(in.tellg());
|
||||
in.seekg(0, std::ios_base::beg);
|
||||
|
||||
fileData = new char[fileByteSize];
|
||||
in.read(fileData, fileByteSize);
|
||||
in.close();
|
||||
|
||||
std::size_t offset = 0;
|
||||
if (fileByteSize > 0) {
|
||||
ReadCollisionFileData(offset, fileData, fileByteSize);
|
||||
}
|
||||
hasCollisionMesh = true;
|
||||
delete[] fileData;
|
||||
}
|
||||
|
||||
const std::vector<glm::vec3>& RawModelCustom::CollisionVertices() {
|
||||
if (hasCollisionMesh) {
|
||||
return m_CollisionVertices;
|
||||
}
|
||||
else if (hasSkin) {
|
||||
// We don't do collisions against skinned meshes now.
|
||||
m_CollisionVertices = std::vector<glm::vec3>();
|
||||
return m_CollisionVertices;
|
||||
}
|
||||
else {
|
||||
return ConstructCollisionList();
|
||||
}
|
||||
};
|
||||
|
||||
void RawModelCustom::ReadCollisionFileData(std::size_t& offset, char* fileData, const unsigned int& fileByteSize){
|
||||
m_CollisionVertices.resize(static_cast<std::size_t>(*(unsigned int*)(fileData + offset)));
|
||||
offset += sizeof(unsigned int);
|
||||
m_CollisionIndices.resize(static_cast<std::size_t>(*(unsigned int*)(fileData + offset)));
|
||||
offset += sizeof(unsigned int);
|
||||
|
||||
if (offset + m_CollisionVertices.size() * sizeof(glm::vec3) > fileByteSize) {
|
||||
throw Resource::FailedLoadingException("Reading collision vertices failed");
|
||||
}
|
||||
memcpy(&m_CollisionVertices[0], fileData + offset, m_CollisionVertices.size() * sizeof(glm::vec3));
|
||||
offset += m_CollisionVertices.size() * sizeof(glm::vec3);
|
||||
|
||||
if (offset + m_CollisionIndices.size() * sizeof(unsigned int) > fileByteSize) {
|
||||
throw Resource::FailedLoadingException("Reading collision indices failed");
|
||||
}
|
||||
memcpy(&m_CollisionIndices[0], fileData + offset, m_CollisionIndices.size() * sizeof(unsigned int));
|
||||
offset += m_CollisionIndices.size() * sizeof(unsigned int);
|
||||
}
|
||||
|
||||
const std::vector<glm::vec3>& RawModelCustom::ConstructCollisionList()
|
||||
{
|
||||
if (!hasCollisionMesh && m_CollisionVertices.size() == 0) {
|
||||
if (hasSkin) {
|
||||
m_CollisionVertices.reserve(m_SkinedVertices.size());
|
||||
for (const auto& vertex : m_SkinedVertices) {
|
||||
m_CollisionVertices.push_back(vertex.Position);
|
||||
}
|
||||
} else {
|
||||
m_CollisionVertices.reserve(m_Vertices.size());
|
||||
for (const auto& vertex : m_Vertices) {
|
||||
m_CollisionVertices.push_back(vertex.Position);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return m_CollisionVertices;
|
||||
}
|
||||
|
||||
RawModelCustom::~RawModelCustom()
|
||||
{
|
||||
if (m_Skeleton != nullptr) {
|
||||
delete m_Skeleton;
|
||||
}
|
||||
for (auto material : m_Materials) {
|
||||
delete material.material;
|
||||
}
|
||||
// Ownership of skeleton and materials get transferred to Model
|
||||
// if (m_Skeleton != nullptr) {
|
||||
// delete m_Skeleton;
|
||||
// }
|
||||
//for (auto material : m_Materials) {
|
||||
// delete material.material;
|
||||
//}
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -75,7 +75,7 @@ void Renderer::InitializeWindow()
|
||||
//glfwWindowHint(GLFW_BLUE_BITS, mode->blueBits);
|
||||
//glfwWindowHint(GLFW_REFRESH_RATE, mode->refreshRate);
|
||||
glfwWindowHint(GLFW_DECORATED, false);
|
||||
glfwWindowHint(GLFW_AUTO_ICONIFY, false);
|
||||
//glfwWindowHint(GLFW_AUTO_ICONIFY, false);
|
||||
}
|
||||
|
||||
//glfwWindowHint(GLFW_SAMPLES, 8);
|
||||
@@ -167,17 +167,21 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
{
|
||||
GLERROR("PRE");
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
#ifdef DEBUG
|
||||
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0Gaussian\0Picking\0Ambient Occlusion\0Combined Scene Texture\0Full Blurred Texture");
|
||||
ImGui::Combo("CubeMap", &m_CubeMapTexture, "Nevada(512)\0Sky(1024)");
|
||||
#endif
|
||||
if(m_CubeMapTexture == 0) {
|
||||
m_CubeMapPass->LoadTextures("Nevada");
|
||||
} else if (m_CubeMapTexture == 1) {
|
||||
m_CubeMapPass->LoadTextures("Sky");
|
||||
}
|
||||
|
||||
#ifdef DEBUG
|
||||
ImGui::SliderInt("SSAO Quality", &m_SSAO_Quality, 0, 3);
|
||||
ImGui::SliderInt("Glow Quality", &m_GLOW_Quality, 0, 3);
|
||||
ImGui::SliderInt("MSAA Level", (int*)&m_MSAA_Level, 0, 16);
|
||||
#endif
|
||||
m_SSAOPass->ChangeQuality(m_SSAO_Quality);
|
||||
m_DrawBloomPass->ChangeQuality(m_GLOW_Quality);
|
||||
m_DrawFinalPass->setMSAA(m_MSAA_Level);
|
||||
|
||||
@@ -25,11 +25,13 @@ ShadowPass::~ShadowPass()
|
||||
|
||||
void ShadowPass::DebugGUI()
|
||||
{
|
||||
#ifdef DEBUG
|
||||
ImGui::Checkbox("EnableShadows", &m_EnableShadows);
|
||||
ImGui::DragFloat2("ShadowMapNearFar", m_NearFarPlane, 1.f, -1000.f, 1000.f);
|
||||
ImGui::DragFloat("ShadowClippingWeight", &m_SplitWeight, 0.001f, 0.f, 1.f);
|
||||
ImGui::Checkbox("ShadowTransparentObjects", &m_TransparentObjects);
|
||||
ImGui::Checkbox("ShadowOnTextureAlphas", &m_TexturedShadows);
|
||||
#endif
|
||||
}
|
||||
|
||||
void ShadowPass::InitializeCameras(RenderScene & scene)
|
||||
@@ -259,7 +261,7 @@ void ShadowPass::Draw(RenderScene & scene)
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->BlendTree != nullptr) {
|
||||
frameBones = modelJob->BlendTree->GetFinalPose();
|
||||
} else {
|
||||
} else if (modelJob->Skeleton != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetTPose();
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
@@ -417,6 +417,14 @@ bool SoundManager::OnSetCamera(const Events::SetCamera& e)
|
||||
alSourcei(m_CurrentBGMCombo->ALsource, AL_LOOPING, 1);
|
||||
setGain(m_CurrentBGMCombo, 0);
|
||||
playSound(m_CurrentBGMCombo);
|
||||
} else if (m_World->HasComponent(e.CameraEntity.ID, "EndScreen")) {
|
||||
float timeOffset = getTimeOffsetSeconds(m_CurrentBGM);
|
||||
stopSound(m_CurrentBGM);
|
||||
m_CurrentBGM = createSource("Audio/BGM/Layer3.wav");
|
||||
m_CurrentBGM->Type = SoundType::BGM;
|
||||
alSourcei(m_CurrentBGM->ALsource, AL_LOOPING, 1);
|
||||
playSound(m_CurrentBGM);
|
||||
setTimeOffsetSeconds(m_CurrentBGM, timeOffset);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -477,6 +485,11 @@ float SoundManager::getTimeOffsetSeconds(Source* source)
|
||||
return time;
|
||||
}
|
||||
|
||||
void SoundManager::setTimeOffsetSeconds(Source * source, float timeOffset)
|
||||
{
|
||||
alSourcef(source->ALsource, AL_SEC_OFFSET, timeOffset);
|
||||
}
|
||||
|
||||
void SoundManager::initOpenAL()
|
||||
{
|
||||
// Initialize OpenAL
|
||||
|
||||
Reference in New Issue
Block a user