Merge remote-tracking branch 'origin/master' into Dirtybit
# Conflicts: # src/Engine/Collision/CollisionSystem.cpp # src/Engine/Core/Transform.cpp # src/Engine/Editor/EditorSystem.cpp # src/Engine/Rendering/AnimationSystem.cpp # src/Engine/Rendering/BoneAttachmentSystem.cpp # src/Game/Systems/CapturePointSystem.cpp # src/Game/Systems/ExplosionEffectSystem.cpp # src/Game/Systems/PlayerMovementSystem.cpp
This commit is contained in:
@@ -84,6 +84,18 @@ bool AABBvsTriangles(const AABB& box,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix);
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enum Output
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{
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OutContained,
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OutSeparated,
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OutIntersecting
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};
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//Detects intersection and containment.
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Output AABBvsTrianglesWContainment(const AABB& box,
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const RawModel::Vertex* modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix);
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//Return true if the boxes are intersecting.
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bool AABBVsAABB(const AABB& a, const AABB& b);
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//Return true if the boxes are intersecting.
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@@ -23,7 +23,7 @@ struct EntityWrapper
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static const EntityWrapper Invalid;
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const std::string Name();
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const std::string Name() const;
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bool HasComponent(const std::string& componentType);
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void AttachComponent(const char* componentName);
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EntityWrapper Parent();
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@@ -47,6 +47,7 @@ private:
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// Utility functions
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EntityWrapper importEntity(EntityWrapper parent, boost::filesystem::path filePath);
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void setWidgetMode(EditorGUI::WidgetMode mode);
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bool isAnyParentMissingTransform(EntityID entityID);
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// GUI callbacks
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void OnEntitySelected(EntityWrapper entity);
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@@ -7,6 +7,7 @@
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#include "../Game/Events/EDashAbility.h"
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#include "InputHandler.h"
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#include "Rendering/EAutoAnimationBlend.h"
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#include "Rendering/ESetBlendWeight.h"
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template <typename EventContext>
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class FirstPersonInputController : public InputController<EventContext>
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@@ -18,6 +19,7 @@ public:
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virtual const glm::vec3 Rotation() const { return m_Rotation; }
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virtual bool Jumping() const { return m_Jumping; }
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virtual bool Crouching() const { return m_Crouching; }
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virtual bool CrouchingLastFrame() const { return m_CrouchingLastFrame; }
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virtual bool DoubleJumping() const { return m_DoubleJumping; }
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virtual void SetDoubleJumping(bool isDoubleJumping) {
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m_DoubleJumping = isDoubleJumping;
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@@ -43,9 +45,9 @@ protected:
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bool m_Jumping = false;
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bool m_DoubleJumping = false;
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bool m_Crouching = false;
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bool m_CrouchingLastFrame = false;
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//assault dash membervariables - needed to calculate the doubletap- and dashlogic
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double m_AssaultDashDoubleTapDeltaTime = 0.0;
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double m_DashEffectResetTimer = 0.0;
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//i will let m_AssaultDashDoubleTapSensitivityTimer stay hardcoded, its not really a gamevariable (more an inputvariable),
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//and its very unlikely that someone wants to change that value
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const float m_AssaultDashDoubleTapSensitivityTimer = 0.25f;
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@@ -82,6 +84,7 @@ void FirstPersonInputController<EventContext>::Reset()
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{
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m_Rotation = glm::vec3(0.f, 0.f, 0.f);
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m_Jumping = false;
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m_CrouchingLastFrame = m_Crouching;
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}
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template <typename EventContext>
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@@ -110,7 +113,6 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
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if (e.Command == "Pitch") {
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float val = glm::radians(e.Value);
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m_Rotation.x += -val;
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//m_Rotation.x = glm::clamp(m_Rotation.x, -glm::half_pi<float>(), glm::half_pi<float>());
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}
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if (e.Command == "Yaw") {
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@@ -123,22 +125,11 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
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float val = glm::clamp(e.Value, -1.f, 1.f);
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m_Movement.z = -val;
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//Animation
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if (m_PlayerEntity.Valid()) {
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EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
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if (playerModel.Valid()) {
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if (val > 0) {
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Events::AutoAnimationBlend aeb;
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aeb.Duration = 0.1;
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if(m_Crouching) {
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aeb.NodeName = "Walk";
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} else {
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aeb.NodeName = "Run";
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}
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aeb.RootNode = playerModel;
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aeb.Start = true;
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m_EventBroker->Publish(aeb);
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} else if (val < 0) {
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if (val > 0) { // Walk/Run
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Events::AutoAnimationBlend aeb;
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aeb.Duration = 0.1;
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if (m_Crouching) {
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@@ -148,10 +139,46 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
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}
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aeb.RootNode = playerModel;
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aeb.Start = true;
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aeb.SingleLevelBlend = true;
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m_EventBroker->Publish(aeb);
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} else if (val < 0) { // Walk/run Backwards
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Events::AutoAnimationBlend aeb;
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aeb.Duration = 0.1;
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if (m_Crouching) {
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aeb.NodeName = "Walk";
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} else {
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aeb.NodeName = "Run";
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}
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aeb.RootNode = playerModel;
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aeb.Start = true;
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aeb.SingleLevelBlend = true;
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aeb.Reverse = true;
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m_EventBroker->Publish(aeb);
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} else {
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}
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}
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EntityWrapper firstPersonModel = m_PlayerEntity.FirstChildByName("Hands");
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if (firstPersonModel.Valid()) {
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if (val > 0) { // Walk/Run
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if (!m_Crouching) {
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Events::AutoAnimationBlend aeb;
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aeb.Duration = 0.1;
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aeb.NodeName = "Run";
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aeb.RootNode = firstPersonModel;
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aeb.Start = true;
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m_EventBroker->Publish(aeb);
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}
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} else if (val < 0) { // Walk/run Backwards
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if (!m_Crouching) {
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Events::AutoAnimationBlend aeb;
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aeb.Duration = 0.1;
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aeb.NodeName = "Run";
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aeb.RootNode = firstPersonModel;
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aeb.Start = true;
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aeb.Reverse = true;
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m_EventBroker->Publish(aeb);
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}
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}
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}
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}
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@@ -160,49 +187,92 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
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float val = glm::clamp(e.Value, -1.f, 1.f);
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m_Movement.x = val;
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//Animation
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if (m_PlayerEntity.Valid()) {
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EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
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if (playerModel.Valid()) {
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if (playerModel.Valid()) { //Right Strafe
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if (val > 0) {
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Events::AutoAnimationBlend aeb;
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aeb.Duration = 0.1;
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aeb.NodeName = "Right";
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aeb.RootNode = playerModel;
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aeb.SingleLevelBlend = true;
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aeb.Start = true;
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m_EventBroker->Publish(aeb);
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} else if (val < 0) {
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} else if (val < 0) { //LeftStrafe
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Events::AutoAnimationBlend aeb;
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aeb.Duration = 0.1;
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aeb.NodeName = "Left";
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aeb.RootNode = playerModel;
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aeb.SingleLevelBlend = true;
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aeb.Start = true;
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m_EventBroker->Publish(aeb);
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} else {
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}
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}
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}
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}
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if (glm::length2(m_Movement) > 0) {
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m_Movement = glm::normalize(m_Movement);
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} else {
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if (m_PlayerEntity.Valid()) {
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EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
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if (playerModel.Valid()) {
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Events::AutoAnimationBlend aeb;
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aeb.Duration = 0.1;
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aeb.NodeName = "Idle";
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aeb.RootNode = playerModel;
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m_EventBroker->Publish(aeb);
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}
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}
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}
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}
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//Animation
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if (glm::length2(m_Movement) < 0.25f) {
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//Blend to Idle
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if (m_PlayerEntity.Valid()) {
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EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
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if (playerModel.Valid()) {
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Events::AutoAnimationBlend aeb;
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aeb.Duration = 0.1;
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aeb.NodeName = "Idle";
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aeb.RootNode = playerModel;
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aeb.Start = true;
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m_EventBroker->Publish(aeb);
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}
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EntityWrapper firstPersonModel = m_PlayerEntity.FirstChildByName("Hands");
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if (firstPersonModel.Valid()) {
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Events::AutoAnimationBlend aeb;
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aeb.Duration = 0.1;
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aeb.NodeName = "Idle";
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aeb.RootNode = firstPersonModel;
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aeb.Start = true;
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m_EventBroker->Publish(aeb);
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}
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}
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} else {
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//Blend to movement
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if (m_PlayerEntity.Valid()) {
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EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
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if (playerModel.Valid()) {
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Events::AutoAnimationBlend aeb;
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aeb.Duration = 0.1;
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aeb.NodeName = "DirectionBlend";
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aeb.RootNode = playerModel;
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m_EventBroker->Publish(aeb);
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}
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}
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}
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if (glm::length2(m_Movement) > 0) {
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m_Movement = glm::normalize(m_Movement);
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//Animation
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// movement direction blend
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if (m_PlayerEntity.Valid()) {
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EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
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if (playerModel.Valid()) {
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glm::vec2 direction = glm::normalize(glm::vec2(m_Movement.x, m_Movement.z));
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double weight = glm::abs(glm::dot(glm::vec2(1, 0), direction));
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Events::SetBlendWeight sbw;
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sbw.NodeName = "DirectionBlend";
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sbw.Weight = weight;
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sbw.RootNode = playerModel;
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m_EventBroker->Publish(sbw);
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}
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}
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}
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if (e.Command == "Forward" || e.Command == "Right") {
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if (e.Value != 0) {
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m_CurrentDirectionVector = e.Command == "Right" ? (e.Value > 0 ? "Right" : "Left") : (e.Value > 0 ? "Forward" : "Backward");
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@@ -235,6 +305,8 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
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if (e.Command == "Crouch") {
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m_Crouching = e.Value > 0;
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//Animation
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if (m_PlayerEntity.Valid()) {
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EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
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if (playerModel.Valid()) {
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@@ -288,17 +360,10 @@ bool FirstPersonInputController<EventContext>::OnLockMouse(const Events::LockMou
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template <typename EventContext>
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void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer, Field<double> assaultDashCoolDownTimer, EntityID playerID) {
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m_AssaultDashDoubleTapDeltaTime += dt;
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m_DashEffectResetTimer += dt;
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assaultDashCoolDownTimer -= dt;
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//cooldown = assaultDashCoolDownMaxTimer sec, pretend the dash lasts 0.25 sec (for friction to do its work)
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if (assaultDashCoolDownTimer > (assaultDashCoolDownMaxTimer - 0.25f)) {
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m_PlayerIsDashing = true;
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if (m_DashEffectResetTimer > 0.05) {
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Events::DashAbility e;
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e.Player = playerID;
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m_EventBroker->Publish(e);
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m_DashEffectResetTimer = 0.0;
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}
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} else {
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m_PlayerIsDashing = false;
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}
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@@ -310,6 +375,7 @@ void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool
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assaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
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m_AssaultDashDoubleTapped = true;
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m_AssaultDashDoubleTapDeltaTime = 0.f;
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|
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Events::DashAbility e;
|
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e.Player = playerID;
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m_EventBroker->Publish(e);
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|
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@@ -18,7 +18,7 @@ public:
|
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|
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void LoadBindings(std::string file);
|
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void Update(double dt);
|
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void Process();
|
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void Process(bool suppressNewEvents = false);
|
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template <typename T>
|
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void AddHandler();
|
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void Publish(const Events::InputCommand& e);
|
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|
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@@ -17,6 +17,7 @@
|
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#include "Network/TCPClient.h"
|
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#include "Network/SnapshotDefinitions.h"
|
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#include "Core/World.h"
|
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#include "Core/EntityFile.h"
|
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#include "Core/EventBroker.h"
|
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#include "Core/ConfigFile.h"
|
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#include "Core/EPlayerDeath.h"
|
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@@ -29,19 +30,8 @@
|
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#include "Core/EAmmoPickup.h"
|
||||
#include "Network/ESearchForServers.h"
|
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#include "../Game/Events/EDashAbility.h"
|
||||
|
||||
struct ServerInfo
|
||||
{
|
||||
ServerInfo(std::string a, int b, std::string c, int d)
|
||||
{
|
||||
Address = a; Port = b; Name = c; PlayersConnected = d;
|
||||
}
|
||||
std::string Address = "";
|
||||
int Port = 0;
|
||||
std::string Name = "";
|
||||
int PlayersConnected = 0;
|
||||
};
|
||||
|
||||
#include "Network/EDisplayServerlist.h"
|
||||
#include "Network/EConnectRequest.h"
|
||||
class Client : public Network
|
||||
{
|
||||
public:
|
||||
@@ -52,7 +42,7 @@ public:
|
||||
void Connect(std::string address, int port);
|
||||
void Update() override;
|
||||
private:
|
||||
//UDPClient m_Unreliable;
|
||||
UDPClient m_Unreliable;
|
||||
TCPClient m_Reliable;
|
||||
std::vector<Events::PlayerSpawned> m_PlayerSpawnEvents;
|
||||
void parseSpawnEvents();
|
||||
@@ -91,7 +81,7 @@ private:
|
||||
std::vector<Events::InputCommand> m_InputCommandBuffer;
|
||||
|
||||
// Private member functions
|
||||
size_t receive(char* data);
|
||||
size_t receive(char* data);
|
||||
void disconnect();
|
||||
void parseMessageType(Packet& packet);
|
||||
void updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID);
|
||||
@@ -119,6 +109,8 @@ private:
|
||||
void sendLocalPlayerTransform();
|
||||
void becomePlayer();
|
||||
void displayServerlist();
|
||||
void removeWorld();
|
||||
void createMainMenu();
|
||||
// Mapping Logic
|
||||
// Returns if local EntityID exist in map
|
||||
bool clientServerMapsHasEntity(EntityID clientEntityID);
|
||||
@@ -139,13 +131,15 @@ private:
|
||||
bool OnDoubleJump(Events::DoubleJump & e);
|
||||
EventRelay<Client, Events::DashAbility> m_EDashAbility;
|
||||
bool OnDashAbility(const Events::DashAbility& e);
|
||||
EventRelay<Client, Events::ConnectRequest> m_EConnectRequest;
|
||||
bool OnConnectRequest(const Events::ConnectRequest& e);
|
||||
|
||||
bool OnSearchForServers(const Events::SearchForServers& e);
|
||||
UDPClient m_ServerlistRequest;
|
||||
std::vector<ServerInfo> m_Serverlist;
|
||||
bool m_SearchingForServers = false;
|
||||
std::clock_t m_StartSearchTime;
|
||||
double m_SearchingTime = 2000; // Config I guess
|
||||
double m_SearchingTime = 200; // Config I guess
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -0,0 +1,17 @@
|
||||
#ifndef Events_ConnectRequest_h__
|
||||
#define Events_ConnectRequest_h__
|
||||
|
||||
#include "Core/EventBroker.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct ConnectRequest : public Event
|
||||
{
|
||||
std::string IP = "";
|
||||
int Port = 0;
|
||||
};
|
||||
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -0,0 +1,29 @@
|
||||
#ifndef Events_DisplayServerlist_h__
|
||||
#define Events_DisplayServerlist_h__
|
||||
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include "Core/Event.h"
|
||||
|
||||
struct ServerInfo
|
||||
{
|
||||
ServerInfo(std::string address, int port, std::string name, int players)
|
||||
{
|
||||
Address = address; Port = port; Name = name; PlayersConnected = players;
|
||||
}
|
||||
std::string Address = "";
|
||||
int Port = 0;
|
||||
std::string Name = "";
|
||||
int PlayersConnected = 0;
|
||||
};
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct DisplayServerlist : public Event
|
||||
{
|
||||
std::vector<ServerInfo> Serverlist;
|
||||
};
|
||||
|
||||
}
|
||||
#endif
|
||||
@@ -39,6 +39,7 @@ protected:
|
||||
void logReceivedData(int bytesReceived);
|
||||
void saveToFile();
|
||||
void updateNetworkData();
|
||||
void popNetworkSegmentOfHeader(Packet& packet);
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -11,7 +11,7 @@ class NetworkClient
|
||||
public:
|
||||
NetworkClient();
|
||||
virtual ~NetworkClient();
|
||||
virtual void Connect(std::string playerName, std::string address, int port) = 0;
|
||||
virtual bool Connect(std::string playerName, std::string address, int port) = 0;
|
||||
virtual void Disconnect() = 0;
|
||||
virtual void Receive(Packet& packet) = 0;
|
||||
virtual void Send(Packet & packet) = 0;
|
||||
|
||||
@@ -16,7 +16,9 @@ public:
|
||||
Packet(char* data, const size_t sizeOfPacket);
|
||||
Packet(MessageType type);
|
||||
~Packet();
|
||||
void Init(MessageType type, unsigned int& packetID);
|
||||
void Init(MessageType type, unsigned int& packetID,
|
||||
int groupIndex, int groupSize,
|
||||
int packetGroup);
|
||||
|
||||
// Add primitive types like int, float, char...
|
||||
template<typename T>
|
||||
@@ -25,7 +27,8 @@ public:
|
||||
// Check if we are trying to add more than the package can fit.
|
||||
if (m_MaxPacketSize < m_Offset + sizeof(T)) {
|
||||
if (m_MaxPacketSize >= 32000) {
|
||||
LOG_WARNING("Package::WritePrimitive(): New size is huge %i bytes\n", m_MaxPacketSize*2);
|
||||
// This will spam couse 8 players are over 100 000 bytes
|
||||
//LOG_WARNING("Package::WritePrimitive(): New size is huge %i bytes\n", m_MaxPacketSize*2);
|
||||
}
|
||||
resizeData();
|
||||
}
|
||||
@@ -57,13 +60,19 @@ public:
|
||||
void UpdateSize();
|
||||
char* ReadData(int SizeOfData);
|
||||
void ChangePacketID(unsigned int& packetID);
|
||||
void ChangeGroupIndex(int groupIndex);
|
||||
void ChangeGroupSize(int groupSize);
|
||||
void ChangeGroup(int group);
|
||||
size_t Size() { return m_Offset; };
|
||||
char* Data() { return m_Data; };
|
||||
MessageType GetMessageType();
|
||||
size_t Group();
|
||||
size_t DataReadSize() { return m_ReturnDataOffset; }
|
||||
size_t MaxSize() { return m_MaxPacketSize; }
|
||||
size_t HeaderSize() { return m_HeaderSize; }
|
||||
|
||||
size_t GroupIndex();
|
||||
size_t GroupSize();
|
||||
size_t PacketID();
|
||||
private:
|
||||
char* m_Data;
|
||||
size_t m_ReturnDataOffset = 0;
|
||||
@@ -72,6 +81,13 @@ private:
|
||||
size_t m_HeaderSize = 0;
|
||||
void resizeData();
|
||||
void resizeData(int size);
|
||||
|
||||
size_t packetSizeOffset = 0;
|
||||
size_t groupOffset = 0;
|
||||
size_t groupIndexOffset = 0;
|
||||
size_t groupSizeOffset = 0;
|
||||
size_t messageTypeOffset = 0;
|
||||
size_t packetIDOffset = 0;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -14,6 +14,7 @@ struct PlayerDefinition {
|
||||
unsigned short TCPPort;
|
||||
// use for tcp connections
|
||||
boost::shared_ptr<boost::asio::ip::tcp::socket> TCPSocket;
|
||||
int PacketGroup = 1;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -36,7 +36,7 @@ public:
|
||||
private:
|
||||
// Network channels
|
||||
TCPServer m_Reliable;
|
||||
//UDPServer m_Unreliable;
|
||||
UDPServer m_Unreliable;
|
||||
UDPServer m_ServerlistRequest;
|
||||
// dont forget to set these in the childrens receive logic
|
||||
boost::asio::ip::address m_Address;
|
||||
@@ -60,6 +60,7 @@ private:
|
||||
std::vector<Events::InputCommand> m_InputCommandsToBroadcast;
|
||||
//Timers
|
||||
std::clock_t m_StartPingTime;
|
||||
std::string m_ServerName = "";
|
||||
|
||||
// Packet loss logic
|
||||
PacketID m_PacketID = 0;
|
||||
|
||||
@@ -10,7 +10,7 @@ public:
|
||||
TCPClient();
|
||||
~TCPClient();
|
||||
|
||||
void Connect(std::string playerName, std::string address, int port);
|
||||
bool Connect(std::string playerName, std::string address, int port);
|
||||
void Disconnect();
|
||||
void Receive(Packet& packet);
|
||||
void Send(Packet & packet);
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
#ifndef UDPClient_h__
|
||||
#define UDPClient_h__
|
||||
#include <map>
|
||||
#include <algorithm>
|
||||
|
||||
#include <boost/asio.hpp>
|
||||
#include "Network/NetworkClient.h"
|
||||
@@ -10,19 +12,30 @@ public:
|
||||
UDPClient();
|
||||
~UDPClient();
|
||||
|
||||
void Connect(std::string playerName, std::string address, int port);
|
||||
bool Connect(std::string playerName, std::string address, int port);
|
||||
void Disconnect();
|
||||
void Receive(Packet& packet);
|
||||
void Send(Packet & packet);
|
||||
void ReceivePackets();
|
||||
void Send(Packet& packet);
|
||||
void Broadcast(Packet& packet, int port);
|
||||
bool IsSocketAvailable();
|
||||
// Returns false if no packets are available
|
||||
bool GetNextPacket(Packet& packet);
|
||||
private:
|
||||
typedef std::map<unsigned int, std::vector<std::pair<int, boost::shared_ptr<char>>>> PacketMap;
|
||||
// Assio UDP logic
|
||||
boost::asio::io_service m_IOService;
|
||||
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
|
||||
boost::shared_ptr<boost::asio::ip::udp::socket> m_Socket;
|
||||
int m_LastReceivedSnapshotGroup = 0;
|
||||
int readBuffer();
|
||||
void readPartOfPacket();
|
||||
PacketID m_SendPacketID = 0;
|
||||
//map:(packetGroup, vector:(pair:(groupIndex, packetData)))
|
||||
PacketMap m_PacketSegmentMap;
|
||||
bool hasReceivedPacket(int packetGroup, int groupIndex);
|
||||
// 2^19
|
||||
const int m_SizeOfSocketBuffer = 524288;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -3,6 +3,7 @@
|
||||
|
||||
#include "NetworkServer.h"
|
||||
#include <boost/asio/ip/udp.hpp>
|
||||
#define MAXPACKETSIZE 64000
|
||||
|
||||
class UDPServer : public NetworkServer
|
||||
{
|
||||
@@ -13,6 +14,7 @@ public:
|
||||
void AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers);
|
||||
void Receive(Packet & packet, PlayerDefinition & playerDefinition);
|
||||
void Send(Packet & packet, PlayerDefinition & playerDefinition);
|
||||
void SendToConnectedPlayers(Packet & packet, std::map<PlayerID, PlayerDefinition>& playersTosendTo);
|
||||
void Send(Packet & packet);
|
||||
void Send(Packet & packet, boost::asio::ip::udp::endpoint endpoint);
|
||||
void Broadcast(Packet & packet, int port);
|
||||
|
||||
@@ -13,6 +13,8 @@
|
||||
#include "../Core/EntityWrapper.h"
|
||||
#include "Rendering/AutoBlendQueue.h"
|
||||
#include "../Input/EInputCommand.h"
|
||||
#include "../Core/EEntityDeleted.h"
|
||||
#include "Rendering/ESetBlendWeight.h"
|
||||
#include "imgui/imgui.h"
|
||||
|
||||
class AnimationSystem : public ImpureSystem
|
||||
@@ -28,6 +30,13 @@ private:
|
||||
|
||||
EventRelay<AnimationSystem, Events::AutoAnimationBlend> m_EAutoAnimationBlend;
|
||||
bool OnAutoAnimationBlend(Events::AutoAnimationBlend& e);
|
||||
|
||||
EventRelay<AnimationSystem, Events::EntityDeleted> m_EEntityDeleted;
|
||||
bool OnEntityDeleted(Events::EntityDeleted& e);
|
||||
|
||||
EventRelay<AnimationSystem, Events::SetBlendWeight> m_ESetBlendWeight;
|
||||
bool OnSetBlendWeight(Events::SetBlendWeight& e);
|
||||
|
||||
std::unordered_map<EntityWrapper, AutoBlendQueue> m_AutoBlendQueues;
|
||||
};
|
||||
|
||||
|
||||
@@ -37,6 +37,8 @@ public:
|
||||
std::shared_ptr<BlendTree> GetBlendTree();
|
||||
|
||||
AutoBlendQueue::AutoBlendJob& GetActiveBlendJob();
|
||||
|
||||
bool Empty() { return m_BlendQueue.empty(); }
|
||||
private:
|
||||
std::list<AutoblendNode> m_BlendQueue;
|
||||
|
||||
|
||||
@@ -75,7 +75,6 @@ public:
|
||||
std::vector<glm::mat4> GetFinalPose() { return m_FinalPose; }
|
||||
glm::mat4 GetBoneTransform(int boneID);
|
||||
bool IsValid() { return (m_Root == nullptr ? false : true); }
|
||||
|
||||
void PrintTree();
|
||||
BlendTree::AutoBlendInfo AutoBlendStep(AutoBlendInfo blendInfo);
|
||||
|
||||
@@ -84,16 +83,20 @@ public:
|
||||
|
||||
EntityWrapper GetSubTreeRoot(std::string nodeName);
|
||||
|
||||
std::vector<EntityWrapper> GetSingleLevelRoots(std::string name);
|
||||
std::vector<EntityWrapper> GetEntitesByName(std::string name);
|
||||
|
||||
void SetWeightByName(std::string name, double weight);
|
||||
|
||||
private:
|
||||
Skeleton* m_Skeleton = nullptr;
|
||||
Node* m_Root = nullptr;
|
||||
|
||||
std::vector<glm::mat4> m_FinalPose;
|
||||
std::map<int, glm::mat4> m_FinalBoneTransforms;
|
||||
|
||||
std::vector<BlendTree::Node*> FindNodesByName(std::string name);
|
||||
std::vector<glm::mat4> AccumulateFinalPose();
|
||||
BlendTree::Node* FillTreeByName(Node* parentNode, std::string name, EntityWrapper parentEntity);
|
||||
std::vector<BlendTree::Node*> FindNodesByName(std::string name);
|
||||
|
||||
void Blend(std::map<int, Skeleton::PoseData>& pose);
|
||||
};
|
||||
|
||||
@@ -0,0 +1,70 @@
|
||||
#ifndef BlurHUD_h__
|
||||
#define BlurHUD_h__
|
||||
|
||||
#include "IRenderer.h"
|
||||
#include "DrawBloomPassState.h"
|
||||
//#include "LightCullingPass.h" Finalpass om den skall skickas in
|
||||
#include "FrameBuffer.h"
|
||||
#include "ShaderProgram.h"
|
||||
//#include "Util/UnorderedMapVec2.h"
|
||||
#include "Texture.h"
|
||||
|
||||
class BlurHUD
|
||||
{
|
||||
public:
|
||||
BlurHUD(IRenderer* renderer);
|
||||
~BlurHUD() { }
|
||||
void InitializeTextures();
|
||||
void InitializeFrameBuffers();
|
||||
void InitializeShaderPrograms();
|
||||
void InitializeBuffers();
|
||||
void ClearBuffer();
|
||||
|
||||
void FillGaussianBuffer(FrameBuffer* fb);
|
||||
|
||||
GLuint Draw(GLuint texture, RenderScene& scene);
|
||||
|
||||
void OnWindowResize();
|
||||
void FillStencil(RenderScene& scene);
|
||||
GLuint CombineTextures(GLuint texture1, GLuint texture2);
|
||||
|
||||
//Getters
|
||||
//Return the blurred result of the texture that was sent into draw
|
||||
GLuint GaussianTexture() const {
|
||||
if (m_Quality == 0) {
|
||||
return m_BlackTexture->m_Texture;
|
||||
} else {
|
||||
return m_GaussianTexture_vert;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private:
|
||||
Texture* m_BlackTexture;
|
||||
Model* m_ScreenQuad;
|
||||
|
||||
const IRenderer* m_Renderer;
|
||||
ConfigFile* m_Config;
|
||||
//const LightCullingPass* m_LightCullingPass
|
||||
int m_Iterations = 3;
|
||||
int m_Quality = 0;
|
||||
float m_BlurQuality = 4.f;
|
||||
|
||||
GLuint m_GaussianTexture_horiz = 0;
|
||||
GLuint m_GaussianTexture_vert = 0;
|
||||
GLuint m_DepthStencil_horiz = 0;
|
||||
GLuint m_DepthStencil_vert = 0;
|
||||
GLuint m_CombinedTexture = 0;
|
||||
|
||||
FrameBuffer m_GaussianFrameBuffer_horiz;
|
||||
FrameBuffer m_GaussianFrameBuffer_vert;
|
||||
FrameBuffer m_CombinedTextureBuffer;
|
||||
|
||||
ShaderProgram* m_GaussianProgram_horiz;
|
||||
ShaderProgram* m_GaussianProgram_vert;
|
||||
ShaderProgram* m_FillDepthStencilProgram;
|
||||
ShaderProgram* m_CombineTexturesProgram;
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -15,7 +15,7 @@ public:
|
||||
void GenerateCubeMapTexture();
|
||||
|
||||
//GLuint CubeMapTexture() const { return m_CubeMapTexture; }
|
||||
GLuint m_CubeMapTexture = -1;
|
||||
GLuint m_CubeMapTexture = 0;
|
||||
|
||||
private:
|
||||
IRenderer* m_Renderer;
|
||||
|
||||
@@ -13,7 +13,7 @@ class DrawBloomPass
|
||||
{
|
||||
public:
|
||||
DrawBloomPass(IRenderer* renderer, ConfigFile* config);
|
||||
~DrawBloomPass() { }
|
||||
~DrawBloomPass();
|
||||
void InitializeTextures();
|
||||
void InitializeFrameBuffers();
|
||||
void InitializeShaderPrograms();
|
||||
@@ -33,12 +33,14 @@ public:
|
||||
if (m_Quality == 0) {
|
||||
return m_BlackTexture->m_Texture;
|
||||
} else {
|
||||
return m_GaussianTexture_vert;
|
||||
return m_FinalGaussianTexture;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private:
|
||||
void GaussianLodPass(GLuint mipMap, GLuint texture);
|
||||
void CombineGaussianBlur();
|
||||
Texture* m_BlackTexture;
|
||||
Model* m_ScreenQuad;
|
||||
|
||||
@@ -47,15 +49,19 @@ private:
|
||||
//const LightCullingPass* m_LightCullingPass
|
||||
int m_Iterations;
|
||||
int m_Quality = 0;
|
||||
int m_BloomLod = 5;
|
||||
|
||||
GLuint m_GaussianTexture_horiz = 0;
|
||||
GLuint m_GaussianTexture_vert = 0;
|
||||
GLuint m_FinalGaussianTexture = 0;
|
||||
|
||||
FrameBuffer m_GaussianFrameBuffer_horiz;
|
||||
FrameBuffer m_GaussianFrameBuffer_vert;
|
||||
FrameBuffer* m_GaussianFrameBuffer_horiz = nullptr;
|
||||
FrameBuffer* m_GaussianFrameBuffer_vert = nullptr;
|
||||
FrameBuffer m_GaussianCombineBuffer;
|
||||
|
||||
ShaderProgram* m_GaussianProgram_horiz;
|
||||
ShaderProgram* m_GaussianProgram_vert;
|
||||
ShaderProgram* m_GaussianCombineProgram;
|
||||
|
||||
};
|
||||
|
||||
|
||||
@@ -11,16 +11,18 @@
|
||||
#include "Util/UnorderedMapVec2.h"
|
||||
#include "Util/CommonFunctions.h"
|
||||
#include "Texture.h"
|
||||
#include "ShadowPass.h"
|
||||
#include "BlurHUD.h"
|
||||
|
||||
class DrawFinalPass
|
||||
{
|
||||
public:
|
||||
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass);
|
||||
~DrawFinalPass() { }
|
||||
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass);
|
||||
~DrawFinalPass();
|
||||
void InitializeTextures();
|
||||
void InitializeFrameBuffers();
|
||||
void InitializeShaderPrograms();
|
||||
void Draw(RenderScene& scene);
|
||||
void Draw(RenderScene& scene, BlurHUD* blurHUDPass);
|
||||
void ClearBuffer();
|
||||
void OnWindowResize();
|
||||
|
||||
@@ -28,6 +30,10 @@ public:
|
||||
GLuint BloomTexture() const { return m_BloomTexture; }
|
||||
//Return the texture with diffuse and lighting of the scene.
|
||||
GLuint SceneTexture() const { return m_SceneTexture; }
|
||||
//Return the SceneTexture with the blurred HUD bits.
|
||||
GLuint CombinedSceneTexture() const { return m_CombinedTexture; }
|
||||
//Return the blurred scene texture.
|
||||
GLuint FullBlurredTexture() const { return m_FullBlurredTexture; }
|
||||
//Return the framebuffer used in the scene rendering stage.
|
||||
FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; }
|
||||
|
||||
@@ -52,11 +58,13 @@ private:
|
||||
|
||||
FrameBuffer m_FinalPassFrameBuffer;
|
||||
FrameBuffer m_ShieldDepthFrameBuffer;
|
||||
GLuint m_BloomTexture;
|
||||
GLuint m_SceneTexture;
|
||||
GLuint m_DepthBuffer;
|
||||
GLuint m_ShieldBuffer;
|
||||
GLuint m_CubeMapTexture;
|
||||
GLuint m_BloomTexture = 0;
|
||||
GLuint m_SceneTexture = 0;
|
||||
GLuint m_DepthBuffer = 0;
|
||||
GLuint m_ShieldBuffer = 0;
|
||||
GLuint m_CubeMapTexture = 0;
|
||||
GLuint m_FullBlurredTexture;
|
||||
GLuint m_CombinedTexture; //This can be removed for less memory usage, just set m_sceneTexture to the return from m_BlurHUDPass.CombineTextures
|
||||
|
||||
//maqke this component based i guess?
|
||||
GLuint m_ShieldPixelRate = 16;
|
||||
@@ -65,6 +73,7 @@ private:
|
||||
const LightCullingPass* m_LightCullingPass;
|
||||
const CubeMapPass* m_CubeMapPass;
|
||||
const SSAOPass* m_SSAOPass;
|
||||
const ShadowPass* m_ShadowPass;
|
||||
|
||||
ShaderProgram* m_ForwardPlusProgram;
|
||||
ShaderProgram* m_ExplosionEffectProgram;
|
||||
|
||||
@@ -18,7 +18,6 @@ struct AutoAnimationBlend : Event
|
||||
bool Reverse = false;
|
||||
bool Restart = false;
|
||||
bool SingleLevelBlend = false;
|
||||
|
||||
double Weight = -1.0;
|
||||
|
||||
EntityWrapper AnimationEntity = EntityWrapper::Invalid;
|
||||
|
||||
@@ -0,0 +1,19 @@
|
||||
#ifndef EResolutionChanged_h__
|
||||
#define EResolutionChanged_h__
|
||||
|
||||
#include "../Core/Event.h"
|
||||
#include "../Core/Util/Rectangle.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
// Fired when the framebuffer size changes
|
||||
struct ResolutionChanged : Event
|
||||
{
|
||||
Rectangle OldResolution;
|
||||
Rectangle NewResolution;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,20 @@
|
||||
#ifndef Events_SetBlendWeight_h__
|
||||
#define Events_SetBlendWeight_h__
|
||||
|
||||
#include "../Core/EventBroker.h"
|
||||
#include "../Core/EntityWrapper.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
//Sets the blend weight for all nodes with "NodeName"
|
||||
struct SetBlendWeight : Event
|
||||
{
|
||||
EntityWrapper RootNode = EntityWrapper::Invalid;
|
||||
std::string NodeName;
|
||||
double Weight;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -15,8 +15,8 @@
|
||||
|
||||
struct ExplosionEffectJob : ModelJob
|
||||
{
|
||||
ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded)
|
||||
: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage, isShielded)
|
||||
ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded, bool shadow)
|
||||
: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage, isShielded, shadow)
|
||||
{
|
||||
ExplosionOrigin = (Field<glm::vec3>)explosionEffectComponent["ExplosionOrigin"];
|
||||
TimeSinceDeath = (Field<double>)explosionEffectComponent["TimeSinceDeath"];
|
||||
|
||||
@@ -7,11 +7,12 @@
|
||||
class BufferResource
|
||||
{
|
||||
public:
|
||||
BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment);
|
||||
BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod);
|
||||
|
||||
GLuint* m_ResourceHandle;
|
||||
GLenum m_ResourceType;
|
||||
GLenum m_Attachment;
|
||||
GLuint m_MipMapLod = 0;
|
||||
private:
|
||||
|
||||
};
|
||||
@@ -20,15 +21,15 @@ template <GLenum RESOURCETYPE>
|
||||
class ResourceType : public BufferResource
|
||||
{
|
||||
public:
|
||||
ResourceType(GLuint* resourceHandle, GLenum attachment)
|
||||
: BufferResource(resourceHandle, RESOURCETYPE, attachment) { }
|
||||
ResourceType(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod)
|
||||
: BufferResource(resourceHandle, RESOURCETYPE, attachment, mipMapLod) { }
|
||||
};
|
||||
|
||||
class Texture2D : public ResourceType<GL_TEXTURE_2D>
|
||||
{
|
||||
public:
|
||||
Texture2D(GLuint* resourceHandle, GLenum attachment)
|
||||
: ResourceType(resourceHandle, attachment) { };
|
||||
Texture2D(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod = 0)
|
||||
: ResourceType(resourceHandle, attachment, mipMapLod) { };
|
||||
|
||||
~Texture2D();
|
||||
};
|
||||
@@ -37,12 +38,22 @@ class RenderBuffer : public ResourceType<GL_RENDERBUFFER>
|
||||
{
|
||||
public:
|
||||
RenderBuffer(GLuint* resourceHandle, GLenum attachment)
|
||||
: ResourceType(resourceHandle, attachment)
|
||||
: ResourceType(resourceHandle, attachment, 0)
|
||||
{ };
|
||||
|
||||
~RenderBuffer();
|
||||
};
|
||||
|
||||
class Texture2DArray : public ResourceType<GL_TEXTURE_2D_ARRAY>
|
||||
{
|
||||
public:
|
||||
Texture2DArray(GLuint* resourceHandle, GLenum attachment)
|
||||
: ResourceType(resourceHandle, attachment, 0)
|
||||
{ };
|
||||
|
||||
~Texture2DArray();
|
||||
};
|
||||
|
||||
class FrameBuffer
|
||||
{
|
||||
public:
|
||||
|
||||
@@ -54,7 +54,7 @@ private:
|
||||
struct Frustum {
|
||||
Plane Planes[4];
|
||||
};
|
||||
Frustum* m_Frustums;
|
||||
Frustum* m_Frustums = nullptr;
|
||||
|
||||
//This should be a component
|
||||
struct LightSource {
|
||||
@@ -74,11 +74,11 @@ private:
|
||||
glm::vec2 Padding = glm::vec2(1.f, 2.f);
|
||||
};
|
||||
|
||||
LightGrid* m_LightGrid;
|
||||
LightGrid* m_LightGrid = nullptr;
|
||||
|
||||
int m_LightOffset = 0;
|
||||
|
||||
float* m_LightIndex;
|
||||
float* m_LightIndex = nullptr;
|
||||
};
|
||||
|
||||
|
||||
|
||||
@@ -19,31 +19,20 @@
|
||||
|
||||
struct ModelJob : RenderJob
|
||||
{
|
||||
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded)
|
||||
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded, bool shadow)
|
||||
: RenderJob()
|
||||
{
|
||||
Model = model;
|
||||
ModelID = model->ResourceID;
|
||||
Type = matProp.type;
|
||||
::RawModel::MaterialBasic* matGroup = matProp.material;
|
||||
ShaderID = matProp.ShaderID;
|
||||
switch(matProp.type){
|
||||
case ::RawModel::MaterialType::Basic:
|
||||
if (Model->IsSkinned()) {
|
||||
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
|
||||
}
|
||||
else {
|
||||
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram")->ResourceID;
|
||||
}
|
||||
TextureID = 0;
|
||||
break;
|
||||
case ::RawModel::MaterialType::SingleTextures:
|
||||
{
|
||||
if (Model->IsSkinned()) {
|
||||
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
|
||||
}
|
||||
else {
|
||||
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram")->ResourceID;
|
||||
}
|
||||
::RawModel::MaterialSingleTextures* singleTextures = static_cast<::RawModel::MaterialSingleTextures*>(matProp.material);
|
||||
TextureID = (singleTextures->ColorMap.Texture) ? singleTextures->ColorMap.Texture->ResourceID : 0;
|
||||
if (modelComponent["DiffuseTexture"]) {
|
||||
@@ -65,12 +54,6 @@ struct ModelJob : RenderJob
|
||||
break;
|
||||
case ::RawModel::MaterialType::SplatMapping:
|
||||
{
|
||||
if (Model->IsSkinned()) {
|
||||
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapSkinnedProgram")->ResourceID;
|
||||
}
|
||||
else {
|
||||
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapProgram")->ResourceID;
|
||||
}
|
||||
::RawModel::MaterialSplatMapping* SplatTextures = static_cast<::RawModel::MaterialSplatMapping*>(matProp.material);
|
||||
|
||||
SplatMap = &SplatTextures->SplatMap;
|
||||
@@ -111,10 +94,11 @@ struct ModelJob : RenderJob
|
||||
Color = modelComponent["Color"];
|
||||
GlowIntensity = ((double)modelComponent["GlowIntensity"]);
|
||||
Entity = modelComponent.EntityID;
|
||||
glm::vec3 abspos = Transform::AbsolutePosition(world, modelComponent.EntityID);
|
||||
glm::vec3 abspos = glm::vec3(matrix[3][0], matrix[3][1], matrix[3][2]);
|
||||
glm::vec3 worldpos = glm::vec3(camera->ViewMatrix() * glm::vec4(abspos, 1));
|
||||
Depth = worldpos.z;
|
||||
World = world;
|
||||
Shadow = shadow;
|
||||
|
||||
FillColor = fillColor;
|
||||
FillPercentage = fillPercentage;
|
||||
@@ -162,9 +146,13 @@ struct ModelJob : RenderJob
|
||||
glm::vec4 FillColor = glm::vec4(0);
|
||||
float FillPercentage = 0.0;
|
||||
bool IsShielded;
|
||||
bool Shadow;
|
||||
|
||||
void CalculateHash() override
|
||||
{
|
||||
Hash = ShaderID << 20 + ModelID << 10 + TextureID;
|
||||
Hash = TextureID;
|
||||
Hash += ModelID << 10;
|
||||
Hash += ShaderID << 20;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
@@ -52,8 +52,8 @@ private:
|
||||
|
||||
std::unordered_map<glm::ivec2, PickingInfo> m_PickingColorsToEntity;
|
||||
|
||||
GLuint m_PickingTexture;
|
||||
GLuint m_DepthBuffer;
|
||||
GLuint m_PickingTexture = 0;
|
||||
GLuint m_DepthBuffer = 0;
|
||||
|
||||
FrameBuffer m_PickingBuffer;
|
||||
|
||||
|
||||
@@ -18,6 +18,7 @@
|
||||
#include "../Core/ResourceManager.h"
|
||||
#include "Texture.h"
|
||||
#include "Skeleton.h"
|
||||
#include "ShaderProgram.h"
|
||||
|
||||
#include "boost\endian\buffers.hpp"
|
||||
|
||||
@@ -87,6 +88,7 @@ public:
|
||||
struct MaterialProperties {
|
||||
MaterialType type;
|
||||
MaterialBasic* material;
|
||||
unsigned int ShaderID = 0;
|
||||
};
|
||||
|
||||
const Vertex* Vertices() const {
|
||||
|
||||
@@ -16,16 +16,15 @@ struct RenderJob
|
||||
public:
|
||||
float Depth;
|
||||
|
||||
bool operator<(const RenderJob& rhs)
|
||||
{
|
||||
return this->Hash < rhs.Hash;
|
||||
}
|
||||
|
||||
protected:
|
||||
uint64_t Hash;
|
||||
|
||||
virtual void CalculateHash() = 0;
|
||||
|
||||
bool operator<(const RenderJob& rhs)
|
||||
{
|
||||
return this->Hash < rhs.Hash;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -33,6 +33,7 @@ struct RenderScene
|
||||
|
||||
Rectangle Viewport;
|
||||
bool ClearDepth = false;
|
||||
bool ShouldBlur = false;
|
||||
glm::vec4 AmbientColor;
|
||||
|
||||
void Clear()
|
||||
|
||||
@@ -19,6 +19,7 @@
|
||||
#include "../Core/Octree.h"
|
||||
#include "../Collision/EntityAABB.h"
|
||||
#include "../Core/ConfigFile.h"
|
||||
#include "EResolutionChanged.h"
|
||||
|
||||
class RenderSystem : public ImpureSystem
|
||||
{
|
||||
@@ -36,6 +37,8 @@ private:
|
||||
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
|
||||
Octree<EntityAABB>* m_Octree;
|
||||
|
||||
EventRelay<RenderSystem, Events::ResolutionChanged> m_EResolutionChanged;
|
||||
bool OnResolutionChanged(Events::ResolutionChanged &event);
|
||||
EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera;
|
||||
bool OnSetCamera(Events::SetCamera &event);
|
||||
EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
|
||||
|
||||
@@ -18,6 +18,7 @@
|
||||
#include "DrawColorCorrectionPass.h"
|
||||
#include "SSAOPass.h"
|
||||
#include "CubeMapPass.h"
|
||||
#include "BlurHUD.h"
|
||||
#include "../Core/EventBroker.h"
|
||||
#include "ImGuiRenderPass.h"
|
||||
#include "Camera.h"
|
||||
@@ -26,16 +27,22 @@
|
||||
#include "TextPass.h"
|
||||
#include "Util/CommonFunctions.h"
|
||||
#include "Core/PerformanceTimer.h"
|
||||
#include "ShadowPass.h"
|
||||
#include "EResolutionChanged.h"
|
||||
|
||||
class Renderer : public IRenderer
|
||||
{
|
||||
static void glfwFrameBufferCallback(GLFWwindow* window, int width, int height);
|
||||
static void glfwWindowSizeCallback(GLFWwindow* window, int width, int height);
|
||||
|
||||
public:
|
||||
Renderer(EventBroker* eventBroker, ConfigFile* config)
|
||||
: m_EventBroker(eventBroker)
|
||||
, m_Config(config)
|
||||
{ }
|
||||
~Renderer();
|
||||
|
||||
virtual void SetResolution(const Rectangle& resolution) override;
|
||||
|
||||
virtual void Initialize() override;
|
||||
virtual void Update(double dt) override;
|
||||
@@ -43,7 +50,6 @@ public:
|
||||
|
||||
virtual PickData Pick(glm::vec2 screenCoord) override;
|
||||
|
||||
|
||||
private:
|
||||
//----------------------Variables----------------------//
|
||||
|
||||
@@ -75,6 +81,8 @@ private:
|
||||
DrawColorCorrectionPass* m_DrawColorCorrectionPass;
|
||||
SSAOPass* m_SSAOPass;
|
||||
CubeMapPass* m_CubeMapPass;
|
||||
ShadowPass* m_ShadowPass;
|
||||
BlurHUD* m_BlurHUDPass;
|
||||
|
||||
//----------------------Functions----------------------//
|
||||
void InitializeWindow();
|
||||
@@ -85,11 +93,14 @@ private:
|
||||
void InputUpdate(double dt);
|
||||
//void PickingPass(RenderQueueCollection& rq);
|
||||
//void DrawScreenQuad(GLuint textureToDraw);
|
||||
void setWindowSize(Rectangle size);
|
||||
void updateFramebufferSize();
|
||||
|
||||
static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j) { return (i->Depth < j->Depth); }
|
||||
void SortRenderJobsByDepth(RenderScene &scene);
|
||||
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
|
||||
//--------------------ShaderPrograms-------------------//
|
||||
|
||||
//--------------------ShaderPrograms-------------------//
|
||||
ShaderProgram* m_BasicForwardProgram;
|
||||
ShaderProgram* m_ExplosionEffectProgram;
|
||||
|
||||
|
||||
@@ -14,7 +14,7 @@ class SSAOPass
|
||||
{
|
||||
public:
|
||||
SSAOPass(IRenderer* renderer, ConfigFile* config);
|
||||
~SSAOPass() { };
|
||||
~SSAOPass();
|
||||
|
||||
void ChangeQuality(int quality);
|
||||
|
||||
|
||||
@@ -21,6 +21,8 @@ public:
|
||||
std::string GetFileName() const;
|
||||
GLuint GetHandle() const;
|
||||
bool IsCompiled() const;
|
||||
static std::string ReadFile(std::string fileName);
|
||||
private:
|
||||
protected:
|
||||
GLenum m_ShaderType;
|
||||
std::string m_FileName;
|
||||
|
||||
@@ -0,0 +1,88 @@
|
||||
#ifndef ShadowPass_h__
|
||||
#define ShadowPass_h__
|
||||
|
||||
#include "IRenderer.h"
|
||||
#include "FrameBuffer.h"
|
||||
#include "ShaderProgram.h"
|
||||
#include "../Core/EventBroker.h"
|
||||
#include "../Core/World.h"
|
||||
#include "ShadowPassState.h"
|
||||
#include "imgui/imgui.h"
|
||||
|
||||
#define MAX_SPLITS 4
|
||||
|
||||
enum NearFar { NEAR = 0, FAR = 1 };
|
||||
enum LRBT { LEFT = 0, RIGHT = 1, BOTTOM = 2, TOP = 3 };
|
||||
|
||||
struct ShadowFrustum
|
||||
{
|
||||
float NearClip;
|
||||
float FarClip;
|
||||
float FOV;
|
||||
float AspectRatio;
|
||||
glm::vec3 MiddlePoint;
|
||||
float Radius;
|
||||
std::array<float, 4> LRBT;
|
||||
std::array<glm::vec3, 8> CornerPoint;
|
||||
};
|
||||
|
||||
class ShadowPass
|
||||
{
|
||||
public:
|
||||
ShadowPass(IRenderer* renderer);
|
||||
ShadowPass(IRenderer * renderer, int ShadowResX, int ShadowResY);
|
||||
~ShadowPass();
|
||||
|
||||
void InitializeFrameBuffers();
|
||||
void InitializeShaderPrograms();
|
||||
void ClearBuffer();
|
||||
void Draw(RenderScene& scene);
|
||||
|
||||
void DebugGUI();
|
||||
|
||||
GLuint DepthMap() const { return m_DepthMap; }
|
||||
std::array<glm::mat4, MAX_SPLITS> LightP() const { return m_LightProjection; }
|
||||
std::array<glm::mat4, MAX_SPLITS> LightV() const { return m_LightView; }
|
||||
std::array<float, MAX_SPLITS> FarDistance() const { std::array<float, MAX_SPLITS> f; for (int i = 0; i < MAX_SPLITS; i++) f[i] = m_shadowFrusta[i].FarClip; return f; }
|
||||
int CurrentNrOfSplits() const { return m_CurrentNrOfSplits; }
|
||||
|
||||
void SetSplitWeight(float split_weight) { m_SplitWeight = split_weight; };
|
||||
private:
|
||||
void InitializeCameras(RenderScene & scene);
|
||||
void UpdateSplitDist(std::array<ShadowFrustum, MAX_SPLITS>& frusta, float near_distance, float far_distance);
|
||||
void UpdateFrustumPoints(ShadowFrustum& frustum, glm::vec3 camera_position, glm::vec3 view_dir);
|
||||
void UpdateFrustumPoints(ShadowFrustum& frustum, glm::mat4 p, glm::mat4 v);
|
||||
|
||||
void PointsToLightspace(ShadowFrustum& frustum, glm::mat4 v);
|
||||
|
||||
float FindRadius(ShadowFrustum& frustum);
|
||||
void RadiusToLightspace(ShadowFrustum& frustum);
|
||||
|
||||
EventBroker* m_EventBroker;
|
||||
const IRenderer* m_Renderer;
|
||||
|
||||
GLuint m_DepthMap;
|
||||
FrameBuffer m_DepthBuffer;
|
||||
ShaderProgram* m_ShadowProgram;
|
||||
ShaderProgram* m_ShadowProgramSkinned;
|
||||
|
||||
std::array<glm::mat4, MAX_SPLITS> m_LightProjection;
|
||||
std::array<glm::mat4, MAX_SPLITS> m_LightView;
|
||||
|
||||
GLfloat m_NearFarPlane[2] = { -34.f, 27.f };
|
||||
GLuint m_ResolutionSizeWidth = 1024 * 2;
|
||||
GLuint m_ResolutionSizeHeight = 1024 * 2;
|
||||
|
||||
bool m_TransparentObjects = false;
|
||||
bool m_TexturedShadows = false;
|
||||
bool m_EnableShadows = true;
|
||||
|
||||
int m_CurrentNrOfSplits = 4;
|
||||
float m_SplitWeight = 0.962f;
|
||||
|
||||
std::array<ShadowFrustum, MAX_SPLITS> m_shadowFrusta;
|
||||
|
||||
Texture* m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/White.png");
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,15 @@
|
||||
#ifndef ShadowPassState_h_
|
||||
#define ShadowPassState_h_
|
||||
|
||||
#include "Rendering/RenderState.h"
|
||||
|
||||
class ShadowPassState : public RenderState
|
||||
{
|
||||
public:
|
||||
ShadowPassState(GLuint frameBuffer);
|
||||
~ShadowPassState();
|
||||
|
||||
private:
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -7,6 +7,7 @@
|
||||
#include "../GLM.h"
|
||||
#include "../Core/ComponentWrapper.h"
|
||||
#include "Texture.h"
|
||||
#include "TextureSprite.h"
|
||||
#include "Model.h"
|
||||
#include "RenderJob.h"
|
||||
#include "../Core/ResourceManager.h"
|
||||
@@ -20,18 +21,21 @@ struct SpriteJob : RenderJob
|
||||
SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted, bool isIndicator)
|
||||
: RenderJob()
|
||||
{
|
||||
Model = ResourceManager::Load<::Model>("Models/Core/UnitQuad.mesh");
|
||||
Model = ResourceManager::Load<::Model>((std::string)cSprite["Model"]);
|
||||
::RawModel::MaterialProperties matProp = Model->MaterialGroups().front();
|
||||
TextureID = 0;
|
||||
|
||||
DiffuseTexture = CommonFunctions::LoadTexture(cSprite["DiffuseTexture"], true);
|
||||
DiffuseTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["DiffuseTexture"]);
|
||||
IncandescenceTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["GlowMap"]);
|
||||
|
||||
IncandescenceTexture = CommonFunctions::LoadTexture(cSprite["GlowMap"], true);
|
||||
Linear = (bool)cSprite["Linear"];
|
||||
|
||||
StartIndex = matProp.material->StartIndex;
|
||||
EndIndex = matProp.material->EndIndex;
|
||||
Matrix = matrix;
|
||||
Color = cSprite["Color"];
|
||||
BlurBackground = (bool)cSprite["BlurBackground"];
|
||||
|
||||
Entity = cSprite.EntityID;
|
||||
Position = Transform::AbsolutePosition(world, cSprite.EntityID);
|
||||
Depth = 0;
|
||||
@@ -45,6 +49,26 @@ struct SpriteJob : RenderJob
|
||||
|
||||
FillColor = fillColor;
|
||||
FillPercentage = fillPercentage;
|
||||
|
||||
glm::vec3 scale = Transform::AbsoluteScale(world, cSprite.EntityID);
|
||||
|
||||
if((bool)cSprite["KeepRatio"] == true) {
|
||||
if(scale.y >= scale.x) {
|
||||
ScaleY = (scale.x)/(scale.y);
|
||||
ScaleX = 1.f;
|
||||
} else {
|
||||
ScaleY = 1.f;
|
||||
ScaleX = (scale.x)/(scale.y);
|
||||
}
|
||||
} else {
|
||||
if ((bool)cSprite["KeepRatioX"] == true) {
|
||||
ScaleX = scale.x;
|
||||
}
|
||||
if ((bool)cSprite["KeepRatioY"] == true) {
|
||||
ScaleY = scale.y;
|
||||
}
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
unsigned int TextureID;
|
||||
@@ -65,6 +89,10 @@ struct SpriteJob : RenderJob
|
||||
|
||||
bool Pickable;
|
||||
bool IsIndicator = false;
|
||||
bool BlurBackground = false;
|
||||
float ScaleX = 1;
|
||||
float ScaleY = 1;
|
||||
bool Linear = false;
|
||||
|
||||
glm::vec4 FillColor = glm::vec4(0);
|
||||
float FillPercentage = 0.0;
|
||||
|
||||
@@ -23,6 +23,7 @@ public:
|
||||
|
||||
private:
|
||||
void renderText(std::string text, Font* font, TextJob::AlignmentEnum alignment, glm::vec4 color, glm::mat4 modelMatrix, glm::mat4 projectionMatrix, glm::mat4 viewMatrix);
|
||||
std::string parseColors(std::string text, std::map<int, glm::vec4>& colorChanges, glm::vec4 originalColor);
|
||||
|
||||
Font* font;
|
||||
GLuint VAO, VBO;
|
||||
|
||||
@@ -9,7 +9,7 @@ class Texture : public BaseTexture
|
||||
{
|
||||
friend class ResourceManager;
|
||||
|
||||
private:
|
||||
protected:
|
||||
Texture(std::string path);
|
||||
|
||||
public:
|
||||
|
||||
@@ -0,0 +1,26 @@
|
||||
#ifndef TextureSprite_h__
|
||||
#define TextureSprite_h__
|
||||
|
||||
#include "../OpenGL.h"
|
||||
#include "BaseTexture.h"
|
||||
#include "Texture.h"
|
||||
#include "PNG.h"
|
||||
|
||||
class TextureSprite : public Texture
|
||||
{
|
||||
friend class ResourceManager;
|
||||
|
||||
protected:
|
||||
TextureSprite(std::string path);
|
||||
|
||||
public:
|
||||
~TextureSprite();
|
||||
|
||||
void Bind(GLenum textureUnit = GL_TEXTURE0);
|
||||
|
||||
GLuint m_Texture = 0;
|
||||
unsigned char* Data = nullptr;
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -8,7 +8,23 @@
|
||||
|
||||
namespace CommonFunctions
|
||||
{
|
||||
Texture* LoadTexture(std::string path, bool threaded);
|
||||
|
||||
//Loads Texture/SpriteTexture and return null if it fails
|
||||
template <typename T, bool threaded>
|
||||
Texture* TryLoadResource(std::string path)
|
||||
{
|
||||
Texture* img;
|
||||
try {
|
||||
img = ResourceManager::Load<T, threaded>(path);
|
||||
} catch (const Resource::StillLoadingException&) {
|
||||
img = ResourceManager::Load<T>("Textures/Core/ErrorTexture.png");
|
||||
} catch (const std::exception&) {
|
||||
img = nullptr;
|
||||
}
|
||||
|
||||
return img;
|
||||
}
|
||||
|
||||
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
|
||||
void GenerateMultiSampleTexture(GLuint* texture, int numSamples, glm::vec2 dimensions, GLint internalFormat);
|
||||
void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps);
|
||||
|
||||
@@ -16,7 +16,11 @@ inline bool _GLERROR(const char* info, const char* file, const char* func, unsig
|
||||
return false;
|
||||
}
|
||||
|
||||
#ifdef DEBUG
|
||||
#define GLERROR(function) \
|
||||
_GLERROR(function, __BASE_FILE__, __func__, __LINE__)
|
||||
#else
|
||||
#define GLERROR(function) false
|
||||
#endif
|
||||
|
||||
#endif
|
||||
@@ -40,5 +40,17 @@ private:
|
||||
};
|
||||
std::vector<EntityAtMaxValuePickupStruct> m_PickupAtMaximum;
|
||||
void DoPickup(EntityWrapper &player, EntityWrapper &trigger);
|
||||
//class
|
||||
enum class PlayerClass {
|
||||
Assault,
|
||||
Defender,
|
||||
Sniper,
|
||||
None
|
||||
};
|
||||
//helper methods
|
||||
bool DoesPlayerHaveMaxAmmo(EntityWrapper &player);
|
||||
PlayerClass DetermineClass(EntityWrapper &player);
|
||||
void SetPlayerAmmo(EntityWrapper &player, int ammoGain);
|
||||
int GetPlayerMaxAmmo(EntityWrapper &player);
|
||||
};
|
||||
#endif
|
||||
|
||||
@@ -30,6 +30,7 @@ private:
|
||||
bool CapturePointSystem::OnTriggerLeave(const Events::TriggerLeave& e);
|
||||
EventRelay<CapturePointSystem, Events::Captured> m_ECaptured;
|
||||
bool CapturePointSystem::OnCaptured(const Events::Captured& e);
|
||||
void ChangeCapturePointModelsVisibility(EntityWrapper &capturePointModels, bool isOwner);
|
||||
|
||||
bool m_WinnerWasFound = false;
|
||||
//need to track these variables for the captureSystem to work as per design!
|
||||
|
||||
@@ -15,6 +15,7 @@
|
||||
|
||||
#include "Rendering/Util/CommonFunctions.h"
|
||||
//#define INDICATOR_TEST
|
||||
#include "Core/ConfigFile.h"
|
||||
|
||||
class DamageIndicatorSystem : public ImpureSystem
|
||||
{
|
||||
@@ -40,6 +41,8 @@ private:
|
||||
std::vector<DamageIndicatorStruct> updateDamageIndicatorVector;
|
||||
float CalculateAngle(EntityWrapper player, glm::vec3 enemyPos);
|
||||
|
||||
bool m_NetworkEnabled;
|
||||
|
||||
//for tests
|
||||
#ifdef INDICATOR_TEST
|
||||
glm::vec3 DamageIndicatorTest(EntityWrapper player);
|
||||
|
||||
@@ -1,15 +1,18 @@
|
||||
#ifndef MainMenuSystem_h__
|
||||
#define MainMenuSystem_h__
|
||||
|
||||
#include "../Core/System.h"
|
||||
#include "../Rendering/IRenderer.h"
|
||||
#include "../Core/ResourceManager.h"
|
||||
#include "../Core/Event.h"
|
||||
#include "Core/System.h"
|
||||
#include "Rendering/IRenderer.h"
|
||||
#include "Core/ResourceManager.h"
|
||||
#include "Core/Event.h"
|
||||
#include "Systems/SpawnerSystem.h"
|
||||
|
||||
|
||||
#include "EButtonClicked.h"
|
||||
#include "EButtonPressed.h"
|
||||
#include "EButtonReleased.h"
|
||||
#include "GUI/EButtonClicked.h"
|
||||
#include "GUI/EButtonPressed.h"
|
||||
#include "GUI/EButtonReleased.h"
|
||||
#include "Input/EInputCommand.h"
|
||||
#include "Network/ESearchForServers.h"
|
||||
#include "Network/EConnectRequest.h"
|
||||
|
||||
|
||||
class MainMenuSystem : public ImpureSystem
|
||||
@@ -20,6 +23,7 @@ public:
|
||||
|
||||
private:
|
||||
IRenderer* m_Renderer;
|
||||
void OpenSubMenu(const Events::InputCommand& e);
|
||||
|
||||
EventRelay<MainMenuSystem, Events::ButtonClicked> m_EClicked;
|
||||
bool OnButtonClick(const Events::ButtonClicked& e);
|
||||
@@ -27,6 +31,11 @@ private:
|
||||
bool OnButtonRelease(const Events::ButtonReleased& e);
|
||||
EventRelay<MainMenuSystem, Events::ButtonPressed> m_EPressed;
|
||||
bool OnButtonPress(const Events::ButtonPressed& e);
|
||||
EventRelay<MainMenuSystem, Events::InputCommand> m_EInputCommand;
|
||||
bool OnInputCommand(const Events::InputCommand& e);
|
||||
|
||||
std::string m_CurrentCommand = "";
|
||||
EntityWrapper m_OpenSubMenu = EntityWrapper::Invalid;
|
||||
|
||||
};
|
||||
|
||||
@@ -24,7 +24,10 @@ private:
|
||||
bool OnPlayerDeath(Events::PlayerDeath& e);
|
||||
EventRelay<PlayerDeathSystem, Events::EntityDeleted> m_EEntityDeleted;
|
||||
bool OnEntityDeleted(Events::EntityDeleted& e);
|
||||
EventRelay<PlayerDeathSystem, Events::InputCommand> m_EInputCommand;
|
||||
bool OnInputCommand(Events::InputCommand& e);
|
||||
|
||||
void setSpectatorCamera();
|
||||
void createDeathEffect(EntityWrapper player);
|
||||
|
||||
};
|
||||
|
||||
@@ -15,10 +15,19 @@ public:
|
||||
virtual void Update(double dt) override;
|
||||
|
||||
private:
|
||||
// This enum must correspond to the command values for PickTeam buttons.
|
||||
enum class PlayerClass
|
||||
{
|
||||
None = 0,
|
||||
Assault,
|
||||
Defender,
|
||||
Sniper
|
||||
};
|
||||
struct SpawnRequest
|
||||
{
|
||||
int PlayerID;
|
||||
ComponentInfo::EnumType Team;
|
||||
PlayerClass Class;
|
||||
};
|
||||
|
||||
bool m_NetworkEnabled = false;
|
||||
|
||||
@@ -0,0 +1,29 @@
|
||||
#ifndef ServerListSystem_h__
|
||||
#define ServerListSystem_h__
|
||||
|
||||
#include "Core/System.h"
|
||||
#include "Rendering/IRenderer.h"
|
||||
#include "Core/ResourceManager.h"
|
||||
#include "Core/Event.h"
|
||||
#include "Systems/SpawnerSystem.h"
|
||||
#include "Core/EventBroker.h"
|
||||
|
||||
#include "Network/ESearchForServers.h"
|
||||
#include "Network/EDisplayServerlist.h"
|
||||
|
||||
class ServerListSystem : public PureSystem
|
||||
{
|
||||
public:
|
||||
ServerListSystem(SystemParams params, IRenderer* renderer);
|
||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cServerList, double dt) override;
|
||||
|
||||
void RefreshList();
|
||||
|
||||
private:
|
||||
IRenderer* m_Renderer;
|
||||
|
||||
EventRelay<ServerListSystem, Events::DisplayServerlist> m_EServerListRecieved;
|
||||
bool OnServerListRecieved(const Events::DisplayServerlist& e);
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,25 @@
|
||||
#ifndef SpectatorCameraSystem_h__
|
||||
#define SpectatorCameraSystem_h__
|
||||
|
||||
#include "Core/System.h"
|
||||
#include "Input/EInputCommand.h"
|
||||
#include "Network/EPlayerDisconnected.h"
|
||||
|
||||
class SpectatorCameraSystem : public ImpureSystem
|
||||
{
|
||||
public:
|
||||
SpectatorCameraSystem(SystemParams params);
|
||||
|
||||
virtual void Update(double dt) override;
|
||||
|
||||
private:
|
||||
int m_PickedTeam;
|
||||
bool m_CamSetToTeamPick;
|
||||
|
||||
EventRelay<SpectatorCameraSystem, Events::InputCommand> m_EInputCommand;
|
||||
bool OnInputCommand(const Events::InputCommand& e);
|
||||
EventRelay<SpectatorCameraSystem, Events::PlayerDisconnected> m_EDisconnect;
|
||||
bool OnDisconnect(const Events::PlayerDisconnected& e);
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,23 @@
|
||||
#ifndef StartSystem_h__
|
||||
#define StartSystem_h__
|
||||
|
||||
#include "Core/System.h"
|
||||
#include "Core/ResourceManager.h"
|
||||
#include "Core/Event.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Rendering/ESetCamera.h"
|
||||
|
||||
class StartSystem : public ImpureSystem
|
||||
{
|
||||
public:
|
||||
StartSystem(SystemParams params);
|
||||
virtual void Update(double dt) override;
|
||||
|
||||
private:
|
||||
EntityWrapper m_ActiveCamera = EntityWrapper::Invalid;
|
||||
|
||||
EventRelay<StartSystem, Events::SetCamera> m_ECameraActivated;
|
||||
bool OnCameraActivated(const Events::SetCamera& e);
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -32,20 +32,19 @@ public:
|
||||
|
||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override
|
||||
{
|
||||
EntityWrapper firstPersonWeapon = entity.FirstChildByName("Hands").FirstChildByName("AssaultWeapon");
|
||||
EntityWrapper thirdPersonWeapon = entity.FirstChildByName("PlayerModel").FirstChildByName("AssaultWeapon");
|
||||
if (IsClient && (firstPersonWeapon.Valid() || thirdPersonWeapon.Valid())) {
|
||||
if (m_ActiveWeapons.count(entity) == 0) {
|
||||
/* EntityWrapper firstPersonWeapon = entity.FirstChildByName("Hands").FirstChildByName("AssaultWeapon");
|
||||
EntityWrapper thirdPersonWeapon = entity.FirstChildByName("PlayerModel").FirstChildByName("AssaultWeapon");
|
||||
if (IsClient && (firstPersonWeapon.Valid() || thirdPersonWeapon.Valid())) {
|
||||
if (m_ActiveWeapons.count(entity) == 0) {
|
||||
WeaponInfo& wi = m_ActiveWeapons[entity];
|
||||
wi.Player = entity;
|
||||
wi.WeaponEntity = entity;
|
||||
wi.FirstPersonEntity = firstPersonWeapon;
|
||||
wi.ThirdPersonEntity = thirdPersonWeapon;
|
||||
|
||||
WeaponInfo& wi = m_ActiveWeapons[entity];
|
||||
wi.Player = entity;
|
||||
wi.WeaponEntity = entity;
|
||||
wi.FirstPersonEntity = firstPersonWeapon;
|
||||
wi.ThirdPersonEntity = thirdPersonWeapon;
|
||||
|
||||
OnEquip(cWeapon, wi);
|
||||
}
|
||||
}
|
||||
OnEquip(cWeapon, wi);
|
||||
}
|
||||
}*/
|
||||
|
||||
auto weapon = getActiveWeapon(entity);
|
||||
if (!weapon) {
|
||||
@@ -61,7 +60,9 @@ protected:
|
||||
EntityWrapper Player;
|
||||
EntityWrapper WeaponEntity;
|
||||
EntityWrapper FirstPersonEntity;
|
||||
EntityWrapper FirstPersonPlayerModel;
|
||||
EntityWrapper ThirdPersonEntity;
|
||||
EntityWrapper ThirdPersonPlayerModel;
|
||||
};
|
||||
|
||||
IRenderer* m_Renderer;
|
||||
@@ -89,7 +90,7 @@ protected:
|
||||
|
||||
// Returns wi.FirstPersonEntity or wi.ThirdPersonEntity depending on
|
||||
// if the player is in first person mode or not.
|
||||
EntityWrapper getRelevantWeaponModelEntity(WeaponInfo& wi)
|
||||
EntityWrapper getRelevantWeaponEntity(WeaponInfo& wi)
|
||||
{
|
||||
if (isPlayerInFirstPerson(wi.Player)) {
|
||||
return wi.FirstPersonEntity;
|
||||
@@ -137,7 +138,7 @@ protected:
|
||||
|
||||
void playAnimationAndReturn(EntityWrapper weaponModelEntity, const std::string& subTreeName, const std::string& animationNodeName)
|
||||
{
|
||||
EntityWrapper root = weaponModelEntity.FirstParentWithComponent("Model");
|
||||
EntityWrapper root = weaponModelEntity;
|
||||
if (!root.Valid()) {
|
||||
return;
|
||||
}
|
||||
@@ -254,9 +255,9 @@ private:
|
||||
|
||||
void selectWeapon(ComponentWrapper cWeapon, EntityWrapper player)
|
||||
{
|
||||
if (!IsServer) {
|
||||
return;
|
||||
}
|
||||
//if (!IsServer) {
|
||||
// return;
|
||||
//}
|
||||
|
||||
// Don't reselect weapon if it's already active
|
||||
if (getActiveWeapon(player)) {
|
||||
@@ -288,11 +289,11 @@ private:
|
||||
// Spawn the weapon(s)
|
||||
EntityWrapper firstPersonWeapon;
|
||||
EntityWrapper thirdPersonWeapon;
|
||||
//if (IsClient) {
|
||||
if (IsClient) {
|
||||
if (firstPersonAttachment.Valid()) {
|
||||
firstPersonWeapon = SpawnerSystem::Spawn(firstPersonAttachment, firstPersonAttachment);
|
||||
}
|
||||
//}
|
||||
}
|
||||
if (thirdPersonAttachment.Valid()) {
|
||||
thirdPersonWeapon = SpawnerSystem::Spawn(thirdPersonAttachment, thirdPersonAttachment);
|
||||
}
|
||||
@@ -301,7 +302,9 @@ private:
|
||||
wi.Player = player;
|
||||
wi.WeaponEntity = player;
|
||||
wi.FirstPersonEntity = firstPersonWeapon;
|
||||
wi.FirstPersonPlayerModel = firstPersonWeapon;
|
||||
wi.ThirdPersonEntity = thirdPersonWeapon;
|
||||
wi.ThirdPersonPlayerModel = thirdPersonWeapon.FirstParentWithComponent("Model");
|
||||
|
||||
OnEquip(cWeapon, wi);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user