Merge remote-tracking branch 'origin/master' into WeaponSystem
# Conflicts: # src/Game/Systems/SoundSystem.cpp
This commit is contained in:
@@ -79,7 +79,8 @@ bool AABBVsAABB(const AABB& a, const AABB& b);
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bool AABBVsAABB(const AABB& a, const AABB& b, glm::vec3& minimumTranslation);
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// Calculates an absolute AABB from an entity AABB component
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boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity);
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boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity, bool takeModelBox = false);
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boost::optional<EntityAABB> AbsoluteAABBExplosionEffect(EntityWrapper& entity);
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}
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@@ -4,5 +4,8 @@
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<xs:import schemaLocation="../Types.xsd" namespace="types"/>
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<xs:element name="Collidable">
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<xs:annotation>
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<xs:documentation>Needs a Model or AABB component to work, uses AABB if both are attached.</xs:documentation>
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</xs:annotation>
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</xs:element>
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</xs:schema>
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@@ -4,5 +4,8 @@
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<xs:import schemaLocation="../Types.xsd" namespace="types"/>
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<xs:element name="Trigger">
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<xs:annotation>
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<xs:documentation>Needs a Model or AABB component to work, uses AABB if both are attached.</xs:documentation>
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</xs:annotation>
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</xs:element>
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</xs:schema>
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@@ -565,10 +565,10 @@ bool AABBvsTriangles(const AABB& box,
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return hit;
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}
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boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity)
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boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity, bool takeModelBox)
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{
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AABB modelSpaceBox;
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if (entity.HasComponent("AABB")) {
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if (entity.HasComponent("AABB") && !takeModelBox) {
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ComponentWrapper& cAABB = entity["AABB"];
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modelSpaceBox = EntityAABB::FromOriginSize((glm::vec3)cAABB["Origin"], (glm::vec3)cAABB["Size"]);
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} else if (entity.HasComponent("Model")) {
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@@ -612,4 +612,30 @@ boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity)
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return aabb;
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}
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boost::optional<EntityAABB> AbsoluteAABBExplosionEffect(EntityWrapper& entity)
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{
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boost::optional<EntityAABB> modelBox = EntityAbsoluteAABB(entity, true);
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if (!modelBox) {
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return boost::none;
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}
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bool isRandom = (bool)entity["ExplosionEffect"]["Randomness"];
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float random = isRandom ? (float)(double)entity["ExplosionEffect"]["RandomnessScalar"] : 0;
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glm::vec3 origin = (glm::vec3)entity["ExplosionEffect"]["ExplosionOrigin"];
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glm::vec3 randomVel = (glm::vec3)entity["ExplosionEffect"]["Velocity"];
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randomVel *= (random + 1);
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float endVelocity = randomVel.y;
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if ((bool)entity["ExplosionEffect"]["ExponentialAccelaration"]) {
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endVelocity *= endVelocity / 2.f;
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}
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float maxRadius = (float)(double)entity["ExplosionEffect"]["ExplosionDuration"] * endVelocity;
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glm::vec3 size;
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AABB explosionBox(origin - (size / 2.f), origin + (size / 2.f));
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glm::vec3 mini = glm::min(explosionBox.MinCorner(), (*modelBox).MinCorner());
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glm::vec3 maxi = glm::max(explosionBox.MaxCorner(), (*modelBox).MaxCorner());
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EntityAABB aabb = AABB(mini, maxi);
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aabb.Entity = entity;
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return aabb;
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}
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}
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@@ -7,15 +7,13 @@ void FillFrustumOctreeSystem::Update(double dt)
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void FillFrustumOctreeSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
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{
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boost::optional<EntityAABB> absoluteAABB;
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if (entity.HasComponent("ExplosionEffect")) {
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//TODO: Fix hack, get real box by using shader equation.
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EntityAABB aabb = AABB(glm::vec3(-300), glm::vec3(300));
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aabb.Entity = entity;
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m_Octree->AddDynamicObject(aabb);
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absoluteAABB = Collision::AbsoluteAABBExplosionEffect(entity);
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} else {
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boost::optional<EntityAABB> absoluteAABB = Collision::EntityAbsoluteAABB(entity);
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if (absoluteAABB) {
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m_Octree->AddDynamicObject(*absoluteAABB);
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}
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absoluteAABB = Collision::EntityAbsoluteAABB(entity, true);
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}
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}
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if (absoluteAABB) {
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m_Octree->AddDynamicObject(*absoluteAABB);
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}
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}
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@@ -135,7 +135,7 @@ Model::Model(std::string fileName)
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maxi = glm::max(maxi, v.Position);
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}
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m_Box = AABB(maxi, mini);
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m_Box = AABB(mini, maxi);
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}
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Model::~Model()
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@@ -23,7 +23,7 @@ void SoundSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComp
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void SoundSystem::Update(double dt)
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{
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// Temp for play test.
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if(m_DrumsIsPlaying) {
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if (m_DrumsIsPlaying) {
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m_DrumsIsPlaying = !drumTimer(dt);
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}
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}
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@@ -66,6 +66,10 @@ bool SoundSystem::OnInputCommand(const Events::InputCommand & e)
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void SoundSystem::playerJumps()
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{
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if (!LocalPlayer.Valid()) {
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return;
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}
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bool grounded = (bool)m_World->GetComponent(LocalPlayer.ID, "Physics")["IsOnGround"];
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if (grounded) {
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Events::PlaySoundOnEntity e;
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@@ -121,11 +125,11 @@ bool SoundSystem::OnPlayerDamage(const Events::PlayerDamage & e)
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std::vector<std::string> paths;
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paths.push_back("Audio/hurt/hurt" + std::to_string(rand) + ".wav");
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// // Breathe
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// int ammountOfbreaths = (static_cast<int>(e.Damage) / 10) + 2; // TEMP: Idk something stupid like this shit
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// for (int i = 0; i < ammountOfbreaths; i++) {
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// paths.push_back("Audio/exhausted/breath.wav");
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// }
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// // Breathe
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// int ammountOfbreaths = (static_cast<int>(e.Damage) / 10) + 2; // TEMP: Idk something stupid like this shit
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// for (int i = 0; i < ammountOfbreaths; i++) {
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// paths.push_back("Audio/exhausted/breath.wav");
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// }
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Events::PlayQueueOnEntity ev;
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ev.Emitter = LocalPlayer;
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ev.FilePaths = paths;
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@@ -137,7 +141,7 @@ bool SoundSystem::OnPlayerDeath(const Events::PlayerDeath & e)
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{
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Events::PlaySoundOnEntity ev;
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ev.EmitterID = LocalPlayer.ID;
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ev.FilePath = "Audio/die/die2.wav";
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ev.FilePath = "Audio/die/die2.wav";
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m_EventBroker->Publish(ev);
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return false;
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}
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