Merge remote-tracking branch 'origin/master' into Animations
# Conflicts: # assets # include/Engine/Rendering/Model.h # src/Engine/Collision/Collision.cpp
This commit is contained in:
@@ -78,8 +78,6 @@ bool AABBVsAABB(const AABB& a, const AABB& b);
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//Also outputs the minimum translation that box [a] would need in order to resolve collision.
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bool AABBVsAABB(const AABB& a, const AABB& b, glm::vec3& minimumTranslation);
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//Attaches an AABB which contains all vertices in the entitys Model.
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bool AttachAABBComponentFromModel(EntityWrapper entity);
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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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@@ -0,0 +1,25 @@
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#ifndef FillFrustumOctreeSystem_h__
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#define FillFrustumOctreeSystem_h__
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#include "../Core/System.h"
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#include "../Core/Octree.h"
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#include "Collision.h"
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#include "EntityAABB.h"
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class FillFrustumOctreeSystem : public ImpureSystem, public PureSystem
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{
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public:
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FillFrustumOctreeSystem(World* world, EventBroker* eventBroker, Octree<EntityAABB>* octree)
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: System(world, eventBroker)
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, PureSystem("Model")
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, m_Octree(octree)
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{ }
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virtual void Update(double dt) override;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
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private:
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Octree<EntityAABB>* m_Octree;
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};
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#endif
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@@ -1,5 +1,5 @@
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#ifndef CollidableOctreeSystem_h__
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#define CollidableOctreeSystem_h__
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#ifndef FillOctreeSystem_h__
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#define FillOctreeSystem_h__
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#include "../Core/System.h"
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#include "../Core/Octree.h"
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@@ -0,0 +1,77 @@
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#ifndef Frustum_h__
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#define Frustum_h__
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#include "../GLM.h"
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#include "AABB.h"
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#include <bitset>
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//A frustum defined by 6 planes.
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struct Frustum
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{
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//Contains points P in: dot(normal, P) + d = 0
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struct Plane
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{
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glm::vec3 Normal;
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float Distance;
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};
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enum class Output
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{
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Inside,
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Outside,
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Intersects
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};
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Plane Planes[6];
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Frustum() = default;
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Frustum(glm::mat4x4 viewProjMatrix)
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{
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//Order: Right, left, top, bottom, far, near.
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int sign = 1;
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for (int i = 0; i < 6; ++i) {
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sign = -sign;
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int index = i / 2;
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Plane& plane = Planes[i];
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plane.Normal.x = viewProjMatrix[0].w + sign * viewProjMatrix[0][index];
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plane.Normal.y = viewProjMatrix[1].w + sign * viewProjMatrix[1][index];
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plane.Normal.z = viewProjMatrix[2].w + sign * viewProjMatrix[2][index];
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plane.Distance = viewProjMatrix[3].w + sign * viewProjMatrix[3][index];
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float divByNormalLength = 1.0f / glm::length(plane.Normal);
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plane.Normal *= divByNormalLength;
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plane.Distance *= divByNormalLength;
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}
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}
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Output VsAABB(const AABB& box) const
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{
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const glm::vec3& maxCorner = box.MaxCorner();
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const glm::vec3& minCorner = box.MinCorner();
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bool completelyInside = true;
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for (const Plane& p : Planes) {
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bool anyWasInside = false;
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bool anyWasOutside = false;
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//If points are on both sides of the plane, we can stop.
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for (int i = 0; i < 8 && (!anyWasInside || !anyWasOutside); ++i) {
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std::bitset<3> bits(i);
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glm::vec3 corner;
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corner.x = bits.test(0) ? maxCorner.x : minCorner.x;
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corner.y = bits.test(1) ? maxCorner.y : minCorner.y;
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corner.z = bits.test(2) ? maxCorner.z : minCorner.z;
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if (glm::dot(p.Normal, corner) > -p.Distance) {
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anyWasInside = true;
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} else {
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anyWasOutside = true;
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}
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}
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if (!anyWasInside) {
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return Output::Outside;
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}
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if (anyWasOutside) {
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completelyInside = false;
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}
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}
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return completelyInside ? Output::Inside : Output::Intersects;
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}
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};
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#endif
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@@ -5,6 +5,7 @@
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#include "../Common.h"
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#include "AABB.h"
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#include "Frustum.h"
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//Fwd declarations.
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class Ray;
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@@ -40,6 +41,8 @@ public:
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//The type Box must be AABB, or inherit from AABB.
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template<typename Box>
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void ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects);
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//Get the objects that are inside the frustum, the objects are put in outObjects.
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void ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects);
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//Empty the tree of all objects, static and dynamic.
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void ClearObjects();
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//Empty the tree of all dynamic objects. Static objects remain in the tree.
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@@ -97,6 +100,8 @@ struct Child
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void AddStaticObject(const AABB& box);
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template<typename T, typename Box>
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void ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects) const;
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template<typename T>
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void ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects, bool takeAllDontTest) const;
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void ClearObjects();
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void ClearDynamicObjects();
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bool RayCollides(const Ray& ray, Output& data) const;
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@@ -154,6 +159,13 @@ void Octree<T>::ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects)
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m_Root->ObjectsInSameRegion(box, outObjects);
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}
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template<typename T>
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void Octree<T>::ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects)
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{
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falsifyObjectChecks();
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m_Root->ObjectsInFrustum(frustum, outObjects, false);
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}
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template<typename T>
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void Octree<T>::ClearObjects()
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{
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@@ -230,4 +242,46 @@ void OctSpace::Child::ObjectsInSameRegion(const Box& box, std::vector<T>& outObj
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}
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}
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template<typename T>
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void OctSpace::Child::ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects, bool takeAllDontTest) const
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{
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if (hasChildren()) {
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for (const Child* c : m_Children) {
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Frustum::Output out = Frustum::Output::Inside;
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if (!takeAllDontTest) {
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out = frustum.VsAABB(c->m_Box);
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if (out == Frustum::Output::Outside) {
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continue;
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}
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}
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c->ObjectsInFrustum(frustum, outObjects, out == Frustum::Output::Inside);
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}
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} else {
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size_t startIndex = outObjects.size();
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int numDuplicates = 0;
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outObjects.resize(outObjects.size() + m_StaticObjIndices.size() + m_DynamicObjIndices.size());
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for (size_t i = 0; i < m_StaticObjIndices.size(); ++i) {
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ContainedObject& obj = m_StaticObjectsRef[m_StaticObjIndices[i]];
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if (obj.Checked || frustum.VsAABB(*obj.Box) == Frustum::Output::Outside) {
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++numDuplicates;
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} else {
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obj.Checked = true;
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outObjects[startIndex + i - numDuplicates] = *static_cast<T*>(obj.Box.get());
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}
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}
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for (size_t i = 0; i < m_DynamicObjIndices.size(); ++i) {
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ContainedObject& obj = m_DynamicObjectsRef[m_DynamicObjIndices[i]];
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if (obj.Checked || frustum.VsAABB(*obj.Box) == Frustum::Output::Outside) {
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++numDuplicates;
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} else {
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obj.Checked = true;
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outObjects[startIndex + i - numDuplicates] = *static_cast<T*>(obj.Box.get());
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}
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}
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for (size_t i = 0; i < numDuplicates; ++i) {
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outObjects.pop_back();
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}
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}
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}
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#endif
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@@ -4,6 +4,7 @@
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#include "../GLM.h"
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#include "../Core/InputController.h"
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#include "../Core/ELockMouse.h"
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#include "../Game/Events/EDashAbility.h"
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#include "InputHandler.h"
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template <typename EventContext>
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@@ -230,6 +231,9 @@ void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool
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m_AssaultDashDoubleTapped = true;
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m_AssaultDashDoubleTapDeltaTime = 0.f;
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m_AssaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
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Events::DashAbility e;
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m_EventBroker->Publish(e);
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}
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#endif
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@@ -4,6 +4,7 @@
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#include "Rendering/RawModelCustom.h"
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//#include "Rendering/RawModelAssimp.h"
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#include "../OpenGL.h"
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#include "Core/AABB.h"
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class Model : public ThreadUnsafeResource
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{
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@@ -18,12 +19,14 @@ public:
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const glm::mat4& Matrix() const { return m_RawModel->m_Matrix; }
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const RawModel::Vertex* Vertices() const { return m_RawModel->Vertices(); }
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unsigned int NumberOfVertices() const { return m_RawModel->NumVertices(); }
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const AABB& Box() const { return m_Box; }
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bool isSkined() const { return m_RawModel->isSkined(); }
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GLuint VAO;
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GLuint ElementBuffer;
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RawModel* m_RawModel;
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private:
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AABB m_Box;
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GLuint VertexBuffer;
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GLuint NormalBuffer;
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@@ -16,11 +16,13 @@
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#include "PointLightJob.h"
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#include "../Core/Transform.h"
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#include "../Core/EPlayerSpawned.h"
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#include "../Core/Octree.h"
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#include "../Collision/EntityAABB.h"
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class RenderSystem : public ImpureSystem
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{
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public:
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RenderSystem(World* world, EventBroker* eventBrokerer, const IRenderer* renderer, RenderFrame* renderFrame);
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RenderSystem(World* world, EventBroker* eventBrokerer, const IRenderer* renderer, RenderFrame* renderFrame, Octree<EntityAABB>* frustumCullOctree);
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~RenderSystem();
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virtual void Update(double dt) override;
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@@ -32,6 +34,7 @@ private:
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World* m_World;
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EntityWrapper m_CurrentCamera = EntityWrapper::Invalid;
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EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
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Octree<EntityAABB>* m_Octree;
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EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera;
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bool OnSetCamera(Events::SetCamera &event);
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@@ -0,0 +1,18 @@
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#ifndef Events_PlayQueueOnEntity_h__
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#define Events_PlayQueueOnEntity_h__
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#include "../Core/Event.h"
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#include "../Core/EntityWrapper.h"
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namespace Events
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{
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struct PlayQueueOnEntity : public Event
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{
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EntityWrapper Emitter;
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std::vector<std::string> FilePaths;
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};
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}
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#endif
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@@ -1,6 +1,9 @@
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#ifndef Sound_h__
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#define Sound_h__
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#include <OpenAL/al.h>
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#include <OpenAL/alc.h>
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#include "Core/ResourceManager.h"
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class Sound : public Resource
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@@ -1,17 +1,23 @@
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#ifndef SoundSystem_h__
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#define SoundSystem_h__
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#ifndef SoundManager_h__
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#define SoundManager_h__
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#include <unordered_map>
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#include <random>
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#include "glm/common.hpp"
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#include "glm/gtx/rotate_vector.hpp" // Calculate Up vector
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#include "OpenAL/al.h"
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#include "OpenAL/alc.h"
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#include "imgui/imgui.h"
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#include "Core/World.h"
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#include "Core/EventBroker.h"
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#include "../Engine/Core/ResourceManager.h"
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#include "../Engine/Core/ConfigFile.h"
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#include "Core/Transform.h" // Absolute transform
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#include "Sound/Sound.h"
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#include "../Engine/Sound/EPlayQueueOnEntity.h"
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#include "Sound/EPlaySoundOnEntity.h"
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#include "Sound/EPlaySoundOnPosition.h"
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#include "Sound/EPlayBackgroundMusic.h"
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@@ -20,6 +26,11 @@
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#include "Sound/EStopSound.h"
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#include "Sound/ESetBGMGain.h"
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#include "Sound/ESetSFXGain.h"
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#include "Core/EPause.h"
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#include "Core/EComponentAttached.h"
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#include "../Core/EPlayerSpawned.h"
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typedef std::pair<ALuint, std::vector<ALuint>> QueuedBuffers;
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enum class SoundType {
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SFX,
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@@ -34,14 +45,15 @@ struct Source
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SoundType Type;
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};
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class SoundSystem
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class SoundManager
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{
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public:
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SoundSystem() { }
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SoundSystem(World* world, EventBroker* eventBroker, bool editorMode);
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~SoundSystem();
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SoundManager() { }
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SoundManager(World* world, EventBroker* eventBroker);
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~SoundManager();
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// Update emitters / listener
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void Update(double dt);
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|
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private:
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// Help functions for working with OpenaAL
|
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void setListenerPos(glm::vec3 pos) { alListener3f(AL_POSITION, pos.x, pos.y, pos.z); };
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@@ -56,46 +68,62 @@ private:
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// Logic
|
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void initOpenAL();
|
||||
void updateEmitters(double dt);
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void updateListener(double dt);
|
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void deleteInactiveEmitters();
|
||||
void addNewEmitters(double dt);
|
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Source* createSource(std::string filePath);
|
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void playSound(Source* source);
|
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void stopSound(Source* source);
|
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void stopEmitters();
|
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void updateListener(double dt);
|
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ALenum getSourceState(ALuint source);
|
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void setGain(Source* source, float gain);
|
||||
void setSoundProperties(ALuint source, ComponentWrapper* soundComponent);
|
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void setSoundProperties(Source* source, ComponentWrapper* soundComponent);
|
||||
|
||||
// Specific logic
|
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void playSound(Source* source);
|
||||
// Need to be the same format (sample rate etc)
|
||||
void playQueue(QueuedBuffers qb);
|
||||
void stopSound(Source* source);
|
||||
Source* createSource(std::string filePath);
|
||||
std::unordered_map<EntityID, Source*> m_Sources;
|
||||
|
||||
// Logic
|
||||
World* m_World = nullptr;
|
||||
EventBroker* m_EventBroker = nullptr;
|
||||
|
||||
// OpenAL system variables
|
||||
ALCdevice* m_ALCdevice = nullptr;
|
||||
ALCcontext* m_ALCcontext = nullptr;
|
||||
|
||||
// Logic
|
||||
World* m_World = nullptr;
|
||||
EventBroker* m_EventBroker = nullptr;
|
||||
std::unordered_map<EntityID, Source*> m_Sources;
|
||||
float m_BGMVolumeChannel = 1.0f;
|
||||
float m_SFXVolumeChannel = 1.f;
|
||||
bool m_EditorEnabled = false;
|
||||
float m_SFXVolumeChannel = 1.0f;
|
||||
EntityWrapper m_LocalPlayer = EntityWrapper();
|
||||
|
||||
// Events
|
||||
EventRelay<SoundSystem, Events::PlaySoundOnEntity> m_EPlaySoundOnEntity;
|
||||
EventRelay<SoundManager, Events::PlaySoundOnEntity> m_EPlaySoundOnEntity;
|
||||
bool OnPlaySoundOnEntity(const Events::PlaySoundOnEntity &e);
|
||||
EventRelay<SoundSystem, Events::PlaySoundOnPosition> m_EPlaySoundOnPosition;
|
||||
EventRelay<SoundManager, Events::PlaySoundOnPosition> m_EPlaySoundOnPosition;
|
||||
bool OnPlaySoundOnPosition(const Events::PlaySoundOnPosition &e);
|
||||
EventRelay<SoundSystem, Events::PlayBackgroundMusic> m_EPlayBackgroundMusic;
|
||||
EventRelay<SoundManager, Events::PlayBackgroundMusic> m_EPlayBackgroundMusic;
|
||||
bool OnPlayBackgroundMusic(const Events::PlayBackgroundMusic &e);
|
||||
EventRelay<SoundSystem, Events::PauseSound> m_EPauseSound;
|
||||
EventRelay<SoundManager, Events::PauseSound> m_EPauseSound;
|
||||
bool OnPauseSound(const Events::PauseSound &e);
|
||||
EventRelay<SoundSystem, Events::StopSound> m_EStopSound;
|
||||
EventRelay<SoundManager, Events::StopSound> m_EStopSound;
|
||||
bool OnStopSound(const Events::StopSound &e);
|
||||
EventRelay<SoundSystem, Events::ContinueSound> m_EContinueSound;
|
||||
EventRelay<SoundManager, Events::ContinueSound> m_EContinueSound;
|
||||
bool OnContinueSound(const Events::ContinueSound &e);
|
||||
EventRelay<SoundSystem, Events::SetBGMGain> m_ESetBGMGain;
|
||||
bool OnSetBGMGain(const Events::SetBGMGain &e); // Not tested
|
||||
EventRelay<SoundSystem, Events::SetSFXGain> m_ESetSFXGain;
|
||||
bool OnSetSFXGain(const Events::SetSFXGain &e); // Not tested
|
||||
EventRelay<SoundManager, Events::SetBGMGain> m_ESetBGMGain;
|
||||
bool OnSetBGMGain(const Events::SetBGMGain &e);
|
||||
EventRelay<SoundManager, Events::SetSFXGain> m_ESetSFXGain;
|
||||
bool OnSetSFXGain(const Events::SetSFXGain &e);
|
||||
EventRelay<SoundManager, Events::ComponentAttached> m_EComponentAttached;
|
||||
bool OnComponentAttached(const Events::ComponentAttached &e);
|
||||
EventRelay<SoundManager, Events::Pause> m_EPause;
|
||||
bool OnPause(const Events::Pause &e);
|
||||
EventRelay<SoundManager, Events::Resume> m_EResume;
|
||||
bool OnResume(const Events::Resume &e);
|
||||
EventRelay<SoundManager, Events::PlayerSpawned> m_EPlayerSpawned;
|
||||
bool OnPlayerSpawned(const Events::PlayerSpawned &e);
|
||||
EventRelay<SoundManager, Events::PlayQueueOnEntity> m_EPlayQueueOnEntity;
|
||||
bool OnPlayQueueOnEntity(const Events::PlayQueueOnEntity &e);
|
||||
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,13 @@
|
||||
#ifndef Events_DashAbility_h__
|
||||
#define Events_DashAbility_h__
|
||||
|
||||
#include "Core/Event.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct DashAbility : public Event { };
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,16 @@
|
||||
#ifndef Events_DoubleJump_h__
|
||||
#define Events_DoubleJump_h__
|
||||
|
||||
#include "Core/Event.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct DoubleJump : public Event
|
||||
{
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
+3
-2
@@ -30,7 +30,8 @@
|
||||
#include "Network/Client.h"
|
||||
|
||||
// Sound
|
||||
#include "Sound/SoundSystem.h"
|
||||
#include "Sound/SoundManager.h"
|
||||
#include "Systems/SoundSystem.h"
|
||||
|
||||
class Game
|
||||
{
|
||||
@@ -64,7 +65,7 @@ private:
|
||||
bool m_IsClientOrServer = false;
|
||||
|
||||
// Sound
|
||||
SoundSystem* m_SoundSystem;
|
||||
SoundManager* m_SoundManager;
|
||||
|
||||
//EventRelay<Game, Events::InputCommand> m_EInputCommand;
|
||||
//bool debugOnInputCommand(const Events::InputCommand& e);
|
||||
|
||||
@@ -9,7 +9,9 @@ public:
|
||||
LifetimeSystem(World* world, EventBroker* eventBroker)
|
||||
: System(world, eventBroker)
|
||||
, PureSystem("Lifetime")
|
||||
{ }
|
||||
{
|
||||
LOG_INFO("ASDASDASSA");
|
||||
}
|
||||
|
||||
virtual void Update(double dt) override;
|
||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cLifetime, double dt) override;
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
#include "Core/EPlayerSpawned.h"
|
||||
#include "Input/FirstPersonInputController.h"
|
||||
#include <imgui/imgui.h>
|
||||
#include "Events/EDoubleJump.h"
|
||||
#include "../Engine/Sound/EPlaySoundOnEntity.h"
|
||||
|
||||
class PlayerMovementSystem : public ImpureSystem, PureSystem
|
||||
{
|
||||
@@ -18,6 +20,19 @@ private:
|
||||
// State
|
||||
std::unordered_map<EntityWrapper, FirstPersonInputController<PlayerMovementSystem>*> m_PlayerInputControllers;
|
||||
|
||||
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
|
||||
// Walking logic
|
||||
// Keeps track of how far the player has walked within this "key press session".
|
||||
float m_DistanceMoved = 0.0f;
|
||||
// How far a step is (How often the step sound will be played).
|
||||
const float m_PlayerStepLength = 1.75f;
|
||||
// Determine what sound file to play.
|
||||
bool m_LeftFoot = false;
|
||||
// To get a difference when calculating the walking state.
|
||||
glm::vec3 m_LastPosition = glm::vec3();
|
||||
// The logic for making the sound play when player is moving
|
||||
void playerStep(double dt);
|
||||
|
||||
EventRelay<PlayerMovementSystem, Events::PlayerSpawned> m_EPlayerSpawned;
|
||||
bool OnPlayerSpawned(Events::PlayerSpawned& e);
|
||||
|
||||
|
||||
@@ -0,0 +1,71 @@
|
||||
#ifndef Systems_SoundSystem_h__
|
||||
#define Systems_SoundSystem_h__
|
||||
|
||||
#include <random>
|
||||
|
||||
#include "../Engine/Core/System.h"
|
||||
#include "../Engine/Core/ResourceManager.h"
|
||||
#include "../Engine/Core/ConfigFile.h"
|
||||
#include "../Engine/Sound/Sound.h"
|
||||
#include "../Engine/Sound/EPlayQueueOnEntity.h"
|
||||
#include "../Engine/Core/EPlayerSpawned.h"
|
||||
#include "../Engine/Input/EInputCommand.h"
|
||||
#include "../Engine/Core/EShoot.h"
|
||||
#include "../Engine/Core/EPlayerSpawned.h"
|
||||
#include "../Engine/Input/EInputCommand.h"
|
||||
#include "../Engine/Core/ECaptured.h"
|
||||
#include "../Engine/Core/EPlayerDamage.h"
|
||||
#include "../Engine/Core/EPlayerDeath.h"
|
||||
#include "../Engine/Core/EPlayerHealthPickup.h"
|
||||
#include "../Engine/Collision/ETrigger.h"
|
||||
#include "../Engine/Sound/EPlaySoundOnEntity.h"
|
||||
#include "../Engine/Sound/EPlayBackgroundMusic.h"
|
||||
#include "../Game/Events/EDoubleJump.h"
|
||||
#include "../Game/Events/EDashAbility.h"
|
||||
|
||||
|
||||
class SoundSystem : public PureSystem, ImpureSystem
|
||||
{
|
||||
public:
|
||||
SoundSystem(World* world, EventBroker* eventbroker);
|
||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComponent, double dt) override;
|
||||
virtual void Update(double dt) override;
|
||||
private:
|
||||
EntityWrapper m_LocalPlayer = EntityWrapper();
|
||||
|
||||
World* m_World = nullptr;
|
||||
EventBroker* m_EventBroker = nullptr;
|
||||
std::string m_Announcer = "";
|
||||
// Logic for playing a sound when a player jumps
|
||||
void playerJumps();
|
||||
|
||||
// Temporary solution for play test.
|
||||
bool m_DrumsIsPlaying = false;
|
||||
double m_DrumTimer = 0.0;
|
||||
bool drumTimer(double dt);
|
||||
|
||||
std::default_random_engine generator;
|
||||
|
||||
EventRelay<SoundSystem, Events::PlayerSpawned> m_EPlayerSpawned;
|
||||
bool OnPlayerSpawned(const Events::PlayerSpawned &e);
|
||||
EventRelay<SoundSystem, Events::InputCommand> m_InputCommand;
|
||||
bool OnInputCommand(const Events::InputCommand &e);
|
||||
EventRelay<SoundSystem, Events::DoubleJump> m_EDoubleJump;
|
||||
bool OnDoubleJump(const Events::DoubleJump &e);
|
||||
EventRelay<SoundSystem, Events::DashAbility> m_EDashAbility;
|
||||
bool OnDashAbility(const Events::DashAbility &e);
|
||||
EventRelay<SoundSystem, Events::TriggerTouch> m_ETriggerTouch;
|
||||
bool OnTriggerTouch(const Events::TriggerTouch &e);
|
||||
EventRelay<SoundSystem, Events::Shoot> m_EShoot;
|
||||
bool OnShoot(const Events::Shoot &e);
|
||||
EventRelay<SoundSystem, Events::Captured> m_ECaptured;
|
||||
bool OnCaptured(const Events::Captured &e);
|
||||
EventRelay<SoundSystem, Events::PlayerDamage> m_EPlayerDamage;
|
||||
bool OnPlayerDamage(const Events::PlayerDamage &e);
|
||||
EventRelay<SoundSystem, Events::PlayerDeath> m_EPlayerDeath;
|
||||
bool OnPlayerDeath(const Events::PlayerDeath &e);
|
||||
EventRelay<SoundSystem, Events::PlayerHealthPickup> m_EPlayerHealthPickup;
|
||||
bool OnPlayerHealthPickup(const Events::PlayerHealthPickup &e);
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -29,3 +29,8 @@ TimeoutMs=15000
|
||||
|
||||
[Multithreading]
|
||||
ResourceLoading=true
|
||||
|
||||
[Sound]
|
||||
BGMVolume=1.0
|
||||
SFXVolume=1.0
|
||||
Announcer=female
|
||||
@@ -0,0 +1,261 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>models/core/unitcube.mesh</Resource>
|
||||
<Color A="1" B="0.980392158" G="1" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-0.100000001" Y="0" Z="0"/>
|
||||
<Scale X="50" Y="1" Z="51.1000023"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>models/core/unitcube.mesh</Resource>
|
||||
<Color A="1" B="0" G="0" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-14.500001" Y="1.50000012" Z="16.9222012"/>
|
||||
<Scale X="14.4000006" Y="5.30000019" Z="4.5"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:DirectionalLight/>
|
||||
<c:Transform>
|
||||
<Orientation X="4.38500023" Y="0" Z="0.458000034"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>models/core/unitcube.mesh</Resource>
|
||||
<Color A="1" B="1" G="0" R="0"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-14.500001" Y="1.50000012" Z="-17.6888409"/>
|
||||
<Scale X="14.4000006" Y="5.30000019" Z="4.5"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>models/core/unitcube.mesh</Resource>
|
||||
<Color A="1" B="0" G="0" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="12.1000004" Y="1.50000012" Z="16.9222012"/>
|
||||
<Scale X="14.4000006" Y="5.30000019" Z="4.5"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>models/core/unitcube.mesh</Resource>
|
||||
<Color A="1" B="1" G="0" R="0"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="12.1228638" Y="1.50000012" Z="-17.9642811"/>
|
||||
<Scale X="14.4000006" Y="5.30000019" Z="4.5"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:PlayerSpawn/>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/Player.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Team>
|
||||
<Team>
|
||||
<Red/>
|
||||
</Team>
|
||||
</c:Team>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Transform>
|
||||
<Position X="-20.6000004" Y="1" Z="21.7150002"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:PlayerSpawn/>
|
||||
<c:Transform>
|
||||
<Position X="-12.2000008" Y="1" Z="21.5000019"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="15.4000006" Y="1" Z="21.6000004"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Transform>
|
||||
<Position X="10.500001" Y="0" Z="21.9000015"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:PlayerSpawn/>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/Player.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Team>
|
||||
<Team>
|
||||
<Blue/>
|
||||
</Team>
|
||||
</c:Team>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Transform>
|
||||
<Position X="-9.70000076" Y="1" Z="-23.4000015"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Transform>
|
||||
<Position X="-18.8000011" Y="1" Z="-22.3000011"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Transform>
|
||||
<Position X="8.10000038" Y="1" Z="-23.2000008"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Transform>
|
||||
<Position X="16.2000008" Y="1" Z="-23.2000008"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>models/core/unitcube.mesh</Resource>
|
||||
<Color A="1" B="39.2156868" G="0" R="3.13725495"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Scale X="-70" Y="-70" Z="-70"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:CapturePoint>
|
||||
<HomePointForTeam>
|
||||
<Blue/>
|
||||
</HomePointForTeam>
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>Models\Core\UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="0.200000003" R="0"/>
|
||||
</c:Model>
|
||||
<c:Team>
|
||||
<Team>
|
||||
<Blue/>
|
||||
</Team>
|
||||
</c:Team>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0.773066521" Z="-18.975975"/>
|
||||
<Scale X="4.9000001" Y="0.600000024" Z="3.50000024"/>
|
||||
</c:Transform>
|
||||
<c:Trigger/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:CapturePoint>
|
||||
<HomePointForTeam>
|
||||
<Red/>
|
||||
</HomePointForTeam>
|
||||
<CapturePointNumber>1</CapturePointNumber>
|
||||
</c:CapturePoint>
|
||||
<c:Model>
|
||||
<Resource>Models\Core\UnitCube.mesh</Resource>
|
||||
<Color A="1" B="1" G="1" R="0"/>
|
||||
</c:Model>
|
||||
<c:Team>
|
||||
<Team>
|
||||
<Red/>
|
||||
</Team>
|
||||
</c:Team>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0.452868998" Z="18.5607414"/>
|
||||
<Scale X="4.60000038" Y="0.900000036" Z="4.10000038"/>
|
||||
</c:Transform>
|
||||
<c:Trigger/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
@@ -1,4 +1,5 @@
|
||||
#include <algorithm>
|
||||
#include <bitset>
|
||||
|
||||
#include "Collision/Collision.h"
|
||||
#include "Engine/GLM.h"
|
||||
@@ -564,47 +565,50 @@ bool AABBvsTriangles(const AABB& box,
|
||||
return hit;
|
||||
}
|
||||
|
||||
bool AttachAABBComponentFromModel(EntityWrapper entity)
|
||||
{
|
||||
if (!entity.HasComponent("Model")) {
|
||||
return false;
|
||||
}
|
||||
//Derive AABB from model
|
||||
RawModel* model;
|
||||
try {
|
||||
model = ResourceManager::Load<RawModel, true>(entity["Model"]["Resource"]);
|
||||
} catch (const std::exception&) {
|
||||
return false;
|
||||
}
|
||||
|
||||
glm::vec3 mini(INFINITY);
|
||||
glm::vec3 maxi(-INFINITY);
|
||||
for (unsigned int i = 0; i < model->NumVertices(); i++) {
|
||||
const auto& v = model->Vertices()[i];
|
||||
mini = glm::min(mini, v.Position);
|
||||
maxi = glm::max(maxi, v.Position);
|
||||
}
|
||||
entity.AttachComponent("AABB");
|
||||
entity["AABB"]["Origin"] = 0.5f * (maxi + mini);
|
||||
entity["AABB"]["Size"] = maxi - mini;
|
||||
return true;
|
||||
}
|
||||
|
||||
boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity)
|
||||
{
|
||||
if (!entity.HasComponent("AABB")) {
|
||||
AABB modelSpaceBox;
|
||||
if (entity.HasComponent("AABB")) {
|
||||
ComponentWrapper& cAABB = entity["AABB"];
|
||||
modelSpaceBox = EntityAABB::FromOriginSize((glm::vec3)cAABB["Origin"], (glm::vec3)cAABB["Size"]);
|
||||
} else if (entity.HasComponent("Model")) {
|
||||
Model* model;
|
||||
std::string res = entity["Model"]["Resource"];
|
||||
if (res.empty()) {
|
||||
return boost::none;
|
||||
}
|
||||
try {
|
||||
model = ResourceManager::Load<::Model, true>(res);
|
||||
} catch (const Resource::StillLoadingException&) {
|
||||
return boost::none;
|
||||
} catch (const std::exception&) {
|
||||
return boost::none;
|
||||
}
|
||||
modelSpaceBox = model->Box();
|
||||
} else {
|
||||
return boost::none;
|
||||
}
|
||||
|
||||
ComponentWrapper& cAABB = entity["AABB"];
|
||||
glm::vec3 absPosition = Transform::AbsolutePosition(entity.World, entity.ID);
|
||||
glm::vec3 absScale = Transform::AbsoluteScale(entity.World, entity.ID);
|
||||
glm::vec3 origin = absPosition + (glm::vec3)cAABB["Origin"];
|
||||
glm::vec3 size = (glm::vec3)cAABB["Size"] * absScale;
|
||||
glm::mat4 modelMat = Transform::AbsoluteTransformation(entity);
|
||||
glm::vec3 mini(INFINITY);
|
||||
glm::vec3 maxi(-INFINITY);
|
||||
glm::vec3 maxCorner = modelSpaceBox.MaxCorner();
|
||||
glm::vec3 minCorner = modelSpaceBox.MinCorner();
|
||||
for (int i = 0; i < 8; ++i) {
|
||||
std::bitset<3> bits(i);
|
||||
glm::vec3 corner;
|
||||
corner.x = bits.test(0) ? maxCorner.x : minCorner.x;
|
||||
corner.y = bits.test(1) ? maxCorner.y : minCorner.y;
|
||||
corner.z = bits.test(2) ? maxCorner.z : minCorner.z;
|
||||
corner = Transform::TransformPoint(corner, modelMat);
|
||||
mini = glm::min(mini, corner);
|
||||
maxi = glm::max(maxi, corner);
|
||||
}
|
||||
|
||||
EntityAABB aabb;
|
||||
aabb = AABB(mini, maxi);
|
||||
|
||||
EntityAABB aabb = EntityAABB::FromOriginSize(origin, size);
|
||||
aabb.Entity = entity;
|
||||
|
||||
return aabb;
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,21 @@
|
||||
#include "Collision/FillFrustumOctreeSystem.h"
|
||||
|
||||
void FillFrustumOctreeSystem::Update(double dt)
|
||||
{
|
||||
m_Octree->ClearDynamicObjects();
|
||||
}
|
||||
|
||||
void FillFrustumOctreeSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
|
||||
{
|
||||
if (entity.HasComponent("ExplosionEffect")) {
|
||||
//TODO: Fix hack, get real box by using shader equation.
|
||||
EntityAABB aabb = AABB(glm::vec3(-300), glm::vec3(300));
|
||||
aabb.Entity = entity;
|
||||
m_Octree->AddDynamicObject(aabb);
|
||||
} else {
|
||||
boost::optional<EntityAABB> absoluteAABB = Collision::EntityAbsoluteAABB(entity);
|
||||
if (absoluteAABB) {
|
||||
m_Octree->AddDynamicObject(*absoluteAABB);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -7,12 +7,6 @@ void FillOctreeSystem::Update(double dt)
|
||||
|
||||
void FillOctreeSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
|
||||
{
|
||||
if (!entity.HasComponent("AABB")) {
|
||||
//Derive AABB from model.
|
||||
if (!Collision::AttachAABBComponentFromModel(entity)) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
boost::optional<EntityAABB> absoluteAABB = Collision::EntityAbsoluteAABB(entity);
|
||||
if (absoluteAABB) {
|
||||
m_Octree->AddDynamicObject(*absoluteAABB);
|
||||
|
||||
@@ -5,11 +5,6 @@
|
||||
|
||||
void TriggerSystem::UpdateComponent(EntityWrapper& triggerEntity, ComponentWrapper& cTrigger, double dt)
|
||||
{
|
||||
// The trigger *should* have a bounding box, or something, to test against so it can be triggered.
|
||||
// If it doesn't, add one as big as the model for now, then size can be modified in editor if necessary.
|
||||
if (!triggerEntity.HasComponent("AABB")) {
|
||||
Collision::AttachAABBComponentFromModel(triggerEntity);
|
||||
}
|
||||
boost::optional<EntityAABB> triggerBox = Collision::EntityAbsoluteAABB(triggerEntity);
|
||||
if (!triggerBox) {
|
||||
return;
|
||||
|
||||
@@ -125,6 +125,17 @@ Model::Model(std::string fileName)
|
||||
GLERROR("GLEW: BufferFail5");
|
||||
|
||||
//CreateBuffers();
|
||||
|
||||
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];
|
||||
mini = glm::min(mini, v.Position);
|
||||
maxi = glm::max(maxi, v.Position);
|
||||
}
|
||||
|
||||
m_Box = AABB(maxi, mini);
|
||||
}
|
||||
|
||||
Model::~Model()
|
||||
|
||||
@@ -156,41 +156,72 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
|
||||
if (modelJob) {
|
||||
int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
|
||||
if (modelJob->Model->isSkined()) {
|
||||
int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
|
||||
|
||||
PickingInfo pickInfo;
|
||||
pickInfo.Entity = modelJob->Entity;
|
||||
pickInfo.World = modelJob->World;
|
||||
pickInfo.Camera = scene.Camera;
|
||||
PickingInfo pickInfo;
|
||||
pickInfo.Entity = modelJob->Entity;
|
||||
pickInfo.World = modelJob->World;
|
||||
pickInfo.Camera = scene.Camera;
|
||||
|
||||
auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera));
|
||||
if (color != m_EntityColors.end()) {
|
||||
pickColor[0] = color->second[0];
|
||||
pickColor[1] = color->second[1];
|
||||
} else {
|
||||
m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]);
|
||||
if (m_ColorCounter[0] > 255) {
|
||||
m_ColorCounter[0] = 0;
|
||||
m_ColorCounter[1] += 1;
|
||||
auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera));
|
||||
if (color != m_EntityColors.end()) {
|
||||
pickColor[0] = color->second[0];
|
||||
pickColor[1] = color->second[1];
|
||||
} else {
|
||||
m_ColorCounter[0] += 1;
|
||||
m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]);
|
||||
if (m_ColorCounter[0] > 255) {
|
||||
m_ColorCounter[0] = 0;
|
||||
m_ColorCounter[1] += 1;
|
||||
} else {
|
||||
m_ColorCounter[0] += 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
|
||||
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||
int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
|
||||
|
||||
PickingInfo pickInfo;
|
||||
pickInfo.Entity = modelJob->Entity;
|
||||
pickInfo.World = modelJob->World;
|
||||
pickInfo.Camera = scene.Camera;
|
||||
|
||||
auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera));
|
||||
if (color != m_EntityColors.end()) {
|
||||
pickColor[0] = color->second[0];
|
||||
pickColor[1] = color->second[1];
|
||||
} else {
|
||||
m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]);
|
||||
if (m_ColorCounter[0] > 255) {
|
||||
m_ColorCounter[0] = 0;
|
||||
m_ColorCounter[1] += 1;
|
||||
} else {
|
||||
m_ColorCounter[0] += 1;
|
||||
}
|
||||
}
|
||||
|
||||
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
|
||||
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
@@ -226,19 +257,28 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
|
||||
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
if(modelJob->Model->isSkined()) {
|
||||
m_PickingSkinnedProgram->Bind();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||
m_PickingProgram->Bind();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
@@ -251,30 +291,32 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
|
||||
if (modelJob) {
|
||||
|
||||
int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
|
||||
|
||||
PickingInfo pickInfo;
|
||||
pickInfo.Entity = modelJob->Entity;
|
||||
pickInfo.World = modelJob->World;
|
||||
pickInfo.Camera = scene.Camera;
|
||||
|
||||
auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera));
|
||||
if (color != m_EntityColors.end()) {
|
||||
pickColor[0] = color->second[0];
|
||||
pickColor[1] = color->second[1];
|
||||
} else {
|
||||
m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]);
|
||||
if (m_ColorCounter[0] > 255) {
|
||||
m_ColorCounter[0] = 0;
|
||||
m_ColorCounter[1] += 1;
|
||||
} else {
|
||||
m_ColorCounter[0] += 1;
|
||||
}
|
||||
}
|
||||
|
||||
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
|
||||
|
||||
if (modelJob->Model->isSkined()) {
|
||||
m_PickingSkinnedProgram->Bind();
|
||||
int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
|
||||
|
||||
PickingInfo pickInfo;
|
||||
pickInfo.Entity = modelJob->Entity;
|
||||
pickInfo.World = modelJob->World;
|
||||
pickInfo.Camera = scene.Camera;
|
||||
|
||||
auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera));
|
||||
if (color != m_EntityColors.end()) {
|
||||
pickColor[0] = color->second[0];
|
||||
pickColor[1] = color->second[1];
|
||||
} else {
|
||||
m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]);
|
||||
if (m_ColorCounter[0] > 255) {
|
||||
m_ColorCounter[0] = 0;
|
||||
m_ColorCounter[1] += 1;
|
||||
} else {
|
||||
m_ColorCounter[0] += 1;
|
||||
}
|
||||
}
|
||||
|
||||
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
@@ -293,28 +335,7 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
|
||||
}
|
||||
} else {
|
||||
int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
|
||||
|
||||
PickingInfo pickInfo;
|
||||
pickInfo.Entity = modelJob->Entity;
|
||||
pickInfo.World = modelJob->World;
|
||||
pickInfo.Camera = scene.Camera;
|
||||
|
||||
auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera));
|
||||
if (color != m_EntityColors.end()) {
|
||||
pickColor[0] = color->second[0];
|
||||
pickColor[1] = color->second[1];
|
||||
} else {
|
||||
m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]);
|
||||
if (m_ColorCounter[0] > 255) {
|
||||
m_ColorCounter[0] = 0;
|
||||
m_ColorCounter[1] += 1;
|
||||
} else {
|
||||
m_ColorCounter[0] += 1;
|
||||
}
|
||||
}
|
||||
|
||||
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
|
||||
m_PickingProgram->Bind();
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
|
||||
@@ -1,10 +1,13 @@
|
||||
#include "Rendering/RenderSystem.h"
|
||||
#include "Collision/Collision.h"
|
||||
#include "Core/Frustum.h"
|
||||
|
||||
RenderSystem::RenderSystem(World* world, EventBroker* eventBroker, const IRenderer* renderer, RenderFrame* renderFrame)
|
||||
RenderSystem::RenderSystem(World* world, EventBroker* eventBroker, const IRenderer* renderer, RenderFrame* renderFrame, Octree<EntityAABB>* frustumCullOctree)
|
||||
: System(world, eventBroker)
|
||||
, m_Renderer(renderer)
|
||||
, m_RenderFrame(renderFrame)
|
||||
, m_World(world)
|
||||
, m_Octree(frustumCullOctree)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &RenderSystem::OnSetCamera);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &RenderSystem::OnInputCommand);
|
||||
@@ -42,12 +45,13 @@ bool RenderSystem::isChildOfCurrentCamera(EntityWrapper entity)
|
||||
|
||||
void RenderSystem::fillModels(RenderScene::Queues &Jobs)
|
||||
{
|
||||
auto models = m_World->GetComponents("Model");
|
||||
if (models == nullptr) {
|
||||
return;
|
||||
}
|
||||
Frustum frustum(m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix());
|
||||
std::vector<EntityAABB> seenEntities;
|
||||
m_Octree->ObjectsInFrustum(frustum, seenEntities);
|
||||
|
||||
for (auto& cModel : *models) {
|
||||
for (auto& seenEntity : seenEntities) {
|
||||
EntityWrapper entity = seenEntity.Entity;
|
||||
ComponentWrapper cModel = entity["Model"];
|
||||
bool visible = cModel["Visible"];
|
||||
if (!visible) {
|
||||
continue;
|
||||
@@ -57,8 +61,6 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
|
||||
continue;
|
||||
}
|
||||
|
||||
EntityWrapper entity(m_World, cModel.EntityID);
|
||||
|
||||
// Only render children of a camera if that camera is currently active
|
||||
// if (isChildOfACamera(entity) && !isChildOfCurrentCamera(entity)) {
|
||||
// continue;
|
||||
|
||||
@@ -0,0 +1,374 @@
|
||||
#include "Sound/SoundManager.h"
|
||||
|
||||
SoundManager::SoundManager(World* world, EventBroker* eventBroker)
|
||||
{
|
||||
ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
|
||||
m_EventBroker = eventBroker;
|
||||
m_World = world;
|
||||
m_BGMVolumeChannel = config->Get<float>("Sound.BGMVolume", 1.f);
|
||||
m_SFXVolumeChannel = config->Get<float>("Sound.SFXVolume", 1.f);
|
||||
|
||||
initOpenAL();
|
||||
alSpeedOfSound(340.29f);
|
||||
alDistanceModel(AL_LINEAR_DISTANCE);
|
||||
alDopplerFactor(1);
|
||||
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlaySoundOnEntity, &SoundManager::OnPlaySoundOnEntity);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlaySoundOnPosition, &SoundManager::OnPlaySoundOnPosition);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayBackgroundMusic, &SoundManager::OnPlayBackgroundMusic);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EStopSound, &SoundManager::OnStopSound);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPauseSound, &SoundManager::OnPauseSound);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EContinueSound, &SoundManager::OnContinueSound);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ESetBGMGain, &SoundManager::OnSetBGMGain);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ESetSFXGain, &SoundManager::OnSetSFXGain);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPause, &SoundManager::OnPause);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EResume, &SoundManager::OnResume);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EComponentAttached, &SoundManager::OnComponentAttached);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &SoundManager::OnPlayerSpawned);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayQueueOnEntity, &SoundManager::OnPlayQueueOnEntity);
|
||||
}
|
||||
|
||||
SoundManager::~SoundManager()
|
||||
{
|
||||
stopEmitters(); // Stopps emitters
|
||||
deleteInactiveEmitters(); // Deletes stopped emitters
|
||||
// Delete entities
|
||||
std::unordered_map<EntityID, Source*>::iterator it;
|
||||
for (it = m_Sources.begin(); it != m_Sources.end(); it++) {
|
||||
m_World->DeleteEntity((*it).first);
|
||||
}
|
||||
m_Sources.clear();
|
||||
|
||||
alcDestroyContext(m_ALCcontext);
|
||||
alcCloseDevice(m_ALCdevice);
|
||||
}
|
||||
|
||||
void SoundManager::stopEmitters()
|
||||
{
|
||||
std::unordered_map<EntityID, Source*>::iterator it;
|
||||
for (it = m_Sources.begin(); it != m_Sources.end(); it++) {
|
||||
if (getSourceState(it->second->ALsource) == AL_PLAYING) {
|
||||
stopSound(it->second);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SoundManager::Update(double dt)
|
||||
{
|
||||
m_EventBroker->Process<SoundManager>();
|
||||
deleteInactiveEmitters(); // can be optimized with "EEntityDeleted"
|
||||
updateEmitters(dt);
|
||||
updateListener(dt);
|
||||
|
||||
// Editor debug info
|
||||
ImGui::SliderFloat("BGM", &m_BGMVolumeChannel, 0.0f, 1.0f, "%.3f", 1.0f);
|
||||
ImGui::SliderFloat("SFX", &m_SFXVolumeChannel, 0.0f, 1.0f, "%.3f", 1.0f);
|
||||
}
|
||||
|
||||
void SoundManager::deleteInactiveEmitters()
|
||||
{
|
||||
std::unordered_map<EntityID, Source*>::iterator it;
|
||||
for (it = m_Sources.begin(); it != m_Sources.end();) {
|
||||
if (m_World->ValidEntity(it->first)
|
||||
&& m_World->HasComponent(it->first, "SoundEmitter")) {
|
||||
if (getSourceState(it->second->ALsource) != AL_STOPPED) {
|
||||
// Nothing to see here, move along
|
||||
it++;
|
||||
continue;
|
||||
} else {
|
||||
// Sound has been stopped / finished playing.
|
||||
alDeleteBuffers(1, &it->second->ALsource);
|
||||
alDeleteSources(1, &it->second->ALsource);
|
||||
m_World->DeleteEntity(it->first);
|
||||
delete it->second;
|
||||
it = m_Sources.erase(it);
|
||||
}
|
||||
} else {
|
||||
// Entity / Component has been removed
|
||||
stopSound(it->second);
|
||||
alDeleteBuffers(1, &it->second->ALsource);
|
||||
alDeleteSources(1, &it->second->ALsource);
|
||||
delete it->second;
|
||||
it = m_Sources.erase(it);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SoundManager::updateEmitters(double dt)
|
||||
{
|
||||
std::unordered_map<EntityID, Source*>::iterator it;
|
||||
for (it = m_Sources.begin(); it != m_Sources.end(); it++) {
|
||||
// Get previous pos
|
||||
if (!m_World->ValidEntity(it->first)) {
|
||||
return;
|
||||
}
|
||||
if (!m_World->HasComponent(it->first, "SoundEmitter"))
|
||||
return;
|
||||
|
||||
glm::vec3 previousPos;
|
||||
alGetSource3f(it->second->ALsource, AL_POSITION, &previousPos.x, &previousPos.y, &previousPos.z);
|
||||
// Get next pos
|
||||
if (!m_World->HasComponent(it->first, "Transform"))
|
||||
return;
|
||||
if (!m_World->ValidEntity(m_World->GetParent(it->first))) {
|
||||
return;
|
||||
}
|
||||
glm::vec3 nextPos = Transform::AbsolutePosition(m_World, it->first);
|
||||
// Calculate velocity
|
||||
glm::vec3 velocity = glm::vec3(nextPos - previousPos) / (float)dt;
|
||||
setSourcePos(it->second->ALsource, nextPos);
|
||||
setSourceVel(it->second->ALsource, velocity);
|
||||
|
||||
auto emitter = m_World->GetComponent(it->first, "SoundEmitter");
|
||||
setSoundProperties(it->second, &emitter);
|
||||
|
||||
// Path changed
|
||||
if (it->second->SoundResource->Path() != (std::string)emitter["FilePath"]) {
|
||||
it->second->SoundResource = ResourceManager::Load<Sound>((std::string)emitter["FilePath"]);
|
||||
if (it->second->SoundResource->Buffer() != 0) {
|
||||
playSound(it->second);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SoundManager::updateListener(double dt)
|
||||
{
|
||||
// Should only be one listener.
|
||||
auto listenerComponents = m_World->GetComponents("Listener");
|
||||
if (listenerComponents == nullptr || !m_LocalPlayer.Valid()) {
|
||||
return;
|
||||
}
|
||||
for (auto it = listenerComponents->begin(); it != listenerComponents->end(); it++) {
|
||||
EntityWrapper listener(m_World, (*it).EntityID);
|
||||
if (!listener.Valid()) {
|
||||
break;
|
||||
}
|
||||
if (listener.IsChildOf(m_LocalPlayer) || listener == m_LocalPlayer) {
|
||||
glm::vec3 previousPos;
|
||||
alGetListener3f(AL_POSITION, &previousPos.x, &previousPos.y, &previousPos.z); // Get previous pos
|
||||
glm::vec3 nextPos = Transform::AbsolutePosition(listener); // Get next (current) pos
|
||||
glm::vec3 velocity = glm::vec3(nextPos - previousPos) / (float)dt; // Calculate velocity
|
||||
setListenerPos(nextPos);
|
||||
setListenerVel(velocity);
|
||||
setListenerOri(glm::eulerAngles(Transform::AbsoluteOrientation(listener)));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Source* SoundManager::createSource(std::string filePath)
|
||||
{
|
||||
ALuint alSource;
|
||||
alGenSources((ALuint)1, &alSource);
|
||||
alSourcef(alSource, AL_REFERENCE_DISTANCE, 1.0);
|
||||
alSourcef(alSource, AL_MAX_DISTANCE, FLT_MAX);
|
||||
Source* source = new Source();
|
||||
source->ALsource = alSource;
|
||||
source->SoundResource = ResourceManager::Load<Sound>(filePath);
|
||||
return source;
|
||||
}
|
||||
|
||||
void SoundManager::playSound(Source* source)
|
||||
{
|
||||
alSourcei(source->ALsource, AL_BUFFER, source->SoundResource->Buffer());
|
||||
alSourcePlay(source->ALsource);
|
||||
}
|
||||
|
||||
void SoundManager::playQueue(QueuedBuffers qb)
|
||||
{
|
||||
for (int i = 0; i < qb.second.size(); i++) {
|
||||
alSourceQueueBuffers(qb.first, 1, &qb.second[i]);
|
||||
}
|
||||
alSourcePlay(qb.first);
|
||||
}
|
||||
|
||||
void SoundManager::stopSound(Source* source)
|
||||
{
|
||||
alSourceStop(source->ALsource);
|
||||
}
|
||||
|
||||
bool SoundManager::OnPlaySoundOnEntity(const Events::PlaySoundOnEntity & e)
|
||||
{
|
||||
Source* source = createSource(e.FilePath);
|
||||
source->Type = SoundType::SFX;
|
||||
EntityID child = m_World->CreateEntity(e.EmitterID);
|
||||
m_World->AttachComponent(child, "Transform");
|
||||
m_World->AttachComponent(child, "SoundEmitter");
|
||||
m_Sources[child] = source;
|
||||
playSound(source);
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SoundManager::OnPlaySoundOnPosition(const Events::PlaySoundOnPosition & e)
|
||||
{
|
||||
Source* source = createSource(e.FilePath);
|
||||
auto emitterID = m_World->CreateEntity();
|
||||
auto transform = m_World->AttachComponent(emitterID, "Transform");
|
||||
(glm::vec3&)transform["Position"] = e.Position;
|
||||
auto emitter = m_World->AttachComponent(emitterID, "SoundEmitter");
|
||||
(float&)(double)emitter["Gain"] = e.Gain;
|
||||
(float&)(double)emitter["Pitch"] = e.Pitch;
|
||||
(bool&)emitter["Loop"] = e.Loop;
|
||||
(float&)(double)emitter["MaxDistance"] = e.MaxDistance;
|
||||
(float&)(double)emitter["RollOffFactor"] = e.RollOffFactor;
|
||||
(float&)(double)emitter["ReferenceDistance"] = e.ReferenceDistance;
|
||||
source->Type = SoundType::SFX;
|
||||
m_Sources[emitterID] = source;
|
||||
playSound(source);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SoundManager::OnPauseSound(const Events::PauseSound & e)
|
||||
{
|
||||
alSourcePause(m_Sources[e.EmitterID]->ALsource);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SoundManager::OnStopSound(const Events::StopSound & e)
|
||||
{
|
||||
alSourceStop(m_Sources[e.EmitterID]->ALsource);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SoundManager::OnContinueSound(const Events::ContinueSound & e)
|
||||
{
|
||||
alSourcePlay(m_Sources[e.EmitterID]->ALsource);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SoundManager::OnPlayBackgroundMusic(const Events::PlayBackgroundMusic & e)
|
||||
{
|
||||
auto listenerComponents = m_World->GetComponents("Listener");
|
||||
for (auto it = listenerComponents->begin(); it != listenerComponents->end(); it++) {
|
||||
if ((*it).EntityID != m_LocalPlayer.ID) {
|
||||
break;
|
||||
}
|
||||
auto emitterChild = m_World->CreateEntity((*it).EntityID);
|
||||
auto emitter = m_World->AttachComponent(emitterChild, "SoundEmitter");
|
||||
(bool&)emitter["Loop"] = true;
|
||||
(std::string&)emitter["FilePath"] = e.FilePath;
|
||||
m_World->AttachComponent(emitterChild, "Transform");
|
||||
Source* source = createSource(e.FilePath);
|
||||
source->Type = SoundType::BGM;
|
||||
setSoundProperties(source, &emitter);
|
||||
m_Sources[emitterChild] = source;
|
||||
playSound(source);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SoundManager::OnSetBGMGain(const Events::SetBGMGain & e)
|
||||
{
|
||||
m_BGMVolumeChannel = e.Gain;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SoundManager::OnSetSFXGain(const Events::SetSFXGain & e)
|
||||
{
|
||||
m_SFXVolumeChannel = e.Gain;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SoundManager::OnComponentAttached(const Events::ComponentAttached & e)
|
||||
{
|
||||
if (e.Component.Info.Name == "SoundEmitter") {
|
||||
auto component = m_World->GetComponent(e.Entity.ID, "SoundEmitter");
|
||||
Source* source = createSource(component["FilePath"]);
|
||||
m_Sources[e.Entity.ID] = source;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SoundManager::OnPause(const Events::Pause & e)
|
||||
{
|
||||
for (auto it = m_Sources.begin(); it != m_Sources.end(); it++) {
|
||||
alSourcePause(it->second->ALsource);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SoundManager::OnResume(const Events::Resume &e)
|
||||
{
|
||||
for (auto it = m_Sources.begin(); it != m_Sources.end(); it++) {
|
||||
alSourcePlay(it->second->ALsource);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
bool SoundManager::OnPlayerSpawned(const Events::PlayerSpawned &e)
|
||||
{
|
||||
if (e.PlayerID == -1) { // Local player
|
||||
m_LocalPlayer = e.Player;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
bool SoundManager::OnPlayQueueOnEntity(const Events::PlayQueueOnEntity &e)
|
||||
{
|
||||
Source* source = createSource(*e.FilePaths.begin());
|
||||
std::vector<ALuint> buffers;
|
||||
buffers.push_back(source->SoundResource->Buffer());
|
||||
source->Type = SoundType::BGM;
|
||||
std::vector<std::string>::const_iterator it;
|
||||
for (it = e.FilePaths.begin() + 1; it != e.FilePaths.end(); it++) {
|
||||
buffers.push_back(ResourceManager::Load<Sound>(*it)->Buffer());
|
||||
}
|
||||
playQueue(QueuedBuffers(source->ALsource, buffers));
|
||||
return true;
|
||||
}
|
||||
|
||||
ALenum SoundManager::getSourceState(ALuint source)
|
||||
{
|
||||
ALenum state;
|
||||
alGetSourcei(source, AL_SOURCE_STATE, &state);
|
||||
return state;
|
||||
}
|
||||
|
||||
void SoundManager::setGain(Source * source, float gain)
|
||||
{
|
||||
alSourcef(source->ALsource, AL_GAIN, gain);
|
||||
}
|
||||
|
||||
void SoundManager::setSoundProperties(Source* source, ComponentWrapper* soundComponent)
|
||||
{
|
||||
float gain = (source->Type == SoundType::SFX) ? m_SFXVolumeChannel : m_BGMVolumeChannel;
|
||||
alSourcef(source->ALsource, AL_GAIN, (float)(double)(*soundComponent)["Gain"] * gain);
|
||||
alSourcef(source->ALsource, AL_PITCH, (float)(double)(*soundComponent)["Pitch"]);
|
||||
alSourcei(source->ALsource, AL_LOOPING, (int)(bool)(*soundComponent)["Loop"]); // YOLO
|
||||
alSourcef(source->ALsource, AL_MAX_DISTANCE, (float)(double)(*soundComponent)["MaxDistance"]);
|
||||
alSourcef(source->ALsource, AL_ROLLOFF_FACTOR, (float)(double)(*soundComponent)["RollOffFactor"]);
|
||||
alSourcef(source->ALsource, AL_REFERENCE_DISTANCE, (float)(double)(*soundComponent)["ReferenceDistance"]);
|
||||
}
|
||||
|
||||
void SoundManager::initOpenAL()
|
||||
{
|
||||
// Initialize OpenAL
|
||||
m_ALCdevice = alcOpenDevice(nullptr);
|
||||
if (m_ALCdevice != nullptr) {
|
||||
m_ALCcontext = alcCreateContext(m_ALCdevice, nullptr);
|
||||
alcMakeContextCurrent(m_ALCcontext);
|
||||
} else {
|
||||
LOG_ERROR("OpenAL failed to initialize.");
|
||||
}
|
||||
}
|
||||
|
||||
void SoundManager::setListenerOri(glm::vec3 ori)
|
||||
{
|
||||
// Calculate forward and up vector.
|
||||
glm::vec3 forward = glm::vec3(0.0, 0.0, -1.0);
|
||||
forward = glm::rotateX(forward, ori.x);
|
||||
forward = glm::rotateY(forward, ori.y);
|
||||
forward = glm::rotateZ(forward, ori.z);
|
||||
glm::normalize(forward);
|
||||
glm::vec3 up = glm::vec3(0.0, 1.0, 0.0);
|
||||
up = glm::rotateX(up, ori.x);
|
||||
up = glm::rotateY(up, ori.y);
|
||||
up = glm::rotateZ(up, ori.z);
|
||||
glm::normalize(up);
|
||||
ALfloat lOri[6] = { forward.x, forward.y, forward.z, up.x, up.y, up.z };
|
||||
alListenerfv(AL_ORIENTATION, lOri);
|
||||
}
|
||||
@@ -1,308 +0,0 @@
|
||||
#include "Sound/SoundSystem.h"
|
||||
|
||||
SoundSystem::SoundSystem(World* world, EventBroker* eventBroker, bool editorMode)
|
||||
{
|
||||
m_EventBroker = eventBroker;
|
||||
m_World = world;
|
||||
m_EditorEnabled = editorMode;
|
||||
|
||||
initOpenAL();
|
||||
|
||||
alSpeedOfSound(340.29f);
|
||||
alDistanceModel(AL_LINEAR_DISTANCE);
|
||||
alDopplerFactor(1);
|
||||
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlaySoundOnEntity, &SoundSystem::OnPlaySoundOnEntity);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlaySoundOnPosition, &SoundSystem::OnPlaySoundOnPosition);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayBackgroundMusic, &SoundSystem::OnPlayBackgroundMusic);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EStopSound, &SoundSystem::OnStopSound);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPauseSound, &SoundSystem::OnPauseSound);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EContinueSound, &SoundSystem::OnContinueSound);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ESetBGMGain, &SoundSystem::OnSetBGMGain);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ESetSFXGain, &SoundSystem::OnSetSFXGain);
|
||||
}
|
||||
|
||||
SoundSystem::~SoundSystem()
|
||||
{
|
||||
stopEmitters(); // Stopps emitters
|
||||
deleteInactiveEmitters(); // Deletes stopped emitters
|
||||
// Delete entities
|
||||
std::unordered_map<EntityID, Source*>::iterator it;
|
||||
for (it = m_Sources.begin(); it != m_Sources.end(); it++) {
|
||||
m_World->DeleteEntity((*it).first);
|
||||
}
|
||||
m_Sources.clear();
|
||||
|
||||
alcDestroyContext(m_ALCcontext);
|
||||
alcCloseDevice(m_ALCdevice);
|
||||
}
|
||||
|
||||
void SoundSystem::stopEmitters()
|
||||
{
|
||||
std::unordered_map<EntityID, Source*>::iterator it;
|
||||
for (it = m_Sources.begin(); it != m_Sources.end(); it++) {
|
||||
if (getSourceState(it->second->ALsource) == AL_PLAYING) {
|
||||
stopSound(it->second);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SoundSystem::Update(double dt)
|
||||
{
|
||||
m_EventBroker->Process<SoundSystem>();
|
||||
addNewEmitters(dt); // can be optimized with "EEntityCreated"
|
||||
deleteInactiveEmitters(); // can be optimized with "EEntityDeleted"
|
||||
updateEmitters( dt);
|
||||
updateListener( dt);
|
||||
}
|
||||
|
||||
void SoundSystem::deleteInactiveEmitters()
|
||||
{
|
||||
std::unordered_map<EntityID, Source*>::iterator it;
|
||||
for (it = m_Sources.begin(); it != m_Sources.end();) {
|
||||
if (m_World->ValidEntity(it->first)
|
||||
&& m_World->HasComponent(it->first, "SoundEmitter")) {
|
||||
if (getSourceState(it->second->ALsource) != AL_STOPPED) {
|
||||
// Nothing to see here, move along
|
||||
it++;
|
||||
continue;
|
||||
} else {
|
||||
// Sound has been stopped / finished playing.
|
||||
alDeleteBuffers(1, &it->second->ALsource);
|
||||
alDeleteSources(1, &it->second->ALsource);
|
||||
m_World->DeleteEntity(it->first);
|
||||
delete it->second;
|
||||
it = m_Sources.erase(it);
|
||||
}
|
||||
} else {
|
||||
// Entity / Component has been removed
|
||||
stopSound((*it).second);
|
||||
alDeleteBuffers(1, &it->second->ALsource);
|
||||
alDeleteSources(1, &it->second->ALsource);
|
||||
delete it->second;
|
||||
it = m_Sources.erase(it);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SoundSystem::addNewEmitters(double dt)
|
||||
{
|
||||
auto emitterComponents = m_World->GetComponents("SoundEmitter");
|
||||
if (emitterComponents == nullptr) {
|
||||
return;
|
||||
}
|
||||
for (auto it = emitterComponents->begin(); it != emitterComponents->end(); it++) {
|
||||
EntityID emitter = (*it).EntityID;
|
||||
std::unordered_map<EntityID, Source*>::iterator source;
|
||||
source = m_Sources.find(emitter);
|
||||
if (source == m_Sources.end()) { // Did not exist, add it
|
||||
Source* source = createSource((std::string)(*it)["FilePath"]);
|
||||
m_Sources[emitter] = source;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SoundSystem::updateEmitters(double dt)
|
||||
{
|
||||
std::unordered_map<EntityID, Source*>::iterator it;
|
||||
for (it = m_Sources.begin(); it != m_Sources.end(); it++) {
|
||||
// Get previous pos
|
||||
glm::vec3 previousPos;
|
||||
alGetSource3f(it->second->ALsource, AL_POSITION, &previousPos.x, &previousPos.y, &previousPos.z);
|
||||
// Get next pos
|
||||
glm::vec3 nextPos = Transform::AbsolutePosition(m_World, it->first);
|
||||
// Calculate velocity
|
||||
glm::vec3 velocity = glm::vec3(nextPos - previousPos) / (float)dt;
|
||||
setSourcePos(it->second->ALsource, nextPos);
|
||||
setSourceVel(it->second->ALsource, velocity);
|
||||
float gain;
|
||||
if (it->second->Type == SoundType::SFX) {
|
||||
gain = m_SFXVolumeChannel;
|
||||
} else if (it->second->Type == SoundType::BGM) {
|
||||
gain = m_BGMVolumeChannel;
|
||||
}
|
||||
auto emitter = m_World->GetComponent(it->first, "SoundEmitter");
|
||||
setSoundProperties(it->second->ALsource, &emitter);
|
||||
|
||||
// To make an emitter play when spawned in editor mode
|
||||
if (m_EditorEnabled) {
|
||||
// Path changed
|
||||
if (it->second->SoundResource->Path() != (std::string)emitter["FilePath"]) {
|
||||
it->second->SoundResource = ResourceManager::Load<Sound>((std::string)emitter["FilePath"]);
|
||||
if (it->second->SoundResource->Buffer() != 0) {
|
||||
playSound(it->second);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SoundSystem::updateListener(double dt)
|
||||
{
|
||||
// Should only be one listener.
|
||||
auto listenerComponents = m_World->GetComponents("Listener");
|
||||
if (listenerComponents == nullptr) {
|
||||
return;
|
||||
}
|
||||
for (auto it = listenerComponents->begin(); it != listenerComponents->end(); it++) {
|
||||
EntityID listener = (*it).EntityID;
|
||||
glm::vec3 previousPos;
|
||||
alGetListener3f(AL_POSITION, &previousPos.x, &previousPos.y, &previousPos.z); // Get previous pos
|
||||
glm::vec3 nextPos = Transform::AbsolutePosition(m_World, listener); // Get next (current) pos
|
||||
glm::vec3 velocity = glm::vec3(nextPos - previousPos) / (float)dt; // Calculate velocity
|
||||
setListenerPos(nextPos);
|
||||
setListenerVel(velocity);
|
||||
setListenerOri(glm::eulerAngles(Transform::AbsoluteOrientation(m_World, listener)));
|
||||
}
|
||||
}
|
||||
|
||||
Source* SoundSystem::createSource(std::string filePath)
|
||||
{
|
||||
ALuint alSource;
|
||||
alGenSources((ALuint)1, &alSource);
|
||||
alSourcef(alSource, AL_REFERENCE_DISTANCE, 1.0);
|
||||
alSourcef(alSource, AL_MAX_DISTANCE, FLT_MAX);
|
||||
Source* source = new Source();
|
||||
source->ALsource = alSource;
|
||||
source->SoundResource = ResourceManager::Load<Sound>(filePath);
|
||||
return source;
|
||||
}
|
||||
|
||||
void SoundSystem::playSound(Source* source)
|
||||
{
|
||||
alSourcei(source->ALsource, AL_BUFFER, source->SoundResource->Buffer());
|
||||
alSourcePlay(source->ALsource);
|
||||
}
|
||||
|
||||
void SoundSystem::stopSound(Source* source)
|
||||
{
|
||||
alSourceStop(source->ALsource);
|
||||
}
|
||||
|
||||
bool SoundSystem::OnPlaySoundOnEntity(const Events::PlaySoundOnEntity & e)
|
||||
{
|
||||
Source* source = createSource(e.FilePath);
|
||||
source->Type = SoundType::SFX;
|
||||
m_Sources[e.EmitterID] = source;
|
||||
playSound(source);
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnPlaySoundOnPosition(const Events::PlaySoundOnPosition & e)
|
||||
{
|
||||
Source* source = createSource(e.FilePath);
|
||||
auto emitterID = m_World->CreateEntity();
|
||||
auto transform = m_World->AttachComponent(emitterID, "Transform");
|
||||
(glm::vec3&)transform["Position"] = e.Position;
|
||||
auto emitter = m_World->AttachComponent(emitterID, "SoundEmitter");
|
||||
(float&)(double)emitter["Gain"] = e.Gain;
|
||||
(float&)(double)emitter["Pitch"] = e.Pitch;
|
||||
(bool&)emitter["Loop"] = e.Loop;
|
||||
(float&)(double)emitter["MaxDistance"] = e.MaxDistance;
|
||||
(float&)(double)emitter["RollOffFactor"] = e.RollOffFactor;
|
||||
(float&)(double)emitter["ReferenceDistance"] = e.ReferenceDistance;
|
||||
auto model = m_World->AttachComponent(emitterID, "Model");
|
||||
(std::string&)model["Resource"] = "Models/Core/UnitCube.mesh"; // 360NoScope UnitCube
|
||||
source->Type = SoundType::SFX;
|
||||
m_Sources[emitterID] = source;
|
||||
playSound(source);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnPauseSound(const Events::PauseSound & e)
|
||||
{
|
||||
alSourcePause(m_Sources[e.EmitterID]->ALsource);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnStopSound(const Events::StopSound & e)
|
||||
{
|
||||
alSourceStop(m_Sources[e.EmitterID]->ALsource);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnContinueSound(const Events::ContinueSound & e)
|
||||
{
|
||||
alSourcePlay(m_Sources[e.EmitterID]->ALsource);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnPlayBackgroundMusic(const Events::PlayBackgroundMusic & e)
|
||||
{
|
||||
auto listenerComponents = m_World->GetComponents("Listener");
|
||||
for (auto it = listenerComponents->begin(); it != listenerComponents->end(); it++) {
|
||||
auto emitterChild = m_World->CreateEntity((*it).EntityID);
|
||||
auto emitter = m_World->AttachComponent(emitterChild, "SoundEmitter");
|
||||
(bool&)emitter["Loop"] = true;
|
||||
(std::string&)emitter["FilePath"] = e.FilePath;
|
||||
m_World->AttachComponent(emitterChild, "Transform");
|
||||
Source* source = createSource(e.FilePath);
|
||||
source->Type = SoundType::BGM;
|
||||
m_Sources[emitterChild] = source;
|
||||
playSound(source);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnSetBGMGain(const Events::SetBGMGain & e)
|
||||
{
|
||||
m_BGMVolumeChannel = e.Gain;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnSetSFXGain(const Events::SetSFXGain & e)
|
||||
{
|
||||
m_SFXVolumeChannel = e.Gain;
|
||||
return true;
|
||||
}
|
||||
|
||||
void SoundSystem::setListenerOri(glm::vec3 ori)
|
||||
{
|
||||
// Calculate forward and up vector.
|
||||
glm::vec3 forward = glm::vec3(0.0, 0.0, -1.0);
|
||||
forward = glm::rotateX(forward, ori.x);
|
||||
forward = glm::rotateY(forward, ori.y);
|
||||
forward = glm::rotateZ(forward, ori.z);
|
||||
glm::normalize(forward);
|
||||
glm::vec3 up = glm::vec3(0.0, 1.0, 0.0);
|
||||
up = glm::rotateX(up, ori.x);
|
||||
up = glm::rotateY(up, ori.y);
|
||||
up = glm::rotateZ(up, ori.z);
|
||||
glm::normalize(up);
|
||||
ALfloat lOri[6] = { forward.x, forward.y, forward.z, up.x, up.y, up.z };
|
||||
alListenerfv(AL_ORIENTATION, lOri);
|
||||
}
|
||||
|
||||
ALenum SoundSystem::getSourceState(ALuint source)
|
||||
{
|
||||
ALenum state;
|
||||
alGetSourcei(source, AL_SOURCE_STATE, &state);
|
||||
return state;
|
||||
}
|
||||
|
||||
void SoundSystem::setGain(Source * source, float gain)
|
||||
{
|
||||
alSourcef(source->ALsource, AL_GAIN, gain);
|
||||
}
|
||||
|
||||
void SoundSystem::setSoundProperties(ALuint source, ComponentWrapper* soundComponent)
|
||||
{
|
||||
alSourcef(source, AL_GAIN, (float)(double)(*soundComponent)["Gain"]);
|
||||
alSourcef(source, AL_PITCH, (float)(double)(*soundComponent)["Pitch"]);
|
||||
alSourcei(source, AL_LOOPING, (int)(bool)(*soundComponent)["Loop"]); // YOLO
|
||||
alSourcef(source, AL_MAX_DISTANCE, (float)(double)(*soundComponent)["MaxDistance"]);
|
||||
alSourcef(source, AL_ROLLOFF_FACTOR, (float)(double)(*soundComponent)["RollOffFactor"]);
|
||||
alSourcef(source, AL_REFERENCE_DISTANCE, (float)(double)(*soundComponent)["ReferenceDistance"]);
|
||||
}
|
||||
|
||||
void SoundSystem::initOpenAL()
|
||||
{
|
||||
// Initialize OpenAL
|
||||
m_ALCdevice = alcOpenDevice(nullptr);
|
||||
if (m_ALCdevice != nullptr) {
|
||||
m_ALCcontext = alcCreateContext(m_ALCdevice, nullptr);
|
||||
alcMakeContextCurrent(m_ALCcontext);
|
||||
} else {
|
||||
LOG_ERROR("OpenAL failed to initialize.");
|
||||
}
|
||||
}
|
||||
+16
-9
@@ -1,5 +1,6 @@
|
||||
#include "Game.h"
|
||||
#include "Collision/FillOctreeSystem.h"
|
||||
#include "Collision/FillFrustumOctreeSystem.h"
|
||||
#include "Collision/EntityAABB.h"
|
||||
#include "Collision/TriggerSystem.h"
|
||||
#include "Collision/CollisionSystem.h"
|
||||
@@ -74,16 +75,21 @@ Game::Game(int argc, char* argv[])
|
||||
fp.MergeEntities(m_World);
|
||||
}
|
||||
|
||||
// Create the sound manager
|
||||
m_SoundManager = new SoundManager(m_World, m_EventBroker);
|
||||
|
||||
// Create Octrees
|
||||
m_OctreeCollision = new Octree<EntityAABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
|
||||
m_OctreeTrigger = new Octree<EntityAABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
|
||||
m_OctreeFrustrumCulling = new Octree<EntityAABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
|
||||
// TODO: Perhaps the world bounds should be set in some non-arbitrary way instead of this.
|
||||
AABB boxContainingTheWorld(glm::vec3(-300), glm::vec3(300));
|
||||
m_OctreeCollision = new Octree<EntityAABB>(boxContainingTheWorld, 4);
|
||||
m_OctreeTrigger = new Octree<EntityAABB>(boxContainingTheWorld, 4);
|
||||
m_OctreeFrustrumCulling = new Octree<EntityAABB>(boxContainingTheWorld, 4);
|
||||
// Create system pipeline
|
||||
m_SystemPipeline = new SystemPipeline(m_World, m_EventBroker);
|
||||
|
||||
// All systems with orderlevel 0 will be updated first.
|
||||
unsigned int updateOrderLevel = 0;
|
||||
m_SystemPipeline->AddSystem<SoundSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<RaptorCopterSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<ExplosionEffectSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<HealthSystem>(updateOrderLevel);
|
||||
@@ -100,6 +106,7 @@ Game::Game(int argc, char* argv[])
|
||||
++updateOrderLevel;
|
||||
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
|
||||
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
|
||||
m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
|
||||
m_SystemPipeline->AddSystem<PlayerHUD>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
|
||||
|
||||
@@ -109,7 +116,7 @@ Game::Game(int argc, char* argv[])
|
||||
m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel, m_OctreeCollision);
|
||||
m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel, m_OctreeTrigger);
|
||||
++updateOrderLevel;
|
||||
m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
|
||||
m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame, m_OctreeFrustrumCulling);
|
||||
++updateOrderLevel;
|
||||
m_SystemPipeline->AddSystem<EditorSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
|
||||
|
||||
@@ -119,19 +126,16 @@ Game::Game(int argc, char* argv[])
|
||||
networkFunction();
|
||||
}
|
||||
|
||||
// Invoke sound system
|
||||
m_SoundSystem = new SoundSystem(m_World, m_EventBroker, m_Config->Get<bool>("Debug.EditorEnabled", false));
|
||||
|
||||
m_LastTime = glfwGetTime();
|
||||
}
|
||||
|
||||
Game::~Game()
|
||||
{
|
||||
delete m_SystemPipeline;
|
||||
delete m_SoundSystem;
|
||||
delete m_OctreeFrustrumCulling;
|
||||
delete m_OctreeCollision;
|
||||
delete m_OctreeTrigger;
|
||||
delete m_SoundManager;
|
||||
delete m_World;
|
||||
delete m_FrameStack;
|
||||
delete m_InputProxy;
|
||||
@@ -159,16 +163,19 @@ void Game::Tick()
|
||||
m_InputProxy->Process();
|
||||
m_EventBroker->Swap();
|
||||
|
||||
m_SoundManager->Update(dt);
|
||||
|
||||
// Update network
|
||||
if (m_IsClientOrServer) {
|
||||
m_ClientOrServer->Update();
|
||||
}
|
||||
//m_SoundManager->Update(dt);
|
||||
|
||||
// Iterate through systems and update world!
|
||||
m_EventBroker->Process<SystemPipeline>();
|
||||
m_SystemPipeline->Update(dt);
|
||||
debugTick(dt);
|
||||
m_Renderer->Update(dt);
|
||||
m_SoundSystem->Update(dt);
|
||||
GLERROR("Game::Tick m_RenderQueueFactory->Update");
|
||||
m_Renderer->Draw(*m_RenderFrame);
|
||||
m_RenderFrame->Clear();
|
||||
|
||||
@@ -56,6 +56,12 @@ void PlayerMovementSystem::Update(double dt)
|
||||
} else {
|
||||
wishSpeed = playerMovementSpeed;
|
||||
}
|
||||
if (player.ID == m_LocalPlayer.ID) {
|
||||
if (glm::length(wishDirection) == 0) {
|
||||
// If no key is pressed, reset the distance moved since last step.
|
||||
m_DistanceMoved = 0;
|
||||
}
|
||||
}
|
||||
glm::vec3& velocity = cPhysics["Velocity"];
|
||||
bool isOnGround = (bool)cPhysics["IsOnGround"];
|
||||
ImGui::Text(isOnGround ? "On ground" : "In air");
|
||||
@@ -94,6 +100,8 @@ void PlayerMovementSystem::Update(double dt)
|
||||
controller->SetDoubleJumping(false);
|
||||
} else {
|
||||
controller->SetDoubleJumping(true);
|
||||
Events::DoubleJump e;
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
velocity.y = 4.f;
|
||||
}
|
||||
@@ -136,6 +144,7 @@ void PlayerMovementSystem::Update(double dt)
|
||||
|
||||
controller->Reset();
|
||||
}
|
||||
playerStep(dt);
|
||||
}
|
||||
|
||||
void PlayerMovementSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
|
||||
@@ -171,10 +180,38 @@ void PlayerMovementSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
|
||||
position += velocity * (float)dt;
|
||||
}
|
||||
|
||||
void PlayerMovementSystem::playerStep(double dt)
|
||||
{
|
||||
if (!m_LocalPlayer.Valid()) {
|
||||
return;
|
||||
}
|
||||
// Position of the local player, used see how far a player has moved.
|
||||
glm::vec3 pos = (glm::vec3)m_World->GetComponent(m_LocalPlayer.ID, "Transform")["Position"];
|
||||
// Velocity of the local player, used to see if a player is airborne.
|
||||
glm::vec3 vel = (glm::vec3)m_World->GetComponent(m_LocalPlayer.ID, "Physics")["Velocity"];
|
||||
m_DistanceMoved += glm::length(pos - m_LastPosition);
|
||||
// Set the last position for next iteration
|
||||
m_LastPosition = pos;
|
||||
bool isAirborne = vel.y != 0;
|
||||
if (m_DistanceMoved > m_PlayerStepLength && !isAirborne) {
|
||||
// Player moved a step's distance
|
||||
// Create footstep sound
|
||||
Events::PlaySoundOnEntity e;
|
||||
e.EmitterID = m_LocalPlayer.ID;
|
||||
e.FilePath = m_LeftFoot ? "Audio/footstep/footstep2.wav" : "Audio/footstep/footstep3.wav";
|
||||
m_LeftFoot = !m_LeftFoot;
|
||||
m_EventBroker->Publish(e);
|
||||
m_DistanceMoved = 0.f;
|
||||
}
|
||||
}
|
||||
|
||||
bool PlayerMovementSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
|
||||
{
|
||||
// When a player spawns, create an input controller for them
|
||||
m_PlayerInputControllers[e.Player] = new FirstPersonInputController<PlayerMovementSystem>(m_EventBroker, e.PlayerID);
|
||||
|
||||
if (e.PlayerID == -1) {
|
||||
// Keep track of the local player
|
||||
m_LocalPlayer = e.Player;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,190 @@
|
||||
#include "Game/Systems/SoundSystem.h"
|
||||
|
||||
SoundSystem::SoundSystem(World* world, EventBroker* eventbroker)
|
||||
: System(world, eventbroker)
|
||||
, PureSystem("SoundEmitter")
|
||||
//, ImpureSystem()
|
||||
{
|
||||
ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
|
||||
m_Announcer = ResourceManager::Load<ConfigFile>("Config.ini")->Get<std::string>("Sound.Announcer", "female");
|
||||
m_World = world;
|
||||
m_EventBroker = eventbroker;
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &SoundSystem::OnPlayerSpawned);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_InputCommand, &SoundSystem::OnInputCommand);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EDoubleJump, &SoundSystem::OnDoubleJump);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EDashAbility, &SoundSystem::OnDashAbility);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EShoot, &SoundSystem::OnShoot);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &SoundSystem::OnPlayerDamage);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &SoundSystem::OnCaptured);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &SoundSystem::OnTriggerTouch);
|
||||
}
|
||||
|
||||
void SoundSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComponent, double dt)
|
||||
{ }
|
||||
|
||||
void SoundSystem::Update(double dt)
|
||||
{
|
||||
// Temp for play test.
|
||||
if(m_DrumsIsPlaying) {
|
||||
m_DrumsIsPlaying = !drumTimer(dt);
|
||||
}
|
||||
}
|
||||
|
||||
bool SoundSystem::OnPlayerSpawned(const Events::PlayerSpawned &e)
|
||||
{
|
||||
if (e.PlayerID == -1) { // Local player
|
||||
m_World->AttachComponent(e.Player.ID, "Listener");
|
||||
m_LocalPlayer = e.Player;
|
||||
Events::PlaySoundOnEntity go;
|
||||
go.EmitterID = m_LocalPlayer.ID;
|
||||
go.FilePath = "Audio/announcer/" + m_Announcer + "/go.wav";
|
||||
m_EventBroker->Publish(go);
|
||||
// TEMP: starts bgm
|
||||
{
|
||||
Events::PlayBackgroundMusic ev;
|
||||
ev.FilePath = "Audio/bgm/ambient.wav";
|
||||
m_EventBroker->Publish(ev);
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnInputCommand(const Events::InputCommand & e)
|
||||
{
|
||||
if (e.Command == "Jump" && e.Value > 0) {
|
||||
if (e.PlayerID == -1) { // local player
|
||||
playerJumps();
|
||||
return true;
|
||||
}
|
||||
}
|
||||
if (e.Command == "TakeDamage" && e.Value > 0) {
|
||||
Events::PlayerDamage ev;
|
||||
ev.Player = m_LocalPlayer;
|
||||
ev.Damage = 1.0;
|
||||
m_EventBroker->Publish(ev);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void SoundSystem::playerJumps()
|
||||
{
|
||||
glm::vec3 vel = (glm::vec3)m_World->GetComponent(m_LocalPlayer.ID, "Physics")["Velocity"];
|
||||
if (vel.y == 0) {
|
||||
Events::PlaySoundOnEntity e;
|
||||
e.EmitterID = m_LocalPlayer.ID;
|
||||
e.FilePath = "Audio/jump/jump1.wav";
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
|
||||
bool SoundSystem::drumTimer(double dt)
|
||||
{
|
||||
m_DrumTimer += dt;
|
||||
if (m_DrumTimer > 15) {
|
||||
m_DrumTimer = 0.0;
|
||||
return true;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
bool SoundSystem::OnShoot(const Events::Shoot & e)
|
||||
{
|
||||
Events::PlaySoundOnEntity ev;
|
||||
ev.EmitterID = m_LocalPlayer.ID;
|
||||
ev.FilePath = "Audio/laser/laser1.wav";
|
||||
m_EventBroker->Publish(ev);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnCaptured(const Events::Captured & e)
|
||||
{
|
||||
int homeTeam = (int)m_World->GetComponent(e.CapturePointID, "Team")["Team"];
|
||||
int team = (int)m_World->GetComponent(m_LocalPlayer.ID, "Team")["Team"];
|
||||
Events::PlaySoundOnEntity ev;
|
||||
if (team == homeTeam) {
|
||||
ev.FilePath = "Audio/announcer/" + m_Announcer + "/objective_achieved.wav";
|
||||
} else {
|
||||
ev.FilePath = "Audio/announcer/" + m_Announcer + "/objective_failed.wav"; // have not been tested
|
||||
}
|
||||
ev.EmitterID = m_LocalPlayer.ID;
|
||||
m_EventBroker->Publish(ev);
|
||||
// Temp for play test.
|
||||
m_DrumsIsPlaying = false;
|
||||
return false;
|
||||
}
|
||||
|
||||
// Testing purposes atm...
|
||||
bool SoundSystem::OnPlayerDamage(const Events::PlayerDamage & e)
|
||||
{
|
||||
// Should check for only local players here...
|
||||
std::uniform_int_distribution<int> dist(1, 12);
|
||||
int rand = dist(generator);
|
||||
std::vector<std::string> paths;
|
||||
paths.push_back("Audio/hurt/hurt" + std::to_string(rand) + ".wav");
|
||||
|
||||
// // Breathe
|
||||
// int ammountOfbreaths = (static_cast<int>(e.Damage) / 10) + 2; // TEMP: Idk something stupid like this shit
|
||||
// for (int i = 0; i < ammountOfbreaths; i++) {
|
||||
// paths.push_back("Audio/exhausted/breath.wav");
|
||||
// }
|
||||
Events::PlayQueueOnEntity ev;
|
||||
ev.Emitter = m_LocalPlayer;
|
||||
ev.FilePaths = paths;
|
||||
m_EventBroker->Publish(ev);
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnPlayerDeath(const Events::PlayerDeath & e)
|
||||
{
|
||||
Events::PlaySoundOnEntity ev;
|
||||
ev.EmitterID = m_LocalPlayer.ID;
|
||||
ev.FilePath = "Audio/die/die2.wav";
|
||||
m_EventBroker->Publish(ev);
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnPlayerHealthPickup(const Events::PlayerHealthPickup & e)
|
||||
{
|
||||
Events::PlaySoundOnEntity ev;
|
||||
ev.EmitterID = m_LocalPlayer.ID;
|
||||
ev.FilePath = "Audio/pickup/pickup2.wav";
|
||||
m_EventBroker->Publish(ev);
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnTriggerTouch(const Events::TriggerTouch & e)
|
||||
{
|
||||
// Temp for play test.
|
||||
if (m_DrumsIsPlaying) {
|
||||
return false;
|
||||
}
|
||||
if (m_World->HasComponent(e.Trigger.ID, "CapturePoint")) {
|
||||
Events::PlaySoundOnEntity ev; // should be BGM
|
||||
ev.EmitterID = m_LocalPlayer.ID;
|
||||
ev.FilePath = "Audio/bgm/drumstest.wav";
|
||||
m_EventBroker->Publish(ev);
|
||||
// Temp for play test.
|
||||
m_DrumsIsPlaying = true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnDoubleJump(const Events::DoubleJump & e)
|
||||
{
|
||||
Events::PlaySoundOnEntity ev;
|
||||
ev.EmitterID = m_LocalPlayer.ID;
|
||||
ev.FilePath = "Audio/jump/jump2.wav";
|
||||
m_EventBroker->Publish(ev);
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnDashAbility(const Events::DashAbility &e)
|
||||
{
|
||||
Events::PlaySoundOnEntity ev;
|
||||
ev.EmitterID = m_LocalPlayer.ID;
|
||||
ev.FilePath = "Audio/jump/dash1.wav";
|
||||
m_EventBroker->Publish(ev);
|
||||
return false;
|
||||
}
|
||||
Reference in New Issue
Block a user