Merge remote-tracking branch 'origin/master' into NormalSpecularMapping
# Conflicts: # include/Engine/Rendering/RenderSystem.h # src/Engine/Rendering/DrawFinalPass.cpp # src/Engine/Rendering/RenderSystem.cpp
This commit is contained in:
@@ -8,7 +8,7 @@ void CollidableOctreeSystem::Update(double dt)
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void CollidableOctreeSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
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{
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if (entity.HasComponent("AABB")) {
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boost::optional<AABB> absoluteAABB = Collision::EntityAbsoluteAABB(entity);
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boost::optional<EntityAABB> absoluteAABB = Collision::EntityAbsoluteAABB(entity);
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if (absoluteAABB) {
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m_Octree->AddDynamicObject(*absoluteAABB);
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}
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@@ -283,7 +283,7 @@ bool attachAABBComponentFromModel(World* world, EntityID id)
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return true;
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}
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boost::optional<AABB> EntityAbsoluteAABB(EntityWrapper& entity)
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boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity)
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{
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if (!entity.HasComponent("AABB")) {
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return boost::none;
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@@ -294,7 +294,11 @@ boost::optional<AABB> EntityAbsoluteAABB(EntityWrapper& entity)
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glm::vec3 absScale = Transform::AbsoluteScale(entity.World, entity.ID);
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glm::vec3 origin = absPosition + (glm::vec3)cAABB["Origin"];
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glm::vec3 size = (glm::vec3)cAABB["Size"] * absScale;
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return AABB::FromOriginSize(origin, size);
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EntityAABB aabb = EntityAABB::FromOriginSize(origin, size);
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aabb.Entity = entity;
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return aabb;
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}
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}
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@@ -9,12 +9,12 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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}
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ComponentWrapper& cPhysics = entity["Physics"];
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boost::optional<AABB> boundingBox = Collision::EntityAbsoluteAABB(entity);
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boost::optional<EntityAABB> boundingBox = Collision::EntityAbsoluteAABB(entity);
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if (!boundingBox) {
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return;
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}
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ComponentWrapper& cTransform = entity["Transform"];
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AABB& boxA = *boundingBox;
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EntityAABB& boxA = *boundingBox;
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//Press 'Z' to enable/disable collision.
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if (zPress) {
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@@ -22,7 +22,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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}
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// Collide against octree
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std::vector<AABB> octreeResult;
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std::vector<EntityAABB> octreeResult;
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m_Octree->ObjectsInSameRegion(*boundingBox, octreeResult);
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for (auto& boxB : octreeResult) {
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glm::vec3 resolutionVector;
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@@ -3,79 +3,72 @@
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#include "Core/AABB.h"
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#include "Rendering/Model.h"
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void TriggerSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
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void TriggerSystem::UpdateComponent(EntityWrapper& triggerEntity, ComponentWrapper& cTrigger, double dt)
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{
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//Currently only players can trigger things.
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auto players = m_World->GetComponents("Player");
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if (players == nullptr) {
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return;
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}
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EntityID tId = component.EntityID;
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boost::optional<AABB> triggerBox = Collision::EntityAbsoluteAABB(entity);
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//The trigger *should* have a bounding box, or something, to test against so it can be triggered.
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// The trigger *should* have a bounding box, or something, to test against so it can be triggered.
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boost::optional<EntityAABB> triggerBox = Collision::EntityAbsoluteAABB(triggerEntity);
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if (!triggerBox) {
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return;
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}
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for (auto& pc : *players) {
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EntityID pId = pc.EntityID;
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boost::optional<AABB> playerBox = Collision::EntityAbsoluteAABB(EntityWrapper(m_World, pId));
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//The player can't trigger anything without an AABB.
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if (!playerBox) {
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continue;
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}
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if (!Collision::AABBVsAABB(*triggerBox, *playerBox)) {
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//Entity is not touching the trigger,
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//Throw event if it was previously.
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if (throwLeaveIfWasInTrigger(m_EntitiesTouchingTrigger[tId], pId, tId)) {
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continue;
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}
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//This only occurs if the entity was completely inside the trigger one frame,
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//then completely outside the trigger, e.g. when dying and respawning.
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throwLeaveIfWasInTrigger(m_EntitiesCompletelyInTrigger[tId], pId, tId);
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} else {
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//Entity is at least touching the trigger.
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m_OctreeOut.clear();
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m_Octree->ObjectsInSameRegion(*triggerBox, m_OctreeOut);
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for (EntityAABB& colliderBox : m_OctreeOut) {
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EntityWrapper colliderEntity = colliderBox.Entity;
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if (Collision::AABBVsAABB(*triggerBox, colliderBox)) {
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AABB completelyInsideBox;
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bool playerFitsInTrigger = glm::all(glm::greaterThan((*triggerBox).Size(), (*playerBox).Size()));
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if (playerFitsInTrigger) {
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completelyInsideBox = AABB::FromOriginSize((*triggerBox).Origin(), (*triggerBox).Size() - 2.0f * (*playerBox).Size());
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bool colliderFitsInTrigger = glm::all(glm::greaterThan((*triggerBox).Size(), colliderBox.Size()));
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if (colliderFitsInTrigger) {
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completelyInsideBox = AABB::FromOriginSize((*triggerBox).Origin(), (*triggerBox).Size() - 2.0f * colliderBox.Size());
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}
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if (playerFitsInTrigger && Collision::AABBVsAABB(completelyInsideBox, *playerBox)) {
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//Entity is completely inside the trigger.
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//If it was only touching before, it is erased.
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m_EntitiesTouchingTrigger[tId].erase(pId);
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std::unordered_set<EntityID>& completeSet = m_EntitiesCompletelyInTrigger[tId];
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if (completeSet.count(pId) == 0) {
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//If it wasn't completely in the trigger, throw Enter and add to the set.
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completeSet.insert(pId);
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publish<Events::TriggerEnter>(pId, tId);
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if (colliderFitsInTrigger && Collision::AABBVsAABB(completelyInsideBox, colliderBox)) {
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// Entity is completely inside the trigger.
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// If it was only touching before, it is erased.
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m_EntitiesTouchingTrigger[triggerEntity].erase(colliderEntity);
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auto& completeSet = m_EntitiesCompletelyInTrigger[triggerEntity];
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if (completeSet.count(colliderEntity) == 0) {
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// If it wasn't completely in the trigger, throw Enter and add to the set.
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completeSet.insert(colliderEntity);
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publish<Events::TriggerEnter>(colliderEntity, triggerEntity);
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}
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} else {
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//Entity is only touching the trigger.
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std::unordered_set<EntityID>& touchSet = m_EntitiesTouchingTrigger[tId];
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std::unordered_set<EntityID>& completeSet = m_EntitiesCompletelyInTrigger[tId];
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const auto& it = completeSet.find(pId);
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// Entity is only touching the trigger.
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auto& touchSet = m_EntitiesTouchingTrigger[triggerEntity];
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auto& completeSet = m_EntitiesCompletelyInTrigger[triggerEntity];
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const auto& it = completeSet.find(colliderEntity);
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//If it was completely inside before.
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if (it != completeSet.end()) {
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completeSet.erase(it);
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touchSet.insert(pId);
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touchSet.insert(colliderEntity);
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//If it was completely outside before.
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} else if (touchSet.count(pId) == 0) {
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publish<Events::TriggerTouch>(pId, tId);
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touchSet.insert(pId);
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} else if (touchSet.count(colliderEntity) == 0) {
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publish<Events::TriggerTouch>(colliderEntity, triggerEntity);
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touchSet.insert(colliderEntity);
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}
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//Else, it was touching the trigger last frame too and nothing is done.
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// Else, it was touching the trigger last frame too and nothing is done.
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}
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} else {
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// Entity is not touching the trigger,
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// Throw event if it was previously.
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if (throwLeaveIfWasInTrigger(m_EntitiesTouchingTrigger[triggerEntity], colliderEntity, triggerEntity)) {
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continue;
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}
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// This only occurs if the entity was completely inside the trigger one frame,
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// then completely outside the trigger, e.g. when dying and respawning.
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throwLeaveIfWasInTrigger(m_EntitiesCompletelyInTrigger[triggerEntity], colliderEntity, triggerEntity);
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}
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}
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}
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bool TriggerSystem::throwLeaveIfWasInTrigger(std::unordered_set<EntityID>& triggerSet, EntityID pId, EntityID tId)
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bool TriggerSystem::throwLeaveIfWasInTrigger(std::unordered_set<EntityWrapper>& triggerSet, EntityWrapper colliderEntity, EntityWrapper triggerEntity)
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{
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const auto& it = triggerSet.find(pId);
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const auto& it = triggerSet.find(colliderEntity);
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if (it != triggerSet.end()) {
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//If it was in the trigger, but not anymore, throw leaveEvent and erase from the set.
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triggerSet.erase(it);
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publish<Events::TriggerLeave>(pId, tId);
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publish<Events::TriggerLeave>(colliderEntity, triggerEntity);
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return true;
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}
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return false;
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@@ -20,10 +20,6 @@ AABB::AABB(const glm::vec3& minPos, const glm::vec3& maxPos)
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}
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}
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AABB::AABB(const glm::vec4& minPos, const glm::vec4& maxPos)
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: AABB(glm::vec3(minPos), glm::vec3(maxPos))
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{ }
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AABB AABB::FromOriginSize(const glm::vec3& origin, const glm::vec3& size)
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{
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return AABB(origin - (size/2.f), origin + (size/2.f));
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@@ -20,7 +20,7 @@ void EntityFile::Parse(const EntityFileHandler* handler) const
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{
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using namespace xercesc;
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EntityFileSAXHandler saxHandler(handler, nullptr);
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EntityFileSAXHandler saxHandler(handler, m_SAX2XMLReader);
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setReaderFeatures(m_SAX2XMLReader);
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m_SAX2XMLReader->setContentHandler(&saxHandler);
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m_SAX2XMLReader->setErrorHandler(&saxHandler);
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@@ -37,6 +37,7 @@ void EntityFile::setReaderFeatures(xercesc::SAX2XMLReader* reader)
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reader->setFeature(XMLUni::fgSAX2CoreNameSpaces, true);
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reader->setFeature(XMLUni::fgXercesSchema, true);
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reader->setFeature(XMLUni::fgXercesSchemaFullChecking, true);
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reader->setFeature(XMLUni::fgXercesCalculateSrcOfs, true);
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}
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std::size_t EntityFile::GetTypeStride(std::string typeName)
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@@ -111,8 +112,9 @@ void EntityFile::WriteValueData(char* outData, const ComponentInfo::Field_t& fie
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} catch (const boost::bad_lexical_cast&) { }
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}
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EntityFileSAXHandler::EntityFileSAXHandler(const EntityFileHandler* handler, xercesc::SAX2XMLReader* reader) : m_Handler(handler)
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, m_Reader(reader)
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EntityFileSAXHandler::EntityFileSAXHandler(const EntityFileHandler* handler, xercesc::SAX2XMLReader* reader)
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: m_Handler(handler)
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, m_Reader(reader)
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{
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// 0 is imaginary base parent
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m_EntityStack.push(0);
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@@ -188,21 +190,29 @@ void EntityFileSAXHandler::characters(const XMLCh* const chars, const XMLSize_t
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void EntityFileSAXHandler::fatalError(const xercesc::SAXParseException& e)
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{
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XS::ToString s(e.getMessage());
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LOG_ERROR("SAXParseException: %s", ((std::string)s).c_str());
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//throw e;
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std::string message = XS::ToString(e.getMessage());
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std::string systemId = XS::ToString(e.getSystemId());
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XMLFileLoc line = e.getLineNumber();
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XMLFileLoc column = e.getColumnNumber();
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LOG_ERROR("SAXParseException\n\tLocation: %s:%i:%i\n\tFatal Error: %s", systemId.c_str(), line, column, message.c_str());
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}
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void EntityFileSAXHandler::error(const xercesc::SAXParseException& e)
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{
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XS::ToString s(e.getMessage());
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LOG_ERROR("SAXParseException: %s", ((std::string)s).c_str());
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std::string message = XS::ToString(e.getMessage());
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std::string systemId = XS::ToString(e.getSystemId());
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XMLFileLoc line = e.getLineNumber();
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XMLFileLoc column = e.getColumnNumber();
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LOG_ERROR("SAXParseException\n\tLocation: %s:%i:%i\n\tError: %s", systemId.c_str(), line, column, message.c_str());
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}
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void EntityFileSAXHandler::warning(const xercesc::SAXParseException& e)
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{
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XS::ToString s(e.getMessage());
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LOG_ERROR("SAXParseException: %s", ((std::string)s).c_str());
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std::string message = XS::ToString(e.getMessage());
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std::string systemId = XS::ToString(e.getSystemId());
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XMLFileLoc line = e.getLineNumber();
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XMLFileLoc column = e.getColumnNumber();
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LOG_ERROR("SAXParseException\n\tLocation: %s:%i:%i\n\tWarning: %s", systemId.c_str(), line, column, message.c_str());
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}
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void EntityFileSAXHandler::onStartEntity(const xercesc::Attributes& attrs)
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@@ -65,6 +65,7 @@ void EntityFilePreprocessor::parseComponentInfo()
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// Name
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compInfo.Name = XS::ToString(element->getName());
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bool brk = compInfo.Name == "HiddenForLocalPlayer";
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// Known allocation
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compInfo.Meta->Allocation = m_ComponentCounts[compInfo.Name];
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// Annotation
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@@ -90,7 +91,7 @@ void EntityFilePreprocessor::parseComponentInfo()
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// <xs:all>
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auto modelGroupParticle = complexTypeDefinition->getParticle();
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if (modelGroupParticle == nullptr || modelGroupParticle->getTermType() != XSParticle::TERM_MODELGROUP) {
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//LOG_ERROR("Failed to parse component definition for \"%s\": Model group particle was null or wasn't TERM_MODELGROUP!", compInfo.Name.c_str());
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LOG_ERROR("Failed to parse component definition for \"%s\": Model group particle was null or wasn't TERM_MODELGROUP!", compInfo.Name.c_str());
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continue;
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}
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auto modelGroup = modelGroupParticle->getModelGroupTerm();
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@@ -97,11 +97,6 @@ EntityWrapper::operator EntityID() const
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return this->ID;
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}
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EntityWrapper::operator bool()
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{
|
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return this->Valid();
|
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}
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EntityWrapper EntityWrapper::firstChildByNameRecursive(const std::string& name, EntityID parent)
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{
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if (!this->World->ValidEntity(parent)) {
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@@ -4,4 +4,40 @@
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_LOG_LEVEL LOG_LEVEL = LOG_LEVEL_DEBUG;
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#else
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_LOG_LEVEL LOG_LEVEL = LOG_LEVEL_INFO;
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#endif
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#endif
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const char* _LOG_LEVEL_PREFIX[] =
|
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{
|
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"EE: ",
|
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"",
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"WW: ",
|
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"DD: "
|
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};
|
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|
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void _LOG(_LOG_LEVEL logLevel, const char* file, const char* func, unsigned int line, const char* format, ...)
|
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{
|
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if (logLevel > LOG_LEVEL) {
|
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return;
|
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}
|
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|
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char* message = nullptr;
|
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va_list args;
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|
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va_start(args, format);
|
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size_t size = vsnprintf(message, 0, format, args) + 1;
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va_end(args);
|
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|
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va_start(args, format);
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message = new char[size];
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vsnprintf(message, size, format, args);
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va_end(args);
|
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|
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if (logLevel == LOG_LEVEL_ERROR) {
|
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std::cerr << file << ":" << line << " " << func << std::endl;
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std::cerr << _LOG_LEVEL_PREFIX[logLevel] << message << std::endl;
|
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} else {
|
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std::cout << _LOG_LEVEL_PREFIX[logLevel] << message << std::endl;
|
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}
|
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|
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delete[] message;
|
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}
|
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@@ -54,8 +54,12 @@ ComponentWrapper World::AttachComponent(EntityID entity, const std::string& comp
|
||||
|
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bool World::HasComponent(EntityID entity, const std::string& componentType) const
|
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{
|
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ComponentPool* pool = m_ComponentPools.at(componentType);
|
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return pool->KnowsEntity(entity);
|
||||
auto it = m_ComponentPools.find(componentType);
|
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if (it == m_ComponentPools.end()) {
|
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return false;
|
||||
} else {
|
||||
return it->second->KnowsEntity(entity);
|
||||
}
|
||||
}
|
||||
|
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ComponentWrapper World::GetComponent(EntityID entity, const std::string& componentType)
|
||||
|
||||
@@ -12,7 +12,7 @@ EditorRenderSystem::EditorRenderSystem(World* m_World, EventBroker* eventBroker,
|
||||
|
||||
void EditorRenderSystem::Update(double dt)
|
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{
|
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if (m_CurrentCamera) {
|
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if (m_CurrentCamera.Valid()) {
|
||||
ComponentWrapper cameraTransform = m_CurrentCamera["Transform"];
|
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m_EditorCamera->SetPosition(cameraTransform["Position"]);
|
||||
m_EditorCamera->SetOrientation(glm::quat((const glm::vec3&)cameraTransform["Orientation"]));
|
||||
|
||||
@@ -30,7 +30,7 @@ void EditorWidgetSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper
|
||||
|
||||
auto camera = m_PickData.Camera;
|
||||
glm::vec3 axis = cEditorWidget["Axis"];
|
||||
glm::vec2 axisScreen = camera->WorldToScreen(axis, m_Renderer->Resolution()) - camera->WorldToScreen(glm::vec3(0, 0, 0), m_Renderer->Resolution());
|
||||
glm::vec2 axisScreen = camera->WorldToScreen(axis, m_Renderer->GetViewPortSize()) - camera->WorldToScreen(glm::vec3(0, 0, 0), m_Renderer->GetViewPortSize());
|
||||
float dot = glm::dot(m_MouseDelta, glm::normalize(axisScreen)) / glm::length(axisScreen);
|
||||
glm::vec3 worldMovement = dot * axis;
|
||||
|
||||
|
||||
@@ -34,12 +34,12 @@ void DrawBloomPass::InitializeShaderPrograms()
|
||||
|
||||
void DrawBloomPass::InitializeBuffers()
|
||||
{
|
||||
GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
|
||||
m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
|
||||
m_GaussianFrameBuffer_horiz.Generate();
|
||||
|
||||
GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
|
||||
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
|
||||
m_GaussianFrameBuffer_vert.Generate();
|
||||
|
||||
@@ -21,12 +21,12 @@ void DrawFinalPass::InitializeFrameBuffers()
|
||||
{
|
||||
glGenRenderbuffers(1, &m_DepthBuffer);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height);
|
||||
|
||||
GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
//GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
//GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RGB16F, GL_FLOAT, 4);
|
||||
GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
//GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
//GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_FLOAT, 4);
|
||||
|
||||
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
|
||||
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SceneTexture, GL_COLOR_ATTACHMENT0)));
|
||||
|
||||
@@ -25,8 +25,8 @@ void LightCullingPass::GenerateNewFrustum(RenderScene& scene)
|
||||
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "P"), 1, false, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2f(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
|
||||
glDispatchCompute((int)(m_Renderer->Resolution().Width/(TILE_SIZE*TILE_SIZE) + 1), (int)(m_Renderer->Resolution().Height/(TILE_SIZE*TILE_SIZE) + 1), 1);
|
||||
glUniform2f(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "ScreenDimensions"), m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height);
|
||||
glDispatchCompute((int)(m_Renderer->GetViewPortSize().Width/(TILE_SIZE*TILE_SIZE) + 1), (int)(m_Renderer->GetViewPortSize().Height/(TILE_SIZE*TILE_SIZE) + 1), 1);
|
||||
|
||||
GLERROR("CalculateFrustum Error: End");
|
||||
}
|
||||
@@ -40,7 +40,7 @@ void LightCullingPass::OnResolutionChange()
|
||||
|
||||
void LightCullingPass::SetSSBOSizes()
|
||||
{
|
||||
m_NumberOfTiles = (int)(m_Renderer->Resolution().Width/TILE_SIZE) * (int)(m_Renderer->Resolution().Height/TILE_SIZE);
|
||||
m_NumberOfTiles = (int)(m_Renderer->GetViewPortSize().Width/TILE_SIZE) * (int)(m_Renderer->GetViewPortSize().Height/TILE_SIZE);
|
||||
|
||||
m_Frustums = new Frustum[m_NumberOfTiles];
|
||||
m_LightGrid = new LightGrid[m_NumberOfTiles];
|
||||
@@ -67,14 +67,14 @@ void LightCullingPass::CullLights(RenderScene& scene)
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||
|
||||
m_LightCullProgram->Bind();
|
||||
glUniform2f(glGetUniformLocation(m_LightCullProgram->GetHandle(), "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
|
||||
glUniform2f(glGetUniformLocation(m_LightCullProgram->GetHandle(), "ScreenDimensions"), m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height);
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_LightCullProgram->GetHandle(), "V"), 1, false, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightSSBO);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightGridSSBO);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, m_LightOffsetSSBO);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightIndexSSBO);
|
||||
glDispatchCompute(glm::ceil(m_Renderer->Resolution().Width / TILE_SIZE), glm::ceil(m_Renderer->Resolution().Height / TILE_SIZE), 1);
|
||||
glDispatchCompute(glm::ceil(m_Renderer->GetViewPortSize().Width/ TILE_SIZE), glm::ceil(m_Renderer->GetViewPortSize().Height / TILE_SIZE), 1);
|
||||
|
||||
GLERROR("CullLights Error: End");
|
||||
}
|
||||
|
||||
@@ -18,14 +18,14 @@ PickingPass::~PickingPass()
|
||||
void PickingPass::InitializeTextures()
|
||||
{
|
||||
GenerateTexture(&m_PickingTexture, GL_CLAMP_TO_BORDER, GL_LINEAR,
|
||||
glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
|
||||
glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
|
||||
}
|
||||
|
||||
void PickingPass::InitializeFrameBuffers()
|
||||
{
|
||||
glGenRenderbuffers(1, &m_DepthBuffer);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height);
|
||||
|
||||
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
|
||||
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0)));
|
||||
|
||||
@@ -31,33 +31,44 @@ bool RenderSystem::OnSetCamera(Events::SetCamera& e)
|
||||
return true;
|
||||
}
|
||||
|
||||
bool RenderSystem::isChildOfACamera(EntityWrapper entity)
|
||||
{
|
||||
return entity.FirstParentWithComponent("Camera").Valid();
|
||||
}
|
||||
void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& opaqueJobs, std::list<std::shared_ptr<RenderJob>>& transparentJobs)
|
||||
|
||||
place me somewhere
|
||||
|
||||
bool RenderSystem::isChildOfCurrentCamera(EntityWrapper entity)
|
||||
{
|
||||
return entity == m_CurrentCamera || entity.IsChildOf(m_CurrentCamera);
|
||||
}
|
||||
|
||||
{
|
||||
auto models = m_World->GetComponents("Model");
|
||||
if (models == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (auto& modelComponent : *models) {
|
||||
bool visible = modelComponent["Visible"];
|
||||
for (auto& cModel : *models) {
|
||||
bool visible = cModel["Visible"];
|
||||
if (!visible) {
|
||||
continue;
|
||||
}
|
||||
std::string resource = modelComponent["Resource"];
|
||||
std::string resource = cModel["Resource"];
|
||||
if (resource.empty()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
EntityWrapper entity(m_World, modelComponent.EntityID);
|
||||
EntityWrapper entity(m_World, cModel.EntityID);
|
||||
|
||||
// Don't render the local player
|
||||
if (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer)) {
|
||||
if (!entity.HasComponent("HealthHUD") && entity.Name() != "Crosshair" && entity.Name() != "Weapon") { //Should work but needs to be fixed. Should only render the things "childed" to the local player camera
|
||||
continue;
|
||||
}
|
||||
// Only render children of a camera if that camera is currently active
|
||||
if (isChildOfACamera(entity) && !isChildOfCurrentCamera(entity)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if ((entity.Name() == "Weapon" || entity.HasComponent("HealthHUD")) && !entity.IsChildOf(m_LocalPlayer)) {
|
||||
// Hide things parented to local player if they have the HiddenFromLocalPlayer component
|
||||
if (entity.HasComponent("HiddenForLocalPlayer") && (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer))) {
|
||||
continue;
|
||||
}
|
||||
|
||||
@@ -77,23 +88,23 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& opaqueJobs,
|
||||
|
||||
float fillPercentage = 0.f;
|
||||
glm::vec4 fillColor = glm::vec4(0);
|
||||
if(m_World->HasComponent(modelComponent.EntityID, "Fill")) {
|
||||
auto fillComponent = m_World->GetComponent(modelComponent.EntityID, "Fill");
|
||||
if(m_World->HasComponent(cModel.EntityID, "Fill")) {
|
||||
auto fillComponent = m_World->GetComponent(cModel.EntityID, "Fill");
|
||||
fillPercentage = (float)(double)fillComponent["Percentage"];
|
||||
fillColor = (glm::vec4)fillComponent["Color"];
|
||||
}
|
||||
|
||||
glm::mat4 modelMatrix = Transform::ModelMatrix(modelComponent.EntityID, m_World);
|
||||
glm::mat4 modelMatrix = Transform::ModelMatrix(cModel.EntityID, m_World);
|
||||
for (auto matGroup : model->MaterialGroups()) {
|
||||
if (m_World->HasComponent(modelComponent.EntityID, "ExplosionEffect")) {
|
||||
auto explosionEffectComponent = m_World->GetComponent(modelComponent.EntityID, "ExplosionEffect");
|
||||
if (m_World->HasComponent(cModel.EntityID, "ExplosionEffect")) {
|
||||
auto explosionEffectComponent = m_World->GetComponent(cModel.EntityID, "ExplosionEffect");
|
||||
std::shared_ptr<ExplosionEffectJob> explosionEffectJob = std::shared_ptr<ExplosionEffectJob>(new ExplosionEffectJob(
|
||||
explosionEffectComponent,
|
||||
model,
|
||||
m_Camera,
|
||||
modelMatrix,
|
||||
matGroup,
|
||||
modelComponent,
|
||||
cModel,
|
||||
m_World,
|
||||
fillColor,
|
||||
fillPercentage
|
||||
@@ -113,7 +124,7 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& opaqueJobs,
|
||||
m_Camera,
|
||||
modelMatrix,
|
||||
matGroup,
|
||||
modelComponent,
|
||||
cModel,
|
||||
m_World,
|
||||
fillColor,
|
||||
fillPercentage
|
||||
|
||||
@@ -58,6 +58,11 @@ void Renderer::InitializeWindow()
|
||||
LOG_ERROR("GLEW: Initialization failed");
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
int res[2];
|
||||
glfwGetWindowSize(m_Window, &res[0], &res[1]);
|
||||
SetViewPortSize(Rectangle::Rectangle(res[0], res[1]));
|
||||
|
||||
}
|
||||
|
||||
void Renderer::InitializeShaders()
|
||||
|
||||
+4
-3
@@ -1,5 +1,6 @@
|
||||
#include "Game.h"
|
||||
#include "Collision/CollidableOctreeSystem.h"
|
||||
#include "Collision/EntityAABB.h"
|
||||
#include "Collision/TriggerSystem.h"
|
||||
#include "Collision/CollisionSystem.h"
|
||||
#include "Systems/RaptorCopterSystem.h"
|
||||
@@ -42,7 +43,7 @@ Game::Game(int argc, char* argv[])
|
||||
0,
|
||||
m_Config->Get<int>("Video.Width", 1280),
|
||||
m_Config->Get<int>("Video.Height", 720)
|
||||
));
|
||||
));
|
||||
m_Renderer->Initialize();
|
||||
//m_Renderer->Camera()->SetFOV(glm::radians(m_Config->Get<float>("Video.FOV", 90.f)));
|
||||
m_RenderFrame = new RenderFrame();
|
||||
@@ -72,8 +73,8 @@ Game::Game(int argc, char* argv[])
|
||||
|
||||
|
||||
// Create Octrees
|
||||
m_OctreeCollision = new Octree<AABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
|
||||
m_OctreeFrustrumCulling = new Octree<AABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
|
||||
m_OctreeCollision = new Octree<EntityAABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
|
||||
m_OctreeFrustrumCulling = new Octree<EntityAABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
|
||||
// Create system pipeline
|
||||
m_SystemPipeline = new SystemPipeline(m_World, m_EventBroker);
|
||||
|
||||
|
||||
@@ -13,27 +13,27 @@ CapturePointSystem::CapturePointSystem(World* world, EventBroker* eventBroker)
|
||||
|
||||
//here all capturepoints will update their component
|
||||
//NOTE: needs to run each frame, since we're possibly modifying the captureTimer for the capturePoints by dt
|
||||
void CapturePointSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& capturePoint, double dt)
|
||||
void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, ComponentWrapper& cCapturePoint, double dt)
|
||||
{
|
||||
if (m_WinnerWasFound) {
|
||||
return;
|
||||
}
|
||||
const int capturePointNumber = capturePoint["CapturePointNumber"];
|
||||
const bool hasTeamComponent = m_World->HasComponent(capturePoint.EntityID, "Team");
|
||||
const int capturePointNumber = cCapturePoint["CapturePointNumber"];
|
||||
const bool hasTeamComponent = capturePointEntity.HasComponent("Team");
|
||||
|
||||
//if point doesnt have a teamComponent yet, add one. since:
|
||||
//what if capture point has no team -> we cant get/use the team enum from it...
|
||||
if (!hasTeamComponent) {
|
||||
m_World->AttachComponent(capturePoint.EntityID, "Team");
|
||||
ComponentWrapper& teamComponent = m_World->GetComponent(capturePoint.EntityID, "Team");
|
||||
m_World->AttachComponent(cCapturePoint.EntityID, "Team");
|
||||
ComponentWrapper& teamComponent = capturePointEntity["Team"];
|
||||
teamComponent["Team"] = (int)teamComponent["Team"].Enum("Spectator");
|
||||
}
|
||||
ComponentWrapper& teamComponent = m_World->GetComponent(capturePoint.EntityID, "Team");
|
||||
ComponentWrapper& teamComponent = capturePointEntity["Team"];
|
||||
const int redTeam = (int)teamComponent["Team"].Enum("Red");
|
||||
const int blueTeam = (int)teamComponent["Team"].Enum("Blue");
|
||||
const int spectatorTeam = (int)teamComponent["Team"].Enum("Spectator");
|
||||
|
||||
int homePointForTeam = (int)capturePoint["HomePointForTeam"];
|
||||
int homePointForTeam = (int)cCapturePoint["HomePointForTeam"];
|
||||
if (m_NumberOfCapturePoints == 0 && capturePointNumber != 0 && (homePointForTeam == redTeam || homePointForTeam == blueTeam)) {
|
||||
m_NumberOfCapturePoints = capturePointNumber + 1;//ex 2 -> 0,1,2 = 3
|
||||
if (homePointForTeam == redTeam) {
|
||||
@@ -46,8 +46,8 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper
|
||||
}
|
||||
|
||||
//if we havent received all capturepoints yet, just return
|
||||
if (m_NumberOfCapturePoints == 0 || m_NumberOfCapturePoints != m_CapturePointNumberToEntityIDMap.size()) {
|
||||
m_CapturePointNumberToEntityIDMap.insert(std::make_pair(capturePointNumber, capturePoint.EntityID));
|
||||
if (m_NumberOfCapturePoints == 0 || m_NumberOfCapturePoints != m_CapturePointNumberToEntityMap.size()) {
|
||||
m_CapturePointNumberToEntityMap.insert(std::make_pair(capturePointNumber, capturePointEntity));
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -55,9 +55,9 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper
|
||||
int ownedBy = teamComponent["Team"];
|
||||
int redTeamPlayersStandingInside = 0;
|
||||
int blueTeamPlayersStandingInside = 0;
|
||||
if (entity.HasComponent("Model")) {
|
||||
if (capturePointEntity.HasComponent("Model")) {
|
||||
//Now sets team color to the capturepoint, or white if it is uncaptured.
|
||||
entity["Model"]["Color"] = ownedBy == blueTeam ? glm::vec4(0, 0.2f, 1, 1) : ownedBy == redTeam ? glm::vec4(1, 0.2f, 0, 1) : glm::vec4(1, 1, 1, 1);
|
||||
capturePointEntity["Model"]["Color"] = ownedBy == blueTeam ? glm::vec4(0, 0.2f, 1, 1) : ownedBy == redTeam ? glm::vec4(1, 0.2f, 0, 1) : glm::vec4(1, 1, 1, 1);
|
||||
}
|
||||
|
||||
//calculate next possible capturePoint for both teams
|
||||
@@ -66,10 +66,10 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper
|
||||
nextPossibleCapturePoint["Blue"] = -1;
|
||||
for (size_t i = 0; i < m_NumberOfCapturePoints; i++)
|
||||
{
|
||||
if (!m_World->HasComponent(m_CapturePointNumberToEntityIDMap[i], "Team")) {
|
||||
if (m_CapturePointNumberToEntityMap[i].HasComponent("Team")) {
|
||||
continue;
|
||||
}
|
||||
ComponentWrapper& capturePointOwnedBy = m_World->GetComponent(m_CapturePointNumberToEntityIDMap[i], "Team");
|
||||
ComponentWrapper& capturePointOwnedBy = m_CapturePointNumberToEntityMap[i]["Team"];
|
||||
if ((int)capturePointOwnedBy["Team"] == redTeam && m_RedTeamHomeCapturePoint == 0) {
|
||||
nextPossibleCapturePoint["Red"] = i + 1;
|
||||
}
|
||||
@@ -79,10 +79,10 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper
|
||||
}
|
||||
for (int i = m_NumberOfCapturePoints - 1; i >= 0; i--)
|
||||
{
|
||||
if (!m_World->HasComponent(m_CapturePointNumberToEntityIDMap[i], "Team")) {
|
||||
if (!m_CapturePointNumberToEntityMap[i].HasComponent("Team")) {
|
||||
continue;
|
||||
}
|
||||
ComponentWrapper& capturePointOwnedBy = m_World->GetComponent(m_CapturePointNumberToEntityIDMap[i], "Team");
|
||||
ComponentWrapper& capturePointOwnedBy = m_CapturePointNumberToEntityMap[i]["Team"];
|
||||
if ((int)capturePointOwnedBy["Team"] == redTeam && m_RedTeamHomeCapturePoint != 0) {
|
||||
nextPossibleCapturePoint["Red"] = i - 1;
|
||||
}
|
||||
@@ -95,7 +95,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper
|
||||
if (m_ResetTimers) {
|
||||
for (size_t i = 0; i < m_NumberOfCapturePoints; i++)
|
||||
{
|
||||
ComponentWrapper& capturePoint = m_World->GetComponent(m_CapturePointNumberToEntityIDMap[i], "CapturePoint");
|
||||
ComponentWrapper& capturePoint = m_CapturePointNumberToEntityMap[i]["CapturePoint"];
|
||||
if ((int)capturePoint["CapturePointNumber"] != nextPossibleCapturePoint["Red"] &&
|
||||
(int)capturePoint["CapturePointNumber"] != nextPossibleCapturePoint["Blue"]) {
|
||||
capturePoint["CaptureTimer"] = 0.0;
|
||||
@@ -106,34 +106,34 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper
|
||||
|
||||
//colorize next possible capturepoint
|
||||
if (nextPossibleCapturePoint["Red"] == capturePointNumber) {
|
||||
entity["Model"]["Color"] = glm::vec4(1, 1, 0, 1);
|
||||
capturePointEntity["Model"]["Color"] = glm::vec4(1, 1, 0, 1);
|
||||
}
|
||||
if (nextPossibleCapturePoint["Blue"] == capturePointNumber) {
|
||||
entity["Model"]["Color"] = glm::vec4(0, 1, 1, 1);
|
||||
capturePointEntity["Model"]["Color"] = glm::vec4(0, 1, 1, 1);
|
||||
}
|
||||
|
||||
//check how many players are standing inside and are healthy
|
||||
for (size_t i = m_ETriggerTouchVector.size(); i > 0; i--)
|
||||
{
|
||||
auto triggerTouched = m_ETriggerTouchVector[i - 1];
|
||||
if (std::get<1>(triggerTouched) == capturePoint.EntityID) {
|
||||
if (std::get<1>(triggerTouched) == capturePointEntity) {
|
||||
//some player has touched this - lets figure out: what team, health
|
||||
EntityID playerID = std::get<0>(triggerTouched);
|
||||
if (!m_World->HasComponent(playerID, "Player")) {
|
||||
EntityWrapper player = std::get<0>(triggerTouched);
|
||||
if (!player.HasComponent("Player")) {
|
||||
//if a non-player has entered the capturePoint, just erase that event and continue
|
||||
m_ETriggerTouchVector.erase(m_ETriggerTouchVector.begin() + i - 1);
|
||||
continue;
|
||||
}
|
||||
bool hasHealthComponent = m_World->HasComponent(playerID, "Health");
|
||||
bool hasHealthComponent = player.HasComponent("Health");
|
||||
if (hasHealthComponent) {
|
||||
double currentHealth = m_World->GetComponent(playerID, "Health")["Health"];
|
||||
double currentHealth = player["Health"]["Health"];
|
||||
//check if player is dead
|
||||
if ((int)currentHealth == 0) {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
//check team - spectatorNumber = "no team"
|
||||
int teamNumber = m_World->GetComponent(playerID, "Team")["Team"];
|
||||
int teamNumber = player["Team"]["Team"];
|
||||
if (teamNumber == redTeam) {
|
||||
redTeamPlayersStandingInside++;
|
||||
} else if (teamNumber == blueTeam) {
|
||||
@@ -169,24 +169,24 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper
|
||||
//B. at most one of the teams have players inside
|
||||
//if capturePoint is not owned by the take-over team, just modify the CaptureTimer accordingly
|
||||
if (ownedBy != currentTeam && canCapture) {
|
||||
if (abs((double)capturePoint["CaptureTimer"]) < 0.001f) {
|
||||
if (abs((double)cCapturePoint["CaptureTimer"]) < 0.001f) {
|
||||
LOG_DEBUG("Point is being captured by team %i", currentTeam); //Remove when we tested sufficiently.
|
||||
}
|
||||
capturePoint["CaptureTimer"] = (double)capturePoint["CaptureTimer"] + timerDeltaChange;
|
||||
cCapturePoint["CaptureTimer"] = (double)cCapturePoint["CaptureTimer"] + timerDeltaChange;
|
||||
}
|
||||
//if capturePoint is owned by the team, and the other team has been trying to take it, then increase/decrease the timer towards 0.0
|
||||
if ((ownedBy == currentTeam && currentTeam == redTeam && (double)capturePoint["CaptureTimer"] < 0.0) ||
|
||||
(ownedBy == currentTeam && currentTeam == blueTeam && (double)capturePoint["CaptureTimer"] > 0.0)) {
|
||||
capturePoint["CaptureTimer"] = (double)capturePoint["CaptureTimer"] + timerDeltaChange;
|
||||
if ((ownedBy == currentTeam && currentTeam == redTeam && (double)cCapturePoint["CaptureTimer"] < 0.0) ||
|
||||
(ownedBy == currentTeam && currentTeam == blueTeam && (double)cCapturePoint["CaptureTimer"] > 0.0)) {
|
||||
cCapturePoint["CaptureTimer"] = (double)cCapturePoint["CaptureTimer"] + timerDeltaChange;
|
||||
}
|
||||
//check if captureTimer > m_CaptureTimeToTakeOver and if so change owner and publish the eCaptured event
|
||||
if (abs((double)capturePoint["CaptureTimer"]) > abs(m_CaptureTimeToTakeOver) && canCapture) {
|
||||
if (abs((double)cCapturePoint["CaptureTimer"]) > abs(m_CaptureTimeToTakeOver) && canCapture) {
|
||||
teamComponent["Team"] = currentTeam;
|
||||
capturePoint["CaptureTimer"] = 0.0;
|
||||
cCapturePoint["CaptureTimer"] = 0.0;
|
||||
//publish Captured event
|
||||
LOG_DEBUG("Point is captured by team %i!", currentTeam); //Remove when we tested sufficiently.
|
||||
Events::Captured e;
|
||||
e.CapturePointID = capturePoint.EntityID;
|
||||
e.CapturePointID = cCapturePoint.EntityID;
|
||||
e.TeamNumberThatCapturedCapturePoint = currentTeam;
|
||||
m_EventBroker->Publish(e);
|
||||
//NextPossibleCapturePoint will be calculated in the next update...
|
||||
|
||||
@@ -25,6 +25,16 @@ bool WeaponSystem::OnPlayerSpawned(const Events::PlayerSpawned& e)
|
||||
|
||||
bool WeaponSystem::OnInputCommand(const Events::InputCommand& e)
|
||||
{
|
||||
// Only shoot client-side!
|
||||
if (e.PlayerID != -1) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Only shoot if the player is alive
|
||||
if (!m_LocalPlayer.Valid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (e.Command == "PrimaryFire" && e.Value > 0) {
|
||||
Events::Shoot eShoot;
|
||||
if (e.PlayerID == -1) {
|
||||
@@ -94,7 +104,7 @@ bool WeaponSystem::OnShoot(Events::Shoot& eShoot)
|
||||
|
||||
// Screen center, based on current resolution!
|
||||
// TODO: check if player has enough ammo and if weapon has a cooldown or not
|
||||
Rectangle screenResolution = m_Renderer->Resolution();
|
||||
Rectangle screenResolution = m_Renderer->GetViewPortSize();
|
||||
glm::vec2 centerScreen = glm::vec2(screenResolution.Width / 2, screenResolution.Height / 2);
|
||||
|
||||
// TODO: check if player has enough ammo and if weapon has a cooldown or not
|
||||
|
||||
Reference in New Issue
Block a user