Merge branch 'master' into Respawning
# Conflicts: # resources/DefaultConfig.ini # resources/Schema/Entities/MovementTest.xml # src/Game/Systems/SoundSystem.cpp
This commit is contained in:
@@ -20,6 +20,9 @@
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class World;
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struct ComponentWrapper;
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template<typename T>
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class Octree;
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namespace Collision
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{
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//Return true if the ray hits the box.
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@@ -44,21 +47,24 @@ bool RayVsTriangle(const Ray& ray,
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float& outVCoord,
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bool trueOnNegativeDistance = false);
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//Return true if the ray hits any of the triangles in the model. Stops checking when a hit is detected.
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bool RayVsModel(const Ray& ray,
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const std::vector<RawModel::Vertex>& modelVertices,
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const std::vector<unsigned int>& modelIndices);
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bool RayVsModel(const Ray& ray,
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const RawModel::Vertex* modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix);
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//Return true if the ray hits any of the triangles in the model.
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//Also returns the position of the intersection point. Will loop through all the whole model indices.
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bool RayVsModel(const Ray& ray,
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const std::vector<RawModel::Vertex>& modelVertices,
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const RawModel::Vertex* modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix,
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glm::vec3& outHitPosition);
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//Return true if the ray hits any of the triangles in the model.
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//Also returns the distance from the ray origin to the closest
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//intersection point, and the barycentric u,v-coordinates. Will loop through all the whole model indices.
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bool RayVsModel(const Ray& ray,
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const std::vector<RawModel::Vertex>& modelVertices,
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const RawModel::Vertex* modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix,
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float& outDistance,
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float& outUCoord,
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float& outVCoord);
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@@ -81,6 +87,13 @@ bool AABBVsAABB(const AABB& a, const AABB& b, glm::vec3& minimumTranslation);
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// Calculates an absolute AABB from an entity AABB component
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boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity, bool takeModelBox = false);
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boost::optional<EntityAABB> AbsoluteAABBExplosionEffect(EntityWrapper& entity);
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//Returns the first entity hit by the input ray. entitiesPotentiallyHitSorted needs to be sorted
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//by their distance to the ray, e.g. result from Octree<EntityAABB>::ObjectsPossiblyHitByRay.
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//Returns boost::none if none was hit. outDistance will be the distance to the intersection point if the ray intersects.
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boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, std::vector<EntityAABB> entitiesPotentiallyHitSorted, float& outDistance, glm::vec3& outIntersectPos);
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//Returns the first entity hit by the input ray that exists in the octree.
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//outDistance will be the distance to the intersection point if the ray intersects.
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boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, Octree<EntityAABB>* octree, float& outDistance, glm::vec3& outIntersectPos);
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}
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@@ -9,8 +9,8 @@ namespace Events
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struct PlayerDamage : Event
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{
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//NOTE: this struct is missing information on what the damageSource is
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EntityWrapper Player;
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EntityWrapper Inflictor;
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EntityWrapper Victim;
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double Damage;
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};
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@@ -9,7 +9,8 @@ namespace Events
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struct Shoot : Event
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{
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EntityWrapper Player;
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EntityWrapper Inflictor;
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double Damage;
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};
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}
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@@ -41,6 +41,8 @@ public:
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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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//Get objects, which AABB the input ray intersects, the objects are put in outObjects.
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void ObjectsPossiblyHitByRay(const Ray& ray, 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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@@ -100,6 +102,8 @@ struct Child
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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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template<typename T>
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void ObjectsPossiblyHitByRay(const Ray& ray, std::vector<T>& outObjects) 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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@@ -119,6 +123,15 @@ struct Child
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std::vector<int> childIndicesContainingBox(const AABB& box) const;
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};
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//To be able to sort child nodes and contained objects based on distance to ray origin.
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struct RaySorterInfo
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{
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int Index;
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float Distance;
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};
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bool isFirstLower(const RaySorterInfo& first, const RaySorterInfo& second);
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}
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template<typename T>
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@@ -164,6 +177,13 @@ void Octree<T>::ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObje
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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>::ObjectsPossiblyHitByRay(const Ray& ray, std::vector<T>& outObjects)
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{
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falsifyObjectChecks();
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m_Root->ObjectsPossiblyHitByRay(ray, outObjects);
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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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@@ -282,4 +302,59 @@ void OctSpace::Child::ObjectsInFrustum(const Frustum& frustum, std::vector<T>& o
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}
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}
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template<typename T>
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void OctSpace::Child::ObjectsPossiblyHitByRay(const Ray& ray, std::vector<T>& outObjects) const
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{
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//If the node AABB is missed, everything it contains is missed.
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if (Collision::RayAABBIntr(ray, m_Box)) {
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//If the ray shoots the tree, and it is a parent.
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if (hasChildren()) {
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//Sort children according to their distance from the ray origin.
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std::vector<RaySorterInfo> childInfos;
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childInfos.resize(8);
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for (int i = 0; i < 8; ++i) {
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childInfos[i] = { i, glm::distance(ray.Origin(), m_Children[i]->m_Box.Origin()) };
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}
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std::sort(childInfos.begin(), childInfos.end(), isFirstLower);
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//Loop through the children, starting with the one closest to the ray origin. I.e the first to be hit.
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for (const RaySorterInfo& info : childInfos) {
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m_Children[info.Index]->ObjectsPossiblyHitByRay(ray, outObjects);
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}
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} else {
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//Check against boxes in the node.
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bool intersected = false;
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float dist;
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//Sort all contained objects according to the distance from the ray origin to
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//the intersection, if they are intersecting.
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std::vector<RaySorterInfo> objectHitInfos;
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objectHitInfos.reserve(m_StaticObjIndices.size() + m_DynamicObjIndices.size());
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for (int i : m_StaticObjIndices) {
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//If we haven't tested against this object before, and the ray hits.
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if (!m_StaticObjectsRef[i].Checked &&
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Collision::RayVsAABB(ray, *m_StaticObjectsRef[i].Box, dist)) {
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objectHitInfos.push_back({ i, dist });
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}
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m_StaticObjectsRef[i].Checked = true;
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}
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for (int i : m_DynamicObjIndices) {
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//If we haven't tested against this object before, and the ray hits.
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if (!m_DynamicObjectsRef[i].Checked &&
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Collision::RayVsAABB(ray, *m_DynamicObjectsRef[i].Box, dist)) {
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objectHitInfos.push_back({ i + (int)m_StaticObjIndices.size(), dist });
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}
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m_DynamicObjectsRef[i].Checked = true;
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}
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std::sort(objectHitInfos.begin(), objectHitInfos.end(), isFirstLower);
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int startSize = (int)outObjects.size();
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outObjects.resize(startSize + objectHitInfos.size());
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for (int i = 0; i < objectHitInfos.size(); ++i) {
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outObjects[startSize + i] = (objectHitInfos[i].Index < m_StaticObjIndices.size()) ?
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*static_cast<T*>(m_StaticObjectsRef[objectHitInfos[i].Index].Box.get()) :
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*static_cast<T*>(m_DynamicObjectsRef[objectHitInfos[i].Index - m_StaticObjIndices.size()].Box.get());
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}
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}
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}
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}
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#endif
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@@ -120,6 +120,32 @@ struct ModelJob : RenderJob
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if (model->IsSkinned()) {
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Skeleton = Model->m_RawModel->m_Skeleton;
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if (Skeleton != nullptr) {
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if (world->HasComponent(Entity, "Animation")) {
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auto animationComponent = world->GetComponent(Entity, "Animation");
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for (int i = 1; i <= 3; i++) {
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::Skeleton::AnimationData animationData;
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animationData.animation = model->m_RawModel->m_Skeleton->GetAnimation(animationComponent["AnimationName" + std::to_string(i)]);
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if (animationData.animation == nullptr) {
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continue;
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}
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animationData.time = (double)animationComponent["Time" + std::to_string(i)];
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animationData.weight = (double)animationComponent["Weight" + std::to_string(i)];
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Animations.push_back(animationData);
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}
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}
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if (world->HasComponent(Entity, "AnimationOffset")) {
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auto animationOffsetComponent = world->GetComponent(Entity, "AnimationOffset");
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AnimationOffset.animation = model->m_RawModel->m_Skeleton->GetAnimation(animationOffsetComponent["AnimationName"]);
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AnimationOffset.time = (double)animationOffsetComponent["Time"];
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} else {
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AnimationOffset.animation = nullptr;
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}
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}
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}
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};
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@@ -140,8 +166,8 @@ struct ModelJob : RenderJob
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glm::vec4 Color;
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const ::Model* Model = nullptr;
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::Skeleton* Skeleton = nullptr;
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// const ::Skeleton::Animation* Animation = nullptr;
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std::vector<::Skeleton::AnimationData> Animations;
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::Skeleton::AnimationOffset AnimationOffset;
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@@ -18,6 +18,7 @@
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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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#include "../Core/ConfigFile.h"
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class RenderSystem : public ImpureSystem
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{
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@@ -48,6 +49,9 @@ private:
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void fillDirectionalLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
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void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs);
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void fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
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bool isEntityVisible(EntityWrapper& entity);
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bool isChildOfACamera(EntityWrapper entity);
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bool isChildOfCurrentCamera(EntityWrapper entity);
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};
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@@ -100,50 +100,29 @@ public:
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int GetBoneID(std::string name);
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void CalculateFrameBones(std::vector<AnimationData> animations, AnimationOffset animationOffset, bool noRootMotion = false);
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void CalculateFrameBones(std::vector<AnimationData> animations, bool noRootMotion = false);
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std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, AnimationOffset animationOffset, bool noRootMotion = false);
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std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, bool noRootMotion = false);
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const Animation* GetAnimation(std::string name);
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void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, const Bone* bone, glm::mat4 parentMatrix);
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void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, AnimationOffset animationOffset, const Bone* bone, glm::mat4 parentMatrix);
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void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, std::map<int, glm::mat4>& frameBones, const Bone* bone, glm::mat4 parentMatrix);
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void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, AnimationOffset animationOffset, std::map<int, glm::mat4>& frameBones, const Bone* bone, glm::mat4 parentMatrix);
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void PrintSkeleton();
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void PrintSkeleton(const Bone* parent, int depthCount);
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std::map<std::string, Animation> Animations;
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glm::mat4 GetBoneTransform(const Bone* bone, const Animation* animation, float time, glm::mat4 childMatrix);
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glm::mat4 GetBoneTransform(bool noRootMotion, const Bone* bone, std::vector<AnimationData> animations, AnimationOffset animationOffset, glm::mat4 childMatrix);
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glm::mat4 GetBoneTransform(bool noRootMotion, const Bone* bone, std::vector<AnimationData> animations, glm::mat4 childMatrix);
|
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int GetKeyframe(const Animation& animation, double time);
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|
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|
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std::vector<glm::mat4> GetBones()
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{
|
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std::vector<glm::mat4> finalMatrices;
|
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for (auto &kv : m_BoneLocalTransforms) {
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finalMatrices.push_back(kv.second);
|
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}
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return finalMatrices;;
|
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}
|
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|
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glm::mat4 GetBoneTransformSuper(int boneID)
|
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{
|
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if(m_BoneTransforms.find(boneID) != m_BoneTransforms.end()) {
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return m_BoneTransforms.at(boneID);
|
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} else {
|
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return glm::mat4(1);
|
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}
|
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}
|
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|
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private:
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|
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glm::mat4 GetOffsetTransform(const Bone* bone, AnimationOffset animationOffset);
|
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|
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std::map<std::string, Bone*> m_BonesByName;
|
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float aim = 0.f;
|
||||
|
||||
|
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std::map<int, glm::mat4> m_BoneLocalTransforms;
|
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std::map<int, glm::mat4> m_BoneTransforms;
|
||||
|
||||
};
|
||||
|
||||
#endif
|
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|
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@@ -44,7 +44,6 @@ private:
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|
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//std::vector<ComponentWrapper>
|
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|
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const double m_CaptureTimeToTakeOver = 15.0;
|
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bool m_ResetTimers = false;
|
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|
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//vectors which will keep track of enter/leave changes
|
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|
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@@ -0,0 +1,33 @@
|
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#ifndef DamageIndicatorSystem_h__
|
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#define DamageIndicatorSystem_h__
|
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|
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#include "Core/System.h"
|
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#include "Core/Transform.h"
|
||||
#include "Core/ResourceManager.h"
|
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#include "Core/EntityFileParser.h"
|
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#include "Core/EPlayerDamage.h"
|
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#include "Common.h"
|
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#include <tuple>
|
||||
|
||||
#include "Rendering/ESetCamera.h"
|
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#include <glm/gtc/quaternion.hpp>
|
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#include <glm/gtx/vector_angle.hpp>
|
||||
|
||||
#include "Rendering/Util/CommonFunctions.h"
|
||||
|
||||
class DamageIndicatorSystem : public System
|
||||
{
|
||||
public:
|
||||
DamageIndicatorSystem(SystemParams params);
|
||||
|
||||
private:
|
||||
EventRelay<DamageIndicatorSystem, Events::PlayerDamage> m_EPlayerDamage;
|
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bool OnPlayerDamage(Events::PlayerDamage& e);
|
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|
||||
EventRelay<DamageIndicatorSystem, Events::SetCamera> m_ESetCamera;
|
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bool OnSetCamera(const Events::SetCamera& e);
|
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|
||||
EntityID m_CurrentCamera = -1;
|
||||
|
||||
};
|
||||
#endif
|
||||
@@ -0,0 +1,44 @@
|
||||
#include "Sound/EPlaySoundOnEntity.h"
|
||||
#include "Collision/Collision.h"
|
||||
#include "Rendering/AnimationSystem.h"
|
||||
#include "WeaponBehaviour.h"
|
||||
#include "../SpawnerSystem.h"
|
||||
#include "Core/EPlayerDamage.h"
|
||||
#include "Core/EShoot.h"
|
||||
|
||||
class AssaultWeaponBehaviour : public WeaponBehaviour
|
||||
{
|
||||
public:
|
||||
AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity);
|
||||
|
||||
virtual void Fire() override;
|
||||
virtual void CeaseFire() override;
|
||||
virtual void Reload() override;
|
||||
|
||||
virtual void Update(double dt) override;
|
||||
|
||||
private:
|
||||
EntityWrapper m_FirstPersonModel;
|
||||
// State
|
||||
bool m_Firing = false;
|
||||
bool m_Reloading = false;
|
||||
double m_ReloadTimer = 0.0;
|
||||
EntityWrapper m_ReloadImpersonator;
|
||||
double m_TimeSinceLastFire = 0.0;
|
||||
|
||||
EventRelay<WeaponBehaviour, Events::AnimationComplete> m_EAnimationComplete;
|
||||
bool OnAnimationComplete(Events::AnimationComplete& e);
|
||||
|
||||
bool hasAmmo();
|
||||
void fireRound();
|
||||
void spawnTracer();
|
||||
float traceRayDistance(glm::vec3 origin, glm::vec3 direction);
|
||||
void playSound();
|
||||
void viewPunch();
|
||||
void finishReload();
|
||||
void playShootAnimation();
|
||||
void playIdleAnimation();
|
||||
void playReloadAnimation();
|
||||
bool shoot(double damage);
|
||||
void showHitMarker();
|
||||
};
|
||||
@@ -0,0 +1,34 @@
|
||||
#ifndef WeaponBehaviour_h__
|
||||
#define WeaponBehaviour_h__
|
||||
|
||||
#include "Core/System.h"
|
||||
#include "Rendering/IRenderer.h"
|
||||
#include "Core/Octree.h"
|
||||
#include "Collision/EntityAABB.h"
|
||||
|
||||
class WeaponBehaviour : public System
|
||||
{
|
||||
public:
|
||||
WeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper player)
|
||||
: System(systemParams)
|
||||
, m_Renderer(renderer)
|
||||
, m_CollisionOctree(collisionOctree)
|
||||
, m_Player(player)
|
||||
{ }
|
||||
virtual ~WeaponBehaviour() = default;
|
||||
|
||||
WeaponBehaviour(const WeaponBehaviour&) = delete;
|
||||
WeaponBehaviour& operator=(const WeaponBehaviour &) = delete;
|
||||
|
||||
virtual void Fire() = 0;
|
||||
virtual void CeaseFire() { }
|
||||
virtual void Reload() { }
|
||||
virtual void Update(double dt) { }
|
||||
|
||||
protected:
|
||||
IRenderer* m_Renderer;
|
||||
Octree<EntityAABB>* m_CollisionOctree;
|
||||
EntityWrapper m_Player;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,44 @@
|
||||
#ifndef WeaponSystem_h__
|
||||
#define WeaponSystem_h__
|
||||
|
||||
#include "Rendering/IRenderer.h"
|
||||
|
||||
#include "Common.h"
|
||||
#include "Core/System.h"
|
||||
#include "Core/EPlayerDamage.h"
|
||||
#include "Core/EShoot.h"
|
||||
#include "Core/EPlayerSpawned.h"
|
||||
#include "Input/EInputCommand.h"
|
||||
#include "Core/EntityFile.h"
|
||||
#include "Core/EntityFileParser.h"
|
||||
#include "Core/Octree.h"
|
||||
#include "Collision/EntityAABB.h"
|
||||
#include "Systems/SpawnerSystem.h"
|
||||
#include "Sound/EPlaySoundOnEntity.h"
|
||||
#include "AssaultWeaponBehaviour.h"
|
||||
|
||||
class WeaponSystem : public PureSystem, ImpureSystem
|
||||
{
|
||||
public:
|
||||
WeaponSystem(SystemParams params, IRenderer* renderer, Octree<EntityAABB>* collisionOctree);
|
||||
|
||||
virtual void Update(double dt) override;
|
||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt) override;
|
||||
|
||||
private:
|
||||
SystemParams m_SystemParams;
|
||||
IRenderer* m_Renderer;
|
||||
Octree<EntityAABB>* m_CollisionOctree;
|
||||
|
||||
std::unordered_map<EntityWrapper, std::shared_ptr<WeaponBehaviour>> m_ActiveWeapons;
|
||||
|
||||
// Events
|
||||
EventRelay<WeaponSystem, Events::PlayerSpawned> m_EPlayerSpawned;
|
||||
bool OnPlayerSpawned(Events::PlayerSpawned& e);
|
||||
EventRelay<WeaponSystem, Events::InputCommand> m_EInputCommand;
|
||||
bool OnInputCommand(Events::InputCommand& e);
|
||||
|
||||
void selectWeapon(EntityWrapper player, ComponentInfo::EnumType slot);
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -1,192 +0,0 @@
|
||||
#ifndef WeaponSystem_h__
|
||||
#define WeaponSystem_h__
|
||||
|
||||
//#include <GLFW/glfw3.h>
|
||||
//#include <glm/common.hpp>
|
||||
#include "Rendering/IRenderer.h"
|
||||
|
||||
#include "Common.h"
|
||||
#include "Core/System.h"
|
||||
#include "Core/EPlayerDamage.h"
|
||||
#include "Core/EShoot.h"
|
||||
#include "Core/EPlayerSpawned.h"
|
||||
#include "Input/EInputCommand.h"
|
||||
#include "Core/EntityFile.h"
|
||||
#include "Core/EntityFileParser.h"
|
||||
#include "Core/Octree.h"
|
||||
#include "Collision/EntityAABB.h"
|
||||
#include "Systems/SpawnerSystem.h"
|
||||
#include "Sound/EPlaySoundOnEntity.h"
|
||||
|
||||
class WeaponBehaviour;
|
||||
|
||||
class WeaponSystem : public PureSystem, ImpureSystem
|
||||
{
|
||||
public:
|
||||
WeaponSystem(SystemParams params, IRenderer* renderer, Octree<EntityAABB>* collisionOctree);
|
||||
|
||||
virtual void Update(double dt) override;
|
||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt) override;
|
||||
|
||||
private:
|
||||
SystemParams m_SystemParams;
|
||||
IRenderer* m_Renderer;
|
||||
Octree<EntityAABB>* m_CollisionOctree;
|
||||
|
||||
std::unordered_map<EntityWrapper, std::shared_ptr<WeaponBehaviour>> m_ActiveWeapons;
|
||||
|
||||
// Events
|
||||
EventRelay<WeaponSystem, Events::PlayerSpawned> m_EPlayerSpawned;
|
||||
bool OnPlayerSpawned(Events::PlayerSpawned& e);
|
||||
EventRelay<WeaponSystem, Events::Shoot> m_EShoot;
|
||||
bool OnShoot(Events::Shoot& e);
|
||||
EventRelay<WeaponSystem, Events::InputCommand> m_EInputCommand;
|
||||
bool OnInputCommand(Events::InputCommand& e);
|
||||
|
||||
void selectWeapon(EntityWrapper player, ComponentInfo::EnumType slot);
|
||||
};
|
||||
|
||||
class WeaponBehaviour : public System
|
||||
{
|
||||
public:
|
||||
WeaponBehaviour(SystemParams systemParams, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity)
|
||||
: System(systemParams)
|
||||
, m_CollisionOctree(collisionOctree)
|
||||
, m_Entity(weaponEntity)
|
||||
{ }
|
||||
virtual ~WeaponBehaviour() = default;
|
||||
|
||||
WeaponBehaviour(const WeaponBehaviour&) = delete;
|
||||
WeaponBehaviour& operator=(const WeaponBehaviour &) = delete;
|
||||
|
||||
virtual void Fire() = 0;
|
||||
virtual void CeaseFire() { }
|
||||
virtual void Reload() { }
|
||||
virtual void Update(double dt) { }
|
||||
|
||||
protected:
|
||||
Octree<EntityAABB>* m_CollisionOctree;
|
||||
EntityWrapper m_Entity;
|
||||
};
|
||||
|
||||
class AssaultWeaponBehaviour : public WeaponBehaviour
|
||||
{
|
||||
public:
|
||||
AssaultWeaponBehaviour(SystemParams systemParams, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity)
|
||||
: WeaponBehaviour(systemParams, collisionOctree, weaponEntity)
|
||||
{ }
|
||||
|
||||
virtual void Fire() override
|
||||
{
|
||||
m_TimeSinceLastFire = 0.0;
|
||||
m_Firing = true;
|
||||
fireRound();
|
||||
}
|
||||
|
||||
virtual void CeaseFire() override
|
||||
{
|
||||
m_Firing = false;
|
||||
}
|
||||
|
||||
virtual void Reload() override
|
||||
{
|
||||
ComponentWrapper& cAssaultWeapon = m_Entity["AssaultWeapon"];
|
||||
|
||||
int& magAmmo = cAssaultWeapon["MagazineAmmo"];
|
||||
int magSize = cAssaultWeapon["MagazineSize"];
|
||||
int& ammo = cAssaultWeapon["Ammo"];
|
||||
|
||||
// Don't reload if we're already fully loaded
|
||||
if (magAmmo == magSize) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Throw away rounds in magazine to incentivise ammo sharing
|
||||
int toLoad = glm::min(magSize, ammo);
|
||||
magAmmo = toLoad;
|
||||
ammo -= toLoad;
|
||||
}
|
||||
|
||||
virtual void Update(double dt) override
|
||||
{
|
||||
if (!m_Firing) {
|
||||
return;
|
||||
}
|
||||
|
||||
m_TimeSinceLastFire += dt;
|
||||
|
||||
ComponentWrapper& cAssaultWeapon = m_Entity["AssaultWeapon"];
|
||||
if (m_TimeSinceLastFire >= 1.0 / ((double)cAssaultWeapon["RPM"] / 60.0)) {
|
||||
fireRound();
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
bool m_Firing = false;
|
||||
double m_TimeSinceLastFire = 0.0;
|
||||
EntityFile* m_RayRed = nullptr;
|
||||
EntityFile* m_RayBlue = nullptr;
|
||||
|
||||
void fireRound()
|
||||
{
|
||||
ComponentWrapper& cAssaultWeapon = m_Entity["AssaultWeapon"];
|
||||
|
||||
int& magAmmo = cAssaultWeapon["MagazineAmmo"];
|
||||
int ammo = cAssaultWeapon["Ammo"];
|
||||
|
||||
// Reload if our magazine is empty
|
||||
if (magAmmo <= 0) {
|
||||
Reload();
|
||||
return;
|
||||
}
|
||||
|
||||
// Fire
|
||||
magAmmo -= 1;
|
||||
spawnTracer();
|
||||
playSound();
|
||||
|
||||
m_TimeSinceLastFire = 0.0;
|
||||
}
|
||||
|
||||
void spawnTracer()
|
||||
{
|
||||
if (!IsClient) {
|
||||
return;
|
||||
}
|
||||
|
||||
EntityWrapper spawner;
|
||||
if (m_Entity == LocalPlayer) {
|
||||
spawner = m_Entity.FirstChildByName("WeaponMuzzle");
|
||||
} else {
|
||||
spawner = m_Entity.FirstChildByName("ThirdPersonWeaponMuzzle");
|
||||
}
|
||||
|
||||
if (!spawner.Valid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
Events::SpawnerSpawn e;
|
||||
e.Spawner = spawner;
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
float traceRayDistance(glm::vec3 origin, glm::vec3 direction)
|
||||
{
|
||||
// TODO: Cast a ray and size tracer appropriately
|
||||
return 100.f;
|
||||
}
|
||||
|
||||
void playSound()
|
||||
{
|
||||
if (!IsClient) {
|
||||
return;
|
||||
}
|
||||
|
||||
Events::PlaySoundOnEntity e;
|
||||
e.EmitterID = m_Entity.ID;
|
||||
e.FilePath = "Audio/laser/laser1.wav";
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user