Almost done with the fix for DamageIndicatorSystem

This commit is contained in:
verysecrethero
2016-02-23 15:54:44 +01:00
parent 25a7240962
commit 2c9c374f51
2 changed files with 102 additions and 22 deletions
+14 -2
View File
@@ -15,10 +15,11 @@
#include "Rendering/Util/CommonFunctions.h"
class DamageIndicatorSystem : public System
class DamageIndicatorSystem : public ImpureSystem
{
public:
DamageIndicatorSystem(SystemParams params);
virtual void Update(double dt) override;
private:
EventRelay<DamageIndicatorSystem, Events::PlayerDamage> m_EPlayerDamage;
@@ -28,6 +29,17 @@ private:
bool OnSetCamera(const Events::SetCamera& e);
EntityID m_CurrentCamera = -1;
struct DamageIndicatorStruct {
EntityWrapper spriteEntity;
//double timeLeft;
glm::vec3 enemyPosition;
DamageIndicatorStruct(EntityWrapper entity, glm::vec3 pos)
: spriteEntity(entity)
//, timeLeft(time)
, enemyPosition(pos) {}
};
std::vector<DamageIndicatorStruct> updateDamageIndicatorVector;
float CalculateAngle(EntityWrapper player, glm::vec3 enemyPos);
int m_TestVar = 0;
};
#endif
+88 -20
View File
@@ -12,13 +12,49 @@ DamageIndicatorSystem::DamageIndicatorSystem(SystemParams params)
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/DamageIndicator.xml");
}
void DamageIndicatorSystem::Update(double dt) {
if (!IsServer) {
for (auto& iter = updateDamageIndicatorVector.begin(); iter != updateDamageIndicatorVector.end(); iter++) {
if (!iter->spriteEntity.Valid())
//iter->timeLeft -= -dt;
/*if (iter->timeLeft < 0.0)*/ {
updateDamageIndicatorVector.erase(iter);
break;
}
auto angleBetweenVectors = CalculateAngle(LocalPlayer, iter->enemyPosition);
//simply set the rotation z-wise to the angleBetweenVectors
iter->spriteEntity["Transform"]["Orientation"] = glm::vec3(0, 0, angleBetweenVectors);
}
}
}
bool DamageIndicatorSystem::OnPlayerDamage(Events::PlayerDamage& e)
{
//TEST
auto currentPos = (glm::vec3)e.Victim["Transform"]["Position"];
auto nextPos = glm::vec3(currentPos.x + 2.0f, currentPos.y, currentPos.z);
e.Inflictor["Transform"]["Position"] = nextPos;
auto testTempo = 1;
auto testTempo2 = 1;
if (m_TestVar % 4 == 0) {
testTempo = -1;
testTempo2 = 1;
}
if (m_TestVar % 4 == 1) {
testTempo = 1;
testTempo2 = 1;
}
if (m_TestVar % 4 == 2) {
testTempo *= -1;
testTempo2 = -1;
}
if (m_TestVar % 4 == 3) {
testTempo = 1;
testTempo2 = -1;
}
m_TestVar++;
auto inflictorPos = glm::vec3(currentPos.x + testTempo*12.0f, currentPos.y, currentPos.z + testTempo2*12.0f);
//inflictor = real entity...
//SPAWN
//load the explosioneffect XML
auto deathEffect = ResourceManager::Load<EntityFile>("Schema/Entities/PlayerDeathExplosionWithCamera.xml");
@@ -26,29 +62,19 @@ bool DamageIndicatorSystem::OnPlayerDamage(Events::PlayerDamage& e)
EntityID deathEffectID = parser2.MergeEntities(m_World);
EntityWrapper deathEffectEW = EntityWrapper(m_World, deathEffectID);
LOG_INFO("<- effect camera");
//components that we need from player
auto playerCamera = e.Victim.FirstChildByName("Camera");
auto playerModel = e.Victim.FirstChildByName("PlayerModel");
auto playerEntityModel = playerModel["Model"];
auto playerEntityAnimation = playerModel["Animation"];
LOG_INFO("-> effect camera");
//copy the data from player to explisioneffectmodel
//copy the data from player to explosioneffectmodel
playerEntityModel.Copy(deathEffectEW["Model"]);
playerEntityAnimation.Copy(deathEffectEW["Animation"]);
//freeze the animation
deathEffectEW["Animation"]["Speed1"] = 0.0;
deathEffectEW["Animation"]["Speed2"] = 0.0;
deathEffectEW["Animation"]["Speed3"] = 0.0;
//copy the models position,orientation
deathEffectEW["Transform"]["Position"] = (glm::vec3)e.Inflictor["Transform"]["Position"];
deathEffectEW["Transform"]["Position"] = inflictorPos;
deathEffectEW["Transform"]["Orientation"] = (glm::vec3)e.Victim["Transform"]["Orientation"];
//TEST END
@@ -66,7 +92,7 @@ bool DamageIndicatorSystem::OnPlayerDamage(Events::PlayerDamage& e)
}
if (!e.Inflictor.Valid() || !e.Victim.Valid()) {
return false;
return false;
}
LOG_INFO("- damageindicator");
@@ -74,7 +100,7 @@ bool DamageIndicatorSystem::OnPlayerDamage(Events::PlayerDamage& e)
auto playerOrientation = glm::quat((glm::vec3)e.Victim["Transform"]["Orientation"]);
//get the position vectors, but ignore the y-height
auto enemyPosition = (glm::vec3)e.Inflictor["Transform"]["Position"];
auto enemyPosition = inflictorPos;
auto playerPosition = (glm::vec3)e.Victim["Transform"]["Position"];
enemyPosition.y = 0.0f;
playerPosition.y = 0.0f;
@@ -83,8 +109,12 @@ bool DamageIndicatorSystem::OnPlayerDamage(Events::PlayerDamage& e)
auto enemyPlayerVector = glm::normalize(playerPosition - enemyPosition);
//get angle from players current rotation, this angle is how much you rotate around the y-axis
auto playerAngle = glm::angle(playerOrientation);
auto playerRotationVector = glm::normalize(glm::rotateY(glm::vec3(0, 0, 1), playerAngle));
//auto playerAngle = glm::angle(playerOrientation);
//auto playerRotationVector = glm::normalize(glm::rotateY(glm::vec3(0, 0, 1), playerAngle));
auto rotationVector = glm::toMat4(Transform::AbsoluteOrientation(e.Victim))*glm::vec4(0, 0, 1, 0);
auto playerRotationVector = glm::vec3(rotationVector);
auto rotVNinety = glm::rotateY(rotationVector, 1.57f);
auto playerSideVector = glm::vec3(rotVNinety);
//dot product of players direction-vector and enemys-to-playervector will give the cos of the angle between the vectors
auto playerRotationDot = glm::dot(playerRotationVector, enemyPlayerVector);
@@ -92,7 +122,7 @@ bool DamageIndicatorSystem::OnPlayerDamage(Events::PlayerDamage& e)
auto angleBetweenVectors = glm::acos(playerRotationDot);
//rotate the direction-vector 90 degrees to get the players side-vector
auto playerSideVector = glm::normalize(glm::rotateY(glm::vec3(0, 0, 1), playerAngle + 1.57f));
//auto playerSideVector = glm::normalize(glm::rotateY(glm::vec3(0, 0, 1), playerAngle + 1.57f));
//dot of sidevector positive = enemy is on the right side, dot sidevector negative = left side
auto playerSideVectorDot = glm::dot(playerSideVector, enemyPlayerVector);
if (playerSideVectorDot < 0) {
@@ -108,6 +138,8 @@ bool DamageIndicatorSystem::OnPlayerDamage(Events::PlayerDamage& e)
//simply set the rotation z-wise to the angleBetweenVectors
spriteWrapper["Transform"]["Orientation"] = glm::vec3(0, 0, angleBetweenVectors);
updateDamageIndicatorVector.emplace_back(spriteWrapper, enemyPosition);
LOG_INFO("-> damageindicator");
return true;
@@ -117,3 +149,39 @@ bool DamageIndicatorSystem::OnSetCamera(const Events::SetCamera& e) {
m_CurrentCamera = e.CameraEntity.ID;
return true;
}
float DamageIndicatorSystem::CalculateAngle(EntityWrapper player, glm::vec3 enemyPos) {
//grab players direction
auto playerOrientation = glm::quat((glm::vec3)player["Transform"]["Orientation"]);
//get the position vectors, but ignore the y-height
auto enemyPosition = enemyPos;
auto playerPosition = (glm::vec3)player["Transform"]["Position"];
enemyPosition.y = 0.0f;
playerPosition.y = 0.0f;
//calculate the enemy to player vector
auto enemyPlayerVector = glm::normalize(playerPosition - enemyPosition);
//get angle from players current rotation, this angle is how much you rotate around the y-axis
//auto playerAngle = glm::angle(playerOrientation);
//auto playerRotationVector = glm::normalize(glm::rotateY(glm::vec3(0, 0, 1), playerAngle));
auto rotationVector = glm::toMat4(Transform::AbsoluteOrientation(player))*glm::vec4(0, 0, 1, 0);
auto playerRotationVector = glm::vec3(rotationVector);
auto rotVNinety = glm::rotateY(rotationVector, 1.57f);
auto playerSideVector = glm::vec3(rotVNinety);
//dot product of players direction-vector and enemys-to-playervector will give the cos of the angle between the vectors
auto playerRotationDot = glm::dot(playerRotationVector, enemyPlayerVector);
//to get the angle between the vectors just do cos-inverse
auto angleBetweenVectors = glm::acos(playerRotationDot);
//rotate the direction-vector 90 degrees to get the players side-vector
//auto playerSideVector = glm::normalize(glm::rotateY(glm::vec3(0, 0, 1), playerAngle + 1.57f));
//dot of sidevector positive = enemy is on the right side, dot sidevector negative = left side
auto playerSideVectorDot = glm::dot(playerSideVector, enemyPlayerVector);
if (playerSideVectorDot < 0) {
angleBetweenVectors = -angleBetweenVectors;
}
return angleBetweenVectors;
}