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