Merge remote-tracking branch 'origin/master' into AssaultBoost
# Conflicts: # resources/Schema/Components.xsd
This commit is contained in:
@@ -56,12 +56,20 @@ void PlayerMovementSystem::Update(double dt)
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} else {
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wishSpeed = playerMovementSpeed;
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}
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if (player.ID == m_LocalPlayer.ID) {
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if (glm::length(wishDirection) == 0) {
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// If no key is pressed, reset the distance moved since last step.
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m_DistanceMoved = 0;
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}
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}
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glm::vec3& velocity = cPhysics["Velocity"];
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ImGui::Text("velocity: (%f, %f, %f)", velocity.x, velocity.y, velocity.z);
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bool isOnGround = (bool)cPhysics["IsOnGround"];
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ImGui::Text(isOnGround ? "On ground" : "In air");
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ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
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glm::vec3 groundVelocity(0.f, 0.f, 0.f);
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groundVelocity.x = glm::dot(velocity, glm::vec3(1.f, 0.f, 0.f));
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groundVelocity.z = glm::dot(velocity, glm::vec3(0.f, 0.f, 1.f));
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ImGui::Text("groundVelocity: (%f, %f, %f) |%f|", groundVelocity.x, groundVelocity.y, groundVelocity.z, glm::length(wishDirection));
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groundVelocity.x = velocity.x;
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groundVelocity.z = velocity.z;
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ImGui::Text("groundVelocity: (%f, %f, %f) |%f|", groundVelocity.x, groundVelocity.y, groundVelocity.z, glm::length(groundVelocity));
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ImGui::Text("wishDirection: (%f, %f, %f) |%f|", wishDirection.x, wishDirection.y, wishDirection.z, glm::length(wishDirection));
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float currentSpeedProj = glm::dot(groundVelocity, wishDirection);
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float addSpeed = wishSpeed - currentSpeedProj;
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@@ -74,7 +82,7 @@ void PlayerMovementSystem::Update(double dt)
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ImGui::InputFloat("accel", &accel);
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static float airAccel = 0.5f;
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ImGui::InputFloat("airAccel", &airAccel);
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float actualAccel = (velocity.y != 0) ? airAccel : accel;
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float actualAccel = isOnGround ? accel : airAccel;
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static float surfaceFriction = 5.f;
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ImGui::InputFloat("surfaceFriction", &surfaceFriction);
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float accelerationSpeed = actualAccel * (float)dt * wishSpeed * surfaceFriction;
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@@ -90,13 +98,16 @@ void PlayerMovementSystem::Update(double dt)
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}
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//you cant jump and dash at the same time - since there is no friction in the air and we would thus dash much further in the air
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if (!controller->PlayerIsDashing() && controller->Jumping() && !controller->Crouching() && (velocity.y == 0.f || !controller->DoubleJumping())) {
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if (!controller->PlayerIsDashing() && controller->Jumping() && !controller->Crouching() && (isOnGround || !controller->DoubleJumping())) {
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(bool)cPhysics["IsOnGround"] = false;
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if (velocity.y == 0.f) {
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controller->SetDoubleJumping(false);
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} else {
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controller->SetDoubleJumping(true);
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Events::DoubleJump e;
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m_EventBroker->Publish(e);
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}
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velocity.y += 4.f;
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velocity.y = 4.f;
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}
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if (player.HasComponent("AABB")) {
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@@ -137,6 +148,7 @@ void PlayerMovementSystem::Update(double dt)
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controller->Reset();
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}
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playerStep(dt);
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}
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void PlayerMovementSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
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@@ -148,6 +160,7 @@ void PlayerMovementSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
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ComponentWrapper& cPhysics = entity["Physics"];
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glm::vec3& velocity = cPhysics["Velocity"];
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bool isOnGround = (bool)cPhysics["IsOnGround"];
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// Ground friction
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float speed = glm::length(velocity);
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@@ -155,7 +168,7 @@ void PlayerMovementSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
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ImGui::InputFloat("groundFriction", &groundFriction);
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static float airFriction = 0.f;
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ImGui::InputFloat("airFriction", &airFriction);
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float friction = (velocity.y != 0) ? airFriction : groundFriction;
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float friction = isOnGround ? groundFriction : airFriction;
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if (speed > 0) {
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float drop = speed * friction * (float)dt;
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float multiplier = glm::max(speed - drop, 0.f) / speed;
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@@ -171,10 +184,38 @@ void PlayerMovementSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
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position += velocity * (float)dt;
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}
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void PlayerMovementSystem::playerStep(double dt)
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{
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if (!m_LocalPlayer.Valid()) {
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return;
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}
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// Position of the local player, used see how far a player has moved.
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glm::vec3 pos = (glm::vec3)m_World->GetComponent(m_LocalPlayer.ID, "Transform")["Position"];
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// Velocity of the local player, used to see if a player is airborne.
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glm::vec3 vel = (glm::vec3)m_World->GetComponent(m_LocalPlayer.ID, "Physics")["Velocity"];
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m_DistanceMoved += glm::length(pos - m_LastPosition);
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// Set the last position for next iteration
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m_LastPosition = pos;
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bool isAirborne = vel.y != 0;
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if (m_DistanceMoved > m_PlayerStepLength && !isAirborne) {
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// Player moved a step's distance
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// Create footstep sound
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Events::PlaySoundOnEntity e;
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e.EmitterID = m_LocalPlayer.ID;
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e.FilePath = m_LeftFoot ? "Audio/footstep/footstep2.wav" : "Audio/footstep/footstep3.wav";
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m_LeftFoot = !m_LeftFoot;
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m_EventBroker->Publish(e);
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m_DistanceMoved = 0.f;
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}
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}
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bool PlayerMovementSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
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{
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// When a player spawns, create an input controller for them
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m_PlayerInputControllers[e.Player] = new FirstPersonInputController<PlayerMovementSystem>(m_EventBroker, e.PlayerID);
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if (e.PlayerID == -1) {
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// Keep track of the local player
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m_LocalPlayer = e.Player;
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}
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return true;
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}
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