Merge remote-tracking branch 'origin/EditorUsefulness' into Animations
# Conflicts: # resources/Schema/Components.xsd # resources/Schema/Entities/FastWorld.xml # src/Engine/Rendering/DrawFinalPass.cpp # src/Game/Game.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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@@ -239,20 +239,6 @@ bool AABBvsTriangles(const AABB& box, const std::vector<RawModel::Vertex>& model
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return hit;
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}
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bool IsSameBoxProbably(const AABB& first, const AABB& second, const float epsilon)
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{
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const glm::vec3& ma1 = first.MaxCorner();
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const glm::vec3& ma2 = second.MaxCorner();
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const glm::vec3& mi1 = first.MinCorner();
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const glm::vec3& mi2 = second.MinCorner();
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return (std::abs(ma1.x - ma2.x) < epsilon) &&
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(std::abs(mi1.x - mi2.x) < epsilon) &&
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(std::abs(ma1.z - ma2.z) < epsilon) &&
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(std::abs(mi1.z - mi2.z) < epsilon) &&
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(std::abs(ma1.y - ma2.y) < epsilon) &&
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(std::abs(mi1.y - mi2.y) < epsilon);
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}
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bool attachAABBComponentFromModel(World* world, EntityID id)
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{
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if (!world->HasComponent(id, "Model")) {
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@@ -283,7 +269,7 @@ 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 +280,11 @@ 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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@@ -9,29 +9,27 @@ 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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return;
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}
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// Collide against octree
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std::vector<AABB> octreeResult;
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m_Octree->ObjectsInSameRegion(*boundingBox, octreeResult);
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for (auto& boxB : octreeResult) {
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// Collide against octree items
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m_OctreeResult.clear();
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m_Octree->ObjectsInSameRegion(*boundingBox, m_OctreeResult);
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for (auto& boxB : m_OctreeResult) {
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glm::vec3 resolutionVector;
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if (Collision::IsSameBoxProbably(boxA, boxB)) {
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if (boxA.Entity == boxB.Entity) {
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continue;
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}
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if (Collision::AABBVsAABB(boxA, boxB, resolutionVector)) {
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(glm::vec3&)cTransform["Position"] += resolutionVector;
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((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
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if (resolutionVector.y > 0) {
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((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
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}
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}
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}
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@@ -56,12 +54,4 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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// (glm::vec3&)cTransform["Position"] += resolutionVector;
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// }
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//}
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}
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bool CollisionSystem::OnKeyUp(const Events::KeyUp & event)
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{
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if (event.KeyCode == GLFW_KEY_Z) {
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zPress = !zPress;
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}
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return false;
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}
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}
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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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@@ -3,6 +3,11 @@
|
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|
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const EntityWrapper EntityWrapper::Invalid = EntityWrapper(nullptr, EntityID_Invalid);
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|
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const std::string EntityWrapper::Name()
|
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{
|
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return World->GetName(ID);
|
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}
|
||||
|
||||
bool EntityWrapper::HasComponent(const std::string& componentName)
|
||||
{
|
||||
if (!Valid()) {
|
||||
@@ -22,18 +27,7 @@ EntityWrapper EntityWrapper::Parent()
|
||||
|
||||
EntityWrapper EntityWrapper::FirstChildByName(const std::string& name)
|
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{
|
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auto itPair = this->World->GetChildren(this->ID);
|
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if (itPair.first == itPair.second) {
|
||||
return EntityWrapper::Invalid;
|
||||
}
|
||||
|
||||
for (auto it = itPair.first; it != itPair.second; ++it) {
|
||||
if (this->World->GetName(it->second) == name) {
|
||||
return EntityWrapper(this->World, it->second);
|
||||
}
|
||||
}
|
||||
|
||||
return EntityWrapper::Invalid;
|
||||
return firstChildByNameRecursive(name, this->ID);
|
||||
}
|
||||
|
||||
EntityWrapper EntityWrapper::FirstParentWithComponent(const std::string& componentType)
|
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@@ -103,8 +97,29 @@ EntityWrapper::operator EntityID() const
|
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return this->ID;
|
||||
}
|
||||
|
||||
EntityWrapper::operator bool()
|
||||
EntityWrapper EntityWrapper::firstChildByNameRecursive(const std::string& name, EntityID parent)
|
||||
{
|
||||
return this->Valid();
|
||||
if (!this->World->ValidEntity(parent)) {
|
||||
return EntityWrapper::Invalid;
|
||||
}
|
||||
|
||||
auto itPair = this->World->GetChildren(parent);
|
||||
if (itPair.first == itPair.second) {
|
||||
return EntityWrapper::Invalid;
|
||||
}
|
||||
|
||||
for (auto it = itPair.first; it != itPair.second; ++it) {
|
||||
std::string itName = this->World->GetName(it->second);
|
||||
if (itName == name) {
|
||||
return EntityWrapper(this->World, it->second);
|
||||
} else if (it->second != EntityID_Invalid) {
|
||||
EntityWrapper result = firstChildByNameRecursive(name, it->second);
|
||||
if (result != EntityWrapper::Invalid) {
|
||||
return result;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return EntityWrapper::Invalid;
|
||||
}
|
||||
|
||||
|
||||
@@ -105,8 +105,7 @@ bool Child::BoxCollides(const AABB& boxToTest, AABB& outBoxIntersected) const
|
||||
for (int i : m_DynamicObjIndices) {
|
||||
if (!m_DynamicObjectsRef[i].Checked) {
|
||||
const AABB& objBox = *m_DynamicObjectsRef[i].Box;
|
||||
if (!Collision::IsSameBoxProbably(boxToTest, objBox) &&
|
||||
Collision::AABBVsAABB(boxToTest, objBox)) {
|
||||
if (Collision::AABBVsAABB(boxToTest, objBox)) {
|
||||
outBoxIntersected = objBox;
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -1,5 +1,17 @@
|
||||
#include "Core/Transform.h"
|
||||
|
||||
glm::mat4 Transform::AbsoluteTransformation(EntityWrapper entity)
|
||||
{
|
||||
glm::mat4 t = glm::mat4(1.f);
|
||||
|
||||
while (entity.Valid()) {
|
||||
t = glm::translate((glm::vec3&)entity["Transform"]["Position"]) * glm::toMat4(glm::quat((glm::vec3&)entity["Transform"]["Orientation"])) * glm::scale((glm::vec3&)entity["Transform"]["Scale"]) * t;
|
||||
entity = entity.Parent();
|
||||
}
|
||||
|
||||
return t;
|
||||
}
|
||||
|
||||
glm::vec3 Transform::AbsolutePosition(EntityWrapper entity)
|
||||
{
|
||||
return AbsolutePosition(entity.World, entity.ID);
|
||||
@@ -19,6 +31,19 @@ glm::vec3 Transform::AbsolutePosition(World* world, EntityID entity)
|
||||
return position;
|
||||
}
|
||||
|
||||
glm::vec3 Transform::AbsoluteOrientationEuler(EntityWrapper entity)
|
||||
{
|
||||
glm::vec3 orientation;
|
||||
|
||||
while (entity.Valid()) {
|
||||
ComponentWrapper transform = entity["Transform"];
|
||||
orientation += (glm::vec3)transform["Orientation"];
|
||||
entity = entity.Parent();
|
||||
}
|
||||
|
||||
return orientation;
|
||||
}
|
||||
|
||||
glm::quat Transform::AbsoluteOrientation(EntityWrapper entity)
|
||||
{
|
||||
return AbsoluteOrientation(entity.World, entity.ID);
|
||||
@@ -62,6 +87,8 @@ glm::mat4 Transform::ModelMatrix(EntityWrapper entity)
|
||||
|
||||
glm::mat4 Transform::ModelMatrix(EntityID entity, World* world)
|
||||
{
|
||||
return AbsoluteTransformation(EntityWrapper(world, entity));
|
||||
|
||||
glm::vec3 position = Transform::AbsolutePosition(world, entity);
|
||||
glm::quat orientation = Transform::AbsoluteOrientation(world, entity);
|
||||
glm::vec3 scale = Transform::AbsoluteScale(world, entity);
|
||||
|
||||
@@ -4,4 +4,40 @@
|
||||
_LOG_LEVEL LOG_LEVEL = LOG_LEVEL_DEBUG;
|
||||
#else
|
||||
_LOG_LEVEL LOG_LEVEL = LOG_LEVEL_INFO;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
const char* _LOG_LEVEL_PREFIX[] =
|
||||
{
|
||||
"EE: ",
|
||||
"",
|
||||
"WW: ",
|
||||
"DD: "
|
||||
};
|
||||
|
||||
void _LOG(_LOG_LEVEL logLevel, const char* file, const char* func, unsigned int line, const char* format, ...)
|
||||
{
|
||||
if (logLevel > LOG_LEVEL) {
|
||||
return;
|
||||
}
|
||||
|
||||
char* message = nullptr;
|
||||
va_list args;
|
||||
|
||||
va_start(args, format);
|
||||
size_t size = vsnprintf(message, 0, format, args) + 1;
|
||||
va_end(args);
|
||||
|
||||
va_start(args, format);
|
||||
message = new char[size];
|
||||
vsnprintf(message, size, format, args);
|
||||
va_end(args);
|
||||
|
||||
if (logLevel == LOG_LEVEL_ERROR) {
|
||||
std::cerr << file << ":" << line << " " << func << std::endl;
|
||||
std::cerr << _LOG_LEVEL_PREFIX[logLevel] << message << std::endl;
|
||||
} else {
|
||||
std::cout << _LOG_LEVEL_PREFIX[logLevel] << message << std::endl;
|
||||
}
|
||||
|
||||
delete[] message;
|
||||
}
|
||||
@@ -54,8 +54,12 @@ ComponentWrapper World::AttachComponent(EntityID entity, const std::string& comp
|
||||
|
||||
bool World::HasComponent(EntityID entity, const std::string& componentType) const
|
||||
{
|
||||
ComponentPool* pool = m_ComponentPools.at(componentType);
|
||||
return pool->KnowsEntity(entity);
|
||||
auto it = m_ComponentPools.find(componentType);
|
||||
if (it == m_ComponentPools.end()) {
|
||||
return false;
|
||||
} else {
|
||||
return it->second->KnowsEntity(entity);
|
||||
}
|
||||
}
|
||||
|
||||
ComponentWrapper World::GetComponent(EntityID entity, const std::string& componentType)
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
#include "Editor/EditorGUI.h"
|
||||
#include "Rendering/ESetCamera.h"
|
||||
|
||||
EditorGUI::EditorGUI(World* world, EventBroker* eventBroker)
|
||||
: m_World(world)
|
||||
@@ -233,10 +234,12 @@ void EditorGUI::drawComponents(EntityWrapper entity)
|
||||
componentTypes.push_back(pair.first.c_str());
|
||||
}
|
||||
}
|
||||
// Sort components in alphabetical order
|
||||
std::sort(componentTypes.begin(), componentTypes.end(), compareCharArray);
|
||||
// Draw combo box
|
||||
ImGui::PushItemWidth(ImGui::GetContentRegionAvailWidth() - 10.f);
|
||||
int selectedItem = -1;
|
||||
if (ImGui::Combo("", &selectedItem, componentTypes.data(), componentTypes.size())) {
|
||||
if (ImGui::Combo("", &selectedItem, componentTypes.data(), componentTypes.size(), componentTypes.size())) {
|
||||
if (selectedItem != -1) {
|
||||
if (m_OnComponentAttach != nullptr) {
|
||||
std::string chosenComponentType(componentTypes.at(selectedItem));
|
||||
@@ -282,9 +285,8 @@ bool EditorGUI::drawComponentNode(EntityWrapper entity, const ComponentInfo& ci)
|
||||
|
||||
// Draw component fields
|
||||
ComponentWrapper& component = entity.World->GetComponent(entity.ID, ci.Name);
|
||||
for (auto& kv : ci.Fields) {
|
||||
const std::string& fieldName = kv.first;
|
||||
const ComponentInfo::Field_t& field = kv.second;
|
||||
for (auto& fieldName : ci.FieldsInOrder) {
|
||||
const ComponentInfo::Field_t& field = ci.Fields.at(fieldName);
|
||||
|
||||
// Draw the field widget based on its type
|
||||
bool dirty = drawComponentField(component, field);
|
||||
@@ -305,6 +307,14 @@ bool EditorGUI::drawComponentNode(EntityWrapper entity, const ComponentInfo& ci)
|
||||
}
|
||||
}
|
||||
|
||||
if (ci.Name == "Camera") {
|
||||
if (ImGui::Button("Activate")) {
|
||||
Events::SetCamera e;
|
||||
e.CameraEntity = entity;
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -635,6 +645,11 @@ void EditorGUI::openModal(const std::string& modal)
|
||||
m_ModalsToOpen.insert(modal);
|
||||
}
|
||||
|
||||
bool EditorGUI::compareCharArray(const char* c1, const char* c2)
|
||||
{
|
||||
return strcmp(c1, c2) < 0;
|
||||
}
|
||||
|
||||
void EditorGUI::SetDirty(EntityWrapper entity)
|
||||
{
|
||||
EntityWrapper baseParent = entity;
|
||||
|
||||
@@ -12,7 +12,7 @@ EditorRenderSystem::EditorRenderSystem(World* m_World, EventBroker* eventBroker,
|
||||
|
||||
void EditorRenderSystem::Update(double dt)
|
||||
{
|
||||
if (m_CurrentCamera) {
|
||||
if (m_CurrentCamera.Valid()) {
|
||||
ComponentWrapper cameraTransform = m_CurrentCamera["Transform"];
|
||||
m_EditorCamera->SetPosition(cameraTransform["Position"]);
|
||||
m_EditorCamera->SetOrientation(glm::quat((const glm::vec3&)cameraTransform["Orientation"]));
|
||||
@@ -48,7 +48,7 @@ void EditorRenderSystem::Update(double dt)
|
||||
EntityWrapper entity(m_World, cModel.EntityID);
|
||||
glm::mat4 modelMatrix = Transform::ModelMatrix(entity.ID, entity.World);
|
||||
for (auto matGroup : model->MaterialGroups()) {
|
||||
std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>(model, scene.Camera, modelMatrix, matGroup, cModel, entity.World);
|
||||
std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>(model, scene.Camera, modelMatrix, matGroup, cModel, entity.World, glm::vec4(0), 0.f);
|
||||
scene.ForwardJobs.push_back(modelJob);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -203,7 +203,7 @@ bool EditorSystem::OnSetCamera(const Events::SetCamera& e)
|
||||
m_ActualCamera = e.CameraEntity;
|
||||
Events::SetCamera e2;
|
||||
e2.CameraEntity = m_EditorCamera;
|
||||
m_EventBroker->Publish(e2);
|
||||
//m_EventBroker->Publish(e2);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -147,6 +147,7 @@ void Client::parsePlayersSpawned(Packet& packet)
|
||||
e.Player = EntityWrapper(m_World, m_ServerIDToClientID[packet.ReadPrimitive<EntityID>()]);
|
||||
e.Spawner = EntityWrapper(m_World, m_ServerIDToClientID[packet.ReadPrimitive<EntityID>()]);
|
||||
e.PlayerID = -1;
|
||||
e.PlayerName = packet.ReadString();
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
@@ -345,7 +346,7 @@ bool Client::OnPlayerDamage(const Events::PlayerDamage & e)
|
||||
{
|
||||
Packet packet(MessageType::OnPlayerDamage, m_SendPacketID);
|
||||
packet.WritePrimitive(e.Damage);
|
||||
packet.WritePrimitive(e.Player.ID);
|
||||
packet.WritePrimitive(m_ClientIDToServerID.at(e.Player.ID));
|
||||
send(packet);
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -269,6 +269,7 @@ void Server::parseOnInputCommand(Packet& packet)
|
||||
Events::InputCommand e;
|
||||
e.Command = packet.ReadString();
|
||||
e.PlayerID = player; // Set correct player id
|
||||
e.Player = EntityWrapper(m_World, m_ConnectedPlayers.at(player).EntityID);
|
||||
e.Value = packet.ReadPrimitive<float>();
|
||||
m_EventBroker->Publish(e);
|
||||
//LOG_INFO("Server::parseOnInputCommand: Command is %s. Value is %f. PlayerID is %i.", e.Command.c_str(), e.Value, e.PlayerID);
|
||||
@@ -405,6 +406,8 @@ bool Server::OnPlayerSpawned(const Events::PlayerSpawned & e)
|
||||
Packet packet = Packet(MessageType::OnPlayerSpawned);
|
||||
packet.WritePrimitive<EntityID>(e.Player.ID);
|
||||
packet.WritePrimitive<EntityID>(e.Spawner.ID);
|
||||
// We don't send PlayerID here because it will always be set to -1
|
||||
packet.WriteString(m_ConnectedPlayers[e.PlayerID].Name);
|
||||
send(e.PlayerID, packet);
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -34,7 +34,6 @@ void DrawBloomPass::InitializeShaderPrograms()
|
||||
|
||||
void DrawBloomPass::InitializeBuffers()
|
||||
{
|
||||
printf("x:%f\ny:%f", m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height);
|
||||
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)));
|
||||
|
||||
@@ -25,7 +25,7 @@ void DrawFinalPass::InitializeFrameBuffers()
|
||||
//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)));
|
||||
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_BloomTexture, GL_COLOR_ATTACHMENT1)));
|
||||
@@ -42,6 +42,15 @@ void DrawFinalPass::InitializeShaderPrograms()
|
||||
m_ForwardPlusProgram->BindFragDataLocation(0, "sceneColor");
|
||||
m_ForwardPlusProgram->BindFragDataLocation(1, "bloomColor");
|
||||
m_ForwardPlusProgram->Link();
|
||||
|
||||
m_ExplosionEffectProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectProgram");
|
||||
m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
|
||||
m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/ExplosionEffect.geom.glsl")));
|
||||
m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlus.frag.glsl")));
|
||||
m_ExplosionEffectProgram->Compile();
|
||||
m_ExplosionEffectProgram->BindFragDataLocation(0, "sceneColor");
|
||||
m_ExplosionEffectProgram->BindFragDataLocation(1, "bloomColor");
|
||||
m_ExplosionEffectProgram->Link();
|
||||
}
|
||||
|
||||
void DrawFinalPass::Draw(RenderScene& scene)
|
||||
@@ -49,54 +58,108 @@ void DrawFinalPass::Draw(RenderScene& scene)
|
||||
GLERROR("DrawFinalPass::Draw: Pre");
|
||||
|
||||
DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
|
||||
|
||||
m_ForwardPlusProgram->Bind();
|
||||
GLuint shaderHandle = m_ForwardPlusProgram->GetHandle();
|
||||
|
||||
if (scene.ClearDepth) {
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO());
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height);
|
||||
GLuint shaderHandle;
|
||||
|
||||
|
||||
//TODO: Render: Add code for more jobs than modeljobs.
|
||||
for (auto &job : scene.ForwardJobs) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
if(modelJob) {
|
||||
//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "DiffuseColor"), 1, glm::value_ptr(modelJob->DiffuseColor));
|
||||
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
|
||||
if (explosionEffectJob) {
|
||||
m_ExplosionEffectProgram->Bind();
|
||||
shaderHandle = m_ExplosionEffectProgram->GetHandle(); //---
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
if(modelJob->DiffuseTexture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture);
|
||||
GLERROR("DrawFinalPass::ExplosionEffect: 1");
|
||||
//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(explosionEffectJob->Matrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(explosionEffectJob->Color));
|
||||
glUniform3fv(glGetUniformLocation(shaderHandle, "ExplosionOrigin"), 1, glm::value_ptr(explosionEffectJob->ExplosionOrigin));
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "TimeSinceDeath"), explosionEffectJob->TimeSinceDeath);
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "ExplosionDuration"), explosionEffectJob->ExplosionDuration);
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "EndColor"), 1, glm::value_ptr(explosionEffectJob->EndColor));
|
||||
glUniform1i(glGetUniformLocation(shaderHandle, "Randomness"), explosionEffectJob->Randomness);
|
||||
glUniform1fv(glGetUniformLocation(shaderHandle, "RandomNumbers"), 50, explosionEffectJob->RandomNumbers.data());
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "RandomnessScalar"), explosionEffectJob->RandomnessScalar);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "Velocity"), 1, glm::value_ptr(explosionEffectJob->Velocity));
|
||||
glUniform1i(glGetUniformLocation(shaderHandle, "ColorByDistance"), explosionEffectJob->ColorByDistance);
|
||||
glUniform1i(glGetUniformLocation(shaderHandle, "ExponentialAccelaration"), explosionEffectJob->ExponentialAccelaration);
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "DiffuseColor"), 1, glm::value_ptr(explosionEffectJob->DiffuseColor));
|
||||
GLERROR("DrawFinalPass::ExplosionEffect: 2");
|
||||
|
||||
if (explosionEffectJob->Model->m_RawModel->m_Skeleton != nullptr) {
|
||||
|
||||
if (explosionEffectJob->Animation != nullptr) {
|
||||
std::vector<glm::mat4> frameBones = explosionEffectJob->Skeleton->GetFrameBones(*explosionEffectJob->Animation, explosionEffectJob->AnimationTime);
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
}
|
||||
}
|
||||
|
||||
//TODO: Renderer: bättre textur felhantering samt fler texturer stöd
|
||||
if (explosionEffectJob->DiffuseTexture != nullptr) {
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, explosionEffectJob->DiffuseTexture->m_Texture);
|
||||
} else {
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||
}
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
if (modelJob->IncandescenceTexture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, modelJob->IncandescenceTexture->m_Texture);
|
||||
} else {
|
||||
glBindVertexArray(explosionEffectJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer);
|
||||
glDrawElements(GL_TRIANGLES, explosionEffectJob->EndIndex - explosionEffectJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(explosionEffectJob->StartIndex*sizeof(unsigned int)));
|
||||
GLERROR("DrawFinalPass::ExplosionEffect: END");
|
||||
//m_ExplosionEffectProgram->Unbind();
|
||||
|
||||
} else {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
if (modelJob) {
|
||||
m_ForwardPlusProgram->Bind();
|
||||
GLERROR("1.1");
|
||||
shaderHandle = m_ForwardPlusProgram->GetHandle();
|
||||
|
||||
if (scene.ClearDepth) {
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO());
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height);
|
||||
|
||||
//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "DiffuseColor"), 1, glm::value_ptr(modelJob->DiffuseColor));
|
||||
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(modelJob->FillColor));
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), modelJob->FillPercentage);
|
||||
|
||||
|
||||
if (modelJob->DiffuseTexture != nullptr) {
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture);
|
||||
} else {
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||
}
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
if (modelJob->IncandescenceTexture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, modelJob->IncandescenceTexture->m_Texture);
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
|
||||
}
|
||||
|
||||
/*if(modelJob->GlowMap != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, modelJob->GlowMap->m_Texture);
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
|
||||
}
|
||||
}*/
|
||||
|
||||
/*if(modelJob->GlowMap != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, modelJob->GlowMap->m_Texture);
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
|
||||
}*/
|
||||
|
||||
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
|
||||
if (modelJob->Animation != nullptr) {
|
||||
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
|
||||
//TODO: Fixa så att modelsJobs kan spela upp olika animationer och så att den kan få in en tid istället för 1.0f - Hälsningar Johan och Andreas :)
|
||||
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
|
||||
if (modelJob->Animation != nullptr) {
|
||||
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
|
||||
// std::vector<glm::mat4> frameBones2 = modelJob->Skeleton->GetFrameBones(*modelJob->Skeleton->GetAnimation("Walk"), modelJob->AnimationTime);
|
||||
//
|
||||
//
|
||||
@@ -104,14 +167,20 @@ void DrawFinalPass::Draw(RenderScene& scene)
|
||||
// frameBones[i] = frameBones[i] * glm::mat4(glm::quat(glm::vec3(0.f, 0.f, 0.f)));//* frameBones2[i];
|
||||
// }
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex*sizeof(unsigned int)));
|
||||
GLERROR("DrawFinalPass::Model: END");
|
||||
// m_ForwardPlusProgram->Unbind();
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
GLERROR("DrawFinalPass::Draw: END");
|
||||
delete state;
|
||||
|
||||
@@ -75,9 +75,9 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]);
|
||||
if (m_ColorCounter[0] > 255) {
|
||||
m_ColorCounter[0] = 0;
|
||||
m_ColorCounter[1]++;
|
||||
m_ColorCounter[1] += 5;
|
||||
} else {
|
||||
m_ColorCounter[0]++;
|
||||
m_ColorCounter[0] += 50;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -4,6 +4,7 @@ RenderSystem::RenderSystem(World* world, EventBroker* eventBroker, const IRender
|
||||
: System(world, eventBroker)
|
||||
, m_Renderer(renderer)
|
||||
, m_RenderFrame(renderFrame)
|
||||
, m_World(world)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &RenderSystem::OnSetCamera);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &RenderSystem::OnInputCommand);
|
||||
@@ -30,6 +31,16 @@ bool RenderSystem::OnSetCamera(Events::SetCamera& e)
|
||||
return true;
|
||||
}
|
||||
|
||||
bool RenderSystem::isChildOfACamera(EntityWrapper entity)
|
||||
{
|
||||
return entity.FirstParentWithComponent("Camera").Valid();
|
||||
}
|
||||
|
||||
bool RenderSystem::isChildOfCurrentCamera(EntityWrapper entity)
|
||||
{
|
||||
return entity == m_CurrentCamera || entity.IsChildOf(m_CurrentCamera);
|
||||
}
|
||||
|
||||
void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs)
|
||||
{
|
||||
auto models = m_World->GetComponents("Model");
|
||||
@@ -37,20 +48,25 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs)
|
||||
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)) {
|
||||
// Only render children of a camera if that camera is currently active
|
||||
if (isChildOfACamera(entity) && !isChildOfCurrentCamera(entity)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Hide things parented to local player if they have the HiddenFromLocalPlayer component
|
||||
if (entity.HasComponent("HiddenForLocalPlayer") && (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer))) {
|
||||
continue;
|
||||
}
|
||||
|
||||
@@ -68,10 +84,44 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs)
|
||||
}
|
||||
}
|
||||
|
||||
glm::mat4 modelMatrix = Transform::ModelMatrix(modelComponent.EntityID, m_World);
|
||||
|
||||
float fillPercentage = 0.f;
|
||||
glm::vec4 fillColor = glm::vec4(0);
|
||||
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(cModel.EntityID, m_World);
|
||||
for (auto matGroup : model->MaterialGroups()) {
|
||||
std::shared_ptr<ModelJob> modelJob = std::shared_ptr<ModelJob>(new ModelJob(model, m_Camera, modelMatrix, matGroup, modelComponent, m_World));
|
||||
jobs.push_back(modelJob);
|
||||
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,
|
||||
cModel,
|
||||
m_World,
|
||||
fillColor,
|
||||
fillPercentage
|
||||
));
|
||||
jobs.push_back(explosionEffectJob);
|
||||
} else {
|
||||
std::shared_ptr<ModelJob> modelJob = std::shared_ptr<ModelJob>(new ModelJob(
|
||||
model,
|
||||
m_Camera,
|
||||
modelMatrix,
|
||||
matGroup,
|
||||
cModel,
|
||||
m_World,
|
||||
fillColor,
|
||||
fillPercentage
|
||||
));
|
||||
jobs.push_back(modelJob);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -156,8 +206,8 @@ void RenderSystem::fillText(std::list<std::shared_ptr<RenderJob>>& jobs, World*
|
||||
}
|
||||
|
||||
glm::mat4 modelMatrix = Transform::ModelMatrix(textComponent.EntityID, world);
|
||||
std::shared_ptr<TextJob> modelJob = std::shared_ptr<TextJob>(new TextJob(modelMatrix, font, textComponent));
|
||||
jobs.push_back(modelJob);
|
||||
std::shared_ptr<TextJob> textJob = std::shared_ptr<TextJob>(new TextJob(modelMatrix, font, textComponent));
|
||||
jobs.push_back(textJob);
|
||||
|
||||
}
|
||||
}
|
||||
@@ -177,7 +227,6 @@ void RenderSystem::Update(double dt)
|
||||
m_Camera->SetOrientation(Transform::AbsoluteOrientation(m_CurrentCamera));
|
||||
}
|
||||
|
||||
//Only supports opaque geometry atm
|
||||
|
||||
RenderScene scene;
|
||||
scene.Camera = m_Camera;
|
||||
|
||||
@@ -68,6 +68,15 @@ void Renderer::InitializeWindow()
|
||||
void Renderer::InitializeShaders()
|
||||
{
|
||||
m_BasicForwardProgram = ResourceManager::Load<ShaderProgram>("#m_BasicForwardProgram");
|
||||
m_ExplosionEffectProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectProgram");
|
||||
//m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ExplosionEffect.vert.glsl")));
|
||||
//m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/ExplosionEffect.geom.glsl")));
|
||||
//m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ExplosionEffect.frag.glsl")));
|
||||
//m_ExplosionEffectProgram->Compile();
|
||||
//m_ExplosionEffectProgram->Link();
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
void Renderer::InputUpdate(double dt)
|
||||
@@ -103,6 +112,7 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
m_LightCullingPass->FillLightList(*scene);
|
||||
m_LightCullingPass->CullLights(*scene);
|
||||
m_DrawFinalPass->Draw(*scene);
|
||||
//m_DrawScenePass->Draw(*scene);
|
||||
|
||||
GLERROR("Renderer::Draw m_DrawScenePass->Draw");
|
||||
|
||||
|
||||
Reference in New Issue
Block a user