Made TriggerSystem make use of Octree

This commit is contained in:
2016-01-27 13:35:16 +01:00
parent 8bed5194d8
commit 5fcd26cd3e
20 changed files with 145 additions and 130 deletions
@@ -4,11 +4,12 @@
#include "../Core/System.h" #include "../Core/System.h"
#include "../Core/Octree.h" #include "../Core/Octree.h"
#include "Collision.h" #include "Collision.h"
#include "EntityAABB.h"
class CollidableOctreeSystem : public ImpureSystem, public PureSystem class CollidableOctreeSystem : public ImpureSystem, public PureSystem
{ {
public: public:
CollidableOctreeSystem(World* world, EventBroker* eventBroker, Octree<AABB>* octree) CollidableOctreeSystem(World* world, EventBroker* eventBroker, Octree<EntityAABB>* octree)
: System(world, eventBroker) : System(world, eventBroker)
, PureSystem("Collidable") , PureSystem("Collidable")
, m_Octree(octree) , m_Octree(octree)
@@ -18,7 +19,7 @@ public:
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override; virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
private: private:
Octree<AABB>* m_Octree; Octree<EntityAABB>* m_Octree;
}; };
#endif #endif
+2 -1
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@@ -15,6 +15,7 @@
#include "../Core/Transform.h" #include "../Core/Transform.h"
#include "../Core/Entity.h" #include "../Core/Entity.h"
#include "../Core/EntityWrapper.h" #include "../Core/EntityWrapper.h"
#include "EntityAABB.h"
class World; class World;
struct ComponentWrapper; struct ComponentWrapper;
@@ -61,7 +62,7 @@ bool AABBVsAABB(const AABB& a, const AABB& b, glm::vec3& minimumTranslation);
bool IsSameBoxProbably(const AABB& first, const AABB& second, const float epsilon = 0.0001f); bool IsSameBoxProbably(const AABB& first, const AABB& second, const float epsilon = 0.0001f);
// Calculates an absolute AABB from an entity AABB component // Calculates an absolute AABB from an entity AABB component
boost::optional<AABB> EntityAbsoluteAABB(EntityWrapper& entity); boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity);
} }
+3 -2
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@@ -9,11 +9,12 @@
#include "../Core/EventBroker.h" #include "../Core/EventBroker.h"
#include "../Core/EKeyUp.h" #include "../Core/EKeyUp.h"
#include "../Core/Octree.h" #include "../Core/Octree.h"
#include "EntityAABB.h"
class CollisionSystem : public PureSystem class CollisionSystem : public PureSystem
{ {
public: public:
CollisionSystem(World* world, EventBroker* eventBroker, Octree<AABB>* octree) CollisionSystem(World* world, EventBroker* eventBroker, Octree<EntityAABB>* octree)
: System(world, eventBroker) : System(world, eventBroker)
, PureSystem("Collidable") , PureSystem("Collidable")
, m_Octree(octree) , m_Octree(octree)
@@ -26,7 +27,7 @@ public:
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override; virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
private: private:
Octree<AABB>* m_Octree; Octree<EntityAABB>* m_Octree;
bool zPress; bool zPress;
EventRelay<CollisionSystem, Events::KeyUp> m_EKeyUp; EventRelay<CollisionSystem, Events::KeyUp> m_EKeyUp;
+7 -7
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@@ -2,7 +2,7 @@
#define Events_TriggerEnter_h__ #define Events_TriggerEnter_h__
#include "../Core/EventBroker.h" #include "../Core/EventBroker.h"
#include "../Core/Entity.h" #include "../Core/EntityWrapper.h"
namespace Events namespace Events
{ {
@@ -11,27 +11,27 @@ namespace Events
struct TriggerTouch : Event struct TriggerTouch : Event
{ {
/** The id of the entity that touches the trigger. */ /** The id of the entity that touches the trigger. */
EntityID Entity; EntityWrapper Entity;
/** The id of the trigger entity. */ /** The id of the trigger entity. */
EntityID Trigger; EntityWrapper Trigger;
}; };
/** Thrown once, when an entity has completely left a trigger. */ /** Thrown once, when an entity has completely left a trigger. */
struct TriggerLeave : Event struct TriggerLeave : Event
{ {
/** The id of the entity that left the trigger. */ /** The id of the entity that left the trigger. */
EntityID Entity; EntityWrapper Entity;
/** The id of the trigger entity. */ /** The id of the trigger entity. */
EntityID Trigger; EntityWrapper Trigger;
}; };
/** Thrown once, when an entity is completely contained inside a trigger. */ /** Thrown once, when an entity is completely contained inside a trigger. */
struct TriggerEnter : Event struct TriggerEnter : Event
{ {
/** The id of the entity that entered the trigger. */ /** The id of the entity that entered the trigger. */
EntityID Entity; EntityWrapper Entity;
/** The id of the trigger entity. */ /** The id of the trigger entity. */
EntityID Trigger; EntityWrapper Trigger;
}; };
} }
+22
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@@ -0,0 +1,22 @@
#ifndef EntityAABB_h__
#define EntityAABB_h__
#include "../Core/AABB.h"
#include "../Core/EntityWrapper.h"
struct EntityAABB : AABB
{
EntityAABB() = default;
EntityAABB(const glm::vec3& minPos, const glm::vec3& maxPos)
: AABB(minPos, maxPos)
{ }
EntityAABB(const AABB& aabb)
: AABB(aabb)
{ }
EntityWrapper Entity;
};
#endif
+10 -8
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@@ -8,13 +8,14 @@
#include "../Core/EventBroker.h" #include "../Core/EventBroker.h"
#include "../Core/Octree.h" #include "../Core/Octree.h"
#include "ETrigger.h" #include "ETrigger.h"
#include "EntityAABB.h"
class AABB; class AABB;
class TriggerSystem : public PureSystem class TriggerSystem : public PureSystem
{ {
public: public:
TriggerSystem(World* world, EventBroker* eventBroker, Octree<AABB>* octree) TriggerSystem(World* world, EventBroker* eventBroker, Octree<EntityAABB>* octree)
: System(world, eventBroker) : System(world, eventBroker)
, PureSystem("Trigger") , PureSystem("Trigger")
, m_Octree(octree) , m_Octree(octree)
@@ -27,9 +28,10 @@ public:
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override; virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
private: private:
Octree<AABB>* m_Octree; Octree<EntityAABB>* m_Octree;
std::unordered_map<EntityID, std::unordered_set<EntityID>> m_EntitiesTouchingTrigger; std::vector<EntityAABB> m_OctreeOut;
std::unordered_map<EntityID, std::unordered_set<EntityID>> m_EntitiesCompletelyInTrigger; std::unordered_map<EntityWrapper, std::unordered_set<EntityWrapper>> m_EntitiesTouchingTrigger;
std::unordered_map<EntityWrapper, std::unordered_set<EntityWrapper>> m_EntitiesCompletelyInTrigger;
//TODO: Only exists for debug purposes, remove later. //TODO: Only exists for debug purposes, remove later.
EventRelay<TriggerSystem, Events::TriggerEnter> m_EEnter; EventRelay<TriggerSystem, Events::TriggerEnter> m_EEnter;
@@ -40,13 +42,13 @@ private:
bool OnLeave(const Events::TriggerLeave &event); bool OnLeave(const Events::TriggerLeave &event);
//True if leave event was thrown. //True if leave event was thrown.
bool throwLeaveIfWasInTrigger(std::unordered_set<EntityID>& triggerSet, EntityID pId, EntityID tId); bool throwLeaveIfWasInTrigger(std::unordered_set<EntityWrapper>& triggerSet, EntityWrapper colliderENtity, EntityWrapper triggerEntity);
template<typename Event> template<typename Event>
void publish(EntityID pId, EntityID tId) void publish(EntityWrapper collider, EntityWrapper trigger)
{ {
Event e; Event e;
e.Trigger = tId; e.Trigger = trigger;
e.Entity = pId; e.Entity = collider;
m_EventBroker->Publish(e); m_EventBroker->Publish(e);
} }
}; };
-1
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@@ -9,7 +9,6 @@ public:
AABB() = default; AABB() = default;
//No checks are made. Values in minPos must be less than values in maxPos, i.e. min.x < max.x, etc. //No checks are made. Values in minPos must be less than values in maxPos, i.e. min.x < max.x, etc.
AABB(const glm::vec3& minPos, const glm::vec3& maxPos); AABB(const glm::vec3& minPos, const glm::vec3& maxPos);
AABB(const glm::vec4& minPos, const glm::vec4& maxPos);
//No checks are made. Size must consist of non-negative numbers. //No checks are made. Size must consist of non-negative numbers.
static AABB FromOriginSize(const glm::vec3& origin, const glm::vec3& size); static AABB FromOriginSize(const glm::vec3& origin, const glm::vec3& size);
virtual ~AABB(); virtual ~AABB();
-1
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@@ -35,7 +35,6 @@ struct EntityWrapper
bool operator==(const EntityWrapper& e) const; bool operator==(const EntityWrapper& e) const;
bool operator!=(const EntityWrapper& e) const; bool operator!=(const EntityWrapper& e) const;
explicit operator EntityID() const; explicit operator EntityID() const;
operator bool();
private: private:
EntityWrapper firstChildByNameRecursive(const std::string& name, EntityID parent); EntityWrapper firstChildByNameRecursive(const std::string& name, EntityID parent);
+1 -1
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@@ -149,7 +149,7 @@ template<typename T>
template<typename Box> template<typename Box>
void Octree<T>::ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects) void Octree<T>::ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects)
{ {
static_assert(std::is_base_of<AABB, Box>::value, "template argument type Box in Octree<T>::ObjectsInSameRegion must be a subclass of AABB."); //static_assert(std::is_base_of<AABB, Box>::value, "template argument type Box in Octree<T>::ObjectsInSameRegion must be a subclass of AABB.");
falsifyObjectChecks(); falsifyObjectChecks();
m_Root->ObjectsInSameRegion(box, outObjects); m_Root->ObjectsInSameRegion(box, outObjects);
} }
+3 -2
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@@ -21,6 +21,7 @@
#include "Core/Octree.h" #include "Core/Octree.h"
#include "Rendering/Font.h" #include "Rendering/Font.h"
#include "Systems/InterpolationSystem.h" #include "Systems/InterpolationSystem.h"
#include "Collision/EntityAABB.h"
// Network // Network
#include <boost/thread.hpp> #include <boost/thread.hpp>
#include "Network/Network.h" #include "Network/Network.h"
@@ -48,8 +49,8 @@ private:
InputProxy* m_InputProxy; InputProxy* m_InputProxy;
GUI::Frame* m_FrameStack; GUI::Frame* m_FrameStack;
World* m_World; World* m_World;
Octree<AABB>* m_OctreeCollision; Octree<EntityAABB>* m_OctreeCollision;
Octree<AABB>* m_OctreeFrustrumCulling; Octree<EntityAABB>* m_OctreeFrustrumCulling;
SystemPipeline* m_SystemPipeline; SystemPipeline* m_SystemPipeline;
RenderFrame* m_RenderFrame; RenderFrame* m_RenderFrame;
// Network variables // Network variables
+3 -3
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@@ -40,7 +40,7 @@ private:
int m_BlueTeamHomeCapturePoint = m_NotACapturePoint; int m_BlueTeamHomeCapturePoint = m_NotACapturePoint;
int m_NumberOfCapturePoints = 0; int m_NumberOfCapturePoints = 0;
std::map<int, EntityID> m_CapturePointNumberToEntityIDMap; std::map<int, EntityWrapper> m_CapturePointNumberToEntityMap;
//std::vector<ComponentWrapper> //std::vector<ComponentWrapper>
@@ -48,8 +48,8 @@ private:
bool m_ResetTimers = false; bool m_ResetTimers = false;
//vectors which will keep track of enter/leave changes //vectors which will keep track of enter/leave changes
std::vector<std::tuple<EntityID, EntityID>> m_ETriggerTouchVector; std::vector<std::tuple<EntityWrapper, EntityWrapper>> m_ETriggerTouchVector;
std::vector<std::tuple<EntityID, EntityID>> m_ETriggerLeaveVector; std::vector<std::tuple<EntityWrapper, EntityWrapper>> m_ETriggerLeaveVector;
}; };
#endif #endif
@@ -8,7 +8,7 @@ void CollidableOctreeSystem::Update(double dt)
void CollidableOctreeSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) void CollidableOctreeSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
{ {
if (entity.HasComponent("AABB")) { if (entity.HasComponent("AABB")) {
boost::optional<AABB> absoluteAABB = Collision::EntityAbsoluteAABB(entity); boost::optional<EntityAABB> absoluteAABB = Collision::EntityAbsoluteAABB(entity);
if (absoluteAABB) { if (absoluteAABB) {
m_Octree->AddDynamicObject(*absoluteAABB); m_Octree->AddDynamicObject(*absoluteAABB);
} }
+6 -2
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@@ -283,7 +283,7 @@ bool attachAABBComponentFromModel(World* world, EntityID id)
return true; return true;
} }
boost::optional<AABB> EntityAbsoluteAABB(EntityWrapper& entity) boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity)
{ {
if (!entity.HasComponent("AABB")) { if (!entity.HasComponent("AABB")) {
return boost::none; return boost::none;
@@ -294,7 +294,11 @@ boost::optional<AABB> EntityAbsoluteAABB(EntityWrapper& entity)
glm::vec3 absScale = Transform::AbsoluteScale(entity.World, entity.ID); glm::vec3 absScale = Transform::AbsoluteScale(entity.World, entity.ID);
glm::vec3 origin = absPosition + (glm::vec3)cAABB["Origin"]; glm::vec3 origin = absPosition + (glm::vec3)cAABB["Origin"];
glm::vec3 size = (glm::vec3)cAABB["Size"] * absScale; glm::vec3 size = (glm::vec3)cAABB["Size"] * absScale;
return AABB::FromOriginSize(origin, size);
EntityAABB aabb = EntityAABB::FromOriginSize(origin, size);
aabb.Entity = entity;
return aabb;
} }
} }
+3 -3
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@@ -9,12 +9,12 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
} }
ComponentWrapper& cPhysics = entity["Physics"]; ComponentWrapper& cPhysics = entity["Physics"];
boost::optional<AABB> boundingBox = Collision::EntityAbsoluteAABB(entity); boost::optional<EntityAABB> boundingBox = Collision::EntityAbsoluteAABB(entity);
if (!boundingBox) { if (!boundingBox) {
return; return;
} }
ComponentWrapper& cTransform = entity["Transform"]; ComponentWrapper& cTransform = entity["Transform"];
AABB& boxA = *boundingBox; EntityAABB& boxA = *boundingBox;
//Press 'Z' to enable/disable collision. //Press 'Z' to enable/disable collision.
if (zPress) { if (zPress) {
@@ -22,7 +22,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
} }
// Collide against octree // Collide against octree
std::vector<AABB> octreeResult; std::vector<EntityAABB> octreeResult;
m_Octree->ObjectsInSameRegion(*boundingBox, octreeResult); m_Octree->ObjectsInSameRegion(*boundingBox, octreeResult);
for (auto& boxB : octreeResult) { for (auto& boxB : octreeResult) {
glm::vec3 resolutionVector; glm::vec3 resolutionVector;
+44 -51
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@@ -3,79 +3,72 @@
#include "Core/AABB.h" #include "Core/AABB.h"
#include "Rendering/Model.h" #include "Rendering/Model.h"
void TriggerSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) void TriggerSystem::UpdateComponent(EntityWrapper& triggerEntity, ComponentWrapper& cTrigger, double dt)
{ {
//Currently only players can trigger things. // The trigger *should* have a bounding box, or something, to test against so it can be triggered.
auto players = m_World->GetComponents("Player"); boost::optional<EntityAABB> triggerBox = Collision::EntityAbsoluteAABB(triggerEntity);
if (players == nullptr) {
return;
}
EntityID tId = component.EntityID;
boost::optional<AABB> triggerBox = Collision::EntityAbsoluteAABB(entity);
//The trigger *should* have a bounding box, or something, to test against so it can be triggered.
if (!triggerBox) { if (!triggerBox) {
return; return;
} }
for (auto& pc : *players) {
EntityID pId = pc.EntityID; m_OctreeOut.clear();
boost::optional<AABB> playerBox = Collision::EntityAbsoluteAABB(EntityWrapper(m_World, pId)); m_Octree->ObjectsInSameRegion(*triggerBox, m_OctreeOut);
//The player can't trigger anything without an AABB.
if (!playerBox) { for (EntityAABB& colliderBox : m_OctreeOut) {
continue; EntityWrapper colliderEntity = colliderBox.Entity;
}
if (!Collision::AABBVsAABB(*triggerBox, *playerBox)) { if (Collision::AABBVsAABB(*triggerBox, colliderBox)) {
//Entity is not touching the trigger,
//Throw event if it was previously.
if (throwLeaveIfWasInTrigger(m_EntitiesTouchingTrigger[tId], pId, tId)) {
continue;
}
//This only occurs if the entity was completely inside the trigger one frame,
//then completely outside the trigger, e.g. when dying and respawning.
throwLeaveIfWasInTrigger(m_EntitiesCompletelyInTrigger[tId], pId, tId);
} else {
//Entity is at least touching the trigger.
AABB completelyInsideBox; AABB completelyInsideBox;
bool playerFitsInTrigger = glm::all(glm::greaterThan((*triggerBox).Size(), (*playerBox).Size())); bool colliderFitsInTrigger = glm::all(glm::greaterThan((*triggerBox).Size(), colliderBox.Size()));
if (playerFitsInTrigger) { if (colliderFitsInTrigger) {
completelyInsideBox = AABB::FromOriginSize((*triggerBox).Origin(), (*triggerBox).Size() - 2.0f * (*playerBox).Size()); completelyInsideBox = AABB::FromOriginSize((*triggerBox).Origin(), (*triggerBox).Size() - 2.0f * colliderBox.Size());
} }
if (playerFitsInTrigger && Collision::AABBVsAABB(completelyInsideBox, *playerBox)) { if (colliderFitsInTrigger && Collision::AABBVsAABB(completelyInsideBox, colliderBox)) {
//Entity is completely inside the trigger. // Entity is completely inside the trigger.
//If it was only touching before, it is erased. // If it was only touching before, it is erased.
m_EntitiesTouchingTrigger[tId].erase(pId); m_EntitiesTouchingTrigger[triggerEntity].erase(colliderEntity);
std::unordered_set<EntityID>& completeSet = m_EntitiesCompletelyInTrigger[tId]; auto& completeSet = m_EntitiesCompletelyInTrigger[triggerEntity];
if (completeSet.count(pId) == 0) { if (completeSet.count(colliderEntity) == 0) {
//If it wasn't completely in the trigger, throw Enter and add to the set. // If it wasn't completely in the trigger, throw Enter and add to the set.
completeSet.insert(pId); completeSet.insert(colliderEntity);
publish<Events::TriggerEnter>(pId, tId); publish<Events::TriggerEnter>(colliderEntity, triggerEntity);
} }
} else { } else {
//Entity is only touching the trigger. // Entity is only touching the trigger.
std::unordered_set<EntityID>& touchSet = m_EntitiesTouchingTrigger[tId]; auto& touchSet = m_EntitiesTouchingTrigger[triggerEntity];
std::unordered_set<EntityID>& completeSet = m_EntitiesCompletelyInTrigger[tId]; auto& completeSet = m_EntitiesCompletelyInTrigger[triggerEntity];
const auto& it = completeSet.find(pId); const auto& it = completeSet.find(colliderEntity);
//If it was completely inside before. //If it was completely inside before.
if (it != completeSet.end()) { if (it != completeSet.end()) {
completeSet.erase(it); completeSet.erase(it);
touchSet.insert(pId); touchSet.insert(colliderEntity);
//If it was completely outside before. //If it was completely outside before.
} else if (touchSet.count(pId) == 0) { } else if (touchSet.count(colliderEntity) == 0) {
publish<Events::TriggerTouch>(pId, tId); publish<Events::TriggerTouch>(colliderEntity, triggerEntity);
touchSet.insert(pId); touchSet.insert(colliderEntity);
} }
//Else, it was touching the trigger last frame too and nothing is done. // Else, it was touching the trigger last frame too and nothing is done.
} }
} else {
// Entity is not touching the trigger,
// Throw event if it was previously.
if (throwLeaveIfWasInTrigger(m_EntitiesTouchingTrigger[triggerEntity], colliderEntity, triggerEntity)) {
continue;
}
// This only occurs if the entity was completely inside the trigger one frame,
// then completely outside the trigger, e.g. when dying and respawning.
throwLeaveIfWasInTrigger(m_EntitiesCompletelyInTrigger[triggerEntity], colliderEntity, triggerEntity);
} }
} }
} }
bool TriggerSystem::throwLeaveIfWasInTrigger(std::unordered_set<EntityID>& triggerSet, EntityID pId, EntityID tId) bool TriggerSystem::throwLeaveIfWasInTrigger(std::unordered_set<EntityWrapper>& triggerSet, EntityWrapper colliderEntity, EntityWrapper triggerEntity)
{ {
const auto& it = triggerSet.find(pId); const auto& it = triggerSet.find(colliderEntity);
if (it != triggerSet.end()) { if (it != triggerSet.end()) {
//If it was in the trigger, but not anymore, throw leaveEvent and erase from the set. //If it was in the trigger, but not anymore, throw leaveEvent and erase from the set.
triggerSet.erase(it); triggerSet.erase(it);
publish<Events::TriggerLeave>(pId, tId); publish<Events::TriggerLeave>(colliderEntity, triggerEntity);
return true; return true;
} }
return false; return false;
-4
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@@ -20,10 +20,6 @@ AABB::AABB(const glm::vec3& minPos, const glm::vec3& maxPos)
} }
} }
AABB::AABB(const glm::vec4& minPos, const glm::vec4& maxPos)
: AABB(glm::vec3(minPos), glm::vec3(maxPos))
{ }
AABB AABB::FromOriginSize(const glm::vec3& origin, const glm::vec3& size) AABB AABB::FromOriginSize(const glm::vec3& origin, const glm::vec3& size)
{ {
return AABB(origin - (size/2.f), origin + (size/2.f)); return AABB(origin - (size/2.f), origin + (size/2.f));
-5
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@@ -97,11 +97,6 @@ EntityWrapper::operator EntityID() const
return this->ID; return this->ID;
} }
EntityWrapper::operator bool()
{
return this->Valid();
}
EntityWrapper EntityWrapper::firstChildByNameRecursive(const std::string& name, EntityID parent) EntityWrapper EntityWrapper::firstChildByNameRecursive(const std::string& name, EntityID parent)
{ {
if (!this->World->ValidEntity(parent)) { if (!this->World->ValidEntity(parent)) {
+1 -1
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@@ -12,7 +12,7 @@ EditorRenderSystem::EditorRenderSystem(World* m_World, EventBroker* eventBroker,
void EditorRenderSystem::Update(double dt) void EditorRenderSystem::Update(double dt)
{ {
if (m_CurrentCamera) { if (m_CurrentCamera.Valid()) {
ComponentWrapper cameraTransform = m_CurrentCamera["Transform"]; ComponentWrapper cameraTransform = m_CurrentCamera["Transform"];
m_EditorCamera->SetPosition(cameraTransform["Position"]); m_EditorCamera->SetPosition(cameraTransform["Position"]);
m_EditorCamera->SetOrientation(glm::quat((const glm::vec3&)cameraTransform["Orientation"])); m_EditorCamera->SetOrientation(glm::quat((const glm::vec3&)cameraTransform["Orientation"]));
+4 -3
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@@ -1,5 +1,6 @@
#include "Game.h" #include "Game.h"
#include "Collision/CollidableOctreeSystem.h" #include "Collision/CollidableOctreeSystem.h"
#include "Collision/EntityAABB.h"
#include "Collision/TriggerSystem.h" #include "Collision/TriggerSystem.h"
#include "Collision/CollisionSystem.h" #include "Collision/CollisionSystem.h"
#include "Systems/RaptorCopterSystem.h" #include "Systems/RaptorCopterSystem.h"
@@ -42,7 +43,7 @@ Game::Game(int argc, char* argv[])
0, 0,
m_Config->Get<int>("Video.Width", 1280), m_Config->Get<int>("Video.Width", 1280),
m_Config->Get<int>("Video.Height", 720) m_Config->Get<int>("Video.Height", 720)
)); ));
m_Renderer->Initialize(); m_Renderer->Initialize();
//m_Renderer->Camera()->SetFOV(glm::radians(m_Config->Get<float>("Video.FOV", 90.f))); //m_Renderer->Camera()->SetFOV(glm::radians(m_Config->Get<float>("Video.FOV", 90.f)));
m_RenderFrame = new RenderFrame(); m_RenderFrame = new RenderFrame();
@@ -72,8 +73,8 @@ Game::Game(int argc, char* argv[])
// Create Octrees // Create Octrees
m_OctreeCollision = new Octree<AABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4); m_OctreeCollision = new Octree<EntityAABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
m_OctreeFrustrumCulling = new Octree<AABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4); m_OctreeFrustrumCulling = new Octree<EntityAABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
// Create system pipeline // Create system pipeline
m_SystemPipeline = new SystemPipeline(m_World, m_EventBroker); m_SystemPipeline = new SystemPipeline(m_World, m_EventBroker);
+32 -32
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@@ -13,27 +13,27 @@ CapturePointSystem::CapturePointSystem(World* world, EventBroker* eventBroker)
//here all capturepoints will update their component //here all capturepoints will update their component
//NOTE: needs to run each frame, since we're possibly modifying the captureTimer for the capturePoints by dt //NOTE: needs to run each frame, since we're possibly modifying the captureTimer for the capturePoints by dt
void CapturePointSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& capturePoint, double dt) void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, ComponentWrapper& cCapturePoint, double dt)
{ {
if (m_WinnerWasFound) { if (m_WinnerWasFound) {
return; return;
} }
const int capturePointNumber = capturePoint["CapturePointNumber"]; const int capturePointNumber = cCapturePoint["CapturePointNumber"];
const bool hasTeamComponent = m_World->HasComponent(capturePoint.EntityID, "Team"); const bool hasTeamComponent = capturePointEntity.HasComponent("Team");
//if point doesnt have a teamComponent yet, add one. since: //if point doesnt have a teamComponent yet, add one. since:
//what if capture point has no team -> we cant get/use the team enum from it... //what if capture point has no team -> we cant get/use the team enum from it...
if (!hasTeamComponent) { if (!hasTeamComponent) {
m_World->AttachComponent(capturePoint.EntityID, "Team"); m_World->AttachComponent(cCapturePoint.EntityID, "Team");
ComponentWrapper& teamComponent = m_World->GetComponent(capturePoint.EntityID, "Team"); ComponentWrapper& teamComponent = capturePointEntity["Team"];
teamComponent["Team"] = (int)teamComponent["Team"].Enum("Spectator"); teamComponent["Team"] = (int)teamComponent["Team"].Enum("Spectator");
} }
ComponentWrapper& teamComponent = m_World->GetComponent(capturePoint.EntityID, "Team"); ComponentWrapper& teamComponent = capturePointEntity["Team"];
const int redTeam = (int)teamComponent["Team"].Enum("Red"); const int redTeam = (int)teamComponent["Team"].Enum("Red");
const int blueTeam = (int)teamComponent["Team"].Enum("Blue"); const int blueTeam = (int)teamComponent["Team"].Enum("Blue");
const int spectatorTeam = (int)teamComponent["Team"].Enum("Spectator"); const int spectatorTeam = (int)teamComponent["Team"].Enum("Spectator");
int homePointForTeam = (int)capturePoint["HomePointForTeam"]; int homePointForTeam = (int)cCapturePoint["HomePointForTeam"];
if (m_NumberOfCapturePoints == 0 && capturePointNumber != 0 && (homePointForTeam == redTeam || homePointForTeam == blueTeam)) { if (m_NumberOfCapturePoints == 0 && capturePointNumber != 0 && (homePointForTeam == redTeam || homePointForTeam == blueTeam)) {
m_NumberOfCapturePoints = capturePointNumber + 1;//ex 2 -> 0,1,2 = 3 m_NumberOfCapturePoints = capturePointNumber + 1;//ex 2 -> 0,1,2 = 3
if (homePointForTeam == redTeam) { if (homePointForTeam == redTeam) {
@@ -46,8 +46,8 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper
} }
//if we havent received all capturepoints yet, just return //if we havent received all capturepoints yet, just return
if (m_NumberOfCapturePoints == 0 || m_NumberOfCapturePoints != m_CapturePointNumberToEntityIDMap.size()) { if (m_NumberOfCapturePoints == 0 || m_NumberOfCapturePoints != m_CapturePointNumberToEntityMap.size()) {
m_CapturePointNumberToEntityIDMap.insert(std::make_pair(capturePointNumber, capturePoint.EntityID)); m_CapturePointNumberToEntityMap.insert(std::make_pair(capturePointNumber, capturePointEntity));
return; return;
} }
@@ -55,9 +55,9 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper
int ownedBy = teamComponent["Team"]; int ownedBy = teamComponent["Team"];
int redTeamPlayersStandingInside = 0; int redTeamPlayersStandingInside = 0;
int blueTeamPlayersStandingInside = 0; int blueTeamPlayersStandingInside = 0;
if (entity.HasComponent("Model")) { if (capturePointEntity.HasComponent("Model")) {
//Now sets team color to the capturepoint, or white if it is uncaptured. //Now sets team color to the capturepoint, or white if it is uncaptured.
entity["Model"]["Color"] = ownedBy == blueTeam ? glm::vec4(0, 0.2f, 1, 1) : ownedBy == redTeam ? glm::vec4(1, 0.2f, 0, 1) : glm::vec4(1, 1, 1, 1); capturePointEntity["Model"]["Color"] = ownedBy == blueTeam ? glm::vec4(0, 0.2f, 1, 1) : ownedBy == redTeam ? glm::vec4(1, 0.2f, 0, 1) : glm::vec4(1, 1, 1, 1);
} }
//calculate next possible capturePoint for both teams //calculate next possible capturePoint for both teams
@@ -66,10 +66,10 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper
nextPossibleCapturePoint["Blue"] = -1; nextPossibleCapturePoint["Blue"] = -1;
for (size_t i = 0; i < m_NumberOfCapturePoints; i++) for (size_t i = 0; i < m_NumberOfCapturePoints; i++)
{ {
if (!m_World->HasComponent(m_CapturePointNumberToEntityIDMap[i], "Team")) { if (m_CapturePointNumberToEntityMap[i].HasComponent("Team")) {
continue; continue;
} }
ComponentWrapper& capturePointOwnedBy = m_World->GetComponent(m_CapturePointNumberToEntityIDMap[i], "Team"); ComponentWrapper& capturePointOwnedBy = m_CapturePointNumberToEntityMap[i]["Team"];
if ((int)capturePointOwnedBy["Team"] == redTeam && m_RedTeamHomeCapturePoint == 0) { if ((int)capturePointOwnedBy["Team"] == redTeam && m_RedTeamHomeCapturePoint == 0) {
nextPossibleCapturePoint["Red"] = i + 1; nextPossibleCapturePoint["Red"] = i + 1;
} }
@@ -79,10 +79,10 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper
} }
for (int i = m_NumberOfCapturePoints - 1; i >= 0; i--) for (int i = m_NumberOfCapturePoints - 1; i >= 0; i--)
{ {
if (!m_World->HasComponent(m_CapturePointNumberToEntityIDMap[i], "Team")) { if (!m_CapturePointNumberToEntityMap[i].HasComponent("Team")) {
continue; continue;
} }
ComponentWrapper& capturePointOwnedBy = m_World->GetComponent(m_CapturePointNumberToEntityIDMap[i], "Team"); ComponentWrapper& capturePointOwnedBy = m_CapturePointNumberToEntityMap[i]["Team"];
if ((int)capturePointOwnedBy["Team"] == redTeam && m_RedTeamHomeCapturePoint != 0) { if ((int)capturePointOwnedBy["Team"] == redTeam && m_RedTeamHomeCapturePoint != 0) {
nextPossibleCapturePoint["Red"] = i - 1; nextPossibleCapturePoint["Red"] = i - 1;
} }
@@ -95,7 +95,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper
if (m_ResetTimers) { if (m_ResetTimers) {
for (size_t i = 0; i < m_NumberOfCapturePoints; i++) for (size_t i = 0; i < m_NumberOfCapturePoints; i++)
{ {
ComponentWrapper& capturePoint = m_World->GetComponent(m_CapturePointNumberToEntityIDMap[i], "CapturePoint"); ComponentWrapper& capturePoint = m_CapturePointNumberToEntityMap[i]["CapturePoint"];
if ((int)capturePoint["CapturePointNumber"] != nextPossibleCapturePoint["Red"] && if ((int)capturePoint["CapturePointNumber"] != nextPossibleCapturePoint["Red"] &&
(int)capturePoint["CapturePointNumber"] != nextPossibleCapturePoint["Blue"]) { (int)capturePoint["CapturePointNumber"] != nextPossibleCapturePoint["Blue"]) {
capturePoint["CaptureTimer"] = 0.0; capturePoint["CaptureTimer"] = 0.0;
@@ -106,34 +106,34 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper
//colorize next possible capturepoint //colorize next possible capturepoint
if (nextPossibleCapturePoint["Red"] == capturePointNumber) { if (nextPossibleCapturePoint["Red"] == capturePointNumber) {
entity["Model"]["Color"] = glm::vec4(1, 1, 0, 1); capturePointEntity["Model"]["Color"] = glm::vec4(1, 1, 0, 1);
} }
if (nextPossibleCapturePoint["Blue"] == capturePointNumber) { if (nextPossibleCapturePoint["Blue"] == capturePointNumber) {
entity["Model"]["Color"] = glm::vec4(0, 1, 1, 1); capturePointEntity["Model"]["Color"] = glm::vec4(0, 1, 1, 1);
} }
//check how many players are standing inside and are healthy //check how many players are standing inside and are healthy
for (size_t i = m_ETriggerTouchVector.size(); i > 0; i--) for (size_t i = m_ETriggerTouchVector.size(); i > 0; i--)
{ {
auto triggerTouched = m_ETriggerTouchVector[i - 1]; auto triggerTouched = m_ETriggerTouchVector[i - 1];
if (std::get<1>(triggerTouched) == capturePoint.EntityID) { if (std::get<1>(triggerTouched) == capturePointEntity) {
//some player has touched this - lets figure out: what team, health //some player has touched this - lets figure out: what team, health
EntityID playerID = std::get<0>(triggerTouched); EntityWrapper player = std::get<0>(triggerTouched);
if (!m_World->HasComponent(playerID, "Player")) { if (!player.HasComponent("Player")) {
//if a non-player has entered the capturePoint, just erase that event and continue //if a non-player has entered the capturePoint, just erase that event and continue
m_ETriggerTouchVector.erase(m_ETriggerTouchVector.begin() + i - 1); m_ETriggerTouchVector.erase(m_ETriggerTouchVector.begin() + i - 1);
continue; continue;
} }
bool hasHealthComponent = m_World->HasComponent(playerID, "Health"); bool hasHealthComponent = player.HasComponent("Health");
if (hasHealthComponent) { if (hasHealthComponent) {
double currentHealth = m_World->GetComponent(playerID, "Health")["Health"]; double currentHealth = player["Health"]["Health"];
//check if player is dead //check if player is dead
if ((int)currentHealth == 0) { if ((int)currentHealth == 0) {
continue; continue;
} }
} }
//check team - spectatorNumber = "no team" //check team - spectatorNumber = "no team"
int teamNumber = m_World->GetComponent(playerID, "Team")["Team"]; int teamNumber = player["Team"]["Team"];
if (teamNumber == redTeam) { if (teamNumber == redTeam) {
redTeamPlayersStandingInside++; redTeamPlayersStandingInside++;
} else if (teamNumber == blueTeam) { } else if (teamNumber == blueTeam) {
@@ -169,24 +169,24 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper
//B. at most one of the teams have players inside //B. at most one of the teams have players inside
//if capturePoint is not owned by the take-over team, just modify the CaptureTimer accordingly //if capturePoint is not owned by the take-over team, just modify the CaptureTimer accordingly
if (ownedBy != currentTeam && canCapture) { if (ownedBy != currentTeam && canCapture) {
if (abs((double)capturePoint["CaptureTimer"]) < 0.001f) { if (abs((double)cCapturePoint["CaptureTimer"]) < 0.001f) {
LOG_DEBUG("Point is being captured by team %i", currentTeam); //Remove when we tested sufficiently. LOG_DEBUG("Point is being captured by team %i", currentTeam); //Remove when we tested sufficiently.
} }
capturePoint["CaptureTimer"] = (double)capturePoint["CaptureTimer"] + timerDeltaChange; cCapturePoint["CaptureTimer"] = (double)cCapturePoint["CaptureTimer"] + timerDeltaChange;
} }
//if capturePoint is owned by the team, and the other team has been trying to take it, then increase/decrease the timer towards 0.0 //if capturePoint is owned by the team, and the other team has been trying to take it, then increase/decrease the timer towards 0.0
if ((ownedBy == currentTeam && currentTeam == redTeam && (double)capturePoint["CaptureTimer"] < 0.0) || if ((ownedBy == currentTeam && currentTeam == redTeam && (double)cCapturePoint["CaptureTimer"] < 0.0) ||
(ownedBy == currentTeam && currentTeam == blueTeam && (double)capturePoint["CaptureTimer"] > 0.0)) { (ownedBy == currentTeam && currentTeam == blueTeam && (double)cCapturePoint["CaptureTimer"] > 0.0)) {
capturePoint["CaptureTimer"] = (double)capturePoint["CaptureTimer"] + timerDeltaChange; cCapturePoint["CaptureTimer"] = (double)cCapturePoint["CaptureTimer"] + timerDeltaChange;
} }
//check if captureTimer > m_CaptureTimeToTakeOver and if so change owner and publish the eCaptured event //check if captureTimer > m_CaptureTimeToTakeOver and if so change owner and publish the eCaptured event
if (abs((double)capturePoint["CaptureTimer"]) > abs(m_CaptureTimeToTakeOver) && canCapture) { if (abs((double)cCapturePoint["CaptureTimer"]) > abs(m_CaptureTimeToTakeOver) && canCapture) {
teamComponent["Team"] = currentTeam; teamComponent["Team"] = currentTeam;
capturePoint["CaptureTimer"] = 0.0; cCapturePoint["CaptureTimer"] = 0.0;
//publish Captured event //publish Captured event
LOG_DEBUG("Point is captured by team %i!", currentTeam); //Remove when we tested sufficiently. LOG_DEBUG("Point is captured by team %i!", currentTeam); //Remove when we tested sufficiently.
Events::Captured e; Events::Captured e;
e.CapturePointID = capturePoint.EntityID; e.CapturePointID = cCapturePoint.EntityID;
e.TeamNumberThatCapturedCapturePoint = currentTeam; e.TeamNumberThatCapturedCapturePoint = currentTeam;
m_EventBroker->Publish(e); m_EventBroker->Publish(e);
//NextPossibleCapturePoint will be calculated in the next update... //NextPossibleCapturePoint will be calculated in the next update...